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Final Fantasy VI SDK - Going Social!

I've done a lot of things in the past few weeks, but the only thing I can say is that the demo will be released before December 31st ;)
And btw, I'm alone on this project :)
 
I noticed I missed alot of tiles, such as Figaro castle and the port towns. I think I'll try to get those to you by Saturday when I have time ;).
 
Cheers for the list Dargor, just for curiositys sake what bits are you still working on / adding for the next demo?

It looks like your practically done to me
 
There are some menus that aren't 100% completed yet. Also, the party switching system isn't working at all.
The battle system is always on top of the to-do the list and isn't final yet and won't be in the next demo.
The Mode7 Engine needs to be optimized a bit more... Things like that.
Besides that, it's a lot of bug fixing, tweaking, etc.

Also, after the programming part, there's the graphics part. But that's another thing.
I'm not done yet, but I'm getting closer and closer every days!
 
Hey Dargor,

I got a couple of more in depth questions about some minor sysyem thingys lol,

One thing i noticed in the previous demo was in the party rearrangement
you could only swap actor to actor
not actor with blank space (if that make any sense)

I mean like if you had and actor in slots 1 , 2 , 3 but not in for

you wouldnt be able to put an actor in the forth spot.

Also the item menu, when you swap items around.
Go out of the item menu and back in,
all items went back to the old positions

and finally the original ff6 main menu was 4 boxes
1st = new game
and the rest were the save games

are you gonna code that in?

These are silly little things but just thought id ask. I know you want to get it as close to tha mark as you can and i wanna help lol

none of the above really matters its just visual stuff

Great Job Man

Harrybo21
 
(by party rearrangement i meant when you are in the main menu and press left, you know the bit where you can change actors row and position)
 
That's not silly at all :P For those who have played FF6, These things makes the whole system more enjoyable. It's all in the details.

And to answer your questions, everything has already be done, expect for the party changer. But it will be done, obviously! :)
 
Kwl, this project really resparked my interest in rmxp.

And i learned alot just from looking at your coding methods.

Im currently working on Final Fantasy Awakening and have managed to script in all the features i wanted but could not do before so far.

Like i even managed to get that swap with the actor to a blank space thingy (it really messed up game_player and add/remove player so had to rewrite that too - but was succesful)

Just trying to get the item menu to work in a similar way to yours now.

Just wanted to say thanks as its your hard work that resparked my hard work

and i even signed up to a computer programming home learning course, thats how much i enjoyed learning from your work.

Keep going Dargor this is great

Thanks

Harrybo21
 
The map won't be zoomed, since it is not in the original game. However, it's vertically slanted and the slant value is relatively low, just to say the map isn't plane. The Mode7 effect here is very subtle.

By the way, I started to use something new to me, called wxRuby. With that, I can make an application with a General User Interface (GUI) using Ruby.
That means, I can easily read/write RMXP data with an home made editor! :) This will save me A LOT of time. I won't bother trying to make the editor with VB or C++ anymore thanks to that. Just to give you an idea, in 3 hours (including the installation of Ruby, Rubygem, wxRuby and rubyscripts2exe) I was able to make a little program that allows you to open Game.rxproj and see the title of your game and the list of all actors in the database!
I know what I'll be doing after the release of the upcoming demo!

Take care!
-Dargor
 
Low? Hmmm.. I guess You're right. Hmm... I really did think it was zoomed in. I guess that is the size of the screen then.

Thanks anyway! Glad you got something easier to work with.
 
This is a very interesting project. I've often found SDKs to be a bit of pain to actually WANT to do. In this case, you're basing it off of Final Fantasy 6, so trying to C&P things suchs as algorithms in a different programming language must have been quite the tedious task. I do applaud your efforts and look forward to seeing this progress.
 
wxRuby is used to create applications, a bit like VisualBasic but a lot less user friendly because you have to code everything in notepad or any other text editor. Both VB and Ruby are OO (Object Oriented) languages.
The biggest problem I had with VB was reading/writing directly into the .rxdata files. It was a problem because VB doesn't know anything about Ruby. The only way for VB to read a Ruby object would be to read each bites of the file and "translate" it in VB. That also means recreating all used Ruby Classes in VB. The task would be incredibly long and tedious.

vgvgf mannaged to do that for the RPG Advanced Editor (major kudos for that!) but with wxRuby, i can read/write rmxp files as i would normaly do with rmxp. They speak the same language. That also means that I can work faster because I know Ruby a lot more than any other programming languages.

Just to give you an idea, today I made an Esper Editor in wxRuby in something like 8 hours. So, in 8 hours, I made something that I haven't been able to do with VB in a year.

This is a big YYYYEEEEEEEAAAAAAAAAHHHHHH!!!!!!!!! for me right now :)

I will try to upload the editor tonight.
 

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