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Final Fantasy VI SDK - Going Social!

I'll TRY to rip some battle animations. I most certainly cannot promise anything (like those NPCs I was suppose to rip and never did..). But Animations are a lot harder.
 
Yes, I go there often :) But thanks! I think I might add a link section to the first post. I'll put links to resource sites, links to the editors, etc.

And now, here's a little update (not about the editor this time):

I have added a couple of features on the map like:
- Poping up the map name anytime you want. You can specify the name to be displayed and the delay before the window is closed.
- You can enable/disable tone change on any characters (player,events). This is very useful for scenes like the introduction of a character, when everything fades to black except this character.
- Added map layers effect. You can specify the tone, blend type and wave parameters of the 3 map layers!

I have also added some features in battles:
- Added background properties:
- You can choose if the background is a Plane or a Sprite (Planes allow bitmap looping)
- You can specify X/Y speed (Planes only, for now)
- You can specify wave effects (Sprites only, for now)
- You can specify the tone and blend type of the background
- Added the window displaying the states of party members when targetting with an item or skill.
- There's now a basic new targetting system.

Also, I'm briging back the terrain editor from RM2K3. With that you will be able to edit the terrain battle background settings, sound/damage per steps, and battle background layers.
There will be 3 layers. The Background, Middleground and Foreground layers. Each layers will have their own settings previously mentioned.

Terrains will be used in tilesets, associated with terrain tags. Since RMXP has 7 terrain tags per tileset, you will be able to setup 7 different terrains per tileset. More if I find a way to increase this number. :)

I think that's it for now!

Take care
-Dargor
 
Sounds great. Can't wait for more updates, especially the battle since it was glitchy on the New Years demo. You did get that all fixed, right? Just seeing if I can recall is all. I forgot what the errors were. I knew one where it just froze then closed itself out. Also the FPS. It kinda jagged along.

But all goes well. ^^
 
I hate to be the first guy to ask it in months, but do you have any estimation as to when it will be complete?

If you had to say you were x% complete, what would it be?
 
bobtwentytwo":29r114c0 said:
I hate to be the first guy to ask it in months, but do you have any estimation as to when it will be complete?

If you had to say you were x% complete, what would it be?

As Celes_cole said, the short answer is: "Release date: When it's done". All I can say is that I want it to be usable this year.
Also, a percentage would be completely pointless. Lets say it's 70% done. Wow, only 30% left! But the 70% is windows, menus, variable additions, etc. Nothing complicated. And the other 30% is the battle system, battlers animations, battle commands, graphical effects, etc. You know, the hard things to do.
And I don't take into conssideration the time for building up the FF6 RTP, which is very long to.

In this case, percentage means nothing.


By the way, I have a bad news. My 2 computers are infected with viruses and trojans, and I can't open rpg maker anymore. :( Don't worry, I haven't lost anything and I make backups very often. But I won't be able to work on the SDK until my comps are healed. Good thing I'm buying a new one soon!

Now here's the good news. Before the infection, I have worked a bit more on map features. I'm implementing map looping on ordinary maps (already implemented in Mode7 maps) and I have also improved the airship system and added chocobos! I still need to create a stable vehicle system like in VX and think on how to setup vehicles in an user friendly way.

That's all for now!
-Dargor
 
Amazing game ^.^ some of the things you are doing in XP is exactly why I went to VX lol so crazy. Hmm have to rethink my game plan ^.^;
 
I made a tutorial on how to use VX features (I mean scripting features like resolution) into XP and this project is using RGSS2 and Game.exe from VX so yeah, it has a couple of things in common with VX. :)
 
Still anxiously awaiting... not a post out of impatience, but more like a post out of keeping interest alive and fully aware to Dargor. :D
 
haha! Sorry for the lack of update, I'm very busy at work right now and I've got 2 computers badly infected with viruses and trojans, etc.

But, I just bought a new computer, a real beast, and only the graphic card is missing so I'll be back working on the SDK once my little baby will be ready. :) I haven't touched rpg maker and the editor for a while now because of that.

Don't worry, this project is still and will always be alive! ;)

Take care!
-Dargor
 
Hope you've been backing up your project often. I've lost one project and nearly lost another in the past year due to "file corruption" (no horribly majors losses since I work in a bunch of different projects) though I don't know if your viruses got to your files.

I have some specific questions about using RGSS2 with RMXP, if you don't mind me asking. One, is there an easy way to prevent RMXP from automatically writing "RGSS102E.dll" into the game.ini file all the time (other than using a cracked RMXP and hex editing the program, since not all of my projects use RGSS2)? Two, how can I access the $DEBUG/$TEST variable when using RGSS2 with RMXP? The editor doesn't seem to affect either variable when I playtest. Three, is it possible to use Graphics.snap_to_bitmap as an argument for Graphics.transition? I think that transitioning with a screenshot image would be really cool-looking, but I haven't looked into it yet and I was wondering if you had any idea.
 
Yes I make backups very often. I've made a backup script for both XP and VX and it's included in the SDK.

About RGSS2 and RMXP, if you don't want to change the ini file, you can rename RGSS202E.dll to RGSS102E.dll and place it in your game folder. By doing this, your game will use this DLL instead of the one located in System32.

I too have noticed that neither $DEBUG nor $TEST works so simply create the $DEBUG constant in Main.

Finally, yes, I guess you can use Graphics.snap_to_bitmap as an argument for Graphics.transition.
I haven't tried but I'm sure it's doable!
 
Hi I recently downloaded your latest version hoping to try out the mode 7 features but couldnt find it, yet saw it in your youtube video. Has this not yet been released in the latest version. If so, which section in the script is the code located.
Thanks for your time.
 
Yes but, using MACL 2.3+ you can use the bitmap returned by Graphics.snap_to_bitmap and save it as a .png into the Transitions folder.
 

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