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Final Fantasy VI SDK - Going Social!

You're doing a great job there. I hope I can steal some of your editor code at some point. Is there a mapping editor yet, or is one not planned? That would be the best thing, IMO, to replace RMXP/RMVX. I want more layers! Actually, I want a more advanced sort of priority-based layering system that would map more like RMVX (though instead of one tileset always being in the second layer, put things in a layer automatically by priority) with the option to alter the priority of an individual tile against its default value.

I know it's not your primary goal, but you have the best editor replacement I've seen.
 
Thanks a lot rey :) To be honest I don't think my editor is the best around (comparing to vgvgf's or Mr.Mo's) but I'm trying my best.

I want to make a map editor but it's not my priority. The main goal is to remake the Database and add all the new features from the SDK.
However, I'm learning new things everyday and I know that one day I will be able to make a Map and Animation editor. It will be hard but doable.

I'm still planning some features for the map editor:
- Individual tile properties on map (independent from the tileset). Properties will include Roration by angle, Horizontal/Vertical Flip, Hue, Opacity.
- Layer Properties (Opacity, VX Wave effect)
- Mode7 Options (Resolution, slant, rotation, picot, zoom)
- A bunch of minor stuff like map name popup
- Areas like in VX
- Collision/Passability layers (list of custom layers to draw collision, independent from the tileset, multiple could be activated/deactivated at the same time)

Right now I'm not going to add extra layers but I'm using poccil's custom tilemap script and I thing it would be doable.
The best thing would be to make my own Tilemap class. Right now I'm using 2 tilemap scripts. 1 for normal maps and 1 for Mode7 Maps. Eventually, I'd like to merge the 2 in my own tilemap script. The problem is, I have almost no idea how this class works, but I will learn. ;)

This leads me to something else. As I have said a couple of months ago, I've be able to read and write events. So eventually I'll be making a new event editor with the possibility to add custom event commands. But that's not what I want to talk about. :)

I have added a new event feature I call "Large Events". Events can now have a width and height and works like areas. This means, no need to make 15 events to make an exit that is 15 tiles large! I have also added visual feedback in debug mode. Events are displayed as glowing tiles on the map (using the almost unknown and unused tilemap's Flash Data) and depending on the trigger type, a different color will be applied (Blue for Hero Touch, Purple for Parallel Process, etc.) and this also applies for large events obviously. ;)



EDIT: Here's a screenshots of large events.
25151_1260109300079_1150054299_30668524_2685902_n.jpg


As you can see, there's only 3 events in the editor, but 2 of them cover 3 tiles.
When running the game in debug mode, you can press the ALT key to display events.
Events color are different depending on the current page trigger.

Yellow = Action Button
Blue = Hero Touch
Green = Event Touch
Purple = Parallel Process
Red = Auto Start

A little feature that took no time to implement but saves a lot of time!


That's it!
-Dargor
 
Some news regarding the battle system.

For nearly 2 years I was working on the battle system using Trickster's ATB script. He made this a long time ago, back when he was active on this forum.
Back then, it was way to complex for me to code all by myself. So I started editing his script but the result have never been very satisfying.

To make a long story short, I decided to scrap the whole CBS and restart from scratch!
"Noooooo!!!" some of you might say. But fear not, I'm bringing good news!

Yes, I am indeed restarting the CBS from scratch. In 2 days I have been able to remake everything as it was before but in a much more solid and stable way.
The CBS now works using a new structure made especially for doing Active Time Battles, which means:
- No more command input/timing/priority problems.
- Easier and faster implementation of features that weren't meant for the XP's battle system.
- It's using 800 lines of code instead of 2700 :) (for the moment)

However, this CBS won't be compatible with anything else besides the SDK.

I'm currently implementing all the battle commands and everything is going great!
I did in 2 days what I wasn't able to do in 2 years, weird isn't it?

Take care!
-Dargor
 
I'm actually not "nooooo!"ing about that. I mean, I've been waiting this long. I can expect to see a usable demo by 2011 myself... so I'm not worried. Pretty cool though =D
 
A bit more news!

Yesterday I have re-implemented the summoning and battle equip system in under an hour.
At this rate I should be able to code 1 battle command per day. I'm currently working on the steal command and I'm making progress every days :)

Once I have more of the CBS I'll make a little video, just to show the new features and especially the pacing of battles.

Take care!
-Dargor
 
Just a quick question. When do you think the next demo will be out?

Also very nice job on remaking the ATB. Cant wait to check out the new video as well.
 
I don't have a precise date. I don't want to give one since it may change depending on a lot of factors.
But, I can give you a little update on what as been done so far.

The Introduction scene is completed but the title screen with the clouds isn't present yet.
The mode7 credits scene is done but has been temporarily (or not) removed from the demo due to the fact that it lags a lot.
Narshe and the North Passage (entrance to the mines) have been mapped.
All the events in Narshe, where the guards and dogs attacks you, are done.
The battle formations have also been done.

As I said I'm currently working on the battle system and concentrating only on the features that will be in the demo. Mainly the Steal command.
I still have to:
- Map the mines, the Academy and Arvis' house
- Do the 3 bosses (Whelk, Tritoche and Marshal).
- Rip some characters (Dogs, Narshe Guards, Monsters, Arvis, etc.)
- Rip a lot of battle animations
- Make all the scenes after the moment you enter the mines
- Make the Save Terra mini game (featuring the multiple parties system!)
- More...

That's it!
-Dargor
 
I've been following this for a while now (just decided to make a account) and I was wondering if I could ask a question.

Will/does the SDK allow you to build your own villages? Like XP normally does?
 
Of course you can. This SDK works exactly like XP with the difference that you can edit the new parameters I have added.

Oh and by the way, update! :)
The Steal and Capture commands are now working great! The next step is to make the Magitek armors in battle (battler animations, Magitek skills etc.) and find a way to be able to switch from normal character to a Magitek riding character. All this in the most intuitive and user-friendly way possible.
Then, I'll map the mines and make the Whelk battle before going any further.

Take care!
-Dargor
 
I suggest you not to play with demons, they're not really reliables. :/

All jokes aside! There is 2 playable demos that are quite old. You can find them on my website: http://ff6sdk.webs.com
There's a more recent demo that I need to reupload since the link is broken.

Take care!
-Dargor
 
Magitek; isn't that just a status? As in, you'd need a new battler for a character with that status... of course, in the normal game, it's not possible to change Magitek status during battle. Also of note, the Fantatics' tower changes the battle commands by first changing everything in the way that it changes for Magitek-- that is, Fight->Magitek, Rage->Magitek... Then it changes Magitek->Magic when you're in the Fanatics' tower.

I'm guessing that it would require some kind of special script to do the Fantatics' Tower stuff. Perhaps some kind of script on battle start would be needed to check for the Magitek status?

Sorry for the rambling, I'm just thinking out loud. :D
 
Magitek was a status in the original game and will still be a status in the SDK. The RPG::State class will have new functions that will help doing this sort of things.
You will be able to add/remove/replace battle commands, change an actor's battler and a lot of other things.

For the Fanatic Tower, I'm not sure yet how I will be doing this. Also, I'm wondering how it works for Gogo in there? Since you can change his battle commands at any time, I can see a potential source of problem here. :P
 
For Gogo, well, actually in general so that this applies universally, you'd need to have a script that runs on battle start, and then checks for Magitek status, Fanatics' Tower presence, and relics which change commands (FakeMustache, Thief Glove, Coin Toss, Gem Box). This would have to run on each battle init; of course 90% of the time it's just going to exit immediately.

That leads to another question: How are the various relic effects going to be handled?
What I mean is, there are several types of Relics, such as the command-changing ones listed above, stat-boosting relics, status-resisting relics, party-wide effect relics (like Back Guard, Moogle Charm, Sprint Shoes, etc.)... I'm wondering how those would be handled, or if specific scripts would be needed for each one.
 
Gogo sounds like he/she is going to be really hard to re-create. :S

I have another question, if I may. Will the player be able to create new items, such as custom potions or maybe make their own weapons for the characters to use?
 

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