Final Fantasy Hacktics

General => Archives => Old Project Ideas => Topic started by: dbp on December 30, 2010, 01:13:41 am

Title: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on December 30, 2010, 01:13:41 am
Hi all !
Please forgive my bad foreigner English.

I have a project idea about making a kind of Tactical RPG Engine With Flash.
My goal is very simple, i do not plan to make a total reconstitution of the original game, but only implementing some functionality. It will be a kind of light version with some missions playable online.
Here are my objectives :

- Creating a tool for animate characters -----------> canceled
- Implementing 3D Engine --------------------------> 60%
- Implementing a battlefield ------------------------> 60%
- Implementing a static character on battlefield ---> 100%
- Implementing A* pathfinding ---------------------> 90%
- Implementing a moving character on battlefield -> 55%
- Implementing dialogs ------------------------------> 85%
- Implementing enemies ----------------------------> canceled
- Implementing attacks -------------------------------> 80%
- Implementing Multiplayer --------------------------> 0%

I wish i could give you some more screenshots of what i am doing but right now its is mostly programming, so it is not very interesting to show.
I have to construct everything from scratch so that is why it take some times to show any kind of valuable screenshot.

I am using Away3D as 3D Engine
www.away3d.com (http://www.away3d.com)

BATTLEFIELD FIRST ATTEMPT --->
(http://www.timelessconcept.com/flashLab/fft/battlefield.jpg) (http://www.timelessconcept.com/flashLab/fft/battlefield.html)
C and V : rotate battlefield.

BATTLEFIELD SECOND ATTEMPT --->
(http://www.timelessconcept.com/flashLab/fft/battlefield2/screenshot01.png) (http://www.timelessconcept.com/flashLab/fft/battlefield2/battlefield2.html)
C and V : rotate battlefield.

BATTLEFIELD v0.1 --->
(http://www.timelessconcept.com/flashLab/fft/battlefield3/battlefield3.jpg) (http://www.timelessconcept.com/flashLab/fft/battlefield3/battlefield3.html)
C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : If the focus is on character it get the moving range. press again to go to the destination.

CLOUD ON THE BATTLEFIELD --->
(http://www.timelessconcept.com/flashLab/fft/battlefield4/battlefield4.jpg) (http://www.timelessconcept.com/flashLab/fft/battlefield4/battlefield4.html)
C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : If the focus is on character it get the moving range. press again to go to the destination.

CLOUD TALK v0.5 --->
(http://www.timelessconcept.com/flashLab/fft/fft_0_5/fft_0_5.jpg) (http://www.timelessconcept.com/flashLab/fft/fft_0_5/fft_0_5.html)
C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : Talk, Select.

v0.6 --->
(http://www.timelessconcept.com/flashLab/fft/fft_0_6/fft_0_6.jpg) (http://www.timelessconcept.com/flashLab/fft/fft_0_6/fft_0_6.html)
C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : Talk, Select.

Anyway, i am very serious about this project and will try to update this post as often as i can.

Thank you for reading.
See you very soon.
Title: Re: Final Fantasy Tactics with Flash
Post by: GeneralStrife on December 30, 2010, 02:29:56 am
Okay then. Cool.
Title: Re: Final Fantasy Tactics with Flash
Post by: Dome on December 30, 2010, 06:26:21 am
Quote from: GeneralStrife on December 30, 2010, 02:29:56 am
Okay then. Cool.
Title: Re:
Post by: dbp on January 02, 2011, 10:46:21 pm
I did my first update !
Sprite Animator 1.0 available !
regards.
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Dokurider on January 03, 2011, 12:00:05 am
Huh

It's seems you are actually making some progress here. When do you expect to be finished with the tool?
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 03, 2011, 07:21:03 am
Hi Dokurider !
well, actually this tool is almost finished. It is one of the most important tool for the project.
You can already import sprites, align position, change the display time and play the animation.

Once you have put together all your animations, you can save the character as an XML file. (Basically it record the x, y position and all animation timing).
But i leave it as it is right now because the tool will evolve with the other task i have to do.

Maybe in the future, the animation list will be something like :
Stand, Walk, WeaponStrike, RaiseHands, Throw, GetHited, Crouch, Die, etc.

But more to come later !
:D
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 05, 2011, 10:49:59 am
second update.
Check out my first attempt to Battlefield.

Move the blue tile with arrows.
Turn the battlefield with C and V on your keyboard.

It was tricky but i finally done it !
Its a simple and flat battlefield but at least it is in 3D.

I implemented a getCompass function to get the orientation of the battlefield and move the blue tile in the good direction every time the orientation is changed.
I don't know if you understand what i mean lol.

Next demo very soon !
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Eternal on January 05, 2011, 11:06:25 am
This is incredibly impressive. Keep up the amazing work!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Aquilae on January 05, 2011, 11:08:36 am
I second Eternal, this is really great! Excellent progress so far!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Dokurider on January 06, 2011, 07:20:22 pm
You have screenshots.

You are already better than the dime a dozen that wanted to do something similar to this.

Best of luck. God-Emperor guide us all.
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: MysticKnightFF5 on January 07, 2011, 01:08:27 am
Quote from: Eternal248 on January 05, 2011, 11:06:25 am
This is incredibly impressive. Keep up the amazing work!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 07, 2011, 06:54:25 am
@all
Thank you for your sweet comments !

Maibe a new demo coming tomorrow.
Stay tunned !
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Dome on January 09, 2011, 07:57:40 am
Quote from: MysticKnightFF5 on January 07, 2011, 01:08:27 am
This is incredibly impressive. Keep up the amazing work!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 09, 2011, 07:58:07 am
Demo is finally available.
My second attempt to battlefield.

I added a 2 more different type of objects.
- Slopes Tiles
- Trees

Is is very easy to set different texture to each tiles. Same for trees.
Also note that the focused tile (the blue one) take the form of the ground.

I also added a little smooth movement when you move the blue tile, but you will be able to change the parameter later in the option menu.
There is still a lot of work to do on battlefield but, i feel like its not a bad start.

More to come soon !
regards.
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Eternal on January 09, 2011, 08:00:03 am
It still boggles my mind that you're doing this so quickly. When will we see units on the map?
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 10, 2011, 01:35:20 am
Hi Eternal248 !

I am currently working on A* (A start) Pathfinding algorithm. It is an essential step to implement before considering adding units and moving them on a map.
But i have found good sources that will allow me to gain a lot of time.

Maybe i have a request before making this possible.
I don't know if it is the good place but, i would need the walking animation sprites of a standard character to make it move on the map.

I have found this resource :
http://www.spriters-resource.com/psx_ps2/fft/index.html

which is really great but, the problem is that the arms are separated from the main body.
I know that it allow to do a lot of animation with a small amount of sprites but, my engine won't allow that.

If this is a too hard task, i would be able to use tactics orgre characters or something.

But units on map is going to be the next demo !
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Aquilae on January 10, 2011, 12:58:43 pm
I think it's fine if you use other sprites, it doesn't matter that much. You should focus on getting the battle system done first. I'm really looking forward to this, keep up the good work!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 11, 2011, 12:46:20 am
Yo, thank you for your feedback !

The great news is that A* Pathfinding is implemented at 70% right now.
So i will be able to add units on the battlefield very soon.

Since the start my idea was to make some kind of external quest with FF7 characters. (Like doing some missions and stuff like that).
I can't alone redo the very complex battle system of FFT with all classes, jobs, abilities and stuffs. That would be an impossible and unreal objective.
That is why i would like to use some Heroes that have unique and multi-abilities.

On the other hands, the game will offer different possibility like new 3D backgrounds, new musics, original characters etc.
Why not making a futuristic universe instead of medieval one, etc. Any ideas are welcome.

Finally, i'll go back with FFT sprites because they offers a large variety of movements and FFH community have a lot of talented spriters.
Right now, i am looking for Could's sprites movements (With arms already on the body). (Walk, Sword Attack, GetHitted, Die).

If you can help me providing these sprites, i will be able to go really faster in the development.
Thank you very much for any help.
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Twinees on January 11, 2011, 01:40:37 am
here ya go. hopefully this will same you some time to work on other stuff :)
and gl with this, it looks very nice so far.
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 11, 2011, 02:11:34 am
omg, how is this possible ?????????
twinees, how can you be so fast ?
Thank you so much, this will really save me huge time. As i want to focus on development.
I can't tell you when i will release the next demo but i will do my best.

Thank you for all your great comments and help so far. That motivate me 300%!
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: Twinees on January 11, 2011, 02:17:47 am
No probs dbp, thank Eternal for linking it to me ;)
And im working on FF7 characters atm, so hopefully i will get them done in time for your game :)
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 11, 2011, 02:52:39 am
I see, Eternal is in involved  :)
Great team communication work.

That would be really cool to get your custom characters ready for the game.
Actually i don't know how long it will take to achieve all my desire for this project.

Anyway i will do it step by step, demo by demo, because if i look at the mass of work i still have to do....
Title: Re: Final Fantasy Tactics with Flash [Updated]
Post by: dbp on January 13, 2011, 11:49:42 am
Just a WIP of what i am doing right now for implementing units on Map.
How to get the walkable area ?

Here we go :

The 3D battlefield is in fact a simple 2D Table.
When you create the map you define how many column and how many lines do you want.

Then you define the starting node :  4_3 in this example.
Next, you have to look for all the neighbors of this node and check is they are on a walkable tile or not.
Here are the neighbors of our node. respectively : 4_2, 4_4, 3_3, 5_3
(http://www.timelessconcept.com/flashLab/fft/screenshots/walkable_01.jpg)

Then you repeat the operation in a loop with the Move Range of the unit as the limit.
A Move Range of 3 will give this result.
(http://www.timelessconcept.com/flashLab/fft/screenshots/walkable_02.jpg)

Here is a variation with a wall
(http://www.timelessconcept.com/flashLab/fft/screenshots/walkable_03.jpg)

I hope that you enjoyed the technical informations.
Regards.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Phaze on January 13, 2011, 02:18:07 pm
This is looking very good. I can't wait untill this is finished. Keep up the good work and i'll be keeping my eye on this.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on January 14, 2011, 03:28:25 am
Thank you !
As i am working alone, the progression is very slow, also, i can't work on it full-time.
But it can't be helped i think...

I really wish that i can recreate at least a little bit the atmosphere of FFT.
More to come very soon !
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on January 15, 2011, 04:57:23 am
Some more WIP
(http://www.timelessconcept.com/flashLab/fft/screenshots/walkable_04.jpg)
Next Demo will be available tomorrow if i do my job correctly...
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Kagebunji on January 15, 2011, 12:51:17 pm
This looks very promising. I am looking forward to this Dbp. Good job on this.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on January 15, 2011, 11:08:24 pm
Here it is !
check it out it the first post as always.

Trust me or not but it was really painful...
Before inserting a character, i have started with a sphere. The important thing in this demo is the fact that the unit go from point A to point B while avoiding obstacles.

This demonstrate the A* pathfinding.
It does not find the shortest path all the time but at least it goes to the point B all the time i have tried.

SOME NEW KEYBOARD EVENTS :

C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : If the focus is on character it get the moving range. press again to go to the destination.

Enjoy the very hard work on this.

Title: Re: Final Fantasy Tactics with Flash [New Demo !]
Post by: Eternal on January 15, 2011, 11:13:05 pm
Yes, this must have been very hard work. Very impressive! I can only imagine how much harder it gets from here, though. :(
Title: Re: Final Fantasy Tactics with Flash [New Demo !]
Post by: dbp on January 17, 2011, 12:25:25 pm
Cloud is finally on the battlefield !

Now you can see a real concrete example :D
The next release will be only some internal coding changes.
I need to do some clean up of the code.

See you very soon !
Regards.
Title: Re: Final Fantasy Tactics with Flash [Cloud on Battlefield !]
Post by: Dome on January 17, 2011, 12:26:32 pm
You are awesome
Title: Re: Final Fantasy Tactics with Flash [Cloud on Battlefield !]
Post by: dbp on January 18, 2011, 10:55:28 am
I did a little update. I think that the Change Tab Glitch has been corrected. (But i am not sure).
If you guys can try on different browser to see if the bug is still there.

Also, the demo run in 640 x 480 for a better visibility.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: Asmo X on January 22, 2011, 09:06:57 am
This is really cool. And some fast work too
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: FelixFlywheel on January 22, 2011, 03:52:05 pm
Whoa!  That looks amazing! o__o;
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: Cheetah on January 29, 2011, 12:25:30 pm
Great work dbp. How do you plan on implementing the height of the panels and walking through/around player/npc characters? I honestly didn't know that Flash could handle this kind of 3D. I was amazed when I did your first map preview and rotated the map and it looked good :). Feel free to ask any questions here about how the original FFT functions because we have a very good handle on it. Have you seen the program by gomtuu for viewing and making maps?
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: GeneralStrife on January 29, 2011, 12:50:46 pm
Wow!
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: MysticKnightFF5 on January 29, 2011, 05:13:47 pm
I have a handle on how flash works, unfortunately, I'm not familiar with the language...at all. Unless it's similar to java. If you want help I can go through and learn the flash syntax. >.>

That aside, height will definitely not be a problem, and I'm quite sure walking through other's won't be, but again, I'm not familiar with flash at all.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: dbp on January 30, 2011, 04:18:02 am
Hi guys !
Thank you for your comments !

Sorry, my English is not that great, what does mean npc characters ?
The height of the panels are a little bit tricky to handle, i have to add work on it, so i am not going to add them right now.

In fact i am working on the attack and implementing some dialogs.
Also, i have replaced the Sprite Editor by a simple .png file.

As soon as Cloud will be more complete, i will show you the file i am using, so fortunately, all people will be able to implement their own character very easily ! (At least if you know a little bit how to use photoshop or any other image editing program).

Implementing the background, pathfinding and stuff what a quite painful. So right now i want to have a little bit more fun.
But i also need to create a king of "AI" for the computer, and that not going to be that easy...

*Edit*
MysticKnightFF5 Thank for your help ! For the moment the programming part looks ok, but i need some 3D designers to help me make some FF7 background for the game.
Like Midgar or some cool spots to fight !
Also, do not expect to be able to play this version as you play FFT game. I cannot achieve that, it is clearly impossible goal.
This will be more something like a very very light version of FFT with a lot of extra chars and extra quest.
Even if the game is the game will be limited, i hope i can make something fun for the user experience.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: Cheetah on January 30, 2011, 12:52:27 pm
NPC = Non-Playable Character.

Can flash piece together sprites? I feel like we understand the coding which builds the sprites and I would think it would be faster to implement that then create a completely new animation system.

PS: I made a comment in your "Help" thread questions about ripped sound effects and provided a useful link.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: MysticKnightFF5 on January 30, 2011, 01:10:27 pm
I'm bad at artistic stuff sorry, but I do know a bunch of sprite generators, if you want them.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: dbp on January 30, 2011, 08:32:13 pm
Thank you guys for your help.
Very appreciated.
QuotePS: I made a comment in your "Help" thread questions about ripped sound effects and provided a useful link.

Thank you ! I just saw it !
But i don't know if i can make work all these stuffs on Mac ?
I leave in Japan and only have a Mac laptop with me. I don't have bootcamp yet so i cannot run windows program for the moment sadly...

QuoteCan flash piece together sprites? I feel like we understand the coding which builds the sprites and I would think it would be faster to implement that then create a completely new animation system.

QuoteI'm bad at artistic stuff sorry, but I do know a bunch of sprite generators, if you want them.


Yes, Flash can do pretty much anything you want, the problem is i really need to make my own system here.
If my goal was to make a FFT Engine i would do so, but my gaol is to do a kind of reusable Tactical RPG Engine. Not only for FFT.

But believe me, it will be a piece of cake to implements new chars.
Regards !
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: Cheetah on January 31, 2011, 04:04:28 am
I think you missed the point of the link. If you click any of those listed it plays the sound, thus you already have an archive of all the sound effects.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: dbp on January 31, 2011, 04:39:34 am
Cheetah, my apologize !
I must be really blind ! (Or too lazy to not even click on the link you provided to me).

This is totally awesome !
I will add sounds also in the next demo !
Regards.
Title: Re: Final Fantasy Tactics with Flash [0.15 Glitch corrected ?]
Post by: dbp on January 31, 2011, 11:32:47 am
Some WIP
I am working on all kind of box display right now.

Simple Display Box
Dialog Box (Portrait on right or left)
Menu Box (Background disabled menu change colors).

I can also handle typewriter effect on any kind of display box.
I made some progress but it need more work to display long list menu etc...
(http://www.timelessconcept.com/flashLab/fft/screenshots/screenshot_01.jpg)
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Dome on January 31, 2011, 11:34:54 am
You are my new god xD
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Eternal on January 31, 2011, 01:04:51 pm
Amazing stuff as always, dbp! Keep up the good work, and I wish you the best. We'll help however we can!
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Cheetah on January 31, 2011, 04:02:17 pm
Haha, glad you figured it out dude. This is looking really really great.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: MysticKnightFF5 on January 31, 2011, 05:22:05 pm
Quote from: Dome on January 31, 2011, 11:34:54 am
You are my new god xD
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on January 31, 2011, 08:42:30 pm
Glad you liked it guys  :D
Thank you for your support.

Regards.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: GeneralStrife on January 31, 2011, 08:52:37 pm
Quote from: MysticKnightFF5 on January 31, 2011, 05:22:05 pm

Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Tigerspike on February 01, 2011, 01:29:29 am
I think awesome is now spelled 'dbp'.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on February 01, 2011, 08:51:27 am
Guys your messages are really funny :D
But i am very far to be awesome or god hehe.

I would be a little bit better than a standard guy if i can provide a really enjoyable game to play.
That is far to be the case.

Anyway, your support really boost me to continue and the feedback i got from you is really enjoyable.
It is really a long time project and i need to do it step by step. Fortunately my experience in game development help me to not do stupid mistakes. I take my time to think before acting.

I hope that what i said make sense because sometimes i feel like my English is really bad.
In fact my English teacher really hated me back in school days, so i wasn't very much motivated about learning English.
But that is another story :D
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Cheetah on February 01, 2011, 02:44:36 pm
You are making me want to learn more about programming in flash because you are making this look so easy. Though I know that in reality it isn't.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: MysticKnightFF5 on February 01, 2011, 05:37:37 pm
It really isn't easy at all. xD
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on February 02, 2011, 10:39:59 pm
Hi !
Some news before the next release.
Sadly i could not implement attacks yet for a simple reason. It takes a lot of time. (Enemy sprite sheet, Basic Artificial intelligence, Charge Time system, etc) So maybe in the next next release.

My next post will be the next demo.It will be available tomorrow or during week end, so stay tunned !
See you soon.
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Cheetah on February 02, 2011, 11:07:48 pm
Thanks for the updates dbp, I don't know about everyone else but I check this thread obsessively. Forget the AI, just give us the ability for two players to be controlling the characters and we will wish for nothing else.

How can we support you in the enemy sprite sheet department?
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: MysticKnightFF5 on February 03, 2011, 04:39:43 pm
By using the sprite editor he supplied for us? >.> And I agree, work on AI after you give us the ability to control both teams xP
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: dbp on February 04, 2011, 07:09:46 am
Here is the Sprite Sheet i use for Cloud.
(http://www.timelessconcept.com/flashLab/fft/screenshots/cloud.png)

But 2 warnings
- The Attack and 2 Units fighting on battlefield will only appear in the next next release.
- Also, this Sprite Sheet is not definitive and may change in the future

Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Eternal on February 04, 2011, 08:28:19 am
I'm with Cheetah, screw the AI. A program like this would be grand for PvP, and it seems like it'd be less intense than running it on an emulator. This is some great stuff, and I look everyday to see updates. :D
Title: Re: Final Fantasy Tactics with Flash [WIP]
Post by: Dome on February 04, 2011, 08:55:55 am
Quote from: Eternal248 on February 04, 2011, 08:28:19 am
I'm with Cheetah, screw the AI. A program like this would be grand for PvP, and it seems like it'd be less intense than running it on an emulator. This is some great stuff, and I look everyday to see updates. :D
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 04, 2011, 02:40:41 pm
Next demo available !
As always check the bottom of my first post.
Thanks Twinees for the sprites, Cheetah for sounds and Eternal for English text correction.
Nice team work !

**Features**
The musics and sounds add a lot of depth to the game.
While Message box and Dialogs add some game-user interactivity.

This bring the demo to a new level.
Enjoy !

Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Eternal on February 04, 2011, 02:55:55 pm
Amazing stuff! The music and menu does add a ton to the scenery. What's your plans for next? You just keep adding more and more awesome stuff! :D
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Cheetah on February 04, 2011, 03:49:22 pm
Zodiac ripped all those sounds for the record. This is looking freaking awesome, the sound effects, music, and event editing stuff is incredible.

As for the next steps:
1) What sprite would you like to have made up for you next dbp?
2) As far as the maps go, here is our wiki link for how maps are programmed in FFT, so perhaps you could make some kind of conversion. http://www.ffhacktics.com/wiki/Maps
3) Do you need weapon sprites? Or more attack animations?
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Dome on February 04, 2011, 03:52:30 pm
Posting in a legendary thread
Keep up the good work!
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Eternal on February 04, 2011, 03:53:58 pm
Also, I'm curious. Do you need MP3s or MIDIs for music? I can try and dig some up that might be useful to you.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: mav on February 04, 2011, 03:59:48 pm
Sweet Sassy Molassy. This is such an inspiring project. You work incredibly quickly and efficiently. If there's ever been a project that's needed completion, it's this one.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Xifanie on February 04, 2011, 04:00:34 pm
Wooooooow epic!!
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Eternal on February 04, 2011, 04:01:35 pm
I'm very tempted to give this project a board, btw. It just needs an official name. ^_^
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: mav on February 04, 2011, 04:04:16 pm
Is "The Most Important and Inspiring FFT Project Ever" not a good name?
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Eternal on February 04, 2011, 04:07:19 pm
I was thinking "Final Fantasy Flashtics". But I'm sure dbp has a better name than that in mind. :P
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Dome on February 04, 2011, 04:49:45 pm
My idea for a name is: "THIS...IS...EPIC"
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Twinees on February 04, 2011, 06:07:04 pm
Haha, thats so cool. Like Cheetah said, if you need help with anything just ask :)
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 04, 2011, 10:34:33 pm
Good morning ! (Japan Time).

I am very glad that you liked it as i said your feedback is very important for me !
But more than feedback it is an exchange, i am still very surprise how kind and helpful is FFH community !

QuoteAs for the next steps:
1) What sprite would you like to have made up for you next dbp?
2) As far as the maps go, here is our wiki link for how maps are programmed in FFT, so perhaps you could make some kind of conversion. http://www.ffhacktics.com/wiki/Maps
3) Do you need weapon sprites? Or more attack animations?


1 - As i wanted to do a kind of remake of FF7, why not inserting a different FF7 character ?
2 - I'll have a look !
3 - this is find i think, i Twinees already gave me some good stuffs, i just need to program it.

QuoteAlso, I'm curious. Do you need MP3s or MIDIs for music? I can try and dig some up that might be useful to you.

I use modern MP3 :D


QuoteI'm very tempted to give this project a board, btw. It just needs an official name. ^_^

Waow really ? feel free to do it ! I would be very happy !

About the name i don't know myself : Final Fantasy Flashtics is not bad at all.
Final Fantasy Tactics Flash Edition (A little bit long ?)
Pain in the ass to program game ?
Final Fantasy Tactics Online ?


(http://Haha, thats so cool. Like Cheetah said, if you need help with anything just ask Smile)
As i released the next demo, i feel like i can ask you some more sprites :D May i ?


Lets decide the next Character ! Why not Sephiroth ? :D
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: MysticKnightFF5 on February 04, 2011, 10:36:14 pm
"Final Fantasy 15"
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Twinees on February 05, 2011, 02:06:50 am
Quote from: dbp
As i released the next demo, i feel like i can ask you some more sprites :D May i ?

Lets decide the next Character ! Why not Sephiroth ? :D

Sephiroth has a sprite made already, which is good foir you, but its got some general errors and quite a lot of shading errors (i think somebody wanted me to fix Sephiroth up a while back).
If you really want me to, I can fix it up.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 05, 2011, 07:19:30 am
Well it really depends on your preferences twinees. In fact, i don't really care.
The only FF7 character that looks hard to implement right now is Red XIII. But i may be able to implement it later.

So if you have any character that you want to implement in priority please tell me.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 06, 2011, 09:35:51 pm
By the way, here is my plan for the next release.

- 2 Units on Map
- Attack implementation
- New Background
- Some bugs correction
- Internal code changes
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Xifanie on February 07, 2011, 02:02:25 pm
I made a Palette Editor script for TYPE1 sprites...
Basically is rips all the frames of the unit + Portrait.

There are 364 frames for a TYPE1 sprite, each frame fits in a 48x48 block. This should be identical to what you find in shishi.

I made this for you, so if you would like a different width for the spritesheet (currently 768x1152), tell me.

Technically, Frame 0 is always blank, so I just pasted the portrait over it.... if you mind I can easily change my script.

Example attached.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 07, 2011, 09:31:45 pm
Hi !

I see, this script might be very very useful. Especially if we want to implement a new character very easily in my engine.

I don't know anything about what options you have to make this script, but i have few questions about it.

First, 768 * 1152 may just be a little bit too big in my opinion.
The fact is that its an online game, and more we add characters and more the downloading time will be huge for the user. (But if we have no choices, that may be fine.)

Also, there is still some half sprites. (Like charging position for example).
Is is possible to fix that ? I mean, is it possible to get the full sprite ?
At the end of the sprite sheet there is a lot of half sprites that i can't use in my engine, so maybe if we remove them, the size of the images may be good.
Is is possible to generate a kind of light version of this ?
With a sprite sheet that can looks almost similar as the sprite sheet i sent ?

Anyway this is just looking good. Thank you for your help.
I know what you a looking to do there.

If hopefully we can coordinate your sprite sheet script with my engine, implementing chars will be a piece of cake.

Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Lijj on February 07, 2011, 11:22:58 pm
The half frames are for the standing in water. Nice work on the script Xifanie and DBP this is an exiting project you have coming along.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 08, 2011, 12:29:43 am
QuoteThe half frames are for the standing in water.

Oh, i see !

Xifanie, do you think it is possible to avoid them in your script ?
If not, i will be able to do it by hands in Photoshop.
So that's not a big deal.

Anyway, i will implement that sprite sheet as soon as possible !
Could you export Cloud ?
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Cheetah on February 08, 2011, 03:32:21 am
Great contribution to this project Zod/Xif. Now I don't feel guilty about taking the time to convert a whole bunch of sprites and this is way more efficient.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 08, 2011, 09:29:12 am
That's right.
If i can really implement this Sprite Sheet, we are gonna Win !

Anyway, i am really pleased that i receive help from a lot of people on this project.
This is very motivating.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Xifanie on February 08, 2011, 12:52:18 pm
Quote from: Cheetah on February 08, 2011, 03:32:21 am
Great contribution to this project Zod/Xif. Now I don't feel guilty about taking the time to convert a whole bunch of sprites and this is way more efficient.

Stop calling me Zodiac please.

You won't implement water dept? sad.

Is that the only thing you want removed?

Also how will you manage sprite palettes?
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: Eternal on February 08, 2011, 12:56:19 pm
I honestly think you should keep water depth, if only because it might be useful later. Better to have it and not need it than not have it and need it.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: GeneralStrife on February 08, 2011, 04:22:43 pm
zomg zomg zomg
I didn't think it would get this far, this is amazing.
Title: Re: Final Fantasy Tactics with Flash [New Demo "Cloud Talk"]
Post by: dbp on February 08, 2011, 08:23:30 pm
QuoteYou won't implement water dept? sad.
Is that the only thing you want removed?


QuoteI honestly think you should keep water depth, if only because it might be useful later. Better to have it and not need it than not have it and need it.

I hear your voices my friends.
In fact, i don't know myself how far this project is gonna go. I told to you before but, this project is going to be a Light version of FFT.
If you want to play to the real thing, you have FFT for that...
I believe that implementing water in the future won't be a problem.

But yeah, basically all new features of this game will come step by step, release by release. So i don't know myself how this project is going to evolve.
Quote
Also how will you manage sprite palettes?

Do you mean color palettes ?

If you talk about color palette, in Flash, an interesting way is to do pixel color replacement.
Basically you define the pixel color that your want to change and give to the program the new color.
ex : 0xFF0000 -> 0xFF00FF
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: dbp on February 12, 2011, 01:28:47 pm
Misty have been successfully implemented ! (Almost).

(http://www.timelessconcept.com/flashLab/fft/screenshots/screenshot_02.png)
(http://www.timelessconcept.com/flashLab/fft/screenshots/screenshot_03.png)

Now that we know that your sprite sheet fit with my engine, this will simplify a lot character implementation :D Good job !
May i get the same sprite sheet for Cloud ?
Since he was my first reference.

Anyway, this is looking very cool.

Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: Kagebunji on February 12, 2011, 01:47:17 pm
This is coming in an astounding rate. I am amazed by you, man. Keep it up!
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: Xifanie on February 12, 2011, 02:02:28 pm
What format would you prefer them???

I made a bunch, note that the format of Type2 sprites is completely different; sorry but I can't really do anything myself unless I'd put tons of time to research on how to convert them into one single template.
There are few Type2 sprites, but those have more frames, at different positions too.

I should really post my scripts in my palette editor topics...

Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: dbp on February 12, 2011, 09:53:33 pm
Xifanie, thank you for your effort and the zip file !
I have tested few characters and it worked very well !

To answer your question, i don't know much about Units Type.

Maibe, the only restriction (or rule) to work correctly in my engine are described below.

- Need one and unique sprite sheet.
- Each frame need to fits in a kind of block : For example 48x48 pixels (The one you gave me for Type1)

In fact the engine system is really simple.
The whole sprite sheet is divided into Squares, then, i just have to give focus on the good square and the character take life !

By the way, does the gobelins (The purple one) is a Type1 unit ? (Because i would like to implement at least 1 enemy for the next demo.)

Also, i am very sorry but i need some more sprites.
Here is what is needed.

I need to be able to display the bottom informations for the character.
Like the hp, mp, ct etc...
Sample picture attached.
(http://riolehh.free.fr/pay%20ah%20pointe%20orgue/PSP/PA%20tournoi%20PSP/final-fantasy-tactics-the-war-of-the-lions-20070708081504429-000.jpg)

I believe that it require a new font rip?
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: Cheetah on February 12, 2011, 09:58:35 pm
That stuff should be relatively easy to rip, it is all in one of the random bits images. I could probably get this for you later tonight if someone doesn't beat me to it.
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: Kill_Bones on February 12, 2011, 11:08:45 pm
Quote from: dbp on February 12, 2011, 09:53:33 pm
To answer your question, i don't know much about Unit Type.

By the way, does the gobelins (The purple one) is a Type1 unit ? (Because i would like to implement at least 1 enemy for the next demo.
Unit Type works like this:

Type one sprites have broader shoulders. This is basically the armoured sprites that require pauldrons(shoulder guards), but it can apply to other sprites. An example is the Cecil Dark Knight sprite.

Type two is basically the sprites without broad shoulders.An example is the Generic Female Assassin. See the difference between the shoulders of this sprite and the CDK?

There is also a 3rd type called MON. This refers to monster sprites.

Goblins are therefore MON, not type 1.




See guys, I know stuff too ^^.
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: Xifanie on February 12, 2011, 11:50:06 pm
Wrong. Goblins are type1.

http://ffhacktics.com/spr.php
Title: Re: Final Fantasy Flashtics [Misty sprite sheet implemented]
Post by: dbp on February 13, 2011, 03:52:46 am
Everything was running smooth so far. No slow down.
(http://www.timelessconcept.com/flashLab/fft/screenshots/screenshot_04.png)

3D Backgrounds are more resource-intensive however...
Right now, there is this boring flat grass background, since i am focusing on interaction with characters.
But i will take care of backgrounds a little bit later :D.
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: GeneralStrife on February 13, 2011, 09:20:23 am
Sweet, so all those characters must have been to strain the game for lag I guess.
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: Cheetah on February 13, 2011, 12:52:27 pm
Wow all those characters on screen is looking crazy awesome.

Here are some general resources for you. If there is anything else more specific you need let me know.
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: dbp on February 13, 2011, 07:50:12 pm
Cheetah, Thank you very much for your great help !
This set is going to be very good for me to use.

But i have a question, am i the only one to see a strange color palette ?
How can i correct that ?

Also, it looks to happen when people send Character Sprite Sheet, on my computer, the portrait's palette always looks strange.
Do i need to download something special ?
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: RavenOfRazgriz on February 13, 2011, 08:31:20 pm
The Portrait seems strange because Portraits and Sprites use different palettes and the BMP is only displaying the Sprite's palette on everything.

You see strange colors because the game draws from those source files then colors over them as needed in-game, since the colors are not always the same.

I've also given Eternal instructions on how to make the full Type1 and Type2 Sheets with Xifanie's scripts so hopefully he'll be able to help you with that.  I would but I already have 3 projects I'm working on and other things.
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: dbp on February 13, 2011, 08:53:28 pm
@RavenOfRazgriz
Oh, i think i get the idea.
Thank you !
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: Cheetah on February 13, 2011, 09:43:06 pm
I don't know if this helps with effeciency for you DBP, but every "piece" in FFT only uses 16 colors. For sprites there are 16 for the actual sprite and then 16 for the portrait. Raven's description of how FRAME.bin works and the other smaller bits and pieces is quite accurate. There are about a total of 20, 16 color, palettes that are used for different pieces.
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: dbp on February 13, 2011, 11:57:55 pm
QuoteI don't know if this helps with effeciency for you DBP

As i said before, every help is greatly appreciated ! Thanks again for the great contribution.

The way the program Run in FFTactics and the way my Engine and Flash run is very different.
Different technologies, different support, different language. So i need to adapt everything for Flash Action Script language (Flash main language).

Anyway, i just need to find the appropriate colors for the part i want and that should be fine !
Title: Re: Final Fantasy Flashtics [Testing...]
Post by: Cheetah on February 14, 2011, 11:49:00 am
Well if there are different pieces from FRAME.bin you need just let me know. It will be a lot easier for me to just grab them using the correct palette than you trying to make up the colors from scratch. I tried labeling the pics I posted in indicated what stuff was useful.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: dbp on February 15, 2011, 11:03:55 pm
@Cheetah, Anyway, if next time you can provide me the sprites with original colors, that would be the best for me.

Also, i would like to talk to you guys about what i would like to do about this project.
I have think a lot about it and i think that my ideas are clear now.

Before, i told you that i was planning to do an FF7 Tactics version but my plans have changed for the better.
After receiving the sprite sheet from Xifanie i realized that adding new characters would be really easy and give to the Engine endless possibilities.

So i was thinking, why not making this project a dynamic and customizable project ?
With xml file, it is very easy to make this Engine dynamic and customizable.
so here is the list of what i am thinking right now :

Add your own Character and Enemies


Create your Map


Create your own Scenario



Of course, at first possibility would be limited but, with time, possibility can improve a lot.
So, Everyone will be able to create its own scenario and battle challenge !
Then, other players would be able to play those scenarios and making comments and review about it. ("Its was fun but not very challenging" etc...).

This can give almost unlimited replay value to the engine, develop creativity and interactivity with users !

What do you think about that ? I need your feedback !!
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Cheetah on February 15, 2011, 11:22:38 pm
I like the basic idea to allow for more freedom and as a tool for creation. Your starting areas are also well thought out.

I'm not sure if this is possible, but my main thought is that you should use this to do stuff that we can't do in FFT PSX. Primarily I'm thinking multiplayer. If you created an engine that would allow us to play against each other online you would revolutionize our site. You would have unlimited cooperation and resources on our end :).

In those last shots I was just trying to give you some usable pieces that you asked for with the correct palette.  Doing each individual piece and matching it with it's palette will take me more time than I have. Put I can just export this image with all the available palettes and you can take the ones that look correct for what you are looking for.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Eternal on February 16, 2011, 01:04:53 am
Doesn't Battle of Wesnoth kind of do something similar, allowing people to build their own maps/characters and submit/battle them? I think it's a great idea to let things be more customizeable for everyone.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Twinees on February 16, 2011, 01:24:30 am
Making your own map sounds awesome, especially textures.
This is great stuff.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: dbp on February 16, 2011, 10:30:11 am
Thank you for your feedback guys.
@Cheetah
I know that Multiplayer would be extremely awesome, in fact Eternal also talk to me about this feature. The problem is it take quite some times to implement and require good testing conditions.
By good testing condition i mean, i have only 1 laptop in my apartment and it make things difficult to test before release anything.

Also, the game have to be very glitchless and stable in order to implement Multiplayer mode. (To resume, its pain in the ...).
But i feel like its not impossible, because fortunately FFT is a turn based game, so you don't need to get constant (Send-and-Back) info from server.

Anyway, very very later :D
That is why i was giving ideas about customizing battle right now. Because that is not very hard to implement.

Guys, i am still working on the next demo, its going to be very sexy !
May i ask for 2 more Type1 sprite sheet ?
I need A Monk, and a Thief ! (Its not urgent)
Thank you !
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Cheetah on February 16, 2011, 05:53:23 pm
Well I very much look forward to this sexy demo. I'm glad to hear that multiplayer is at least possible if difficult.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Lijj on February 16, 2011, 06:28:57 pm
I think making new graphics for some effects would be great! For example bombs or grenades would be neat with new weapon sprites and explosion sprites. Since you can pretty much do anything here.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Eternal on February 16, 2011, 07:45:24 pm
I'll make the Monk and Thief a little later tonight. :)
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Kill_Bones on February 16, 2011, 09:42:29 pm
The customization may just be the best idea ever. Seriously, the limited customization in FFTPSX was one of my biggest complaints.

Multiplayer is doable, but as you put it, it's definately something to save for later.

dbp, the sheer speed you do all this is amazing. I just can't believe how awsome this entire project is. Looking forward to seeing more :)
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Eternal on February 17, 2011, 01:03:22 am
Completed male/female Monk and Thief spritesets can be downloaded here: http://www.sendspace.com/file/lz4de7
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: RavenOfRazgriz on February 17, 2011, 01:13:01 am
You should include a lot of base resources in your final download even if you add customization options.  An end user can add resources, but just remember to make sure that those who just want to be able to quickly make something without highly customizing their tools still have a large palette of things to choose from.

It's good to see this project coming along nicely though.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: dbp on February 17, 2011, 01:58:39 am
Thanks guys for the great feedback.

@Lijj Yeah, i am counting on the creative side (You and the other spriters) to add some new crazy sprites :D  ;)

@Kill_Bones I can't give you the next release date but maybe 1 or 2 more weeks are needed to finish it.

@Eternal Your the best thanks for giving the sprites that fast !!!!

@RavenOfRazgriz You are right, of course, the base resource package will come with the Map Editor.

Maybe after the release of the next demo, my focus point will be Enemies AI and Map Customization.
The Most difficult point of the Map Customization tool will be optimization

Let me give you an example :
Actually, its quite rare to find some 3D Flash websites for a very good reason. The polygon count is extremely limited ! And all the developer who think that they can easily make 3D content are doing a big mistake.
Before i tried to create a Car Game like Gran Turismo 1 & 2 and sadly i discovered that the polygon limitation was too strict.

In the engine i am building right now the game run at 60fps. So if i make a Map Editor for everyone, user also have to think about those limitations.
Like if you add a tons of tiles, trees and things like that, the polygon count will explode  :P

So, the difficult part for me is to make the program a little bit "intelligent" by not drawing useless polygons, hidden polygons and stuff like that.

I don't know if my explanations make sense to you because, explaining the technical stuff in the Shakespeare language is not my strong point.
:o
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Lijj on February 17, 2011, 01:28:09 pm
I can't wait to play with your map editor, hopefully with creative usage of textures we can make nice low polygon buildings.
Hit me up if you need any graphics.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: GeneralStrife on February 20, 2011, 07:39:31 pm
Quote from: dbp on February 17, 2011, 01:58:39 am
Thanks guys for the great feedback.

@Lijj Yeah, i am counting on the creative side (You and the other spriters) to add some new crazy sprites :D  ;)

@Kill_Bones I can't give you the next release date but maybe 1 or 2 more weeks are needed to finish it.

@Eternal Your the best thanks for giving the sprites that fast !!!!

@RavenOfRazgriz You are right, of course, the base resource package will come with the Map Editor.

Maybe after the release of the next demo, my focus point will be Enemies AI and Map Customization.
The Most difficult point of the Map Customization tool will be optimization

Let me give you an example :
Actually, its quite rare to find some 3D Flash websites for a very good reason. The polygon count is extremely limited ! And all the developer who think that they can easily make 3D content are doing a big mistake.
Before i tried to create a Car Game like Gran Turismo 1 & 2 and sadly i discovered that the polygon limitation was too strict.

In the engine i am building right now the game run at 60fps. So if i make a Map Editor for everyone, user also have to think about those limitations.
Like if you add a tons of tiles, trees and things like that, the polygon count will explode  :P

So, the difficult part for me is to make the program a little bit "intelligent" by not drawing useless polygons, hidden polygons and stuff like that.

I don't know if my explanations make sense to you because, explaining the technical stuff in the Shakespeare language is not my strong point.
:o

Don't worry you made sense, basically the flash engine will lag with too many polygons and pixels. You will need to make an efficient editor, so that the lag isn't too bad.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: dbp on February 20, 2011, 07:46:31 pm
Recently, i made some good progress and i should be able to release the next demo 26 or 27 of this month. (This week end).
I don't want to post any screenshots or comments about the features because i want to keep the "surprise" (But please do not expect too much out of it :P).

Anyway, it is still very far to be perfect but, if you compare with the 0.5, the 0.6 has a lot of improvements.
See you at the end of the week for the 0.6 !
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Eternal on February 20, 2011, 10:59:59 pm
I'm very excited for it! Keep up the great work! :D
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Cheetah on February 20, 2011, 11:36:41 pm
I'm counting down the days to the epic awesome demo 0.6.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: Dokurider on February 22, 2011, 05:58:16 pm
Will there be mouse support? Also, being able to increase the game speed and being able to shorten/skip animations would be nice.
Title: Re: Final Fantasy Flashtics [Need your ideas]
Post by: dbp on February 22, 2011, 09:35:37 pm
Hi Dokurider ! Thank you for your participating.
Very nice questions, in fact, i have to think about Mouse Support for the future releases.

But Mouse interactivity and Keyboard interactivity are totally different, so it will be really tricky to implement i believe.

For speed, again, Flash is very limited, if your computer is very powerful, i may give to the user the possibility to run the game faster than 60 fps.
For Animations skip, i may be able to do that, but really later.

I think that the next, next release : "1.7" will focus on Map Editor and Enemies AI, so all people will be able to create easily their own scenario/battle for other people.
Title: Re: Final Fantasy Flashtics [0.6 Ready Tonight ?]
Post by: dbp on February 24, 2011, 01:58:59 am
I may be able to release the 0.6 Tonight.
But it will be 90-95% complete.
So in order to achieve 100% i will release very soon after that a 0.6.1 (A kind of patch to fix the eventual glitches and things like that).

So why i hurry you may ask ?

The reason is have a lot of stuffs to do for this week end and my plan to work on the release have been shortened a lot.

Anyway if i can get some feedback from you guys during this week end, it will help me to fix the details to give the 100% complete 0.6 demo.
Thank you very much.

Stay tunned !
Title: Re: Final Fantasy Flashtics [0.6 Ready Tonight ?]
Post by: Cheetah on February 24, 2011, 02:35:31 am
Refresh, Refresh, Refresh.

Still nothing.

Refresh, Refresh, ...

(Cycle continues)
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on February 24, 2011, 09:56:29 am
Finally the 0.6 is done !!! (Don't expect too much out of it hehe).
As Always, check the bottom of my first post to play !

Additional notes :
- This may be not perfect and bugged.
-  because it is still.
- Every comments and suggestions are welcome

Please remember that everything has been made from scratch.
I may release the 0.6.1 next week end.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Dome on February 24, 2011, 10:18:58 am
Awesome
Just 1 thing: Enemy's Corpse still block the path
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Dokurider on February 24, 2011, 10:49:49 am
Not being able to cancel threw me for a loop.

1. Cannot move over corpses, as they are treated as obstacles

2. Cannot move cursor over corpses/obstacles, either for attacking or moving.

3. Cannot attack the same panel that a corpse is on

Other than that, it's seems all very excellent.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Cheetah on February 24, 2011, 02:50:48 pm
SOOO SWEET!

Yeah what Doku said, especially the need for a cancel button. The little direction bubbles when you choose which direction to point when waiting looked great while rotating the map. I thought for sure you wouldn't have implemented that haha.

Some of the attack animations, specifically the weapons, need some work. But that is just tweaking over time. Though let it be known that swords and daggers are handled differently in FFT I believe.

Really great work dbp, this is amazing progress.

Next it would be nice to see character stats. Do you need help recreating the FFT character status thing for in battle?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: mav on February 24, 2011, 06:49:55 pm
Hot damn. This is truly impressive. Every community member needs to help this project along. One more thing, the music needs to be cut so it repeats without a pause. Still though, very, very nice.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Eternal on February 24, 2011, 06:57:17 pm
Just finished the latest demo! Absolutely amazing! It seems to run a little slow in places, but I think that's just because Flash is pretty slow, no?

Anyways, along with what's been mentioned above, I think this is coming along very nicely! This is much better than you made it sound. :P
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Lijj on February 24, 2011, 07:26:20 pm
This is sooo smooth and the possibilities are endless!!!
checked it out.. didn't  get a slowdown just the music cut thing. the sound quality seems good though. Thief's knives weren't looking too good otherwise a cancel button.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on February 25, 2011, 12:33:02 am
Thank you for all the informations.
I will try to fix everything in the 0.6.1

QuoteThe little direction bubbles when you choose which direction to point when waiting looked great while rotating the map. I thought for sure you wouldn't have implemented that haha.

Me neither haha.
Yeah, it took some times but the effect looks nice.

Anyway so much improvement if you compare with 0.5
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Cheetah on February 25, 2011, 01:54:50 am
Yeah this was a huge improvement over the last version. Seriously we were attacking and there were a whole bunch of people on screen. I also think that we all don't appreciate how complicated that event stuff that you have in the opening is. I'm very much looking forward to the next release.

It was cool playing as King Delita btw.

For the record though, I still stand by my opinion that your time would be better spent working on two-player capabilities instead of enemy AI :).
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Pride on February 25, 2011, 03:09:03 am
I must agree with Cheetah, two player!
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on February 26, 2011, 12:42:57 am
Alright, i have an idea.
Let's try to make this game Multiplayer !

Since a long time, i always have been attracted by multiplayer games. But i never had the opportunity to develop one.
In fact it looked quite complicated so i just read some article about it.

Multiplayer is my missing skill, so i need to learn it to be a complete Flash developer !

This project will be the good opportunity for me to try it !

But because multiplayer is quite difficult when you don't have any multiplayer knowledge, i will not be able to implement multiplayer it in the game immediately.

So, first, i need to do a simple multiplayer application in order to understand how it work.
I think that a chat is a good first multiplayer application.
Then why not making something more interesting and using some characters or something like that.
Then, if i feel comfortable with it, i will try to implement it in the 1.7 !

What do you think ?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Eternal on February 26, 2011, 12:45:19 am
I think a chat would be a very nice start. You can just go from there. :)
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Cheetah on February 26, 2011, 03:54:00 am
WOOT! I'm super excited. You wont regret this dbp, it will work out excellent for you. You will have even more community support now and plenty of beta testers.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Celdia on February 26, 2011, 05:39:53 pm
Using a chat as a stepping stone sounds simple enough. If it ends up leading to a multiplayer FFT online then you'll be fulfilling the dreams of just about everyone here. ^_^
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: RavenOfRazgriz on February 26, 2011, 07:55:28 pm
I've been lazy about it, but I said I'd make it so here: http://www.sendspace.com/file/jm6uc1

Red Power Ranger full sheet, if you still want to include it.

As for multiplayer, I agree making that first would probably be better.  Everyone wants multiplayer FFT so that would make this project serve an immediate role.  You should still get a proper AI into it eventually for people who want to make things like two player Co-op (which this should support if possible) and single player campaigns.  There are people around who know how the exact routines the FFT AI uses actually work for when you get to that point, just don't forget that single player and two player co-op both need an AI and both are/would be very boss components of this in addition to PvP.

It's good to see this is coming along quite a bit.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on February 26, 2011, 10:25:32 pm
@all : I see,
Its clear that everyone want some multiplayer actions hehe.

@RavenOfRazgriz : First thanks for the file !!
Secondly, Co-op idea sounds very great and exciting ! But yeah, it need really a lot of work before being possible.

@all : As i said before, i cannot reproduce FFT by myself, this just ridiculous.
I know that playing FFT in Multiplayer is the dream of a lot of members here, but i just want to remind to everyone that FF Flashtics  is not FFT and will never be FFT.
This may sound very sad or whatever you want but this is just the sad truth.

But, to defend this project a little bit, i would say that if we found together the adapted ideas ans solutions for this project, i believe that we can make something very fun out of it.
Even if it is supposed to be a very light and limited version of FFT.

To finish i would say that i believe that we are going in the good direction by choosing Multiplayer or Map Editor stuff.
So let's continue together and give this project a sense !
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Dokurider on March 04, 2011, 08:29:28 pm
So exactly what features can't make it over?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: MysticKnightFF5 on March 05, 2011, 09:25:39 pm
Story, all the spells, I'm sure equipment variety will have its problems to transfer, etc.
Flash...such a bastard.

That aside...I promised myself I wouldn't nerdgasm...but pretty soon I'm gonna break my promise >.<"
Keep up the fucking *awesome* work dbp!!!!
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Dokurider on March 06, 2011, 12:01:26 am
Quote from: MysticKnightFF5 on March 05, 2011, 09:25:39 pm
Story, all the spells, I'm sure equipment variety will have its problems to transfer, etc.
Flash...such a bastard.


Whenever the AI is implemented, a story can be done. But Spells? And most equipment? You can't be serious. That just leaves us with Melee: The Game. Are you saying that AoE attacks are impossible? Are you saying that spell animations are out of the question? Even simple ones like Fire, Ice, and Bolt? And how is equipment going to be a problem at all?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on March 06, 2011, 08:57:55 pm
Hi.
Sorry if my last post was confusing. In my last post, what i intended to emphasize was only a matter of time.
Basically, everything is possible.
Almost the exact copy of FFTactics is possible, even with Flash.
But the problem is more a problem of time.

I do intend to add Magic.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Cheetah on March 06, 2011, 09:14:35 pm
Thanks for that clarification dbp.

That would certainly be an exciting thing to see. How is the online flash chat coming along?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: MysticKnightFF5 on March 06, 2011, 09:25:58 pm
Quote from: Dokurider on March 06, 2011, 12:01:26 am
Whenever the AI is implemented, a story can be done. But Spells? And most equipment? You can't be serious. That just leaves us with Melee: The Game. Are you saying that AoE attacks are impossible? Are you saying that spell animations are out of the question? Even simple ones like Fire, Ice, and Bolt? And how is equipment going to be a problem at all?

No, I didn't mean it like that. But, I guess DBP knows more about flash than I, and he clarified nicely.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: DrBreen on March 07, 2011, 02:43:54 am
Just played v0.6.
It's awesome! Keep the good work.
When you'll finish this work(i hope you will),WHOLE Final Fantasy Tactics can be transfered to Flash! More hacking,maybe even sequel to FFT...
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on March 07, 2011, 09:33:42 pm
Thanks DrBreen !
btw, its very nice to see this nice fur shop dude for your avatar :D

QuoteHow is the online flash chat coming along?

Cheetah, i made some test in my company and it is working (Only very simple chat). So i understand a little bit more how multiplayer can work.

I have problems for making the configuration of my Router, the notice is in Japanese, and i think the configuration is only automatic... (No custom settings possible).
I would like to try chat with you guys but, for that, we need that someone become the server :D

Basically this is how it works :
You launch a java command in the terminal, and your PC become the host.
And then, everyone can connect to the chat through your ip adress.

Basically, Smartfox server default port is 9339.
So if you have a firewall/router, you need to open the port 9339, so other internet user can get access if you launch the server.

If there is any volunteer, i would be very happy to make some test with you guys.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: overlon on March 08, 2011, 07:50:07 am
well maby i could help in that matter ;) as long as you provide me with guide :P
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on March 08, 2011, 10:22:10 pm
Hi Overlon !
Thank you for being volunteer :D

(note that everyone can actually try this)

RUN MULTIPLAYER PART 1


1 - First you need to donwload Smartfox Server Basic.  http://www.smartfoxserver.com/products/basic.php (http://www.smartfoxserver.com/products/basic.php)  
2 - Next, in the Server folder, you need to set up config.xml and replace ServerIP with your computer IP. (You can go to http://whatismyipaddress.com/ (http://whatismyipaddress.com/)).
3 - Then, you need to start the server using the start icon. (On mac i had to launch the Terminal go to the Server Folder and write sh start.sh).

If the server run successfully, that mean that we can try to chat together !
Please tell me if you have any problem with it.
You can also pm me.

Good luck !
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Eternal on March 09, 2011, 07:44:49 am
Seems simple enough. I'll give this a try later.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dbp on March 09, 2011, 07:31:22 pm
QuoteSeems simple enough. I'll give this a try later.

If more people can host games it is good.

In the mean time, i try to create a simple single multiplayer chat with some avatar.
So people will be able to interact with each other in a funny and interactive way.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: GeneralStrife on March 09, 2011, 07:34:56 pm
Quote from: dbp on March 09, 2011, 07:31:22 pm
If more people can host games it is good.

In the mean time, i try to create a simple single multiplayer chat with some avatar.
So people will be able to interact with each other in a funny and interactive way.

Awww yea that sounds awesome.
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: Dome on March 29, 2011, 12:18:17 pm
Any update on this?
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: dinosaur on March 29, 2011, 04:24:48 pm
Quote from: Dome on March 29, 2011, 12:18:17 pm
Any update on this?


dbp is probably busy with the Japan relief  :*(
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: MysticKnightFF5 on March 30, 2011, 11:30:13 am
Yeah, he's kind of in Tokyo and hasn't posted in awhile, since right before the disaster. So, he probably has more important things to do for the time being, lose not hope though!
ST. AJORA WILL RETURN!!! HE WILL I TELL YOU!
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: GeneralStrife on June 22, 2011, 01:09:59 am
It's sad that dbp fell silent completely after the incident in march
Title: Re: Final Fantasy Flashtics [*** 0.6 Available ***]
Post by: MysticKnightFF5 on June 22, 2011, 11:58:12 am
gg QQ