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Final Fantasy VI SDK - Going Social!

Still sounds wonderful. I'll keep trying to come up with other potential problems or things you might not have considered yet.

Oh! One of them that just came to me -- being able to disable battle commands, such as in the Fanatics' Tower where you can only use magic. Will keep thinking. ;-)
 
First of all, i'd like to say

MERRY CHRISTMAS EVERYBODY!!!

I truly hope all of you will enjoy your holidays. :)

@clockworkbutterfly
There's an event command planned for that. "Change Battle Commands" will allow the user to modify an actor's commands list by adding, removing or editing commands, but it will also be possible to memorize the command list and restore it at any time.

In the case of the fanatic tower, an event could memorize the commands of all 14 playable characters and once the player leaves the map, another event could restore these commands.

In fact, I could also add a more general Memory feature that could memorize almost anything. Inventory, equipment, spells list, etc.

So let say you want to create a scenario in which you want your party to have a very specific inventory, it would be possible to memorize the current inventory, create a new one for the scenario, and restore the last inventory once the scenario is completed.

Yeah, I think it would be cool. :)
- Dargor
 
Merry Christmas everyone! I hope you had a wondrous day! :heart:

There's an event command planned for that. "Change Battle Commands" will allow the user to modify an actor's commands list by adding, removing or editing commands, but it will also be possible to memorize the command list and restore it at any time.
Oh that sounds simply amazing!

By "any time" would that mean the creator could be able to use this feature to make a person have a certain command at one point of the story and then remove it and restore it other points in their game? Sorta like in FF9 when Dagger's summons are stripped from her (if you've played 9 :P)?

Just want to make sure I understood this fully. :)

Yeah, I think it would be cool. :)
Yes, it would be very, very cool! :33
 
Dargor,

Sounds great. I think it would be cool if you could "remove" items from your inventory and then get them back. It's different from memorization, though, which is also cool.

Imagine if you couldn't use items to heal in the Fanatics' Tower either -- if it were that strictly magic-only. I'd imagine that once you enter, you'd "lose" Tonics, Potions, Dried Meats, and X-Potions and could only keep items that heal MP. Of course, once you leave the map, those items would be returned to you. However you could easily go in with 99 Tinctures and leave with 0, so memorization wouldn't work as well here unless you can memorize only certain subsets of the inventory.

The Fanatics Tower led me to another idea: a checkbox either for each map or each set of random battles as to whether the Charm Bangle/Moogle Charm works to avoid them.
 
Good to see this project's still alive. I've been following it since the beginning and I'm looking forward to the finished product. I think FFVI has the sleekest interface out of all of them, so extra points as far as I'm concerned.
 
Another idea I just had from playing a different Final Fantasy. I know it has yet to be implemented in any version of FFVI, but will since it's so prevalent in other Final Fantasy games, will you eventually implement a New Game Plus option? That would be really neat to flag items, espers, spells, levels, etc. that stay from game to game and go from there. Just an idea. :)
 
Happy New Year!

I've been away a few days, and I was just curious to see how the project is going.

I'm curious to learn about editing of characters' battlers and magic animations. Are the animations going to have some kind of script to put them together?
For instance, the Dischord spell does sort of a shimmering rainbow effect over the sprite of the affected target. The Rippler spell does a wave over the whole screen. (etc.) Could such effects be programmed in, assignable and put into an order with a script, and made accessible to one making an all new spell? Better yet, could new effects be added into the mix also, so that experimentation could yield additional combinations?

Forgive me if I'm not asking this right, I was just curious.
 
@clockworkbutterfly
I will implement a New Game+ feature in my remake, I guess I could add the option in the editor.
It would be really cool, indeed. :)

@Imzogelmo
I've been thinking about the Special FX editor a lot lately. I'm not planning to work on it any time soon since I have more important things I want to finish before, such as the map and event editor. But the FX editor might be one of the biggest and complex editor you'll find in the SDK.

I want it to be able to alter almost anything you can see on screen, both on the map and in battle. So panoramas, screen tone, character sprites, etc.
Also, to make things simple and flexible, I will make it so FX can trigger other FX. If we take your example of the wave effect:

- You could create an FX dedicated to making the screen wave from left to right or whatever. Lets call this FX_ScreenWave.
- Then, you could have another FX that changes the tone of the screen and displays animated fire balls. Lets call this FX_Fireball.
- Finally, you could create a new FX (FX_Firaga :P) that triggers FX_ScreenWave at the beginning and 2 seconds later it would trigger FX_Fireball. And you wave a new spell animation made out of various other FX.

This would be one of the possibilities of the FX scripting system. You could also trigger an FX on a specific actor within a screen bigger FX that is displayed on the whole screen, have conditions and lets say, if you're targeting all enemies, the wave effect will be triggered, but it would not if you are targeting only 1 enemy.

These are only ideas, nothing I said here is done.

Besides that, character animations will remain very simple.
In fact, what you have in the pre-alpha demo is most likely to remain like that (unless I forgot something very important?), but will be more polished obviously. :)

Take care
- Dargor
 
By the way, talking about cool effects. Most of the cool graphical effects you can see in FF6 (waving, masking, character's frame glowing, etc.) would be hard to make and very slow to process with RGSS2. So I'm considering making my own ruby game scripting library using SDL. It would take a bit more time but not that much compared at all the work I have to do with the basic game scripts library.

Doing this would allow me and all the users to expand the Graphics, Audio and Input module (among other things).
It would be a lot easier to mask sprites on other sprites which is a must here.
Also, it would be possible to have any resolution you want, pause audio if the game window is not focus, pause songs, play songs from and to any given time, enable any keyboard input, etc.

So the RMVX dll wouldn't be needed anymore.
 

Jason

Awesome Bro

And if you do this, would it involve having to remake anything else that's already finished?

I mean, I can see the benefits, but would it really be worth the time? Unless of course time isn't a factor for you, then by all means go ahead.
 
Jbrist":38e65d2t said:
And if you do this, would it involve having to remake anything else that's already finished?

I mean, I can see the benefits, but would it really be worth the time? Unless of course time isn't a factor for you, then by all means go ahead.

It would only affect the game scripts library which is very far from completion. And it would not affect all of it, just a small part.

But you have a point, time is indeed a factor. I have a couple of dates in mind for the release of the editor and the remake, which I will not disclose.
So I'll have to take the time and play a bit with SDL before I start doing this, to see if it's really worth it for the editor.
If not, then I'll do it for the remake and update the editor with the new script library later.
 
KiddUniverse":jbbn1070 said:
Pretty please disclose them?

I'm sorry but I won't, for a very good reason.
If I fail at delivering anything by these dates, I don't want people to complain saying things like "hey, you said it would be out by now!..."
Also, it puts unnecessary pressure which I do not need.
 
Dargor":2543bvvu said:
If I fail at delivering anything by these dates, I don't want people to complain saying things like "hey, you said it would be out by now!..."
Also, it puts unnecessary pressure which I do not need.

Very good call. We can wait.
 
That's right, quality is better over speed. Take as long as you need! I just can't wait for the day I get to see/ or use it, in action! It will be a great day!
 
hey dargor, how can we get only the battle system?, without blitz and all that kind of things,only the main part so we can have a basic battle script, like in FF4.
 
If you are currently using one of the (very old) demos, you would need to rip the (unfinished) battle scripts and remove a lot of dependencies over other scripts, then try to re-implement it into your game.

Basically, don't recommend do this right now.
It will eventually be possible to "disable" parts of the battle script and keep it very simple.
 

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