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Final Fantasy VI SDK - Going Social!

That custom ruby game scripting library sounds interesting. It sounds like it would really open up the possibilities with regard to the effects available to the game engine. Hopefully all is going well.
 
I spent my last weekend working with SDL and it seems really promising, but I'll have to work a bit more with it to be sure if it worths the effort to migrate from RGSS2 to my own library.

In fact, I know that in the end it will be better to use SDL, but I don't really have the time to recreate all the features from RGSS2.
So I'll stick with what I already have now. It works fine even if I have limitations. I will eventually update the SDK and the Editor with SDL

But now, I'm going back to work on the editor!
 
I also found that, in theory, it would be possible to make wxRuby interact with SDL.
Meaning that it would be possible to render and play the game in the editor itself instead of the game window, for faster and easier debugging.

If it is really possible (I believe it has already been done in wxPython) then it would also mean that it could improve the performances of the Map and FX editor a lot!

(so many ideas popping into my mind right now!)
 
That sounds promising. Does that mean that it would speed up the release of the remake, since debugging could progress much faster?

Speaking of progress, how is the event editing going? I'm always anxious to see what all is possible. Do you have the all pieces to make the original game yet?
 
Dargor --

Another idea. Each location should have a checkbox for whether or not you can use the Teleport spell to escape that location. This checkbox should be changeable dependent on story events (perhaps you couldn't Teleport out of someplace before, but once there are no story events there, you can). Also, I think you would need to indicate a point on the map at which you would appear upon using the spell.

Come to think of it, I'm not even sure FFVI has a Teleport spell... got the idea from playing FF4 on DS. Oh well. Either way, it's a good idea.

-- CB
 
I remember a Teleport Spell in FF6...unless it doesn't exist in the other releases? I've used it on the SNES release...

Dargor, I can't wait to see more progress. It gets better and better! xD
 
@Imzogelmo
Implementing SDL in the editor for the debug features wouldn't really change anything on the release of the remake.
It would be cool to have but not necessary and would also take to much time to make.
However, I'm still considering using SDL to speed up the map and FX rendering. This is a must in that case because right now, rendering is way too slow.

@clockworkbutterfly, MagitekElite
You are quite right! I have totally forgot about that. I think Warp (or the Warp Stone?) is what you are talking about.
The idea would be to add an option on the map properties that let you specify a teleport location on whatever map you want but also if it is possible to warp.
When using a teleport spell or item in this map, you would get teleported to the location specified in the properties of the map on which you are.
(I think I used to many words here... :P)


/!\ Now, about some progress!

I'm almost 100% done with the Actor Database!
Yesterday I added a new feature in the Character Editor that let you add what I call Character Layers to other characters.
Basically, this allows a character to be made of multiple characters. This could be used for a Visual Equipment System or a "Limb" System or whatever.
But this idea came to me when I saw how the chocobos (the "vehicle" form) are made.

When you ride a chocobo in the worldmap, it is made of 3 different sprites: the head, the body and the tail.
So, with this feature, it would be possible to have a "master" character made of 3 child characters (Head, Body and Tail)

Note that the Z value of the character layers will be specific to the master character actions.
In the "Walk Up" action, we want the layers to be in the following order: Head, Body, Tail.
But in the "Walk Down" action, we want them to be in another order: Tail, Body, Head.

This feature would be tied with the Vehicle system but that is something I still have to think about. :)

Take care!
- Dargor
 
Dargor":14opxsni said:
You are quite right! I have totally forgot about that. I think Warp (or the Warp Stone?) is what you are talking about.
The idea would be to add an option on the map properties that let you specify a teleport location on whatever map you want but also if it is possible to warp.
When using a teleport spell or item in this map, you would get teleported to the location specified in the properties of the map on which you are.
(I think I used to many words here... :P)

Right. Warp. I should've remembered there were Warp Stones. But yes, this is the exact idea. It would also be cool if story events could enable/disable warp potential. To use a simple example, let's say you forbid using the Warp spell to get out of the Opera House while the opera is in session. However, what if you want to re-enable this warp on later trips to the Opera House?

-- CB
 
Yes, Warp stone. I believe you get the first stone in South Figaro in the barrels... xD

As for your updates, it sounds awesome! I didn't think the Chocobo thing handled that way. I thought it was just a separate sprite of the Chocobo with the character added onto it from a base. (I hope I worded that right xD)
 
Another point you might not have thought of: how to make the Cursed Shield become another item after equipping it for 256 battles. Just trying to think of as many as I can, hehe.

-- CB
 
I think Dargor could make a general-purpose flag with a field to count battles during which an item is equipped, and then check for that to hit a certain value at battle end (256 in this case).

Speaking of things that need to be stored away after battle (and possibly used later), another thing to remember is Doom Gaze's HP. If he hasn't been defeated, the game reloads his HP on subsequent encounters.
 

BR5555

Member

I registered just for this :) I have a lot of questions that I haven't found answers for, so my post will probably be long. I apologize in advance.

This may have been answered already but I checked many pages to make sure: Based on the actual rom there is an option for the prices of each shop to be determined by lead character being either Edgar, just any male character, or just any female character giving a half price discount or a 50% increase in prices, as well as just having the shop be half price, regular price, 1.5x price or 2x price no matter who the lead is.

Of course, as far as I know, the game only incorporated the use of Edgar getting a discount at Figaro and every other shop has the standard price for its items. It'd be nice if all of these options could be included as well (if they aren't already) or even a way to set the shop's prices to any sort of number such as (random numbers from the top of my head) 1.3 times the standard item value or 1.6 or 0.85

Also something a bit more important that I'm sure you've thought of. Since we can theoretically create as many playable characters as we want, how will this affect the window in the shop inventory screen where all characters are shown if we have more than 14 characters? How do we indicate when a character does or does not show up in the window (I assume it's a check box and works similar to how a character does or does not show up in the party selection window)? What about in the party selection window as well if we have more than 16 characters?

Since we can create so many characters, we could also create an excess amount of skills and spells as well. What if we create a skill set similar to Blitz or Lore that would need to appear in the list in the Skills window (the one on the left where you select from Espers, Magic, SwrdTech, Blitz, etc.)? Does the window expand automatically to include additional skills or (more likely) does it scroll?

In the game the spells you know are listed in the menu in specific location based on how the spell list is sorted. (Ex. if Black magic is first, Fire will always be the first spell listed and further down the list would be Ultima, but if one only knew those two spells they wouldn't be right next to each other, there would be blank space between them all. I saw in an earlier demo that this was not the case and that all spells were just grouped together at the top. Will it be like this in the final release?
 
I would imagine that in the case of extra characters for player selection, Dargor would have to make it so that the area for the characters were scrollable. In the case of shops, though, I'm not sure how that would work, since that area isn't normally scrolled. Perhaps it, too, could be scrollable with the use of an extra control? Like press "L" to flip through pages of characters? Just a thought, as you do raise an interesting question.
Along the same line, since it would be possible to add new skills, Dargor would probably need to make Gogo's special status menu scrollable too, in order to accommodate any new skills that may be in the greater party's repertoire.
 
Interesting point indeed!

As Imzogelmo said, all windows that displays a sort of list will be scrollable. This also applies for actor windows (both in the shop and party selection menu) and these would scroll vertically.

As for the shops, I finally decided to add a Shop Editor in the Inventory Database. You don't have this in RPG Maker (you simply have a shop event command in which you specify shop params on the spot) but I will support both ways of doing it. So there will be a shop editor in which you can edit the following:
- name and type (Weapon, Relics, Vendor, etc.)
- item list
- base price modifier (x 1.0 by default)
- conditional price modifiers

The conditional price modifier will have its own mini editor in which you add conditions (exactly like in the event editor) and specify a new price modifier.
If you do not specify any conditional modifiers, the default value will be used.

Now, I have to think about how I will integrate the conditional modifiers. Do I make it so you have to recreate one each time you create a shop? Or do I make it so you can save modifiers and re-use them in other shops? Also, do I allow for more than 1 conditional modifier in the same shop?

Then, in the event command, you will ha 2 choices.
- Use a shop from the database
- Create a shop in the command itself. This will be a unique shop, specific to this command, and won't be reusable.

So, what do you think about it?
- Dargor
 
To answer your question, I would prefer having a collection of modifiers that are pre-made, and you can just select the one you want. As for multiple modifiers in a shop, I don't think that's necessary--you could probably just create a new modifier that encompasses both (all?) conditions.
That's just my preference, though, from a programming point of view. I think it may be a bit burdensome to have to re-create the same modifier multiple times, when it could be a write-once, run-multiple sort of thing.
 
Or perhaps you can write a modifier and (optionally) save it for use outside of that one instance? That way, it can be reusable within whatever game you're working on, if necessary.

-- CB
 
I have made up my mind on most of the features of the shop editor.

So basically, you will be able to edit the following:
- Name of the shop
- Type of the shop (Weapon, Armor, Vendor, whatever you want to be displayed in the scene)
- Base price modifier (default is 1.0x)
- Specify a conditional price modifier (only 1 will be allowed)
- Item list (you can have unlimited items in that list)
- Allow/Disallow Buying
- Allow/Disallow Selling

The shop modifiers will have their own mini editor and it will be possible to save them and re-use them at will.
The Shop Event Command will not allow you to create shops on the spot. You will have to select a shop from the database.

If you feel like there is something missing, let me know!

By the way, @Imzogelmo,
Sorry I missed that part of your post where you asked about event commands.
I do not have all of them yet but I have a list of all the commands and their properties that is almost complete (until proven otherwise:P).
I will release that list this week so people can take a look at it and give some feedbacks. I will also include a list of FX Commands (for items and spells animations).

Take care!
- Dargor
 
As promised, here's a, almost final list of event commands!

Show Message: Show a message with optional choices.
Input Number: Input number in the message window.
Comment: Insert a comment. Will not affect gamneplay.
Switch Operation: Operate game switches.
Local Switch Operation: Operate local swicthes.
Variable Operation: Operate game variables.
Local Variable Operation: Operate local variables.
Conditional Branch: Test various conditions.
Start Loop: Start a Loop.
Break Loop: Break a Loop.
Exit Event Processing: Stop the current event.
Erase Event: Erase the current event from the map.
Call Global Event: Call a global event.
Create Label: Create a Label.
Jump to Label: Jump to a previously created label.
Change Map: Transfer the current party to a new map.
Change Gil: Change party Gil.
Change Items: Change party items.
Change Members: Change party members
Manage Parties: Manage multiple parties.
Change HP: Change actor's HP.
Change MP: Change actor's MP.
Change EXP: Change actor's EXP.
Change Parameters: Change actor's parameters.
Change Status: Change actor's status ailments and resistence.
Change Elements: Change actor's elemental resistence.
Change Spells: Change actor's spell list.
Change Equipment: Change actor's current equipment and equippable items.
Change Name: Change actor's name.
Change Character: Change actor's character used on map and in battle.
Change Face: Change actor's face graphic.
Change Commands: Change actor's battle commands.
Change Options: Change actor's options.
Change ATB: Change actor's ATB gauge value.
Recover All: Recover all HP and MP, remove all bad status.
Perform Action: Make an actor's character perform an animation on the battle screen.
Force Behavior: Force actor's behavior in battle.
Change Character: Change the character used by an event.
Perform Action: Make an event's character perform an animation on the map screen.
Move: Move an event.
Look At: Start/stop looking at another character.
Set Vehicle Location: Set a vehicle location.
Set Event Location: Set an event location.
Abort Battle: Abort the current battle.
Pause Battle: Pause the current battle.
Change Background: Change background graphic.
Scroll Background: Scroll background graphic.
Show FX: Show an FX either on the screen or on a target.
Change HP: Change monster's HP.
Change MP: Change monster's MP.
Change Parameters: Change monster's parameters.
Change Status: Change monster's status ailments and resistence.
Change Elements: Change monster's elemental resistence.
Change ATB: Change monster's ATB gauge value.
Recover All: Recover all HP and MP and remove all bad status.
Appear: Make an invisible monster appear.
Transform: Transform a onster into another monster.
Perform Action: Make a monster's character perform an animation on the battle screen.
Force Behavior: Force monster's behavior.
Change Tile: Change a tile appearance.
Scroll Layer: Scroll layer.
Blit Layer: Copy a portion of a map layer onto another layer.
Change Map Settings: Change current map settings.
Change Layer Settings: Change current map layers settings.
Change Panorama Settings: Change current map panorama settings.
Change Mode7 Settings: Change current map Mode7 settings.
Change Event Group: Turn event groups ON/OFF.
Change Collisions: Turn collision layers ON/OFF.
Show FX: Show an FX either on the screen or on a character.
Fade In: Quick fade in.
Fade Out: Quick fade out.
Tint Screen: Change the screen tint.
Flash Screen: Make the screen flash.
Shake Screen: Make the screen shake.
Wait: Wait.
Timer: Start/stop a timer.
Clock: Start/stop a clock.
Play Audio: Play audio.
Stop Audio: Stop audio.
Fade Audio: Fade audio.
Battle: Start a battle.
Menu: Open the main menu.
Shop: Open the shop screen.
Name: Open the actor name input screen.
Party: Open the party management screen.
Order: Open the battle order screen.
Save: Open the save.
Load: Open the load.
Title: Return to the title screen.
Change Graphic Settings: Change system graphic settings.
Change Audio Settings: Change system audio settings.
Change Terms: Change system terms settings.
Change Save Access: Enable/disable Save access.
Change Menu Access: Enable/disable Main Menu access
Script: Call custom scripts.

A few, like "Change Actor's Elemental Resistance" might be removed since actors in FF6 do not have elemental resistance by themselves.
As I said, this list is almost final, so there is still a few things to change. Let me know if you have anything to add!

- Dargor
 

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