Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Final Fantasy VI SDK - Going Social!

Hi everybody! Sorry for the lack of update, I've been very busy!

@Imzogelmo
As for the battle engine, I haven't touched it in weeks, I still can't install RMXP on my new computer because I don't have any modem to register the product and validate the key. However, the damage calculation is almost fully implemented. Specific steps like damage modifier depending on special equipment (Gengji Gloves, Atlas Armlet, etc.) are still missing.

The informations you sent me were extremely usefull. Thanks a lot. :)

About the animations (this includes skill/items animations and battler animations), they will all be handled by the original Animation Editor from RMXP. So every poses for actors, weapons, states, etc. will be normal battle animations. It allows for much more flexibility.

Now some good news!

I haven't been able to work on XP but I've made progress with the editor. Mainly with the interface.
New database tabs have been added:
- Battlers: Edit actor's battler animations/poses, weapon/armor/state animations depending on the pose.
- Battle Commands: Edit battle commands.
- Espers: Edit espers.
- Bestiary: Edit bestiary entries, enemies visible, background terrain used, song, etc.
- Colosseum: Edit colosseum, Item bet, Item won, Enemy to fight, etc.
- Terrains: Edit battle terrain, (associated with tileset's terrain tags) damage/SE when step on, Background/Middleground/Foreground graphic properties (allows animation), etc.

Also, I have added a lot of options for maps:
In the map properties:
- Added Areas (Like in RM2K3/RMVX)
- Added Mode7 Options
Added Layer Properties
- Can add Wave effect, change opacity and add almost any sprite effect you want.
Added Tile Properties
- When placing a tile on the map, you can specify the tile's hue, opacity, horizontal/vertical flip and angle (0,90,180,270 degrees)

Note that the actual map editor doesn't work. However, every properties will be editable. As soon as I get enough infos on wxRuby controls, I'll make the full map editor. I'm having a hard time working with graphics in wxRuby. :/

I have also added a Font tab in the Materialbase. This editor will allow you to create custom font settings for message, menu or any othe customizable fonts.

I think that's all for now. I will post screenshots soon!
Take care.
-Dargor
 
This is just beyond awesome Dargor! Quite an intriguing project. Everything pretty much looks identical to the actual game. Just a quick question, is there any plans on doing any other FF game in the future?
 
Thanks a lot :) I'm glad you like it!

No, this project is taking way to long to make and I don't have a lot of free time. I plan on making the SDK, the Editor and my own remake of the game but that's all.
And that's a lot. :P
 
I figure as much. I read through over half of the posts in here, and noticed it had been going for 2 1/2 years. I like the dedication to the project very much so. I've been thinking of making my own FF remake of sorts, and I'm pretty sure I could use this, and just have a FFVI styled FF remake. Not sure which one though. I'll be sure to keep an eye on this. :) (On a side note, I've noticed above your avatar, it saying, "NOT WORKING ON XP ANYMORE." Is that meaning no more Windows XP, or RPG Maker XP? I did see you have upgraded to Vista. Sorry about all the questions. :(
 
Ah yes, I'm not working on RPG MAker XP anymore, except for this project. I've been doing a lot of scripts in the past years for XP and now I'm pretty much done with it. In the past year I've been working on VX a lot. I'm not doing scripts for VX anymore simply because of my job which take a lot of my time, but at least it's a good job. :)
 
I'll merge the original SNES game with the GBA remake so things like the Dragon's Den, new espers, weapons, etc, will be in.

Also I'm planning on adding new scenes but not too much. The first idea I had is to add a second multiple scenario sequence when you go to Thamasa. There will be the original scenario with Terra, Locke and Shadow, but I'll add an extra scenario with Celes and Leo. But it's nothing final, just an idea.

If you have ideas about things that can make the game even better, feel free to share them! ;)
 
Here's some screenshots of the map editor! I have more but my internet is really slow tonight so I'll post the rest tomorrow. Don't forget, it's still in early development stage!

 
Thanks a lot for the comments!

I'm glad to announce that there is no more random crash in the game! :) For those who are more familiar with RGSS, the reason of the crash was that the Sprite class failed to dispose.

I've spent the whole weekend working on the editor and a couple of database tabs are now working!
The completed editors are:
Classes, Battle Commands, Skills (and Skill Kind), Espers, Items, Weapons, Armors and Colosseum.

I'll post screenshots soon!
Take care
-Dargor
 
Thank you! :)

A little update:

1 - As I have said before, the crash has been eradicated! :D
2 - The custom battle commands system is fully implemented and the battle command editor too.
3 - The new battler system is coming along pretty well! I'm using battle animations instead of battler sprites, which allows you to make much more advanced battler pose, moves, etc. Also, battle animations will be used for in-battle coreographies.
4 - The multiple party system and menu are now fully implemented. It's essentially the same system as my VX Multiple Parties script.
5 - Since I have found the cause of the crash, I have reimplemented the cursor system and optimized the Cursor_Base class to make sure cursor sprites are updated and disposed correctly.
6 - The summoning and in-battle equip systems have been fixed.

And I think that's all for now! More to come soon. ;)
-Dargor
 
I seriously need a time machine... I need to go in the future... Just to get this... I need it. Uh well. Sounds good and all. In the previous demo, the thing kind of... jagged along. Will it do that anymore? I think another reason is that my computer sucks.
 
@Imzogelmo

The next version (3.0) will be a usable release. However, it will not feature the full RTP or every low-level features. By low-level features I mean things that are not gameplay related, like glowing frames on battler (Reflect, Shell, etc.) and things like that.
Also, don't expect the editor to be released yet! I still have A LOT of work to do with it.

The core will be there. The battle system, menu system, etc. Everything to start making a game!
Once this version will be released, I'll start making versions history and updates of the code very often.
Of course, I'll welcome bug reports and complains about missing features! :)

BUT! I have started working on a new demo that will feature a scene from FF6, just to show what this SDK is capable of. And I will release this before version 3.0. ;)

@Celes_cole
It still might be laggy for a couple of reasons. It's more likely both the SDK and your computer. I'm trying to optimize it as much as possible but it's kinda hard since my new computer is too powerful. :P I'll run it on different computers and try to set the minimum requirements.

Take care!
-Dargor
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top