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Final Fantasy VI SDK - Going Social!

Nolund

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Wow, can't believe I haven't been keeping tabs on this thread! This is awesome!

That being said, I wanted to download Demo 3.0, but Mediafire can't find the file. Any chance this could get reuploaded?
 
All of the downloads besides the Beta 1 (oldest version) arent working.. and the main site itself appears to be nonexistent.

Any idea whats going on? Is this projects heart still beating?
 
jacob":182jqk7j said:
All of the downloads besides the Beta 1 (oldest version) arent working.. and the main site itself appears to be nonexistent.
Make sure you're typing the right address: http://ff6sdk.webs.com/
I know most of the download links are broken. I'll move to a more stable web host pretty soon.

jacob":182jqk7j said:
Any idea whats going on? Is this projects heart still beating?
Dargor":182jqk7j said:
Q.Is this project still alive?
A.Yes.

And now, some news!

The core system for animated battlers is now implemented! This means that the Editor's Database section for this is working 100% and of course will work in RMXP. ;)
It is now possible to create new battlers, create poses for these battlers and assigned them battle animations. Battlers are assigned to actors, exactly like classes.
Then, RMXP takes the new Battlers.rxdata and process the battlers animations (including pre poses and post poses) on the battler sprite.

It's quite a complex concept but it works very nicely and saves so much time!
Very soon, the Battler system will be a major part of the FF6 SDK. For example, States (like poison, Imp, Safe, etc.) will have the possibility to change an actor's battler.

That's it for now, I'll try to post screenshots of the editor today. :)

Take care!
-Dargor
 
This is great news! It appears you've broken through a major roadblock!
I've been following this project for a long time, and I'm curious: what are some other features that you still need to implement but just have not done yet? If there's anything I can do to help, directly or indirectly, please let me know. I probably know more about this game than the original programmers (I've looked at it more recently). :biggrin:

Hope you enjoy your vacation!
 
Well, the battler system is functional but isn't 100% perfect. I still need to think how I am going to make special movements editable.
For example, if you have 2 weapons equipped, the first animation would be "Attack Jump Left" and the second attack animation would be "Attack Right"
I'm assuming that every actors have 4 basic attack animations. "Attack Left", "Attack Right", "Attack Jump Left" and "Attack Jump Right".

Now, there's a couple of different cases where these animations can play but in different orders.

Some Examples:

2 Weapons Equipped, play the following animations: "Attack Jump Left" - "Attack Right"
1 Weapon equipped in Right Hand, play the following animation: "Attack Jump Right"
1 Weapon equipped in Left Hand + Offering: "Attack Jump Left" - "Attack Left" - "Attack Left" - "Attack Left"

The list goes on, for the attack behavior but also for many other things.

Besides that, my next stop are the battle commands. I want at least the most important commands to work.
For now I have the following commands done:
- Fight
- Magic (including summoning)
- Item (including the equip part)
- Defense
- Change Row

In a nutshell, the basic commands. Most of the other commands will be very easy to implement. Commands like Lore, Dance, Magitek or any skill subtypes will be implemented quickly. More complex commands like Steal, Blitz, Sword Tech, Sketch, etc. will take longer since they all behave differently from each others (as opposed to Lore, Dance, etc.).

But, in order to have the Battle Commands system implemented correctly, I also need to add the "Kind" feature. Items and Skills will have Kinds (Like "Katana", "Tool", "Black Magic", etc.) With this, you can tell a battle command to filter items using Kinds. Lore command showing only Lore skills, Tools command showing only Tool items, etc.

Finally, I'll need to finish the Classes editor so you can say which battle commands are usable with which class.


I'll start with that :)

Take care!
-Dargor
 
Back with some news!

I finally have been able to make glowing actor frame work in the most user friendly way!

All it requires is an extra Character and Animation file for your actors and the script takes care of everything else for you.

How does it work? It's actually pretty simple.
The user specifies a sprite to be used as the frame of the actor (Character image when it's an event or the player, Animation image when you're in battle).
This sprite must be exactly the same as the Character or Animation sprite, except that it must contain only the frame and must be pure white.
Then, in the states editor, you can specify the color of the glowing frame.
From there, the script will automatically apply the good frame on the right pose, will set its color and will automatically fade in/out.

An extra feature I have added, little improvement from the original game: If more that 1 state with glowing frame is applied, the script will cycle through each color instead of keeping the last color applied.
Example: Reflect, Shell and Safe are applied; The frame will glow Blue, then Green, then Yellow and then Blue again, etc.

That's all for now!
-Dargor
 
Very nice. :D

So, next on the agenda is implementing the other battle commands? Are those going to be placed into individual modules/files?

I'm curious as to how Runic will work, for instance...

Also, how about some pics of your editor??
 
Some news!

I'm working on another bigger demo featuring the whole game from the beginning to the moment you first go out in the world map, right after Locke saves Terra.
This release will feature everything you can see and do in this portion of the game, as if it was the original game itself.

If I have enough time, I will release a small demo of the Editor and expose the scripts of the game (so it won't be encrypted). But I will do this only if I have the time to, it's a big IF.

For more informations, you can read the full post on my website http://ff6sdk.webs.com/apps/blog/show/2 ... -their-way
Because, yes, I'm still updating it! ;)

I'm also reworking the Download and Screenshots section of the site. New screenshots will come once this section will be finished.

Take care!
-Dargor
 
Damn it's hard to work with the database when you have hundreds of items in a list! :/
That's why I'm developing a TreeView for Database items!

23665_1254269714093_1150054299_30657135_2329053_n.jpg


As you can see on the left I have a TreeView containing a root named Actors and 2 Subfolders named Main (14) and Others (15).
The plan is to provide 2 ways of working with database items: The normal one where you have a simple 1 column list, and the new one where you can organize your items in custom folders. The numbers in parentheses represent the number of items in this folder.

You can also see the progress I have made with the overall actor editor; The stats curve are working but are not perfect yet, Sprite display works like a charm. :)

If you have any suggestions concerning new working/organization methods I could implement in the editor, please let me know!
Also, I've been considering using a control used specifically for modifying properties. It's called a Property Grid.

propertygrid.jpg


The thing is, I'm not sure it would be that useful considering the way RPG Maker interface is made.
One last thing, I also did a lot of research on how I could bring my user interface to the next level (compared to RPG Maker) and found this in the Wx Library
http://www.youtube.com/watch?v=3Ua-iIpdZuI

It's demonstration of the Advanced User Interface (AUI) available in WxWidgets, the library I'm using to make the editor.
So I'm also considering remaking my editor using AUI. It would take more time but not that much and the end result would be much more appealing!

That's it!
Take care,
-Dargor
 

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