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Coming along nicely i see. Still dreaming of a demo but dont worry, we are patient people lol. This forum is getting pretty long low so i have only one reqest? Can you put a list of all the changes, updates and fixes since the last demo and a list of all the things you are hoping to complete before the next release?
I know it a lot but i just thought it may help to answer some peoples questions. Plus it saves you having to answer the same question twice.
As I have said before, right now it's not possible because of the way I scripted it.
When the SDK will be completed, if I have the time and will, I will make all of them independent scripts.
You should still be able to fiddle with bits and bobs like the esper system. But youll need to know what you are doing as I doubt it will all be in the one script
You can take anything you want out of any project you want you just need to know what other things it relies on to ie. SDK or maybe there could be an extra line of scripting in game_actor or something like that.
Its probably a better idea to ask the author to release a script for the particular part that you want.
Im sure if you post it here Dargor will do his best.
Or if Dargor doesnt mind me breaking up his scripts i can probably dig it out myself with a little time. But ya gotta ask him first
If you know how to take things out of the scripts, you can do so. And if you plan on releasing the script, then all credits should go to me. But yes, if you want a specific script to be independent, I'll make it.
Here's a list of the things you'll find in the next demo.
Final Fantasy 6 SDK 2.0 - Demo 4
Mode7: Fast Pseudo-3D rendered maps with rotation and zooming (Powered by MGC NeoMode7 Engine)
Particles: A simple particle system that can mimic the snow in the intro.
Menu System: The complete Menu System, including the following Scenes:
Menu
Item
UseItem
Skill
UseSkill
Equip
Relic
Status
Config
Save
Equip Status
Input (FF6J Customize Controls)
Commands (Customize Battle Commands order)
SwordTech Naming (FF6J)
Name
Shop
Party Selection
Battle Order (for the final battle)
Sound Test (Custom Scene, not from FF6A)
Bestiary (FF6A)
Battle System: The battle system of the upcoming demo will include the following features:
New animated battlers system
Some battle commands
All windows
Summoning system
Battle equip system
Active time bars
A few battler effects like Death Counter, Image, Float and Glowing Frames (for status like Hast, Slow, Shell, etc.)
Animated battle backgrounds
Message System: The following features have been added to the message systems.
Show Face
Wait (in frames or seconds)
Wait for input
Evaluate script (to display scripted strings like System words)
Show item/weapon/armor name
RTP:
The complete soundtrack in .OGG format
Some SFX like Dog Barking, Save, Battle Start, etc.
All Face Graphics
All 14 main characters and their poses
Some other characters like Kefka, Leo, Kappa
Some NPC Characters
All battle backgrounds including animated backgrounds (Raft, Train, Owser, etc.)
All cursors and bars
All enemy sprites
A few tilesets like WoB, WoR, Figaro, Cyan's Dream, etc.
Installers:
The FF6 SDK RTP installer. It will add the FF6 SDK to the RTP selection in RMXP.
Project installer. A bit useless for now since the Editor won't be included with it, but it will install the project with all scripts and database.
This list isn't final, some things might be added to it before the release of the demo.
This is coming along fantastic, cant wait till its finished.
Ive decided to join up and help with the Final Fantasy Awakening project coz it looks like it has potential, you should take a look. If ya need any help with this im still able to. Got far too much free time on my hands these days. Just letme know what you need.
But if ya see anything that can help the FFA project either in general or in regards to giving it that final fantasy feel
Wow when this started I expected you guys to give up within a few months since Final Fantasy 6 is such a huge complicated game.
But now I take everything back because you are nearly done it seems! It'll be pretty annoying to get every tileset and stuff. Will you be presetting passability and priorities for every tileset? That would make you 20% more awesome.
With the airship mode7 tilt-turn, did you use a sprite to create the illusion of the screen tilting like in the original, or did you actually tilt the screen?
And do the shadows changed depending on what the airship is above and such?
The whole tilemap is tilting-rotating for real, thanks to a rewrite of the Tilemap class and an external DLL.
About the shadow, for now, it changes only when you go up/down. I'll soon add a height value to tiles, probably with the terrain tag but I'm not sure yet.
But you do know about how they did the rotation in the original game?
If you want I can show you the sprite and give you the angles square used for it (It wouldn't require an external DLL, just the ability to show a sprite and rotate it.
EDIT:
This is the image (You probably already have it, it's the mode7 fog): http://i45.photobucket.com/albums/f81/x ... hipfog.png[/img]
And it rotates at an angle of 4.5 degrees each direction when the airship is turning at fullspeed. It rotates to the angle gradually.
The world map itself does NOT rotate, just this image to create the illusion of the tilt.
The clouds also tilt in exsactly the same way.
What are the advantages of not actually tilting the map, since the rotation is possible ?
Anyway the external DLL is already required for the basic mode7 drawing.
What are the advantages of not actually tilting the map, since the rotation is possible ?
Anyway the external DLL is already required for the basic mode7 drawing.
Yeah I already have the fog sprite, but thanks I didn't add it in the video simply because I had a little problem with the tilt.
Also, since a real rotation is possible, then I don't see the point of faking it.