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Final Fantasy VI SDK - Going Social!

@reido66
The link is broken, I have to reupload the demo. I'll let you know when it's done.

@MagitekElite
Yes, you can create custom items, weapons, armors, etc. Anything you can do in RMXP is doable in the SDK. In fact, as long as the Editor is not usable, everyone including me will have to work with RPG Maker XP.

Unless you refering to a crafting system? But then the answer is no.

@Imzogelmo
Most of the relic effects that do specific things (Back Guard, Moogle Charm, Sprint Shoes, etc.) will be hard coded and available as an option for the item in the Editor. Everything else, stat boost, element/status resistence, command change, will be customizable directly in the editor.

I did some experiments with commands changing (manually or via state change) and right now it seems to work but there's still work to do to make sure the actors gain their commands back once the relic is removed, etc.

Also, a litle update concerning the battle system:

I have implemented a "choreography" feature. In fact, it's only a battle animation that takes control of a specific actor and it's extremely simple to use. With this you will be able to make cool in-battle cut scenes like when the Espers are released on the airship deck!

I have also implemented "Enemy Actors". This feature let you fight against other actors you make in the database. Useful for making battles against Kefka in the imperial camp or Shadow in the colosseum.

By the way, does anyone know how the AI for the actors in the colosseum works? Right now I have an extremly basic AI script that works but its kinda lame. Also, if you have any suggestions on how to improve this AI, feel free to share! ;)

Take care!
-Dargor
 
Dargor":2yviu95i said:
By the way, does anyone know how the AI for the actors in the colosseum works?

Actually, yes. :D

The monsters, rather than use their standard AI, will randomly choose from one of their 4 Control commands. Naturally, if they have fewer than 4, they choose from what they have. By the way, Confused or Charmed monsters do the same thing (with different targetting, of course).

Characters choose from one of their 4 commands, plus an extra Fight command thrown in. Once the command is chosen, the game randomly picks an action within the command, with all choices having equal probability (so if Gau knows 50 rages, each rage has a 1/50 chance of being selected once Rage has been chosen as the command). Same applies to all characters with their respective commands. Also, certain commands are excluded from the list of possible commands to use. (in other words: Item, Revert, Throw, Control, Slot, Leap, Def., Summon, and Possessare excluded). This is a bit of a simplification, but I can tell you where the code is if needed.
 
Wow, this is extremely useful to know! And this is actually a lot more simple than I thought.
I don't think i will need the code but if you do know where it is, I might take a look at it. :)
Thank you very much!

By the way, I know some of you have experienced a lot of lag in previous versions. I too had problems with frame rate and I finally discovered what was the problem.
It's very simple but not that obvious. Not long ago I have added 2 methods in Game_Map that returns the width and height of the map. The problem here is that each time
$game_map.width or $game_map.height was called, the script was always reloading the map data.

It's now fixed! :)

Also, an update on the demo:
The mines entrance map with the Whelk is done and all events are done. Only the battle with the whelk is missing.

Next steps:
- The battle scene with Tritoche

Take care!
-Dargor
 
More news!

I've been working on the targeting system a lot. I have implemented a new class called RPG::Targeting which basically contains all targeting options.
Items, Skills, Weapons and Battle Commands will contain a this class.

For now, the following options have been implemented:
- Cursor Movable (If True, the player will be able to change the selected target)
- One Side Only (If True, the player will be able to target only one side. Troop or Party. Depends on the "Target Party" option)
- Target Party (If True, starts the selection on the Party, otherwise start on the Troop)
- Target Dead Member (If True, starts the selection on the first dead member. The side depends on the "Target Party" option)
- Target User (If True, starts the selection on the user)
- Roulette (If True, cycle through each members. Selectable members depends on "One Side Only" and "Target Party" options)

I still need to make 4 other targeting options:
- Target All (If True, target all members. Selectable members depends on the "One Side Only" and "Target Party" options)
- Multiple Selection (If True, enables the selection of 1 or all member of a side)
- Randomize (If True, Randomize target selection. Selectable members depends on the "One Side Only" and "Target Party" options)
- Auto Confirm (If True, don't wait for player input. Auto confirm and select a random target based on the other targeting options)

On a side note, I've been learning a bit of C++, tried to understand how Ruby handles Win32API and how DLL works.
I've been able to write a little DLL that handles bitmap modification in a very fast way. I still have a lot to learn but this will greatly improve the performance when processing bitmap effects. Eventually, I will write a couple of functions to pixelate a bitmap, apply a mask, create a wave/water effect, etc.

In short, this is awesome :)

Take care!
-Dargor
 
Do you still have that assembly I sent you way back? It has the code for the confused/colosseum/etc. monsters (in the C2 bank). Well, actually, all the battle algorithms are in the C2 bank. :D

With targeting, keep in mind that confused characters continue in their same queued commands, but the targeting is flipped. And Mimic... I don't remember, but it acts particularly funky when it comes to targeting.
Oh, and the Joker Doom (777 and 77BAR) have hard-coded targeting that can't be flipped... except when it's done via Mimic (maybe that's what I'm thinking of).

In the hack I've been working on, we've added some additional types of targeting: Highest HP character/monster, Lowest HP character/monster, Highest MP character/monster, Lowest MP character/monster, random male character, random female character.

These targeting types can really make monster AI more nasty when used properly. I don't know if you'd be interested, but since you're on the subject, I thought it would be worth mentioning.
 
Yes I still have the assembly, in fact i have a lot of useful pages bookmarked like your's, Lord J, Mnrogar's, etc. so getting this kind of info is now very easy. :)
I'm not into hex editing much but I started changing small things here and there, looking at some codes and trying to learn how things work. I started with enemy scripts and played a bit with FC that handles conditions if I'm not mistaken.

I tried to register on Mnrogar's board but the confirmation code cannot be displayed! ;p
There so much interesting things there.

Also, I'm trying to gather info concerning item and spell animations which proves to be quite a tedious task. There's almost no documentation about that or at least none that I can find. I have sent an e-mail to Lord J about that. (hope he reads his mails and do not discard those related to his editor :x) I was asking if he has any valuable information on the subject and suggested, if possible, to add an animation editor to FF3usME.

Now, about the SDK.
I'm almost done with the targeting system! All the basic targeting options are implemented.
I still need to implement 2 options:
- Not Flippable
- Re-target when target is dead

Then I will add an option on status, Flip Targeting, to make sure the confuse status works correctly.
Since confused characters automatically confirm their selection I guess I can literally toggle all targeting flags like One Side Only or Multiple Selection since they won't be used. Oh and when doing this I noticed that there was a bug... When a character select an enemy but this enemy dies before he can perform his action, he will not re-target and will lose a turn. However, I also noticed that some spells actually works like that in the game so I guess it is actually a feature and not a bug! :P
Anyway, like I said before, I'll add the "re-target when target is dead" option and all will be fine.

Take care!
-Dargor
 
You don't absolutely need to a copy of RMXP to open the editor.

Right now some parts of the editor are not compatible with XP but I'm working on a new RGSS Library containing all the new classes needed for the SDK. This library will be needed if someone wants to start a new project with RMXP using the SDK, replacing the original RGSS102E.dll or RGSS202E.dll.

Also, even if I'm planning on remaking the game, the FF6 SDK isn't a remake of the game. It's a starter development kit to help you make games like ff6. You can find some maps in the demos I have released.

As for all the features you have listed, every thing you can do in the original game will be doable with the SDK. Some are already coded and others are not and I still need to think on how I will be doing it.

Take care!
-Dargor
 
Wow, you've done a lot, Dargor! This will be a really good editor when its finished. :)

Also, I'm trying to gather info concerning item and spell animations which proves to be quite a tedious task. There's almost no documentation about that or at least none that I can find. I have sent an e-mail to Lord J about that. (hope he reads his mails and do not discard those related to his editor :x) I was asking if he has any valuable information on the subject and suggested, if possible, to add an animation editor to FF3usME.

Do you mean like this kind of information:

Cure: "Heals small amount of HP. *Learned naturally by Terra and Celes*."
 
@ MagitekElite:
I think he means the actual animations (rips of the sprites, screen-wide effects, movement/animations of the sprites, etc.).

@Dargor:
I'm curious to learn as much as possible about this project. Everything, from scripts to the editor--I want to learn about it! Can you give some new screenshots of the editor?

-----

I don't fully understand the animation scripting built into FF6, but I can point you in the direction if needed. I have a file with the offsets for each one, and another file giving some brief descriptions of them. I don't know how useful that would be without having (documented) code that makes the scripts work, but who knows? If that's the kind of thing you need, let me know.
 
@MagitekElite
No, I already have this kind of information.
I mean information related to the actual battle animations, hex data, palette, associated sounds and other graphical effects, etc. It's the hardest thing to rip in the game and there are tons of animations.

@Imzogelmo
Any informations can be helpful.

I spoke to Lord J and he told me that Master ZED has much more information about that than he does. But he said he will be adding other hex editors for thigs like that in futur FF3usME versions.

I don't want to reveal too much information about the editor at the moment since I haven't decided exactly how everything will be working yet. Things might change and I don't want to mislead anyone.

However, I can tell you what I'm working on with a bit more details :)
Alright, I'm going for the big wall of text! :P

I spent the last weeks learning a bit of C++ and started to understand how dll work. With all the info I gathered (thanks to a few excellent programmers here) I've been able to write a custom dll that can access Ruby bitmap objects and modify them faster that Ruby can.
I haven't done any custom effects yet but with this, I'll be able to make pixelation, masking and things like that.

Also, as I have mentioned earlier, I found a way to modify the RGSS library and add my own classes and variables to it. This means that my editor will eventually be 99% compatible with RMXP if used correctly.
Right now I need to have both the editor and RMXP opened at the same time to make sure both editor saves the right thing and don't overwrite anything.

Besides that, I'm making big progress on the next demo. All the events from the title screen to Arvis's house scene are done. I have around 15 minutes of gameplay (including the cut scenes which aren't really gameplay but, meh :P). I still need to map the 3 cave areas and make the events. After that I'll have to rip and make a lot of battle animations, including actors animation in the Whelk and Tritoche battle scenes. Finally, callibrate the items, skills, enemies stats, etc.

Once the demo is released, I'll work on the editor to code every features that are already coded in the game scripts. Once this is done, each time I'll code a new feature in the game, I'll code it in the editor. It's faster that way and both products can evolve at the same speed.

There are still things that are at the bottom of my priority list regarding the editor but I still want them in:
- The map editor: I have to find a way to render and edit maps in wxRuby in the most efficient way because right now, it's really slow and I can only preview them, with a couple of graphical bugs.
- The animation editor: Same as the map editor, plus I have to find a way to animate graphics... But I have a big list of features I want to add to the animation editor!

As we speak, I'm coding the event command interpreter in the editor so I can at least preview events. Again, a lot of event commands idea in my head! ;)

Finally, I'll try to take a few screenshots of the editor but remember that what you'll see won't be final.

That's it. Take care!
-Dargor
 
I know there is an editor called Misc Editor made by Drakkhen in which we can edit 8bits and 14bits animations using hex but there's no graphical editor for that. Tell me if I'm wrong, but it's the only editor that allows to change animations. Also, not much is know about how the animations work in the game.
 
As some of y/ou might know I had a couple of problems with my computer in the last months, and of course, shi/t hap/pens. But this is completely beyond m/e.
I lost my hard drive and all that was on i/t last night. That's i/t. 1 year of hard work turned to dust...

I still have a backup that is 1 year old, the beta I released on winter 2008 but shi/t, I just don't have the will to lose another year on this.
So I'/m done with this. If anyone is willing to take i/t and finish i/t, go ahead and have fun. I just can't bear this.

And by the way don't update to NVidia's new driver, i/t fried my graphic card and I lost my HDD and power supply in the process.
Thanks a lot for this NVidia! I really needed that...

I have nothing more to say

EDIT: And fuc/k this forum aprils fool, i/t ruined my post >:[
EDIT2: IN YOUR FACE HB GAMES, I've found a work around.
 
Dargor":1smnb02w said:
I still have a backup that is 1 year old, the beta I released on winter 2008 but shi/t, I just don't have the will to lose another year on this.
So I'/m done with this. If anyone is willing to take i/t and finish i/t, go ahead and have fun. I just can't bear this.


Sorry to hear about that very bad stroke of bad luck.

AS i have already informed you Dragor, i am fully prepared to carry on your work if you are happy with it. i got more than enough knowlege to complete this, and seeing the amount of people who wanted this completed gives me the motivation to do so.
 
Congratulations! You've been fooled by Dargor!
(And I'm surprised it actually worked!)

I'd like to thanks my unfortunate brother who's graphic card actually died for real,
NVidia for giving me a solid reason to complain about something,
My new HDD who's keeping my files safe,
And my friend known here as Croda who have tested and approved the April's fool.


Now for those who are mad at me, here's a little something! :D

Screenshots of the upcoming demo:
25104_1290307015003_1150054299_30728353_6389862_n.jpg
25104_1290307055004_1150054299_30728354_7270367_n.jpg

25104_1290307095005_1150054299_30728355_5951924_n.jpg
25104_1290307135006_1150054299_30728356_2076062_n.jpg

25104_1290307175007_1150054299_30728357_7453118_n.jpg
25104_1290307215008_1150054299_30728358_3969796_n.jpg

25104_1290307255009_1150054299_30728359_7507487_n.jpg
25104_1290307295010_1150054299_30728360_4429649_n.jpg

25104_1290307335011_1150054299_30728361_1574038_n.jpg
25104_1290307375012_1150054299_30728362_5845870_n.jpg


Screenshots of the Editor:
25104_1291117355261_1150054299_30729695_3639023_n.jpg
25104_1291117435263_1150054299_30729696_771585_n.jpg

25104_1291117475264_1150054299_30729697_4653073_n.jpg
25104_1291117515265_1150054299_30729698_2199970_n.jpg


New Editor Interface Idea:
25104_1291107475014_1150054299_30729673_1851427_n.jpg
25104_1291107515015_1150054299_30729674_1167776_n.jpg
 
Too bad I didn't come here yesterday, I was all too suspicious of that april fool's post, given the day it was posted and the weird /'s all over the post, and the knowledge that this kind of thing has actually happened before so a) you should know better and b) you wouldn't just give it up.

I point out, though, that there would never be any problems like this if you kept recent betas uploaded! I am not terribly interested in a remake of FF6 as anything more than proof of concept, but I would very much like the editor and scripts to be completed so that I can poke inside and grab things for myself. I would very much like to grab your editor for my own purposes. Here's to hoping you've written it correctly, easy to read, and easy to modify! Not looking forward to it if it's as messy as the Netplay+ 2.0 code.
 
Haha I knew it was a prank all along. People should have known XD. Anyway, that was good. I played the same prank with Essence (though on my team mates instead of a forum because... well Essence hasn't gotten any response here in a while.) But that is looking REALLY Slick. Like amazing. It looks like a hack editor. Really great and please continue to do this! It's really really really really really*10 great!
 

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