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!

Dargor I think the window Celes_Cole is talking about is the command box in battle. It stays visible after selecting an action.
Anyway, I hope you get these small bugs fixed soon, it's amazing work so far!
 
Hey, just checking in. I haven't posted since i took on the task of ripping black magic. It's coming along, it just took me a bit to get my process straightened out. Celes, you mentioned some of the spells seemed almost impossible to rip? Which ones were you referring to? I know some of them will be a bit tricky. Here's an example of my work, which i tried to conform to Celes's pictures. http://img231.imageshack.us/img231/9596/biov.png Let me know if you have already started on the black spells. If you want i can also take a look at Phoenix Down. I have been using macros, and it saves me so much time during the resizing and cropping of 100 pictures at a time. And of course there are some spells that never fit onscreen no matter where you cast it. Currently i have blanked out Mog's sprite and have him casting spells on Invis'ed monsters, the only thing remaining in the battle area is his shadow. Also, zsnes had some graphical glitches when i would pause and advance frame by frame. I switched to snes9x and it works perfectly.
 
He had the same idea as I did, but his looks more complicated... but better than my way. I might try it to rip my friend's FFV battle animations lol. Thanks Mythril.

By the way, when I can think of something else to rip, I'll do it. I can't think of anything really at the moment. I'm not meaning to take a break on Essence, but it's happening that way due to school. So I have time to rip. Just got to know what TO rip. I'll find something, I'm sure of it.
 
it's been quiet here for a month and a half. just wondering, as maybe others are, if the project is still active... i hate to be the one that asks, but it's on behalf of everyone... :P
 
Yes the thread has been really quite these last weeks and so do I.
Don't worry, the project isn't dead and will never be. ;) I'm busy with other things right now but I'm still working on this on my spare time.

I'll try to keep you update more often.

Take care!
-Dargor
 
I really can't wait for a usable demo X_x... And I know this will never stop but I'm going to say it anyway.... continue working on this. I hope you have lots of spare time sometime >_<;;;
 
Oh don't worry about that. I know I'm not the fastest worker ever but I'm still making progress. ;)

I think the biggest problem right now is still the battle system. I'm having a lot of problems with the command input phase. Letting the player use their battle commands while the enemy is performing an action isn't the easiest thing I had to do.

I once tried to stop working on that portion of the battle system (not letting the enemy attack while you can use battle commands) for a while and concentrate on the implementation of all the battle commands and things like that. But then it would kinda break the feel and flow of the battle system and I'd have to fix that anyway one day or another.

I might do this so that other things can improve faster. There's so much to do that sometimes I don't even know on where or what to put emphasis. :/
This lead me to ask you, all of you who are reading this: What are the major features you want/need the most. Obviously I'll spare no details. But knowing this would probably help me to focus and don't get lost in my usual "oh this thing seems cool to do, let's take a brake and code this little useless but cool feature that most of the people won't use!" moments. :)

But besides that everything is going fine. I'll be on vacation for the whole next week so you know what I'll be doing!

Take care!
-Dargor

EDIT: Oh and by the way, for those who were wondering, that "cool useless" feature I was talking about is a Look At method for player/events. Any characters on the map can look at any other characters even when the target is moving. That's it. :)
 
i really like this project! Dargor you are absitively posolutely amazing!

This is the most built up and extensive project i think i've ever seen that deals with the rpg makers. very, very nice job!

Can you or someone else post another upload of 3.0? mediafire just directs me to the my files page when i click the link. please?

and if you ever need recources, http://www.spriters-resource.com/snes/ff6/ is an amazing site. :grin:

keep it up man!
 
Thanks FenixFyreX, I'm glad you like it!

Unfortunately I won't try to host the demo somewhere else right now because I don't have the time and the internet speed. :/ Yeah, I'm still on a dial up connection!

I too was gonna bump the thread, but only to say that I haven't been working on this project for 3 weeks now. Mind you, this is not bad news! I took a little break from this and from my work to play FF6 again, just to remind me the feeling of the game, because I was starting to see only lines of code when I looked at the game.

I'll be back on this pretty soon.

Take care!
-Dargor
 
The most important thing you can work on would indeed be the battle system. Having an "active" timer battle is very important for the feel of the game. Second most important would be the status animations on the battlers (having glowing outlines, or red-faces when berserk, or a bluish color when poisoned, etc.).
Of course, getting all the spell animations implemented is another important thing you can do in the downtime. :)
 
Dargor":1w4k8qi6 said:
I took a little break from this and from my work to play FF6 again, just to remind me the feeling of the game, because I was starting to see only lines of code when I looked at the game.
-Dargor

Welcome to the Matrix Neo!
 
^Nice one Petros :)

Damn I'm 3 days late!

It's been 3 years (and 3 days) since I started this project!
Holy shit... I really have to finish this in 2010.

@Imzogelmo
Yes indeed, the active part of the battle system is really giving me a hard time.

The status glow on the character should be easy to do. I already have half of the system done. The idea behind that is to have a second character sprite for the actor. This sprite represents the frame (and only the frame) of the character and it must be 100% white. Then, when a character has a status effect, I render the sprite, set it's color (which means that you can customize the color) and finally change it's opacity from 255 to 0 to 255 in an endless loop.

Right now, it works on the characters in a map. But it's nothing big since the map characters are made of only 2 sprite (the character sprite and the vehicle sprite). I only add a third sprite and process the effect. The bigger challenge (and the most important) is to make this work in battle. The problem here is that the characters in battle are battle animations which can contain up to 16 sprites per animation frame.
 
Some very good new here!

I've been working very hard on the battle system this weekend and I finally managed to make it active! Doing this created new bugs but it's normal since the default battle system of RMXP wasn't designed to work that way.

It's been a while since I made some real significant progress with the battle system, things are going very well at the moment. :)

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