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Final Fantasy VII 2D Rem...
An attempt to relate FF7's design to 2D

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Final Fantasy VII 2D Remake

author=noory123
Hi, I hope this game is still going development.
However, currently does the game not go further than the bombing mission? As I cant enter the next area.


Definitely not in development in any way, shape or form :)

Final Fantasy VII 2D Remake

author=JosephSeraph
i wonder how lighter and easier to achieve would this project be now that Maniacs Patch is out... it'd probably decrease the amount of lines by, at least, idk 200x. yeah 199 out of 200 lines being magically erased. but i don't know


I'm having a really hard time finding *anything* that neatly explains the capabilities of that patch. I did find something about writing expressions in plain text which is awesome and would've reduced a lot of 10-liners to 1 line, but wouldn't really affect the overall code size. What else is there?

Final Fantasy VII 2D Remake

author=Darken
https://rpgmakerhistoria.home.blog/2020/04/18/final-fantasy-vii-remake-the-2d-one/Wrote an article about this, since you know, a big remake came out.


I missed this message, but you were technically the first person to alert me, so thanks :)

Final Fantasy VII 2D Remake

author=bulmabriefs144
You failed. The first intro Cloud is ??? but you had him not get named, and just be Cloud by default.


*stifles laughter*

Even with patches, rm2k3 could only show 127 pictures at a time, and I used every last one of them to get the menus and battle system as accurate/dynamic as they are. There simply wasn't room to make names customisable.

As part of designing the game's systems I had to tightly manage how I allocated the picture budget in all the UI, I still have this documentation:


1 Background
2 Enemy 1
3 Enemy 2
4 Enemy 3
5 Enemy 4
6 Enemy 5
7 Enemy 6
8 Enemy 7
9 Enemy 8
10 Enemy 9
11 Char 1
12 Char 2
13 Char 3
14 Spell Animation 1
15 Spell Animation 2
16 Spell Animation 3
17 Cursor 1
18 Cursor 2
19 Cursor 3
20 Cursor 4
21 Cursor 5
22 Cursor 6
23 Cursor 7
24 Cursor 8
25 Cursor 9
26 Damage1 1
27 Damage1 2
28 Damage1 3
29 Damage1 4
30 Damage2 1
31 Damage2 2
32 Damage2 3
33 Damage2 4
34 Damage3 1
35 Damage3 2
36 Damage3 3
37 Damage3 4
38 Damage4 1
39 Damage4 2
40 Damage4 3
41 Damage4 4
42 Character Select Triangle Thingy
43 Main Frame
44 Char 1 Frame
45 Char 2 Frame
46 Char 3 Frame
47 ATB 1
48 ATB 2
49 ATB 3
50 Limit 1
51 Limit 2
52 Limit 3
53 MP 1 Grow
54 MP 2 Grow
55 MP 3 Grow
56 MP 1
57 MP 2
58 MP 3
59 HP 1 Grow
60 HP 2 Grow
61 HP 3 Grow
62 HP 1
63 HP 2
64 HP 3
65 Barrier 1
66 Barrier 2
67 Barrier 3
68 Barrier 4
69 Barrier 5
70 Barrier 6
71 Move Descriptor
72 Move Announcer
73 Char 1 Current 1
74 Char 1 Current 2
75 Char 1 Current 3
76 Char 1 Current 4
77 Char 1 Max 1
78 Char 1 Max 2
79 Char 1 Max 3
80 Char 1 Max 4
81 Char 2 Current 1
82 Char 2 Current 2
83 Char 2 Current 3
84 Char 2 Current 4
85 Char 2 Max 1
86 Char 2 Max 2
87 Char 2 Max 3
88 Char 2 Max 4
89 Char 3 Current 1
90 Char 3 Current 2
91 Char 3 Current 3
92 Char 3 Current 4
93 Char 3 Max 1
94 Char 3 Max 2
95 Char 3 Max 3
96 Char 3 Max 4
97 Char 1 MP 1
98 Char 1 MP 2
99 Char 1 MP 3
100 Char 1 MP 4
101 Char 2 MP 1
102 Char 2 MP 2
103 Char 2 MP 3
104 Char 2 MP 4
105 Char 3 MP 1
106 Char 3 MP 2
107 Char 3 MP 3
108 Char 3 MP 4
109 Menu Backing
110 Attack 1
111 Attack 2
112 Attack 3
113 Attack 4
114 Attack 5
115 Attack 6
116 Attack 7
117 Attack 8
118 Attack 9
119 Attack 10
120 Attack 11
121 Attack 12
122 Attack 13
123 Attack 14
124 Change/Defend
125 Char Selection


But if all things considered you think that's a failure, then sure. Welcome to game dev.

Unencrypted Game Files

author=LordBlueRouge
While the R2 release,the one you just recently reuploaded, is without the molebox encryption:
Something we can actually throw into rpgmaker in order to see how you made this awesome tech demo in rpgmaker - correct?

That's correct!

Unencrypted Game Files

author=Archeia_Nessiah
Wow, my face when I saw you are using over 12000 variables. I guess that makes sense hahaha.
To be fair I think I only allocated around 9000 of those, and I'm sure there's plenty of filler so I could keep it organised. :3

reactor.png

Haha, actually no, but I noticed the link went down in my blog post so I thought I'd reupload the image. However, I am just about to open source the game files for anyone who wants to go digging. :)

Final Fantasy 7 Demake

Appreciate you taking your time to respond to each of my points. Obviously we disagree on some things (given we have different design goals), but its good to see you already have a clear idea on where you're taking this.

Final Fantasy 7 Demake

I saw you guys sussing out my remake project so I thought I'd swing by and take a look at yours. :)

Firstly, its good that you've put demake in the title of your project as that takes pressure off getting everything exactly right (which was my goal). You're going to run into A LOT of people who won't "get" your project or why you're doing it the way you're doing it. I aimed for 99% accuracy in mine and the feedback I got was often polarised by comments like "why bother?", "why not make an original game?", "why are you making a 2D version?", etc. Stick to your guns, make what you want to make, and release it.

Secondly, people are going to warn you that you'll get a C&D. This isn't true. Square only aims these at projects with a defined and impending release date. Don't give people warning of when its coming and you're in the clear to just release it.

Also if you haven't already found it TFergusson's FF7 documentation on GameFaqs is an invaluable resource with most of the information you need about spells, etc.

I do have some (hopefully) constructive criticism for you guys:

1) Don't bother making Biggs, Wedge and Jessie playable. That's a lot of extra spriting work for characters that die right at the start of the game. I'd suggest making subtle improvements like having a real, convoluted way of resurrecting Aeris, and adding some extra mini games to Gold Saucer. But I'd suggest not investing in any changes until you've made more progress with the story.

2) You need to improve your mapping. In my project I spent days contemplating which way the map should even face. One of the biggest considerations is because FF7 is somewhat isometric there are multiple ways to orient the 2D versions of the maps. The trick is to pick the angle that shows the most detail. Even though you've picked the same angle for the train station as the real FF7, you've also picked the angle that has the least detail in 2D (all the interesting textures are on the left wall, and you only have a top view of the train now). Personally I think you made the wrong decision because it will be extremely difficult to make this map look like the real one now.

3) Don't use 3D assets from the real game unless they're placeholders. If the point of this project is to make a 2D version, you shouldn't cheat by using 3D assets everywhere.

4) I can already see you've taken some liberties with the battle system here. Trying to get the RMVXA battle system to feel like FF7 is an uphill battle as they're totally different. I think at best you're going to end up with something superficially similar (same spell names, damage, etc), but it's going to feel very different because FF7 battles are very fast and asynchronous (you can select one character's abilities while another is attacking - RMVXA's core doesn't work this way).

Final Fantasy VII 2D Remake

Hey guys! I used Molebox to bundle the game into a single exe, which is the reason your antivirus is treating this as a false positive. The reason this occurs is that Molebox effectively hides an exe (the rm2k3 runtime) inside an exe (the Molebox bundle), which is normally suspicious behaviour. If you're running into this issue you just need to make an exception for it in your antivirus.