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April 26, 2024, 06:11:26 pm

PC FFT??

Started by JordanErick, July 07, 2009, 09:19:53 am

JordanErick

July 07, 2009, 09:19:53 am Last Edit: December 31, 1969, 07:00:00 pm by JordanErick
Does anyone here want or have any need for a pc version of fft to be made? Benefits I can think of would be easier control for modding and multiplayer. I'm looking for more projects to program to add to my portfolio, and this would definetly not be to hard. Due to all the graphical content being easily accessible thanks to the wonderful new modding tools here.

And with multiplayer, what features/design would you want it to have? Does anyone know a way for multiplayer players to play in the current game mechanics, or just 1v1 fights?

Cheetah

July 07, 2009, 12:52:41 pm #1 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
I think a pc version of the game would be appreciated by all. I have heard rumors that another member of our boards is working on it as well.

As for multiplayer you just need lots of options haha. But for fair multiplayer you would need the ability to create custom characters based around level and JP restrictions similar to how it is done for the AI tournaments.
Current Projects:

Dome

July 07, 2009, 01:23:41 pm #2 Last Edit: December 31, 1969, 07:00:00 pm by Dome
It would be wonderful, but IDK if it's doable.
Anyway, I would support this project in any way I can if it will become real

"Be wise today so you don't cry tomorrow"

philsov

July 07, 2009, 01:40:39 pm #3 Last Edit: December 31, 1969, 07:00:00 pm by philsov
want is far more fitting that need, but it'd certainly be welcome all the same.  

currently players can fight each other 4v4 in the world debug menu, but the hurdle is that both sides only accept input from one location, and swapping back and forth between people that aren't physically next to each other is a pain.  

plus this offers a great opportunity to streamline the battle system with a few hotkeys instead of being purely menu-based.
Just another rebel plotting rebellion.

Pickle Girl Fanboy

July 07, 2009, 03:20:02 pm #4 Last Edit: December 31, 1969, 07:00:00 pm by Pickle Girl Fanboy
DO WANT, but Jesus man, you're going to make a port for a Square Enix game AND PUT IT ON YOUR RESUME!?  Do you want to get sued?

JordanErick

July 07, 2009, 11:50:42 pm #5 Last Edit: December 31, 1969, 07:00:00 pm by JordanErick
lol, definetly not a fan of gettin sued. I think non-profit creations can be made aslong as you give credit and it's for educational purposes? Not exactly sure on that.

As for other things i've done, Last month I started work on a pokemon multiplayer clone.
Here are some videos at the 2week mark. Now it animates everything in battle, and has transitions. Just need to finish some code for multi turn status effects and it's identical to firered/leafgreen.
1
2
3
4
5

For FFT, currently, i'm only confident making it in a pseudo-3d environment. So a variables will keep track of zoom/zheight, camera angle, and stuff like that. Then use prerendered pictures for the map angles. With animated pictures for the map turning.

As I noticed with other stuff i've made. 90% of time in the creation process is eaten up by arranging data into array's or lists. So aslong as a few people can donate time to arranging stats and such, it shouldn't take to long. I'll post a video or demo once I get the basic game template down.

And if ya happen to track down who it was Cheetah. I'm sure they'd be handy to talk to.

Vanya

July 08, 2009, 09:54:00 am #6 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Quote from: "JordanErick"lol, definetly not a fan of gettin sued. I think non-profit creations can be made aslong as you give credit and it's for educational purposes? Not exactly sure on that.

You are correct about that. There is plenty of legal precedent for fan/educational works being protected as long as it doesn't damage anyone's right to profit.
  • Modding version: Other/Unknown
¯\(°_0)/¯

mav

July 08, 2009, 11:24:18 am #7 Last Edit: December 31, 1969, 07:00:00 pm by mav
Right, if you want this to fall under Fair Use, you gotta follow some strict parameters. Just cause it's potentially educational, doesn't mean it'll be protected as Fair Use: are you using this to grow more intelligent and/or teach people, or to have a good time while learning?


Anyhow, this sounds like a great idea. Just be careful.

Vanya

July 08, 2009, 01:14:52 pm #8 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Actually the thought of a FFT engine has crossed my mind. However, I'm still struggling to finish my first puzzle game. I need a lot more experience before I attempt something as large as an SRPG engine.
  • Modding version: Other/Unknown
¯\(°_0)/¯

JordanErick

July 09, 2009, 09:34:32 pm #9 Last Edit: December 31, 1969, 07:00:00 pm by JordanErick
Coded in the walking animations for the spritesheet. Minus the arms which I havn't even looked at yet.
Can now just call the image file name and it will animate automatically. Using the layout of the sprites from Zodiac's FFT_Sprites_PNG.rar pack. With the exception of adding the first 15 frames to the right, mirrored.
http://iamsexyness.googlepages.com/Knight_Mc.png (like so)
If anyone wants to help editing a few sheets by attaching the mirrored sprites, that'd help a ton.

Video of the grid template in top down view. This is how it's actually layed out, then the diagonal map angles will just be a image interpretation of these positions. Can't really tell much from the video, but...    The green frogs are grid positions. The 4 darker frogs are blocking tiles, the 4 tiny white knight pic's are unit's, and the red frog is the cursor. When you move your cursor onto a unit and press select, blue move-range tiles pop up ontop the grid. Right now i've added the 4 cardinal directions and the south diagonals.
http://www.youtube.com/watch?v=Dbiia7WNJRU

The frogs are the grid locations (won't be visible in game) to mark the spots where the cursor/unit's etc. go. I havn't added an offset for height yet which is why it seems to only be positioned right on the water tiles(0height). Also the offset between tiles isn't perfect, as I orginally made it for a espxe stretched screen map at tilt, easy fixes tho :)
http://www.youtube.com/watch?v=ueV-oUlzUyU

The map displaying seems to be the longest part to code. Adding in movement, attack's and stuff should only take minutes as it's just updating array positions. Anyway, SO.. suggestions, errors spotted, any comment really?

-Lastly, sorry for the vid quality. New to fraps.-

tithin

July 09, 2009, 10:56:49 pm #10 Last Edit: December 31, 1969, 07:00:00 pm by tithin
14:45  @SilentB         ò "Hey, Cosgrove, how come you never married?"
14:45  @SilentB         ò "Because I eat too much meat."
14:46  @Celdia          ò Heresy. No such thing as 'too much meat'
14:47  @Celdia          ò One night with tithin would teach you that.

Cheetah

July 10, 2009, 12:10:34 am #11 Last Edit: December 31, 1969, 07:00:00 pm by Cheetah
Awesome!
Current Projects:

JordanErick

July 10, 2009, 04:46:49 am #12 Last Edit: December 31, 1969, 07:00:00 pm by JordanErick
Holy, nice bro! How long did it take ya to get that far?

tithin

July 10, 2009, 06:27:09 am #13 Last Edit: December 31, 1969, 07:00:00 pm by tithin
Seeing as I've had a few people bug me about this, I'll elaborate. I didn't make this.

This was done by one of our less vocal forum members by the name of mes, who is a regular on irc network. Any questions you have about this should be forwarded to him, but given how fast you've progressed Jordan, I'd suggest contacting him to see if he needs any help with anything.
14:45  @SilentB         ò "Hey, Cosgrove, how come you never married?"
14:45  @SilentB         ò "Because I eat too much meat."
14:46  @Celdia          ò Heresy. No such thing as 'too much meat'
14:47  @Celdia          ò One night with tithin would teach you that.

Mental_Gear

July 15, 2009, 09:44:16 am #14 Last Edit: December 31, 1969, 07:00:00 pm by Mental_Gear
Actually the thought of a FFT engine has crossed my mind.

Indeed. I would most likely reach climax if enterbrain decided to make 'RPGMaker Tactics' or some such.

Vanya

July 15, 2009, 05:49:28 pm #15 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
They do have that new action game maker thing. I think it can make action RPGs which could probably be adapted to SRPGs without too much trouble.
  • Modding version: Other/Unknown
¯\(°_0)/¯

Mental_Gear

July 15, 2009, 06:42:58 pm #16 Last Edit: December 31, 1969, 07:00:00 pm by Mental_Gear
It's possible to make a 'lite' action RPG with RPGMaker 2003.

Vanya

July 15, 2009, 11:54:46 pm #17 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
True, but it should be way easier with AGM.
  • Modding version: Other/Unknown
¯\(°_0)/¯

JordanErick

July 16, 2009, 08:40:29 am #18 Last Edit: December 31, 1969, 07:00:00 pm by JordanErick
Progress Update:
http://www.youtube.com/watch?v=XnfvJurPNjo

The white knight's are just placeholder's until I finish all the sprite definitions. Also new, built all the level's and content into plugin style array's and such, so people can build there own mod's, submit them, then anyone can pick to play a mod from the list in online mode.

Definetely need help writing out all the game data into lists if anyone is willing to help.
And if someone can point me in the direction of some menu sprite rips, that'd be sweet too.

Vanya

July 16, 2009, 03:50:25 pm #19 Last Edit: December 31, 1969, 07:00:00 pm by Vanya
Nice work so far.
  • Modding version: Other/Unknown
¯\(°_0)/¯