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!

Besides the fact that battles and menus are most of the game :P it's a reconstitution of a specific scene and it will contain everything needed for this scene. That means the maps, actors, enemies, graphics, sounds, items, etc. Almost everything is done, I still need to code 3 battle commands, finish the weapon attack animations system, do a couple of battle animations and polish/clean the code, fix some bugs.

Oh and by the way, I've made some changes to the Inputs in my code, some were using keyboard-only inputs and I have changed them to gamepad/keyboard inputs. The game plays better with a gamepad!

I've been working all day long the last 2 days, starting from 10h to 23h. I really want this demo to look and feel exactly like the real game. :)
I won't include the editor because it's far from finished. However, if I get all or most of my features done before the release, I'll include a new debug room. So you can see things that I've done that are not features in the scene I'm recreating.

Take care!
-Dargor
 
Dargor":4ncpkgif said:
Besides the fact that battles and menus are most of the game :P it's a reconstitution of a specific scene and it will contain everything needed for this scene. That means the maps, actors, enemies, graphics, sounds, items, etc. Almost everything is done, I still need to code 3 battle commands, finish the weapon attack animations system, do a couple of battle animations and polish/clean the code, fix some bugs.

Oh and by the way, I've made some changes to the Inputs in my code, some were using keyboard-only inputs and I have changed them to gamepad/keyboard inputs. The game plays better with a gamepad!

I've been working all day long the last 2 days, starting from 10h to 23h. I really want this demo to look and feel exactly like the real game. :)
I won't include the editor because it's far from finished. However, if I get all or most of my features done before the release, I'll include a new debug room. So you can see things that I've done that are not features in the scene I'm recreating.

Take care!
-Dargor
So can I ask a question:

Do you basically mean that you have the game data from Final Fantasy VI ripped into the format used for RMXP?

Or do you basically have a specially coded emulator that plays FFVI through RMXP?

The reason I ask is I'm curious about the data and other means to adapting it for new systems.

It would be a great way for a person making a game engine/editor to test if their stuff is up to snuff.
 
He is recreating the FFVI system is RMXP. An editor and everything.


BTW, thanks Dargor! I'll try to get some animations done soon. I've been watching a FF Marathon on speedgamers XD!
 
Celes,

The question really is: Why does he need an alternative editor if he's making it through RMXP?

Doesn't RMXP have a map editor? It also talks about directly disassembling parts of the FF6 ROM portion of the game.

Since he's also making a software program (correct me if I'm wrong) it means, once he has the final version of the game's data built, he could, in theory, export that into any format he wanted, right?
 
Final Fantasy VI editor. Look at the screenshots throughout the topic. Also there is more tabs, like a battle back editor, mode 7 editor, airship editor, more map editor options, better battle animation editor, better item editor, Esper editor, everything basically better. Just look at the screenshots of the editor.

I also have another question: How are you going to do limit breaks?
 
@Alexander Morou
All I'm doing is recreating FF6 on rmxp like someone making a fangame of something. I'm gathering as much information as possible. Some are less technical, some are a lot more technical, like Izmogelmo's dissassembly of the ROM.

The reason why I'M making my own editor is simple. At this stage of production, rmxp is way too limited. For me but also for beginners or people who are not familiar with Ruby. I want this SDK to be as user friendly as possible and I don't want to force the people to mess with the scripts in order to setup new parameters.

If you have any other questions, feel free to ask.

@Celes Cole
Limit Breaks (AKA Desperation Attacks) will be really easy to setup. The actor editor will have options to edit that, like Skill ID to cast, at which rate will the actor use the special attack, etc.

In the original game, the attack is used when the character uses Fight at 1/8 of his HP and then, there is a 1 in 32 chance to use the special attack. This 1 in 32 chance will be customizable. 1/8 means when the character is weak.

Take care!
-Dargor
 
Dargor:

If you're making your own editor of the information used by the RMXP rendering system, then that means you'd later be able to extract the same information you're editing and process it into other formats. The main question I had is if it ever became necessary or requested would someone be able to utilize the data from your remake of the game and transform it into another system (like another editor)?
 
If the source format (Ruby) can be interpreted or adapted by the destination format, then yes. For instance, vgvgf who's working on his own editor using Visual Basic; He managed to read and recreate Ruby classes with VB6.0. His editor reads Ruby data, transforms it into VB data and then save it back into Ruby data.

However, if the idea is to port the game made with this on something else that isn't Rpg Maker XP/VX and doesn't understand a word of Ruby, then the answer is no.
You have to keep in mind the limitations and dependencies of RGSS and RPG Maker.
 
I'm more referring to the areas associated to the map data, tile-set data, animations, events associated to timing/cut-scenes and so on. The code itself is easy enough to rewrite so long as its source is given. If your editor manipulates the data above, it should be able to process/transform it, as well, right?
 
I'm modifying these data too. But it's basically the same thing as for the rest.
And by the way, I confirm that I'll make a new event editor! I've tried a couple of things last night and I'm able to read/write event commands. It means that you can expect a lot of new options and new commands!

Take care
-Dargor
 
At the rate your going you wont even need to use rmxp will ya. Understandably it would need to be installed but other than that you would never have to use it again
 
That's the goal of the editor. ;) Because when using it, you change the default RPG data from RMXP, which are overwritten by RMXP each time you save with it. So Using both the SDK Editor and RMXP would be pointless, unless you know what you're doing. You take the risk of losing data.

So in the end, it will be like RMXP++ specialized in FF6.
 
Oh, that's cool O.o. I thought totally differently. So you wouldn't need to use RMXP at all? This is basicly a new editor?

Btw: I found that ripping some of the black magic spells to be almost impossible. I don't know why, but that's just how it is. I'll try a few more times, though.
 
At first it was supposed to be able to edit only what was needed for the SDK, but I realised that things like Items, Weapons, etc. that are taken from the default RGSS Library are overwritten by RMXP when you save.

The problem is, if I want to add a @battle_commands variable to RPG::Class, the default library doesn't include this variables and it will be ignored/deleted when you save it with RMXP.

Plus, I can do everything RMXP can do and so much more! So, why not make my own maker? :)
 
Works for me XD. The "much more" part IS the best part... so are you adding like... I don't know what to say... uhh... Like if we don't really want to use the Esper System... or something like that... we want to add our own unique system... will that be possible?

Oh and there is no way I'm ripping Phoenix Down =X.... it's 99 106 animations long! Hmmm Maybe I could shorten it...
 
Yes I can add things like that, like having a Check List Box in the System tab which will let you enable/disable some systems with only a simple click. :) But it can be more then that, so if you have any suggestion about the editor, feel free to share them.
 
Lol all right, cool.



So here are some animations~

FFVI-Potion-XP.png

FFVI-Punch-XP.png


Edit:

What about some title options? Hmm... though titles can be edited with scripts... hmmm... But maybe something like New Game, Continue, etc window opacity.
 
Cool, thanks for the anims :)

About title options, that's a good idea, but as I've said, it can be much more than that! ;)
Another good news, I've been able to draw maps in my editor! I have problems with alpha chanels and there is still some drawing bugs and slowdown issues, but at least you can see and recognize the map you select!
 
Oh that's good, that you can draw maps down lol. It's a sign of progresson! I really do hope to see this done soon!


Edit:

If you want any elaboration on what I meant by title screen is like:

If you have a background, and you want Text to fade in... like images.

Also, in your demo... the 2.0 demo... you had credits. So that'd be cool to edit too... like the placement and how many lines you want... like in Windows movie maker, when you do that credit thing, you have this graph thing:

| | |
| | |
| | |


or something like that.

Sorry I'm half asleep XD;;;... when I wake up I'll try harder.
 

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