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Final Fantasy VI SDK - Going Social!

2 new screenshots!

The actor editor.
actoreditor01.png


And the parameter curve editor.
actoreditor02.png
 
those are some really cool actor screens man, although i'm surprised that there are only three tabs atm, actors, battle commands, and characters.I'd thought there were lots more stuff needed for actor customization. o.0
Then again i've never made a game or coded nothing and didn't even finish ff6 so
 
Oh snap, the screenshots are so awesome, Dargor!

And dang, I love how neat everything is. I especially love how easy it looks like it is to use.

I was wondering....for the parameter curve editor, will there be a default to help the player? Is there a standard normal setting people can click to apply, or will they have to manually figure it out?

*I'm terribly sorry if that last part didn't make sense. I could resay if it didn't make sense lol*
 
@Imzogelmo
Haha, I have totally forgot about that! :P I'll add a checkbox for that.

@Celes
Thank you! :)

@Daxis
Well, there's really no need to have much more tabs for actors. If you compare with RPGXP, I have merged the Actor and Class tabs and added tabs for battle commands and characters. This editor contains everything you need to fully customize your actors. :) But if you feel like there's something missing or something is not feeling right, please let me know. It's really important for me to be aware of such things.

@MagitekElite
Parameter curves will work exactly like RPGXP/VX. If you take a look at the screenshot, you'll see a "Generate Curve" button.
Pressing this button will open a window with a couple of options for you to generate a curve. There will be presets like in RPGXP.
At the moment, EXP table generation works exactly like in RPGXP with the exact same formula.

Imzo, do you know anything about the HP MP and EXP growth formulas?

Take care!
- Dargor
 
Okay, I was thinking it might work differently than I actually though, that it had basic levels like easy, medium and hard :p
Cool to know though! I am never good at figuring out the default for those things. :crazy:
 
@Dargor:
There's no formula, specifically. The game just stores the increment for the next level in an array of 98 entries (98 per HP, 98 per MP, 98 per Exp.). I don't know how you plan on storing it (increment or total amount) but I can get you those numbers if needed. Oh yeah, also of note: the numbers that define the curve are different in the US and Japanese versions, so there are 2 "official" curves.
 
@Imzogelmo
So the values in FF3USMe should be good enough. I'll keep the curve editor with a couple of pre-established formula but it will stil be possible to modify each values for each levels individually.

@FenixFyreX
Thanks a lot!
I already have those but it's always good to see people ready to help you. :)
 
Dargor --

Nice screenshots. You'll also want a "Disable Relics" command, seeing as though you can't adjust any equipment or relics for characters like Leo or Banon, but you can still adjust Umaro's relics while his equipment is disabled.

Since there are two official "learning curves" for HP/MP/etc., it might be nice if once the SDK was closer to completion, you could import the values for each curve as separate defaults. For example, on the generate curve screen, you have a button for FF3US and one for FF6J, and users can pick which default they like or engineer their own curves.

I also recently picked up FF6J and was surprised at how different the menus are. The item screen, for example, is the same size, but has two columns of items rather than one. Only the name, number, and symbol of each item are included, and the capitalized item type is absent. As the SDK evolves more and more, it might be nifty if you could set an option for which way you want the items to be displayed. One other part worth implementing is this: in the Japanese version, it tells you how many of each enemy you're fighting.

-- CB
 
Yes you're right, I'll add a check box for Disable Relics.

But for the US vs JP curves, I doubt I'll be adding that since, as Imzo said, these are not a real curves. It's not using a formula to set the default values.
Instead, all values for every levels are set manually for each characters.
The reason I'm not adding this is because I want the user to have a default curved when creating a new actor, instead of having all 0s everywhere.
If the user wants the JP values then he'll have to check the list and set them manually.

However, based on the US and JP values, I'll create 2 formulas which will give you similar results.
If you have suggestions for curve generation please feel free to share them!

Take care,
- Dargor
 
Another Update!

Now that the Actor and Character editor are completed, I'm going back to the map editor!
I did a lot of optimization and tile drawing on big maps is now faster (or should I say less slow?) but bitmap drawing in ruby is still slow. I'll keep on optimizing that.
I've implemented the Rectangle drawing style, the eraser tool, the events mode, and the grid.

I'm also adding tile properties in the Tileset Editor where you can edit things like directional passage, terrain ID, priority, stair properties and a lot more for every tiles of the tileset. This will be a lot more customizable than in RM.

I'm starting to work on the events mode contextual menu (when you right click on the map) and have implemented the "Starting Position" for the player, airship, boat and chocobo. I'm also going to implement VX's quick events creation (for doors, chests, inn, etc.).

Also, one less important but very nice addition for the eye, I have added an editor configuration menu!
You can customize the UI colors, the script editor style, etc. The default config file is saved in an .ff6cfg file in the editor directory.
When saving the config file, it saves it in your project folder so each projects can have their own editor configurations.

That's pretty much it for now!
- Dargor
 
Wow, awesome updates, Dargor!

I sighed in relief at the "I'm also going to implement VX's quick events creation (for doors, chests, inn, etc.).".
I know its easy to create doors and chests, but the feature in VX is so nice :p

Also, good luck with bitmap drawing in ruby, sounds hard. :crazy:

Also, one less important but very nice addition for the eye, I have added an editor configuration menu!
You can customize the UI colors, the script editor style, etc. The default config file is saved in an .ff6cfg file in the editor directory.
When saving the config file, it saves it in your project folder so each projects can have their own editor configurations.
Dang, the separate editor configurations sound nice, Dargor, really nice!
I always loved configuring menus :grin:
 
MagitekElite":25jcu8ss said:
Also, good luck with bitmap drawing in ruby, sounds hard. :crazy:
:

It is, kinda, but I just tried something to speed things up and it works great up to now :P

I have created a Cache class where I put all created tile, layer and tilemap bitmaps. So lets say I have to draw 50 times the same tile, I will perform a blit operation only once, then I store the newly created tile bitmap in the cache and finally, I just retrieve this tile bitmap when needed instead of creating a new one each time.

For those who don't know what a blitting operation is, it's like copying a part of a bitmap and paste is on another bitmap. It's a very slow process on Ruby.
So adding bitmaps to the cache prevents me from having to use this operation to many times for nothing.
 
Amazing :D Simply amazing. And the editing of the UI is a lot more important than you think ;) *thinks of inspiration, etc

I love that fact that you are adding bitmap optimization. Any chance that I can get that beautiful piece of caching script? Or is it too mixed in with all of the other scripts?

If it's compatible with VX I'll use it; if not, I'll port it and use it :P That is, if you'll let me.
 
well, it's basically the same thing as in RM but using WxRuby code :P

Also on a side note, I added 2 play buttons. A green one to play in "Release Mode" and a blue one to play in "Debug Mode".
 
Dargor":3unw8tt7 said:
MagitekElite":3unw8tt7 said:
Also, good luck with bitmap drawing in ruby, sounds hard. :crazy:
:

It is, kinda, but I just tried something to speed things up and it works great up to now :P

I have created a Cache class where I put all created tile, layer and tilemap bitmaps. So lets say I have to draw 50 times the same tile, I will perform a blit operation only once, then I store the newly created tile bitmap in the cache and finally, I just retrieve this tile bitmap when needed instead of creating a new one each time.

For those who don't know what a blitting operation is, it's like copying a part of a bitmap and paste is on another bitmap. It's a very slow process on Ruby.
So adding bitmaps to the cache prevents me from having to use this operation to many times for nothing.

Wow! That was fast, you are extremely talented, Dargor. :eek:

I was about to ask what blitting was, but you answered that lol
I'm not sure I understand, but I think I do...

Also on a side note, I added 2 play buttons. A green one to play in "Release Mode" and a blue one to play in "Debug Mode".
The debug Mode will be helpful to lots of people. :D

Great work, Dargor! This SDK has grow so much. Amazing work! :thumb:
 

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