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Final Fantasy VII: 2D Remake - Demo inside!

My netbook isn't powerful enough to run a RM2k3 game? :sad:

Strange, really. I can run Supreme Commander 2 without many problems (on the lowest graphic settings but still). I also run Deus Ex, Assassin's Creed, and Portal without many problems (the same cannot be said for Minecraft, however).
 

Vanit

Member

Rm2k3 games are more on the level of Minecraft, in that they're similarly based on a language that is not precompiled, so its slow and inefficient compared to what you can get away with in compiled languages like C/C++ etc on a similar computer. Additionally, to achieve the level of animation in the battle system for the gui and sprites I used a hell of a lot of pictures that are being refreshed constantly, which can bog down some computers that would normally be able to handle lighter rm2k3 games that don't do that in their custom systems.
 

Vanit

Member

lovelesswip3.jpg


Progress shot. :)
 
It never occurred to me that poster was for my bloody valentine :crazy:

How much are you making of this game? Aiming for the whole thing, or the whole of midgar, or just various scenes to show how it works?
 

Vanit

Member

As much as possible! My first milestone is to finish the bombing mission, and after that to finish up until you get to the world map. After that, who knows? :)
 
Whoa. Have to say, this is probably the first Final Fantasy fan game that I think has done the series justice. I hope I get to see more of it in the future :)
 
As a fan-game maker myself, I can't help but be seriously impressed by this. Especially considering it's been made in RM2K. Some strive for authenticity like Celesinator and her game Final Fantasy: Essence, some strive for originality like myself. You however have replicated, and not in the bad, oh look he's just ripping off their work kinda way. I mean in the damn good, Square Enix hasn't even done this good in their own remakes kind of way. Keep this up, fantastic job.
 
Maybe I'm late to say these things, but:
Code:
 

You shouldn't get to control Cloud until Barret gets off-screen. The guards run past him. (wtf?)

Both dead guards should hold items, not just the second one.

For some reason, the game reads joypad buttons 1/2/3/4 as directional input. Pretty annoying.

Platform staircase warp is confusing, skip the "upstairs" part or integrate it into map 2 (like the original). I also see no sense in changing the platform map's angle - in the original, the camera is always facing north.

The hovering finger should be enabled by default, and remember its on/off status when entering a map. (auto-erasing events should help here)

Materia menu shouldn't be enabled until you reach Sector 7. (I bet you remember that, but I'll throw that in anyways)

Buster Sword's description should say "initial equipment".

The battle swirl makes no sense. Use a screenshot patch for real framebuffer effects, or just remove it. (you can use screenshots without a patch for swirling into boss battles - their screen looks always the same)

There are some mistakes with the timing of screen fading in and out, especially after the battle.

 
 

Vanit

Member

Thanks for the feedback Ceiling_Cat! I'll address these one by one. :)

1) Both of these things happen in the original, so thats how I intend to keep them. I admit the guards thing is pretty silly, but yeah its staying that way.

2) This is a bug, but actually how you've suggested it works is not correct either. Between both of them you can loot 2 potions, in a number of combinations, but only 2 in total. So you can either take 2 off the first and none off the second, or vica versa, or one off each. This has now been fixed in my private build.

3) What do you mean by directional input (movement?)? I've used those buttons in some places to replace what the L and R buttons should be doing, but otherwise I'm not sure what you mean.

4) The camera angle may have been always facing north in the original, but the "direction" of the most detailed plane didn't always agree with the camera angle. Most of FF7's prerendered backgrounds were designed with an isometric view point, giving me 2 views to choose from in 2D. Because I'm doing this top-down and non-isometric, I have to pick the direction that shows the most detail. If I had gone with the "north facing" view of the platform it would've been VERY boring. You would only see the top of the train, the floor of the platform and the plain wall the train is facing, and... thats it. While it would be true to the camera angle, it'd miss out so much detail new players could probably barely work out what the scene is - you wouldn't even be able to see the door to the top level at that angle. I put a lot of thought into this decision, and its something I have to consider for each map I draw. This is also why the upper level of the platform was moved into the first map, as its face is different direction from the north pointing camera so it doesn't belong with the second map which does work well north facing. There are many cases of things like that where I have to fold the camera angles together to get them to work in 2D (ie 2 planes inclined to eachother in 3D, I may make face the camera in 2D). One of the many troubles of converting a medium in 3D to 2D, I'm afraid.

5) I was curious about this and ran a few tests and as far as I could tell its not enabled by default... I think. The reason I say I think is that it appears you can toggle it while the intro scene is running, so you may be remembering it a different way unless you've played it recently? As for the cursor/pointers persisting between maps you're definitely right about that, thanks!

6) Aye its on intentionally so people can mess with it a bit in the demo. You're right in that eventually I will be disabling it until its supposed to be activated.

7) I had to double check this and in my PAL version it says "Initial equiping". I agree its bad English, but I'm sticking to what it is in the PAL version.

8) Although I admit it would look fantastic, and I do have the skill necessary to make a small command line app that would process the 40 screenshots or whatever necessary for the effect, it would be a *very* involved feature to get working, and at a glance it seems to be relatively high risk as well. Its on my to-do list, but its pretty low priority atm. I'm not sure what you think "makes no sense" about the current swirl, but I figure its a pretty good approximation without using framebuffers or screenshots.

9) If you're talking about what I think you're talking about then you're definitely right. The transition from the end of the victory screen back to the field is definitely too slow, and I think there are a few others that need to be timed a bit better.

All in all thanks for taking the time to give the feedback, Celing_Cat!
 
3) Disregard that, I forgot to disable Joy2Key before testing.

7) Could be a difference between PSX/PC or PAL/NTSC versions as well. (I think that there's no version of FF7 I didn't play besides J) For further testing and comparison's sake, I'll try to obtain all versions of FF7 I can get my hands on when you make a new release, and compare stuff whenever I find something fishy.

8) It's just one snapshot, as far as I know. (or at least you could use just one for the effect) You should play around with a PSX emulator and see for yourself. I'd rather be worried about the speed of displaying a 320px image 10 times a second, so if you implement it - make it optional. (I remember doing such a thing once... it was slow.)

9) I'm talking about the timing of the transition from battle scene to EXP gain screen.

By the way, I noticed that you even made AVALANCHE members nonsolid on map 2. It's good to see that you remember details even like this. Also, new mistake reports:

- (I can't believe I'm the first one to complain about this) Cloud's field model had a different color - the clothing was almost purple.

- While sorting items, a new item has spawned in my inventory - it was one of Cid's weapons. (Silver Barette iirc) Was it intentional? (I think I first used Battle, then Type, it was after looting the guards, I didn't use any items, the finger help was off, I changed the options to fastest battle speed and attack magic to the leftmost. I'll try to reproduce it.)

edit: Wait, that's Aerith's weapon. (bloody confusing icon) Anyway, I can't reproduce the bug.
 

Vanit

Member

7) I'm flattered that you'd go to that much trouble to test this unsolicited. When I have a release candidate build for my next demo I may run it by you privately first if you have the time. :)

8) Aye sorry, I meant one snapshot processed into the 40ish screens for the effect. I did pursue this last time you brought it up in the other thread and spoke to some people from Qhimm about how they thought the effect could be programmatically reproduced. The problem with doing this is it'd only be worth it if I can get it to look almost exact, which is my primary concern, in addition to it looking messy to get the patch to play nice with all the other patches I'm running, as well as some potential drawbacks with Disharmony etc. The slowdown of pictures rapidly refreshing could also be a problem as you said (although I'm pretty adept at managing that after doing the battle system).

9) Alright I'll see what I can do.

As for Cloud's pallete, I lifted it directly from the game (as I do with basically all the assets I've been making) so it should already be the correct colour. I can check this again though.

That sorting bug is reaaaaally weird, I'll need to have a play with it also.
 

Jason

Awesome Bro

It IS a little dark though, maybe you could make it brighter more like the source?

So anyways, any more progress on this? :thumb:
 

Vanit

Member

For sake of comparison here's what the sprite looks like with colours taken directly from the field palette on the left, and my composite palette on the right:

cloudpalettes.png


I think his skin looks a little too pink on the left, but I think I will make some adjustments to mine so its atleast closer to the the field palette.

As for what I've been working on:

midgarwip.jpg
 
Impressive work bro, everything looks superb. Only thing that bugs me is the sword in the title screen is tiny compared to the original, but you more than make up for it for the amount of detail you've put into the tiles and menus. I always wondered what it would be like to experience 7 in an SNES fashion, I'm checking this out!

Amazing, can't wait to see this Midgar model get fleshed out :shades:

Oh yeah, and the outfit on the new sprite seems a little too dark still.
 

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