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Final Fantasy VI SDK - Going Social!

No I'm not using a different tileset. You can specify the screen's color tone (Red, Green, Blue and Gray) and also specify a delay in frames for the colors to blend. Used most of the times for fades.

Gray is the saturation and each values can go from -255 to 255.
 
Little update.

The more I'm working on the demo the more I feel like I'm wasting my time. I hope you guys won't get mad at me but anyway, here I go:
It's been a couple of months since I started the demo and now that I restarted writing the code for the editor and the whole RGSS library, I feel like keeping on working on something that won't be final at all (something that will in fact change at 90% from what it is right now) is simply wrong and a total waste of time. Don't get me wrong, the demo is playable from the beginning to the end with all the maps, all the scenes etc. and I've put a lot of efforts on it. But it's not solid enough yet (both visually and technically) to worth being released. I think it would be a better idea to concentrate on the development of the SDK itself and nothing else.

I might release a video or just cut down to the mines of Narshe if I ever release something from this demo, but it's not my priority anymore.
From now on I'll spend all my free time on the editor and the scripts.

Now for the real update, I've discovered a way to play .avi files in the game window (most of the credits goes to Trebor777 for finding these nice Win23APIs) and so the editor will include a video player. That means that I'm adding another resource folder that will contain all the game videos. We now have Audio, Graphics, Fonts and Videos. So it will be possible to make your own flashy movies and play them at anytime in your game. this might be very useful for scenes like the "3D" cart sequence or the ending credits with the airship flying around.

The database treeview feature is now 100% implemented! You can create folders/sub-folders and store data inside, drag and drop anything anywhere you want in that tree, it's really cool! :) Also, now that the game data is using a real hex Id system, I'm working on a dependency viewer/checker for when you delete a database entry.
Having a pool of hex IDs makes it easier to find what an object since the ID is unique. Lets say you delete an item from the database, if it is referred somewhere, the editor will pop a warning and then search for all it's dependencies, giving you the choice to replace all instances by another one to make sure deleting this object doesn't break anything. The dependency viewer will give you detailed information on the object's referee, like in the case of an item, if it's used in an event, a monster drop, etc.

This also gave me the idea to create a search engine that can look for any database objects in the game, but also audio/video resources, switches/variables, and strings!

But that's not the most important part for now. Now that the treeview system is done, I can start working on the database editor for real. Starting by maps and tilesets so I can have something to play with when launching the game. :)

Well, I guess that's it.

Take care!
-Dargor
 
Not angry a bit :cute:

I'm just happy for all the neat updates! Especially for the treeview feature, the movie player and the might be search engine. :)

I fine with time, I'll wait as long as...forever, if I have to. :biggrin:

Good luck with the rest! Will wait for further updates! :grin:
 
Dargor":1poyddaz said:
It's been a couple of months since I started the demo and now that I restarted writing the code for the editor and the whole RGSS library, I feel like keeping on working on something that won't be final at all (something that will in fact change at 90% from what it is right now) is simply wrong and a total waste of time. Don't get me wrong, the demo is playable from the beginning to the end with all the maps, all the scenes etc. and I've put a lot of efforts on it. But it's not solid enough yet (both visually and technically) to worth being released. I think it would be a better idea to concentrate on the development of the SDK itself and nothing else.

I might release a video or just cut down to the mines of Narshe if I ever release something from this demo, but it's not my priority anymore.
From now on I'll spend all my free time on the editor and the scripts.

Sounds like a plan. Anything to get the SDK out sooner would be well-appreciated. Of course, as it gets closer and closer to a beta version, it will certainly help to have a demo that we can analyze and deconstruct in the SDK so as to teach us how to put our own games together. However, it's still too early for that.

Keep up the good work, Dargor! Our dreams are in your hands!

-- CB
 
I've been working on the data/resource browsing system.
The data browser works at 100%, it's a simple treeview representing the database tree with a search option.

The resource browser looks a lot like the one in RPGXP with the exception that you can filter the RTPs and specify the hue/opacity/blend type of any of the graphics types. The audio browser hasn't changed much but I have added a media bar that allows you to scroll forward and backward in the music/sound effect.
This media bar also display the current time and total length of the media. It is also features in the Video Browser :)
 
The editor is coded with WxRuby, a cross-platform GUI toolkit for. It's all coded in Ruby so it's very easy to read/write RPGXP data.
However, almost everything must be coded from scratch in whatever text editor. I'm personally using SciTE.

The good thing is that I don't need to code all the visual controls (frames, dialogs, controls, etc.) because there are some GUI editors for WxWidgets that actually works very well. These editors can generate the GUI source code in C++ and XRC. XRC is a variant of XML and WxRuby has a tool to convert XRC into Ruby files.
The generated Ruby code is used to create the GUI controls functions. I create a new ruby file, lets say "Dialog_MapEditor.rb" (the actual controls functions) that inherits from "src_dialog_mapeditor.rb" (the GUI ruby file generated from the GUI XRC code)

So basically, my development pipeline looks like this:

GUI Design -> GUI Code Generation -> GUI Code Conversion -> Control Functions Coding -> Compiling to .exe
 
I'm curious how are you going to compress and encrypt games? Have you thought about it yet or is it just now coming up.

I have no doubt in you whatsoever. The older downloads are all so great and can't wait for the new demo!! Keep it up Dargor!
 
I'm still not very familiar with encryption and I'm far from having a complete game editor so it's not my top priority. However, In the end I'll have my own encryption system with custom "magic key" customization for increased security. I might contact vgvgf or Zeriab since both have made RGSS decryptors (including a custom encryptor?)

Anyways, It's in my list, but not very high. :)

Take care!
-Dargor
 
I wanted to update the thread a bit but I don't have enough info. Well, I guess I can put all I have :)
I've not been working a lot on this lately but I still have a couple of things to share.

The Tileset editor is half-done but there is enough now for making a basic map.
The features I have implemented are:

- Infinite size of tileset (width and height)
- Infinit amount of autotiles (the animated tiles)
- Autotiles speed customization
- Autotiles animation preview

Other features that are missing:

- Tile collision and passage (for Player, Airship, Chocobo and Boat)
- Tile priorities (including Airship shadow size)
- "Bush" and "Counter" flags. the Bush flag is used to make an NPC sprite 1/3 semi-transparent. The transparency level and % of the sprite to be affected will be customizable. The counter flag is used to trigger events that are 1 tile away from the player (like shop keepers).
- Terrain attribution for battle background based on tiles
- Stairs properties

I've also been thinking for a new way to create characters. Since there's a lot of playable characters in the game and all have the same "animation sets" like laughting and things like that, I was thinking that this could be universal for all characters in the game. Here's the idea.

I'll create a Character editor. Characters will have 3 kinds of actions.
- Map Actions
- Battle Actions
- Custom Actions

Map actions will handle all the walking and idle animations (8 actions, 4 directions walking, 4 directions idle)
Battle actions will handle all the basic battle animations such as Idle, Attack, Hit, Victory, etc.
Custom Actions will handle any extra actions you wish to have.

Note that these 3 kinds of actions are global. All characters will have these actions.
You can create the character animations directly in this editor and it will be similar to the Battle Animation editor in RPGXP
The difference is that the spritesheet can have as many columns and row as you want (so an unlimited amount of cells) but you can have only 1 graphics per animation frame (unlike XP's Battle Animation which can have up to 16 graphics per frame).

All characters animations including the custom ones can be called using event commands both on the map and in-battle.

Also, since there's a few moments where animations are very complex (like Cyan's Quadra-Slice, characters battle intro and things like that), I will think of a way to add a sort of "scripting engine" for characters animations. I guess it would be similar to the event editor or at least the Move Route editor.

So, in a nutshell, what does that mean?

That mean that you can have a very complex character with as many animations as you want.
But it also means that you will have to create a character for every NPC, Actor or event graphics you need.

I guess that's all for now.

Next steps is to remake the Map Editor to fit the new Tileset system, complete the Tilemap script so it can at least display the map you create :P
Then the Play button in the editor that launches the game.

After that it's the Character Editor, Event Editor, more features on the Tileset and Map editor, etc.
I have a lot of work :)

Take care!
-Dargor
 
Dargor":kkdb0p7k said:
Other features that are missing:

- Tile collision and passage (for Player, Airship, Chocobo and Boat)
- Tile priorities (including Airship shadow size)
- "Bush" and "Counter" flags. the Bush flag is used to make an NPC sprite 1/3 semi-transparent. The transparency level and % of the sprite to be affected will be customizable. The counter flag is used to trigger events that are 1 tile away from the player (like shop keepers).
- Terrain attribution for battle background based on tiles
- Stairs properties

That reminds me of something else you may not have thought of. Even though it's not the same as transparency, how will you accomplish the "Vanish" effect? (When Phantom or Vanish is used on a character and the black-colored pixels in their sprites are unaffected, but all the other ones gradually turn transparent.) Will it be a programmed graphical effect, or will we have to create custom sprites to create this animation for each character?" Wasn't sure if you'd thought about it.

As for what you said about complex moves like Cyan's Quadra Slice, it seems that there is a predefined place nearby each enemy sprite where Cyan stands (as opposed to his location always occurring at random). Perhaps it will be easier to program with this in mind. Also, Cyan travels in a sort of strobe, rather than actually walking to each enemy. Despite looking cool, perhaps this is an effect used to disguise some simple programming. Either way, something to think about.

Thanks for your dedication, Dargor. I really appreciate your willingness to work so hard on such a wonderful project. As usual, I'll let you know if I think of anything else that might need to be implemented.

-- CB


P.S. -- We talked earlier in this thread about setting the sepia tone used in Terra's slave crown flashback. I realized it is most likely programmed that way as the ending features each character's individual "leaving Kefka's Tower" scene in grey shades. It's good that you implemented this, rather than requiring the use of colored sprites.
 
There will have to be some way of processing vanish effects because otherwise you'd need new sprites for all glowing effects, too. As long as you can separate the black pixels, you can make them glow blue, yellow, green, or orange, or make everything else invisible.
 
I spent a couple of weeks working on new graphics features by expanding the RGSS library using my own DLLs. I'm still new to C++ but I'M quite sure I'll be able to make this kind of effects with my own graphic library. The reason why I'm doing this in C++ is because doing this in Ruby would be unacceptably slow.

The Vanish effect is tricky since it gradually fades out from the top to the bottom of the sprite. One thing's sure, I'll come up with something. ;)
 
Dargor:

Just thought of something else that you might not have thought of. Both on a non-overworld map screen (burning house in Thamasa) and in battle (Serpent Trench, burning house in Thamasa), there is a ripple effect applied to a fixed background. Just wanted to make you aware of this for purposes of coding. I was thinking that perhaps for both map screens and battle backgrounds, this ripple effect is an easy checkbox to choose.


-- CB
 
Maps and battle terrains will have this effect. I call it the Wave effect.
You can customize the amplitude, speed and length of the effect. :)

However, right now it doesn't look exactly like in the game because it's only horizontal.
I will probably rewrite it to have both horizontal and vertical waving.

But right now, there's a limitation with this. Map layers and battle backgrounds with this effect cannot loop (like the ghost train or vector cart background).
 
Yes, there's already a script editor which uses the Scintilla text editing control. Right now it's pretty basic and works exactly like in RM with the addition of code blocks folding. It's not my top priority but when I'll have the time, I'll expand the possibilitied of the script editor.

Now, some updates!

First of all, for those of you who didn't know, the editor's database is divided into multiple categories (Inventory for items, weapons, armors, etc. or Magic for Skills, Espers, etc.)

I have a World Database that was originally containing the map, tileset and terrain editor. But now, I've removed the map editor from the World Database. It now has it'as own independent window in the main editor frame.

Also, the main frame has now been updated and now uses an "AUI". Advanced User Interface. This thing allows you to customize your workspace by moving or docking windows anywhere you want. You can also make them float and be independend of the main frame.

I have made big progress on the map editor since I decided to totally rewrite the script library. The map structured has changed a lot since RPGXP.

The FF6::Map object contains an array of FF6::Map::Layer objects.
This layer object contains a table of FF6::Map::Tile objects which contains all the required information about tiles;
Tile ID, Hue, Horizontal/Vertical Flip and Angle (90, 180,270).

Also, you can now have as many layers as you want!
You can rename layers and change their properties like their scrolling factor but also their "Wave Effect" parameters.

And as I have mentioned before, Tilesets can have unlimited with and height and an unlimited ammount of autotiles.

I still have a lot to do only on the map editor but at least, now I can run the game and see my maps, scroll around, etc.

Next steps are:
- The Character Editor, so I can see some people on the map and the player character.
- Update the Tileset Editor, add tile properties editor for priority, passable directions, etc.
- Update the Map Editor, add other vital functions such as support for autotiles placing (I need to find a solid algorythm for updating autotiles ID)

And I think that would be enough for now! :P
I'll try to post some screenshots today.

Take care!
- Dargor
 

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