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Final Fantasy VI SDK - Going Social!

I haven't told you guys but I'm on vacation for 2 weeks! :) (10 days left!)

So I have A LOT of time to work on the editor, and I haven't lost a single second. This is part 1 of a huge update!

First of all, I have changed the workspace layout a bit. All 3 windows (Map Editor, Database and Resource Browser) are all visible and easily accessible without taking too much space.
Also, as I said before, the workspace layout is 100% customizable but now, you can also save and load as many layouts as you want! :)

Next, the map editor.
All tile settings are now completed! This includes:
- Horizontal and Vertical Flip
- Rotation by angle (90, 180, 270)
- Hue Change (0 - 360)
- Opacity (0 - 255)

Zooming is staring to work well. There is still some issues when drawing extra stuff on the tilemap such as the grid, the events, etc.
They get scaled up or down too much when not in 100%. Still, you have 5 zoom presets and also a custom zoom level!
- 200%
- 100%
- 50%
- 25%
- 12.5%
- Custom (Photoshop style, from 12.5% to 300%)

Now, the event editor!
I currently have the following features working:
- Edit name
- Add pages (with custom name)
- Assign event to event group
- Set size (width, height)
- Assign character to page
- Set character offset (x, y)
- Add commands

And here's a (small) list of commands that have implemented and their parameters:
- Show Message: Type text, when it exceeds 4 lines, it automatically creates a new show message command.
Choose face graphic, window position (top, middle, bottom), opacity (opaque, transparent)

- Show Choices: Unlimited ammount of choices, custom cancel event handeling like in RPGXP.
Note that I still need to improve this, FF6 has multi-column choices (think Zozo's clock) but also multiple choices on the same line (Lete River) and I'm not yet sure how I'm going to make this easily customizable.

- Input Number: Store up to 8 digits into a variable (for events where you have to give money or things like that), exactly like in RPGXP.

That's all I have now but there's a list of commands I have in mind at the bottom of this post.

The script editor.
I have added a 'search all scripts' feature like in RPGXP.
Also the editor keeps the last script ID and line ID in memory and restores it when you open it again.

Data browser.
When browsing for data, you can dynamically create a basic entry (ID and name) so you don't need to go in the editor and create it before assigning it to another object.
This makes data creation a lot faster, especially when starting a project and creating placeholders that will be edited later.
Also, when browsing, it is possible to find what you're looking for by either searching a string in its name or by searching its ID

Finally, here's a very raw and incomplete list of event commands.
Show Map Name (Shows the map name window at any time with customizable text and duration)
Change Scene (Switch to another scene like Title screen, Spell Screen, etc., support for custom init arguments since not all scenes have the same arguments)

Mode7 Settings (Change mode7 settings, if possible, all maps will have mode7 capabilities is desired)
Change Map Settings (Panorama/Fog/Tileset)
Change Layer Settings (Enable/Disable, Visibility, Scroll Speed/Factor, Position, Mask, Wave Effect)
Change Collisions (Enable/Disable Collision layers)
Change Event Groups (Enable/Disable Event groups)

Show Picture
Change Picture

Flash Screen
Tint Screen

Play Effect (Plays an effect (battle animation) at the given position)


=Game Flow=
Switch Operation
Local Switch Operation
Variable Operation
Start Loop
Break Loop
Conditional Branch (lots of conditions to support here!)
Set Label (Set name and background color for quick visual reference)
Jump to Label (drop down list that scans the event page for all created labels, instead of a text field in RPGXP)
Board Vehicle

=Character=
Transfer Party (Moves the selected party to another map/location/direction)
Set Position (Set an event's position)
Look At (Enable/Disable look at on another event)
Move (Custom Move Route, Follow Path, Pathfinding)
Change Character (Set Character to use, Opacity)
Erase Event (Remove event from map, Temp/Permanent?)
End Event Processing
Change Viewport (Move character in/out of the characters viewport. Removing it from the viewport will disable all screen flash/tone changes on this character)
Play Animation (Plays a character animation on the specified character)

=Actor=

Add/Remove Spell
Add/Remove Status
Change Equipment (Can also Add/Remove, Including Esper)
Change Commands (Can also Add/Remove)
Change Parameters (Level, HP, Vigor, etc.)
Change Character
Change Face Graphic
Change Elemental Resistence
Change Name
Recover All

=Party=

Add/Remove Gil
Add/Remove Item
Add/Remove Esper
Add/Remove Party Member
Recover All

=Battle=

Start Battle (Formation ID, Battle Type, Music)
End Battle (Victory, Escaped, Game Over)
Change ATB (Set the ATB value for any members, actors or monsters)
Force Action (force a member to perform an action)
Change Monster Presence (Appear/Dissapear/Revive/Kill)
Change Monster Parameters
Play Effect (Plays an effect (battle animation) at the given position)
Play Animation (Plays a character animation on the specified actor)

=System=
Change Windowskin (Change the current windowskin)
Change Font (Change font settings)
Change Config (modifies the game's config)
Play Audio
Change Audio
Script

I think that's all for now, I don't want to reveal all at once! Also, there is more to come. :)
- Dargor
 
So....many....updates!

Everything is looking nice, Dargor!

Even at the raw stage, the event commands are awesome! I have a question though, for the "Transfer Party". Will it be like VX and auto-fade out and in...?

Either way, I can't wait to see more! :!:
 
The fade will be an option, ON by default.

Another little thing, I have added a new feature in the script editor.
It is now possible to open as many scripts as you want at the same time in different tabs! You can also split the editor in multiple windows so you can see multiple scripts at the same time. :)

And don't worry, I'm preparing a big batch of high-res screenshots ;)
 
Looking good, Dargor!

I'm really glad to see the updates for the events. I'd like to learn more, but if you're in the zone working on the SDK, then I certainly don't want to divert your attention. :biggrin:
 
Dargor":862e2aqk said:
The fade will be an option, ON by default.

Another little thing, I have added a new feature in the script editor.
It is now possible to open as many scripts as you want at the same time in different tabs! You can also split the editor in multiple windows so you can see multiple scripts at the same time. :)

And don't worry, I'm preparing a big batch of high-res screenshots ;)
Making it an option makes it better to have. :grin:

Can't wait for the screenshots! :biggrin:
 
I love the fact that you can zoom and rotate tiles. That is really awesome. o.o

Oh, by the way, I made something, to help contribute. You remember how the screen mozaic-ed in and out when you coudn't select something in a menu? Also, when Terra falls, and her memory fizzles? Well, I found WhiteFlute's BitmapEX, and it allows to create mosaic effects on a bitmap, and it's not at all slow. Here's a demo:

Code:
[url=http://www.mediafire.com/?z6lp5omtdao2vox]http://www.mediafire.com/?z6lp5omtdao2vox[/url]

It's in rmvx, but I'm sure you can figure it out o.0 After all, you are(or were) using both rmvx and rmxp :P

You don't have to use it, just wanted to try and contribute.

Oh, and one more thing -- don't overdo it with the project/work these two weeks XD Too much of a good thing can be bad :P

Can't wait to see more.

EDIT: Oh, and I remember one small thing about ffvi -- when you get a game over, treasures, etc are taken away, like usual, but you retain experience, levels, etc. Have you thought about that yet?
 
Thank you very much Fenix, I'll take a look at it right away! :)
I'm still using the RGSS2 library in the DLL (so mostly the Graphics aud Audio things) so this script you found should be easily usable with the SDK.

Also, about the gameover system, I already have something in an older version for that. Basically, on a gameover, the script would put all necessary info into a variable, load the most recent save and finally apply the info memorized earlier. Pretty simple thing but easy to forget. :)

Again, thank you veru much!
- Dargor
 

Jason

Awesome Bro

Hey Dargor, I'm mighy impressed with all the updates you've been doing since I last checked this, it's going to be absolutely amazing when it's all finished!

I wonder how long it'll be before some recreates Final Fantasy 6 down to every last sentence and sprite, unless you're planning on doing that yourself, in which case I'd applaud you, then insult you for having too much time on your hands, lol.
 
Well, you can start insulting me right away if you want. Or applaud me, it's up to you. ;)

I am indeed planning to remake the whole game, but it won't stop there. I will also include everything there is in the GBA version (Dragon's Den, new weapons and monsters, etc.).

I will also rebalance the game and add a couple of small new features such as 2 new scenarios, a couple of new items and gameplay etc.

I was thinking about things like breakable tools and a split scenario when your party goes to Thamasa. This would be the perfect place to add a scenario with Celes and Leo while the others are searching for espers.

I have a couple of good ideas :)
 
Thank you very much Magitek. :)

I'm currently rewritting the whole Window class that draws windows and I was wondering, is anybody able to find all 8 FF6 windowskins without the gradient effect?

I found the blue one, easy enough since it's only one color, but the others are very different...

Anyway, rewritting this class will allow the user to have a lot more control over windows and will help a lot in the implementation of a way better cursor system.

Also, i'm planning on adding a Bitmap Font feature. So those of you who don't know how to create fonts will not have to spent hours learning and creating one. only Paint.exe will be enough. :)

EDIT: I found a bug thanks to Mnrogar's Den, that helps me in ripping this. In battle, the gradient effect for the Def. and Row windows is not initialized until after a couple of seconds. :) But I don't think this is good enough... These windows might be too small for ripping.
 
You mean these, Dargor?

Size 1
o529aa.jpg


Size 2
2pob315.jpg



I found them and resized them, if that's what you need. If you need the original file, I can link you to it :)
 
OK I think I found a way to mannage choices in the event editor.

In RPGXP or VX you have a new command to display choices but this time choices will be part of the Show Message command.

How is it going to work? It's very simple, exactly like changing text color in RPG Maker. You'll have to put something like \C[Yes!] \C[No...] in your text to define these strings as choices. Then, the editor and engine will decode these and interpret them as choices.

You will still see the same thing in the event list:
- Show Choice [Yes!, No...]
When [Yes!]
...
When [No...]
...
Branch End

But you won't have to enter it manually. The message editor takes care of this for you. There is a lot of advantages in doing it that way.
- You can have as many choices as you want
- You can have choices anywhere you want
- Cursor's position will adapt to the choice position.

Also, I'm trying to spice things up in the message editor :)
I'm rewriting window's default contextual menu for Text Controls (the popup menu with cut/copy/paste, etc.) to add a couple of new things like:
- Colors (Change selected text color)
- Data (Insert data name, such as Actor, Weapon, etc. can be anything you create in the database)
- Variable (same as in RPG Maker)
- NEW! Choice (Format selected text as a choice)
- A lot more like Money, text alignment, etc.

Character codes are inserted automatically and will reflect what you choose.

That's it, problem solved!
- Dargor
 

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