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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 - Proof of Concept Demo

author=Rowan
My virus protection went off and blocked it from working. Yeah...
It'll do that because its an exe packed within an exe, which some virus protectors will think is suss (in this case its the rm2k3 runtime exe thats packed). I can assure you there's no actual virus, but its up to you ofcourse.

Final Fantasy VII: 2D Remake - Proof of Concept Demo

I realise you guys like to have projects on the main site, but I don't want a permanent location for the game just now. I just want to get some feedback before I take the download offline in a week or 2. This isn't a "blog" thread, its purpose is only to receive feedback on this release and then have it die (and I don't want to hijack the screenshot or what are you working on threads).

Final Fantasy VII: 2D Remake - Proof of Concept Demo

I'm happy to announce... my first public demo of my 2D remake of FF7, which is now available for download!

http://dl.dropbox.com/u/5226139/FF72DR_R1.zip (8.5mb)

The main purpose of this release is to achieve 2 things:

1) Find out if I've successfully captured the feeling of FF7 in 2D
2) Find any bugs I've missed

Please, please, please tell me if you have any thoughts on what you see! Its a very small demo with only 2 areas, but it should be enough to achieve these small goals. I should also mention there are a few things missing, like announcements in battle for items and announcements for limits are currently NYI, and the Change and Defend functions currently do nothing so you need not report these issues. :)

Also to clarify, this release is moleboxed as I only require black box testing at this time, so if you're keen to poke around inside this isn't the release you're after. :(

Screenshots:









The Screenshot Topic Returns

Personally, I'm really digging the elevated look!

The Screenshot Topic Returns

@Nessiah: If Cloud acted like his sword weighed anything he'd be dragging it along the floor. :P Seriously though, I see where you're coming from and if this project was anything else I may agree with you, but its not what this games about for a few reasons. 1) This game is kind of meant to be "what FF7 would've looked like if it was on the snes", and that means the animation really isn't supposed to have that many moving parts. 2) the animations were lifeless and stiff in the original, and similarly while you're going "make the animation fluid with more moving parts!", others would go "his hair didn't move in the original!", etc. My remake is designed to be as nostalgic as possible, and part of that is having 1:1 animations that are the same as the original, for better or worse.

@Zephyr: Ah I see what you mean now. I'll have to tweak things a bit when I get the chance, thanks for pointing that out!

The Screenshot Topic Returns

author=Zephyr
author=Vanit
*video*

Battle system is basically finished. Will have a proof of concept demo out in a day or so. :)
I can't help but being annoyed by the Magic-use animation on Cloud.
Less getting the sword on the back and more holding out hands I think.
Otherwise, looking very nice.
I'm not sure what you mean by this. The animation is pretty much frame for frame as the original, and timed similarly as well - what exactly do you think needs changing? Do you think he should hold his hands out a little longer?

The Screenshot Topic Returns

@WCouillard: I initially was going to leave the bounce of the sword out as its so subtle in the real animation I thought a closer proximation would be to not have it rather than having him move the sword too much. But I'll attempt it again at some point, thanks for the feedback!

@LockeZ: Aye the limit break charge animation is a placeholder just so there's something for the sound effect to go with until I can get the proper one to look just right. I spent so much time being anal about it that I was getting nothing else done, so placeholder for now! Similarly the casting animation is missing the green effect until I can come up with something that looks good. Also the EXP can be skipped as in the real screen, I was just showing off how it'll automatically skip after 10 levels. :)

The Screenshot Topic Returns


Battle system is basically finished. Will have a proof of concept demo out in a day or so. :)

Performance Scripting in 2k3

author=bulmabriefs144
2) Reduce overhead with common events

I think what you mean is reduce code redundancy, which is definitely good practice, but it is not always the best solution when it comes to executing calculation-intensive events. Ironically what you have suggested, while reducing the size of the code, has increased the execution overhead of the event thats calling your common event.
He means overhead. Imagine having the same event on every map. Parallel process a common event, or outright make it switch activated. Not only did this just reduce thousands of hours of code edit if something goes wrong (you just edit the common event), but it actually does speed the execution up. I've got hundreds of common events.


Uhhh ... Thats called reducing redundancy. When you have redundant code it means you have code that does the same thing written in multiple places, when you could've put the code in one place and have everywhere reference that one place (in this case a common event), which is what you described but are calling the wrong thing. When you reduce overhead it means things run faster, which using "Call: Common Event" DOES NOT do.

I think you've misunderstood the distinction I was making between a parallel process and CALLING an event. When you have a loop and you put Call: Event, the code that loads the event will lag the loop. If you're doing stuff in a loop it'll run faster if the code is right there rather than off someone else in a different event. It can make things a little bit more difficult when you have to fix code, but if you absolutely want to push rm2k3 to the limit in terms of execution speed its a necessary evil.

I suggest you check out my full tutorial here: http://rpgmaker.net/tutorials/451/.

pixothello

I watched the basics video and this looks like an extremely powerful tool that I'll definitely give a shot next time I'm doing some pixel art. At the moment I just do it in Photoshop CS4 and the video makes it very clear I'm missing out on some fundamental features that could definitely quicken the process. Thanks for the heads up!