WCOUILLARD'S PROFILE

Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.

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Final Fantasy 7 Demake

Final Fantasy 7 Demake

author=El_WaKa
Great, another unfinished 2D demake of FFVII, I wish you luck but you know, with the thousands of unfinished demakes, remakes and fan games of final fantasy...


I love your positive outlook.

Final Fantasy Discovery

author=janussenpre
As William pointed out above, he and I are of like mind concerning these matters.

This is why I watermark most of the art that I show even though its not particularly great. Our project has ballooned in size in the last year and will continue to do so at a frightening pace. By the time of its eventual completion, over 75-85% of the game is going to be all original content created/commissioned by William and I.

It's good that we get this all out of the way right now. I also want to reiterate one more thing that William said: Final Fantasy Discovery will never be distributed anywhere outside of RMN.



I implemented splash screens prior to the title screen stating this, and some other useful information. If anyone ever sees this project being hosted elsewhere, let us know, eh?

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author=jin69
author=titogod
is that a penis?
Yeah, I took a picture of mine, do you like it?


Flawless victory.

Final Fantasy Discovery

Two reasons why making that blog post would be a moot point.

First, there's nothing in the game that just says, "Hey, this release isn't encrypted so go ahead and steal everything." If people aren't being courteous enough to ask, then I wouldn't want them even taking the ripped stuff, at that point. That's bush league behavior, if you ask me. There's always been an unspoken implication in the RM community that, "hey, don't just take everything from a game you downloaded." Rips have always been the exception to that.

I left everything open because it'd be hypocritical for me to have started the project to learn more about using the program, and then lock everything up that was produced as a result of that search for knowledge, which would not have been possible had other creators out there not made their work public. I hope people look at these old releases and learn more about how I made things work the way they do. In some cases, it really wasn't easy. That, of course, doesn't mean it's open season on the project's files. That's a whole different circumstance that I think a lot of people misunderstand. In fact, the lack of a coherent credits list in the old releases has made me consider removing the download altogether (our new versions have in-game credits within the Datalog menu, accessible at any time. There's also the credits listing here on the gamepage itself). That's something I may still do, out of respect for the resources made by other people.

Second point, the current download is extremely outdated at this point in time. The amount of original stuff sitting in the game that only Paul and I have access to now is a lot bigger, and those will absolutely be encrypted as much as possible when they get released, removing any need I might have to say what's OK and what isn't, when that time comes.

The archives I'm putting together consist of resources that are used in the game, and aren't original stuff made by us or other artists. Basically, it's anything that's a rip from an FF game that's used in FFD. Nothing else. Including other files made by other people would potentially violate their terms of distribution. For those files, I'd assume the creators would want them downloaded the same way I downloaded them: by finding them on my own and downloading them where the creators wanted them to be downloaded from (for me, I consider RMN the home of FFD and won't distribute it elsewhere, for example).

So, I guess the simple version would be, if someone wants to use something from a game, and they're not 100% certain it's a rip, ask the creator and credit accordingly. RMN has this covered as part of their rules, actually.

Here's a quick list of some (not all) things that would bother me if I saw another person using them without asking, though, just to be clear:

- Paul's artwork. The biggest of big no-no's. Most people may not know this, but I actually paid for most of it before Paul became a developer on this project, so this is something neither he or I would ever agree to someone else using.

- Action poses written inside VE - Animated Battle, that I came up with and had to test over and over to make sure they were timed and animated properly (seriously, my testing map has a special place in my nightmares). Copying that stuff would not be OK.

- Battle animations. I mean the actual files (that I made) and the in-game animations. A lot of them took a ton of work to get right in an animated battle setting.

- ANY script stuff that I wrote, that wasn't publicly released on my Pastebin. There's one exception here, anything I wrote and added into a script as a bugfix (I THINK I marked them), feel free to utilize those fixes. Who wants bugs, right?

- The FF styled Windowskins used in the game. They are modeled after FF window skins, but they are not rips. I had to make them myself (this holds true in the case of the FF13 style one, especially, which was created from scratch by staring at screenshots of FF13 windows and is now the ONLY windowskin used in FFD). This is one resource we shouldn't be seeing in anyone else's projects.

Now, with all of that said, let me know if you need any assistance with your new project with jin. :D

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Do you mean having the Limit command show up?

VE - Command Replace script handles that. You'll want to give your character a Limit Break skill, assign it a type (let's call it... Limit!). You'll want your characters to NOT have access to that skill type by default (Command Replace overrides that stuff). Have the note tag replace Attack with the Limit command that accesses skills of that type. It's a really versatile script that can add a lot of depth to battles. I use it solely to replace Attack with Limit, but you can do so much more with it once you get how it works (like replacing an entire skillset with another one if a character has a certain state applied, such as changing magic spells to much stronger versions of themselves without the player ever noticing a difference in the skill names or descriptions).

If you don't want to go that route, keeping the Limit command as it's own thing and not replacing Attack, you can use Yanfly's script (Command Manager, I think?) that adds battle commands but only shows them based on conditions that have to be met (like TP being equal or higher than 100% and the skills being usable). In that case, you'd want your characters to have the trait giving them access to skills of that type.

Final Fantasy Discovery Review

Very outdated, yeah.

Final Fantasy Discovery

I should note that the project's older releases are open, but not everything in those releases is allowed to be used. Anything Paul or I didn't make or code, sure. If you have any questions as to what's public and what isn't, I'm a PM away! :D

Future releases are likely going to be encrypted as much as possible, because the amount of original stuff has increased so much. Still, during development I've been compiling archives of the public stuff to release separately.

Locke, Cloud, and Squall aren't the actual Locke, Cloud and Squall, either. They're code names, much like Cid's code name, Pulse (in fact, my original version had the names in quotes to signify that but it was removed later). Having their art resemble their inspired namesakes was a decision Paul made while designing their artwork.

Character stats, in the RSW release, I think were based on a mash-up of FFVI and FFVII models. It's a little different today, and relies more on FFVI, if I'm not mistaken. Damage formulae and stats are definitely NOT default.

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Hmm... I should go back in and update that SFont so the + and - are the same width. That is bothering me so much.

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Cool, just one thing; please try not to jack too many things from FFD. In the older releases, there's a lot of files that I didn't label as being original resources and stuff. In the newer upcoming ones, I made a valiant attempt to label what's usable and what should be left alone (there's tons of stuff I have no claim to, and a surprising amount of things I put together on my own or with Paul). If you have any questions about anything, though, just PM me or Paul (janussenpre). Happy to help sort it out.

Also saw your topic about the animation issues in VE Animated Battle, too. Saw that the code you pasted from it was actually taken right out of FFD. Not a big deal for the row stuff, but I wrote all of the action poses in there myself that weren't default, so please do not steal them (that's a request, not an accusation). Learn from them, of course, though! I tried to use a lot of what the script offers in a bunch of action poses I wrote, so it shouldn't be too hard to pick up on how to write some cool stuff on your own.

Other than that, if you need any help with using those VE scripts, I'm very familiar with how they work so drop me a line. Paul and I are super busy doing FFD stuff, but I can definitely take a few minutes to answer questions about the VE stuff. I know the documentation available on his work is shoddy, at best.