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Final Fantasy VI SDK - Going Social!

Yeah I'm really surprised it worked!

@Celes_cole
Yes the last 2 screenshots look like a ROM editor and that's what I wanted. The 4 other images are what I have at the moment but it's way too much inspired from RM and it doesn't have any "personality". I aim at a more visually attractive interface and also a lighter one.

As you can see, I added a list of editors that are grouping database entries. I could also add an Inventory Editor which would contain the Items, Weapons and Armors.
Also, if you look at the last screenshot, you can notice the Parameters list. This thing saves me lots of space compared to RM where each values have their own Spin control. Look at the enemy editor, you'll know what I mean.

It's only an idea for now but I find it cool that way. Let me know what you think about it and if you have any suggestions, feel free to share!
 

Jason

Awesome Bro

You bloody bastard!

And to say I actually believed you...

Good job ol' bean :thumb:

Those lastest screenshots look really cool, just like the original game, haha
 
@rey meustrus
I'm coding it in wxRuby so it's similar as coding for RMXP. As in everything I do, I'll do my best to be well structured. I'm not sure if I'm going to release the source code for the editor yet but it's to early to say so.
 
I wasn't fooled, but it raises an interesting point: Please, Dargor, make frequent backups and put them somewhere else (on another computer)! This project should not be one of the many that dies due to a random crash.
 
If course I make backups quite regularly so things like that doesn't happen. And of course I wouldn't give up like that, this project is too important to me.

A little update concerning the editor!

I have implemented a script editor using the Wx::StyledTextCtrl. It'a huge and complex text editing control based on Scintilla. You can have more info about this control and it's features here: http://wxruby.rubyforge.org/doc/styledtextctrl.html
For now the only new feature of my script editor compared to RMXP's editor is the folding. You can expand and collapse classes, definitions, if statements, etc. but it could eventually be much more than that.

Also, I spent the night working on a prototype of the Troop editor; By that I mean the canvas where you can drag and drop enemies on the battle background.
Guess what, it works like a charm! :)

So, I now have everything to make a solid drag and drop canvas, which means I will also be able to make an animation editor!
Next steps in this direction:
- Make a basic animation editor or at least a frame previewer where you can drag and drop animation cells. This will work exactly like the troop editor, no much work needed here.
- Make an animation player. This should not be hard to do, it implies redrawing the animation canvas 60 times a second but since Ruby is a bit slow, I'm concerned about the quality of the rendering when done this fast.

After that I could certainly consider making the map editor! :D


EDIT: Some updated screenshots of the editor. I have added more categories and a Find function for database objects.
23554_1295591107102_1150054299_30742997_4211169_n.jpg
23554_1295591147103_1150054299_30742998_985532_n.jpg


Take care!
-Dargor
 
I nearly stroked out. Thank gods it was a prank ^.^

The screenshots makes me impatient lol

I like how this menu looks:
23554_1295591107102_1150054299_30742997_4211169_n.jpg

Looks easy enough to handle and work with. :thumb:
 
This animation editor sounds interesting. Is there some way to make like a vector between a caster and their target, so that a straight line can be drawn between the two (for an animation path)?

I'm just anxious to see how it all works. :D
 
Yes, this is a feature I'm planning to add (I call this Motion Animation) but I'm not sure how I will be doing this yet. Also I've stopped working on the troop and animation for now and started working on something bigger.
The troop editor is pretty advanced now, the animation editor isn't working very well, but I'm bringing good news :)

Say hello to the new map editor!
25794_1305932805638_1150054299_30764544_3329773_n.jpg


I'm sorry for the quality of the image but that's all I can get for now.
So yes, I have a working map editor! Here's the list of the features that I have implemented so far:
- Map Rendering including layer 1,2,3 and events (no autotiles for now)
- Tileset rendering (autotiles included)
- Tile selection (left click on the tileset window)
- Tile picking (right click on the tilemap window)
- Selected Tile preview and properties (Hue, Opacity, Flip; however this doesn't work in-game at the moment)
- Pencil tile drawing on all 3 layers
- Grid toggle on tileset and tilemap window
- Events frame toggle (32x32 green frame around events)
- Real size events rendering (display the whole character bitmap of an event instead of a 32x32 preview)
- Events Y priorities (events priority will look exactly like if you were in-game)
- Drag n Drop events

There's obviously more to come and if you have suggestions, feel free to share them! :)
After that I'll start working on the event editor and soon the SDK will be 100% independent from RMXP!

Take care!
-Dargor
 
Oh wow! The new map editor looks fantastic!

I really like the sound of the Drag n Drop events, Selected Tile preview and the "Events Y priorities". :)
I can't wait to see screenshots of the SDK being 100% independent ^.^

Good work, Dargor! Keep going!
 
Gosh...every time I return, this keeps getting better and better. You have really got some talent, Dargor, and
I can't wait until you get this finished, though waiting is half the fun!

And that map editor looks superb. :)
 
Thanks guys :)
I'll try to post better screenshots soon and also a video.

I did some experiments with events yesterday. I started to make the event editor and tried to add a custom event command that doesn't exist in RMXP.
To my surprise, I was able to load the game with RMXP and even better than this, where I added my custom command is written "Undefined Command".
That means my event editor could be compatible with the one in XP but obviously you can't edit these new commands in RMXP.

However, this is irrelevant since the the Editor will soon become 100% independent and RMXP won't be necessary anymore.
It's just a small discovery I made. :)

By the way, if you have ideas for new event commands, feel free to share them!

Take care,
-Dargor
 
Do you need new event commands that don't exist in RMXP, or event commands that don't exist in FFVI?

Or maybe you mean event commands that don't exist in RMXP, but would be needed to reproduce FFVI?
If that's it, then I must suggest "Create Transparent Rotating Pyramid around person X". And of course, "Remove Transparent Rotating Pyramid around person X." That's just an example, of course.
 
I need both. The priority goes to commands that are needed to reproduce the game such as "Open Colliseum Menu" or "Gain/Lose Esper", but I also want to improve what's already in RMXP.

And I totally forgot about the pyramid around Kefka! I was wondering, is it "real" 3D or is it simply a masked sprite?
 
I think it's actually a masked layer 3 on the map, but I'm not 100% positive. When toying with it, it seemed to only work on that specific map, thus the suspicion.
 
I've been working a lot on the editor lately and I almost forgot I have a demo to finish! So here's a little update on the demo and upcomming updates on the SDK.

Almost all maps end events are done. The only missing things are the 3 mines maps when Terra escapes, the save Terra minigame and the event where Locke rescues Terra and get out of the mines.

There is still a couple of battle animations to rip and Magitek battlers to make.

Everything is coming along very well! :)

Once the demo is release, I might go quiet for a while. I'll keep on working on the editor and I'm planning on removing every dependency the SDK has over RMXP. I will remove every default RMXP scripts and create my own RGSS library.

The goal of this operation is to create a new scripting environment that is meant to create FF6 games. So all the variables and classes will change; They will be renamed/replaced/deprecated, etc. Variables like "strength" will be renamed "vigor" for example.

Also, things like spritesets or tilesets will have the same format as in the SNES version of the game. So ROM hackers who want to port their resources to the SDK will be able to do so easily.

This also brings an idea to mind! Maybe I could (once the SDK is done) make an addon to the editor that converts the ROM to FF6 SDK Data! :O
So Actors, Monsters, Items, etc. could be converted into a Ruby format readable by the SDK! OOOooooohhh, I think I'm going crazy now :D

This means the comming of a new and final version of the SDK; Version 4.
This version will be 100% Indenpendent from RMXP and will have its own editor and RGSS library. The only thing left from XP/VX will be the player and parts of RGSS202E.dll.

In a nutshell, forget RMXP and welcome the good old FF6. :)

Take care!
-Dargor
 
I like the sound of the converting ROM addon, sounds very useful.

As in Magitek Battler, do you mean you need the battlers of them or a version of the sprite in RPGXP Format?

This:
This means the comming of a new and final version of the SDK; Version 4.
This version will be 100% Indenpendent from RMXP and will have its own editor and RGSS library. The only thing left from XP/VX will be the player and parts of RGSS202E.dll.

Is full of teases :c
But I can't wait!
 

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