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Messages - dbp

61
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.

62
Some more WIP

Next Demo will be available tomorrow if i do my job correctly...
63
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 !
64
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


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.


Here is a variation with a wall


I hope that you enjoyed the technical informations.
Regards.
65
Spriting / Re: Twinees' Sprites - Red XIII
January 13, 2011, 07:17:59 am
Waow, i've looked at all 31 pages and have to say that it is pretty impressive !
Now i understand when you said that you was working on FF7 chars.

Very good job so far, and good luck for next !
regards.
66
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....
67
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%!
68
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.
69
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 !
70
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.
71
@all
Thank you for your sweet comments !

Maibe a new demo coming tomorrow.
Stay tunned !
72
Help! / Re: Building Textures
January 06, 2011, 09:48:07 am
I see.

And for example, is it possible to extract the table texture that you have on your signature?
73
Help! / Building Textures
January 06, 2011, 02:00:49 am
Hi all !

On this page for example : (Maps area of the site).
http://www.ffhacktics.com/maps.php?id=44

All the ground tiles sprites are displayed.
Is it possible to also get the dors and walls textures also ?

Sadly i have a Mac and i can't try all those utilities to extract game content.
Thank you for any help !

Regards.
74
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 !
75
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
76
Old Project Ideas / Re:
January 02, 2011, 10:46:21 pm
I did my first update !
Sprite Animator 1.0 available !
regards.
77
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

BATTLEFIELD FIRST ATTEMPT --->

C and V : rotate battlefield.

BATTLEFIELD SECOND ATTEMPT --->

C and V : rotate battlefield.

BATTLEFIELD v0.1 --->

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 --->

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 --->

C : change battlefield angle. (wide or close angle).
V and B : rotate battlefield.
SPACE BAR : Talk, Select.

v0.6 --->

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.