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Final Fantasy VI SDK - Going Social!

Kururu;135656":23fgd3bu said:
I think that you should start off finishing all the systems from FFVI in a basic pack, then add features from other FFs in an enhanced version. What do you think?

That's an excellent idea and that's what I'm going to do!
Ok it is time for an other update!
  • The party changing menu is functional but not 100% completed.
  • I have fixed some bugs
  • I am rewriting the battle system,fixing some bugs, creating new battle commands
  • I have added 2 new characters, Vargas and Duncan(faces included!)
  • I have expended the party window to support 20 characters
  • The "arrange" function in Scene_Item is working like a charm!
  • I have added weapon and armor details menu (in item menu)
  • New elements icons!
  • Weapons and armors can make you learn skills
  • Weapons an armors have elemental factors (50% damage, HP absorb, No effect and Weak point)
 
If you are thinking about adding features from past FF's, you should check out Fomar0153's FFV System. It is a fully functional Job-System like the one in FFV, and actually has most of the expanded options of the FFT Job System.

Oh, and excellent work by the way, I look forward to seeing this project at its completion.

Rytheon
 
I will add new features as well as features from other FF games. As Kururu said, I will start by finishing the basic FFVI SDK and then i will work on add-ons pack. (extra features will be included in the basic pack)
 
Ugh, naw man, if you're going to make a FF6 SDK don't dilute it. Let other people add in extra shit, but just mixing together systems from various FF games does not a good game make. Even if it is a fangame. Twould suck to have different shit all together in one place and you can bet your life everyone will have exactly the same scripts. Let people adapt it for themselves.
 
First, don't swear. Second, didn't you read what I said?
The Basic pack will be the basic FFVI system.
The Enhanced pack will have other stuff.
 
I understand your point Fallstel and you are right. But as Kururu said, I won't add features that doesn't belong to ff6. I will make add-ons and those add-ons will be compatible with my SDK.

EDIT: I have a better idea. When FFVI SDK will be finished, I'l make FFIV and FFV SDK. They will all be compatible with each others. Everybody will be happy! I still have to elaborate this idea.
 
Oh, I'm not going to make anything else than FFVI SDK right now (obviously) but thank you anyway for your help. It is sure than i will need a lot of sprites! Thanks for your support and your help! ;)

Update!
I'm now working on the Config menu. If you have any suggestions about extra options to add, feel free to share them!

When the CMS will be completed, I'll start (restart :P) working on the battle system.
 
I'm comming back with some good news everybody!
I'm working on the next demo since the CMS is almost 100% completed.
Note that this demo will not include the battle system. Why? Onl because I'm rewritting it and it's long. You'll still be able to use the old one.;)

The demo will include:
  • Main menu (Including Order/Row/Party Equip options)
  • Item menu (Including 100% working arrange command plus the possibility to change item's order directly in the item window! Also include weapons and armors details)
  • Skill menu (Including the esper system!)
  • Equip menu
  • Relic menu
  • Status menu
  • Config menu
  • Team menu (Rearrange your team, including Duncan and Vargas!)
  • Save/Load menu
  • Shop menu
  • Element attributes (50% dgm., HP Absorb, No Effect, Weak Point)
  • Element icons
  • Items can make you learn skills
  • Evade and Magic Block% parameters
  • 2-Hand, Runic, Back Row, Sword Tech flags (Used to determine if one of these options are available for a weapon or an armor)
  • Some things I forgot

Please don't ask for a release date. I don't know when the demo will be ready but it shouldn't be too long! :thumb:

EDIT: I'll also post some new screen shots soon!
 
I knew this question would come! :p

I already know the basis of mode 7 but I'm still on a learning process. If the question is, "are you going to make the airship script?", the answer is no. Unfortunately, mode 7 makes rmxp lag :-/
There are numerous topics about it and mewsterus has already made a mode 7 script (called mode07). This was a really good start but no one has find an efficient way to manage mode 7 with rmxp. RGSS is too limited for that.

Unless someone suddenly appears with the ultimate solution, I won't even think about making it.

I'll concentrate on the battle system which is the harder part of the SDK.
 

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