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RMRK Announcements, Support, Feedback and Archives => RMRK Project Subforums => RMRK Discussion Archives => Starkiller Productions => Topic started by: Asch on March 27, 2008, 02:35:02 AM

Title: Final Fantasy IV VX - FINALLY A NEW DEMO
Post by: Asch on March 27, 2008, 02:35:02 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Flogo.png&hash=2ca478f29db6f69b35c5fe26116b2407e773dbdd)

Spoiler for Why the hell am I doing this?:
Good question.  :dead:

Final Fantasy IV is one of my favorite Final Fantasies, and one of my all time favorite RPGs.  Once I started playing around with RPG Maker VX, I got inspired to make the attempt to make this, even though there's already three other FF4 official remakes.  With any luck, if this is successful, I'll be able to make a sequel or two based on this little universe.
Spoiler for About FF4 (in case you just crawled out from under a flat rock):
Five airships speed across the sky.  The Red Wings, the air force of the kingdom of Baron, are on their way home after completing a successful raid upon Mysidia for the Water Crystal.  Their captain, Cecil, reflects back on this mission, which took place only hours before.  Although it was the king’s order, Cecil and his men feel guilty about taking the Crystal from the innocent people of Mysidia.  But Cecil reminds them that they are the proud and mighty Red Wings of Baron and must always remain loyal to the king.

Still torn by guilt, Cecil brings the Crystal to the king of Baron.  He starts to leave, but decides to ask the king his intentions.  Accused of disloyalty, Cecil is stripped of his command of the Red Wings and ordered to go hunt the Phantom Beast plaguing the Mist Valley northwest of Baron… And so begins an epic tale of betrayal, love, and redemption as the dark knight Cecil departs on his journey of awakening.  His travels will take him around the world and beyond, where he will find both fearsome enemies and new allies.  Only by renouncing everything he has known will he be able to succeed in a quest that will ultimately decide the fate of the world.

~Summary from Final Fantasy Chronicles Official Site (http://na.square-enix.com/games/FFC/)
Spoiler for Characters:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fdkcecilface.png&hash=621b3149eada587fd2a2764fd4c53be99726d242)
Name: Cecil Harvey
Class: Dark Knight
Age: 20
Abandoned in a forest near Baron as an infant, Cecil was found and brought in by the King of Baron, adopting him as his own.  He grew up with Cain, a young man who was also later adopted by Baron's king when his parents died, and Rosa, whom he later became romantically involved with.

As Cecil grew older, he eventually joined Baron's military, and rose through the ranks.  He became the commander of the Red Wings, Baron's airship force, but his primary position is as the overall commander of Baron's military.  However, in order to attain such a rank, he had to take up the art of the Dark Sword, something he later begins to question.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fcainface.png&hash=aeac67a6f111492fc8c27d880bd27e6f7dabfb7a)
Name: Cain Highwind
English Name: Kain Highwind
Class: Dragon Knight
Age: 21
Cain was orphaned at a young age, when his parents were killed in war.  The King of Baron, once friends with his parents, took pity on him and adopted him.  He grew up with Cecil and Rosa and the others at Baron Castle.  Though he could have attained a higher rank in Baron's military, he decided to honor his father and became a Dragon Knight.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fchildrydiaface.png&hash=74be897b86e1bcd594cab410b1e053e25b483c50)
Name: Rydia
Class: Summoner
Age: 7
Rydia grew up in the summoner village of Mist, where she was cherished as a promising and talented summoner.  Her peaceful life is destroyed, however, as her mother is accidentally killed and her village is destroyed.  Though Cecil was the one inadvertently responsible, she finds it in her heart to forgive him when he defends her from Baron soldiers sent to kill her.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Ftellaface.png&hash=3e49ef8024f033d0e0ccde4dc649f7ecda763206)
Name: Tella
English Name: Tellah
Class: Sage
Age: 60
A sage supposedly originally from Mysidia, Tella currently resides in the desert village of Kaipo with his daughter, Anna.  When she is supposedly hoodwinked into running off to Damcyan with a "spoony bard" (*cough*), he sets out to go after her.  Unfortunately, in his old age, he doesn't stand a chance against the monsters of the Water Cavern, and waits for someone powerful enough to assist him.

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fgilbartface.png&hash=d6e9684b3baed52f030b28b15fb75f6d1a6dd98b)
Name: Gilbart Chris von Muir
English Name: Edward
Class: Bard
Age: 24
The crown prince of Damcyan and ruler over the desert, Gilbart is a delicate and frail individual.  Despite this, he often disguises himself and sets out into the world, traveling as a bard.  It was during one of his travels that he meets Anna, the daughter of the great sage Tella.  Tella, however, did not approve of their union, mostly because the sage thought of him as only a lowly bard.

Name: Rosa Farrell
Class: White Mage
Age: 19
A resident of Baron, Rosa met with Cecil and Cain at an early age and quickly became friends with both of them.  However, while they went off to military school, she went off to study white magic, quickly becoming a powerful mage.  It was during this time that she and Cecil started to develop a romantic interest in each other, and she worries for Cecil and what he's become.

Name: Yang Fang Leiden
Class: Monk
Age: 35

Name: Porom
Class: White Mage
Age: 5

Name: Palom
Class: Black Mage
Age: 5

Name: Cid Pollendina
Class: Engineer
Age: 54

Name: "Edge" Edward Geraldine
English Name: Edge
Class: Ninja
Age: 26

Name: FuSoYa
Class: Lunarian
Age: ???

Name: Golbeza
English Name: Golbez
Class: Necromancer
Age: 32


What is Finished

Getting there!

What Needs to be Done

What I'm doing next

Spoiler for What needs to be done that I CAN'T do.:
  • ATB System: Not as big as it was; this is included in the demo.
  • Support for Five Party Members: Another major thing, as there can be up to five characters in your party at any time in FF4.  - This is included in the demo, however it is not working right.
  • Switching Rows: Specifically important when back attacked. This would also require editing the side view battle script to show that there ARE rows.
  • Character Specific Special Commands: another big thing, seeing as the best abilities are from characters. This includes Cain’s Jump (jump up into the air and come down on the character’s next turn), Dark Knight Cecil’s Dark (I like the DS version; the command shrouds Cecil in Darkness, using up a turn, and on the next turns he does x3 damage, but looses HP), Paladin Cecil’s Cover (take damage for the character selected. This is also an auto command that takes damage for a character low on HP. This also requires movement from the battle system — Cecil needs to step in front of the character he’s covering), Tella’s Recall (casts a random spell that he “forgot”. It’s usually crap, and has a very rare chance of casting something useful. Black Magic is always cast on enemies, white magic on allies), Edward/Gilbart’s Heal (use a potion on all party members) and Hide (hides the character off screen, and the command turns to Show (which returns him to the field) on subsequent turns. Automatic if he’s low on HP, but he can’t hide if all other party members are dead), Rosa’s Pray (small healing to all party members; has a chance of not working) and Aim (raises her accuracy to 255 and attack value by an unknown amount; not selectable if she does not have a Bow and Arrow equipped), Yang’s Power (do x2 damage on next turn) and Kick (attack all enemies) and Guard (x2 defense power), Palom and Porom’s Twin (casts either a weak version of Meteor or a weak version of Flare *forgot the names*; spell is chosen randomly and the command takes up BOTH characters turns), Palom’s Boast (raises his magic power; stackable), Porom’s Cry (lowers enemy accuracy), Cid’s Sight (basically a scan spell), Edge’s Throw (throws a throwable item from the inventory at the enemy for damage) and Steal (the obvious), and last but not least, FuSoYa’s Regan (restores HP to all party members on every one of FuSoYa’s turns). - Only two of these are in the demo.
  • Spell Specifics that are not handled in VX: I’m thinking things like Reflect and the like. Also, most spells need to be able to target everyone or just one person, and all spells can either work on enemies or allies. Also, curative spells need to be able to damage Zombies instead of healing them.
  • Special Animation and behavior for Confuse: When a character is confused, they step before the characters and turn to face them, as if they were part of the enemy ranks. The character will attack allies while helping enemies, using spells as well as physical attacks; I haven’t observed them using items to do so, but I wouldn’t be surprised if they could. I don’t think they use their character specific abilities.
  • Status Effects that Change Character Graphic: Status effects like Pig, Toad, and Mini change the character's appearance -- not just the character graphic, but the face sets as well.
  • Special Enemy Behaviors that Require Changing Their Graphic: A biggie for four boss fights; the Mist Dragon when it turns into mist — all attacks miss, and it counters with a powerful attack — Barbariccia when she turns into a twister — all attacks miss and she counters, but only Cain’s jump can bring her out of it — Cagnazzo’s various forms — he puts up a water wall as a defensive barrier and casts powerful water spells, but if he’s hit too many times with a strong thunder spell, he retreats to his shell and attempts to heal himself — and Rubicante’s cloak — when closed, he absorbs ALL elemental damage, even ice and water, but when open, he’s weak to ice and water again. All of these changes happen randomly (with the exception of Barbariccia coming out of her twister).
  • Changing Weapons in Battle: While in the item menu, by pressing up at the first slots, you can access the character’s weapon and shield (if they have a shield). This way, you can use the weapon as an item, or swap it out for another weapon.
  • Weapons are Non-consumable Items: Some weapons can be used in battle as items. They would not be consumed like items, and have various magic-like effects.
  • Arrows ARE consumable with each attack: Every time a character wielding a bow and arrow attacks, they consume one arrow. Obviously, this means they can equip more than one arrow at a time.
  • Special Background Behavior: This mostly pertains to the final boss fight. In said fight, the background is constantly moving to the left (with the exception of one part, which would mean that this would also require two backgrounds over each other) When Zeromus uses his main ball buster attack, the background speeds up, before switching direction to the right for a brief moment, and then returning to it’s normal behavior.
  • L+R = Run for your life!: Instead of having a run command, escaping from battle would be achieved by pressing the Q and W keys together.
  • More Paralax Backgrounds: Because the “inside” of airships and boats are only seen in cut scenes (with the exception of the Lunar Whale), instead of wasting tiles on them, said airships and boats could be made via paralax backgrounds. However, this would require there to be a second layer underneath to simulate movement of the clouds or water in the case of boats. Water would also need to be animated, but I’m not quite sure how that would work. :o
  • Airship Control for Cutscenes: I’m thinking mostly of the cut scenes involving Cain and getting the Earth Crystal. As soon as the airship appears on the world map for the first time, your characters are in it (this also applies to the hovercraft; more about that later), and the ship goes up in the air. As soon as it does that, a cut scene occurs. Once the cut scene ends, you have control of the airship. Likewise, once you get the Earth Crystal, as SOON as you board your airship, a cut scene occurs, and your party is taken to the Tower of Zot, off the airship. This would also apply to the airship being controlled during a cutscene when first arriving in and also fleeing from the Underground.
  • The Hovercraft: As mentioned above, as soon as the hovercraft rises out of the ground, your party is in it, and can move around the world map (as much as the hovercraft can). In addition, the hovercraft can move over shallows and flat land. -The Hovercraft is finished
  • Chocobos!: Chocobos need to be able to travel over flat land and forests. Once you dismount, they run away. -Chocobos work, but need to be made to run away after they're used, and need to be called after catching them in a forest.
  • Special Airship Tricks: There needs to be support for up to FOUR “airship” type vehicles. There are Black Chocobos that cannot travel over mountains and oceans (rivers are okay) and can only land in forests. When you dismount one, they stay there, but once you get on it again, it returns you to it’s forest of origin (requires a pathfinding script). The Enterprise is your standard airship with few exceptions. It needs to be able to go down into the Underground, but cannot pass over lava at first. After an event, it can also pick up the hovercraft and carry it around, but it cannot go down into the Underground with the hovercraft hooked to it. The Falcon is also a standard airship, that cannot pass over lava at first as well. It will also later have a giant drill hooked up to it’s nose after a cutscene to reopen the hole to the Underground. Afterwards it can go in and out of the Underground as it pleases. Last is The Big Whale, which is like a standard airship. However, it cannot go into the Underground; instead by activating the Crystal inside, it goes up into space and to the moon (where it can only land on passable terrain). Going up into space requires a special animation of it lifting up out of the screen, and coming back down onto the screen after a cutscene. It returns to the same place it lifted off from.  - Everything but traveling between world maps is done, and this is only because not all of the world maps are finished.  Also, there are problems with how the chocobos work.
  • Menu System: The menu system that I have featured in the new demo is one I like very much, and I think it suits the graphic style.  However, it needs to be edited to work with a large party script, as well as the other features exclusive to FF4.
  • L and R Scroll through characters on the screen: Not a necessary feature, but very much FF4. Pressing Page Up or Page Down on a map screen will cycle through the characters you have in your party, letting you choose which one you want as your walking sprite. This would need to have support for cut scenes, as Cecil is always the main character.
  • Namingway!: Need a special Rename script that will let you choose which character to rename in your party.
  • Fat Chocobo: Need a storage/pick up script for items only.
  • Change how VX handles water autotiles: There are some points were you NEED to walk into the water in FF4, so the water autotiles need to be able to: 1.) be walkable, 2.) have a bush flag effect, 3.) can only be entered and exited via staircases. THIS IS VERY IMPORTANT. I ABSOLUTELY POSITIVELY NEED THIS -omg thank you so much, Yeyinde <3
  • Map Location Name Pop-up: Like it says;  I'm not really worried about this right now.
  • Battle Algorithims: Again, like it says.  I also need level up data on the characters. This website (http://www.dawezy.com/indexframe.htm) might be of some help, but I utterly suck at math, so I couldn't say for sure.
  • What's in a Name?: Let the player be able to choose at the start of the game if s/he wants to use the original Japanese names of the characters, or the more familiar English names, as I can't decide which to use.  At least this way keeps me from getting lynched by the purists.

Screenshots
Spoiler for Kaipo:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fkaipo.png&hash=ba6e466262eba1ac6d709e83e4fef4632cac58a1)
Spoiler for Fabul:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Ffabul.png&hash=09bf36adfba1de08dbda02da8428e96cfde3e11a)
Spoiler for Secret path in Fabul throne room:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Ffabulthroneupdate.png&hash=3ba1b5a029b5585235fc4a1598615b4fad8260ce)
Spoiler for Tower of Prayers:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Ftowerofprayers.png&hash=9a845b8bf3fedc3441d6fb30711247ede20934d0)
Spoiler for Dwarf Castle:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fdwarfcastle.png&hash=52cf94516cb1c3ebe4301b2c64d7a003a5713e5e)
Spoiler for Dwarf Castle Base:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fdwarfcastlebaseupdate.png&hash=11b9e4af4d1478dca5fb022dfc0c433418c87972)
Spoiler for Damcyan:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fdamcyan.png&hash=35d2cd8dbf1ab6994e1ae4e1d224b1b73bf99098)
Spoiler for The World Map:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Ffinishedworldmap.png&hash=14da0ba418d3a7b690d6ddc620435bb6ff1a45cb)

Download

New NEW Map Demo - 38.03 MB (http://www.mediafire.com/?ummytwyckmz)
-The demo is unencrypted.  The character's starting position is set to the world map, so older machines may experience trouble loading up at first.  The Overworld towns are linked from the world map.  If you want to see the underground maps in game, you'll need to set the starting position yourself.  Most all secret areas are complete, with the exception of areas that require special switches controlled by NPCs, like Toria pub and treasury.  They're still THERE, you just can't access them by normal means.

IMPORTANT NOTE!!! Not all of the scripts are working in the demo.  In fact, it's more likely to crash if you go into a battle or bring up the menu.  I am in DESPERATE need of someone to make the scripts cooperate with one another.

The Fine Print
Hey, guess what?  I don't own Final Fantasy IV, or anything having to do with it, other than the work I'm doing on this project.  So, that being said, if I ever get a cease and desist order, I don't have much of a choice but to comply.  I don't see that happening because I'm not selling it, but you never know how anal Squeenix can be.  That being said, if you like Final Fantasy IV, GO BUY IT!  It's available on Playstation (http://www.amazon.com/Final-Fantasy-Chronicles-Chrono-Trigger/dp/B00005LOXE/ref=pd_bbs_sr_2?ie=UTF8&s=videogames&qid=1205987708&sr=8-2), Gameboy Advance (http://www.amazon.com/Square-Enix-AGB-BZ4E-Fantasy/dp/B000BI3SIC/ref=pd_bbs_sr_1?ie=UTF8&s=videogames&qid=1205987708&sr=8-1), Super Nintendo (http://www.amazon.com/SQUARE-Final-Fantasy-II/dp/B000035Y09/ref=cm_lmf_tit_7_rsrsrs1), Wonderswan Color (http://www.play-asia.com/paOS-13-71-6q-77-5-49-en-15-Final+Fantasy+IV-70-25ip.html), and Nintendo DS (http://www.play-asia.com/paOS-13-71-9g-49-en-15-Final+Fantasy+IV-70-2bqn.html).
Title: Re: Final Fantasy IV VX
Post by: modern algebra on March 27, 2008, 02:40:08 AM
The fine print is gigantic. But it looks like a fun project. Good luck.
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 02:41:08 AM
Holy shit.  O_O;;;  Didn't realize that.
Title: Re: Final Fantasy IV VX
Post by: modern algebra on March 27, 2008, 02:50:24 AM
Yeah, I think that for some reason size = ?2? and lower makes unexpectedly gigantic for no apparent reason. Oddly enough, it works perfectly well in the preview - even the post system wants to trick you at RMRK.

Also, your banner at the top of the post is wicked.
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 02:52:50 AM
I actually had the font size at four, but when I posted it turned to size 40. O.o;

And I'm glad you liked the banner.  Took awhile to clean up the images. <3


EDIT: The board doesn't seem to like Japanese characters either... :o
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 02:53:11 AM
Yeah, I think that for some reason size = ?2? and lower makes unexpectedly gigantic for no apparent reason. Oddly enough, it works perfectly well in the preview - even the post system wants to trick you at RMRK.

Roph did that... people kept making post like.
Quote
hey thats stupid lol.

[size=1) you all suck but lol (/size]

So he made "font 1" huge.

EDIT- The maps look awesome. They are just like the originals. The graphics also look good.
Title: Re: Final Fantasy IV VX
Post by: modern algebra on March 27, 2008, 02:56:48 AM
I actually had the font size at four, but when I posted it turned to size 40. O.o;

And I'm glad you liked the banner.  Took awhile to clean up the images. <3


EDIT: The board doesn't seem to like Japanese characters either... :o

Lame. I was wondering why the Japanese name of the character was ???•????.

It might just be the font - try one of the other fonts maybe.

Code: [Select]
[font=fontname][/font]

@Boe:  that's actually a much better reason than I thought would exist. I hate it when people do that
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 03:14:56 AM
I think I may be able to make the CMS with 5 people.

So...
Spoiler for Support for Five Party Members::
Another major thing, as there can be up to five characters in your party at any time in FF4.

and
 
Spoiler for
Menu System: Obviously just as important as the battle system.
:
I would like it to look like it does in FF4 GBA, but also have the transparency that the default VX menu uses. Commands are (in this order) Item, Magic, Equipment, Status, Order (change the placement of a character), Row (change how the rows are; two in front three in back or three in front two in back), Config (this would primarily be used to set up the battle system more than anything else; dunno if I even want it in there), and Save. The item menu is restricted to 48 items only, and has an option to sort items as well as throw them out (key items cannot be discarded). In the magic menu, if someone cannot use magic, it brings up the window, but has the words “Cannot use Magic” in the menu instead of a magic list. In the Equipment window, you can either equip a character manually or choose best equip to do it automatically. Each character has a dominant hand (some can use both hands) and can only equip weapons on that dominant hand. Shields and bows go on the non-dominant hand. Of course, if I decide to use Decant abilities, I’ll probably want to use a modified version of the DS menu instead.

I love FF4, and it was the first final fantasy I ever played. I want to see this finished. So I'll help all I can... but don't rely on my. I'm very unreliable. My skillz as a scripter, if rated from a scale of 1-100 would about 1, or 2. I know some basic commands, and I've made some CMS's before.

so... OFF I GO! *zoom*
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 03:20:30 AM
@Modern Algebra: No such luck.  Oh well.

@BanisherOfEden: Yay! :o  Good luck. <3

EDIT: Actually, it seems like someone's working on the battle system, possibly including the party member support.  I'm not sure, but BoE, you might want to do the menu first if you want.
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 03:49:53 AM
Wow... I've never scripted RPG maker VX before. Try this, and see how badly it fails. (I can't use RPG maker VX, so I don't even know if this script works.)

Code: [Select]
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::magic
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::order
    s6 = Vocab::row
    s7 = Vocab::config   
    s8 = Vocab::save
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)     # Disable item
      @command_window.draw_item(1, false)     # Disable skill
      @command_window.draw_item(2, false)     # Disable equipment
      @command_window.draw_item(3, false)     # Disable status
    end
    if $game_system.save_disabled             # If save is forbidden
      @command_window.draw_item(4, false)     # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Order
        Vacab::Is this the command?
      when 5      # Row
        Vacab::So it is vocab or print?
      when 6      # config
        Vacab::Config?
      when 7      # Save
        $scene = Scene_File.new(true, false, false)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 03:56:04 AM
Wow... I've never scripted RPG maker VX before. Try this, and see how badly it fails. (I can't use RPG maker VX, so I don't even know if this script works.)

Hm... line 55: NoMethodError  undefined method 'magic' for Vocab:Module
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 04:23:48 AM
Hm... line 55: NoMethodError  undefined method 'magic' for Vocab:Module

... WTH? lol, I didn't even touch line 55. I guess my days of being a RPG maker VX script are over.
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 04:34:14 AM
Well... that was fast.  :<
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 04:49:28 AM
Well... that was fast.  :<

I'm sorry. :<
I'll try to help another way.
Title: Re: Final Fantasy IV VX
Post by: modern algebra on March 27, 2008, 05:18:47 AM
I'd probably be able to do some of the scripting necessary. I wouldn't want to take any major scripting projects, but if you gave me a mockup/screenshot of the menu you want I would probably be able to cook something up for that. I need to do a project for Wednesday though, so I don't know when I would be able to get around to it. Also, for the airship cutscene there might be a solution with minor-no scripting involved. I don't know if there is an event command that will dispose of the airship neatly - I'd assume not. But the script command: 

    $game_map.airship.transparent = true / false

ought to make it transparent - though it might not get rid of the shadow. I'll look into it tomorrow.

You should be able to work with that though - at least for now. Getting rid of the Shadow might require some scripting in the editor.
Title: Re: Final Fantasy IV VX
Post by: Leventhan on March 27, 2008, 05:28:35 AM
Very interesting!
I'll play it as soon as I can.
Good luck, this has great potential! ;)
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 05:49:40 AM
Here you go.
http://www.sendspace.com/file/dcfrap
Title: Re: Final Fantasy IV VX
Post by: Arkbennett on March 27, 2008, 05:51:17 AM
See, when I first saw this project title, I was about to slap the shit out of you.
But, your doing a good job. So I'll slap someone else.

I can't wait to see how this goes!
Keep it up! You can do it!
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 05:54:04 AM
@Algebra: I'll take some screens and get them to you asap.  As for the cutscenes, I'm not quite sure how that will work.  I'd have to play with it.

@BoE: Thanks for the thought, but I already have the FF4DS soundtrack, which I'm going to convert to OGG and use that.  I just need someone who knows how to do loop comments.
Title: Re: Final Fantasy IV VX
Post by: Zylos on March 27, 2008, 11:06:59 AM
Remaking a Final Fantasy is not going to be easy. But you seem to be doing good so far.
Good luck, and I hope to one day see the finished project!
Title: Re: Final Fantasy IV VX
Post by: Sophist on March 27, 2008, 12:15:35 PM
Nice project Atemu, very FF looking :specs:
Title: Re: Final Fantasy IV VX
Post by: Esmeralda on March 27, 2008, 01:43:49 PM
If you actually manage to pull this off then good job; FF4 is awesome.
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 27, 2008, 01:46:21 PM
So, is this a remake? Or is it FF IV-2?
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 03:38:39 PM
Thank you, guys. <3

Right now, this is starting out as a remake.  I am open to suggestions on things to add to it, but for now, it's a straight up recreation, as I've gotten some pretty lame ideas (Chocobo racing? Oh hell no; I can't imagine finding someone to program THAT).  If I'm lucky and this is successful, I'll do my very best to make a sequel -- perhaps if I'm EXTREMELY lucky, I'll be able to make THE sequel, FF4: After, which would be great for people that don't understand Japanese/don't have a Japanese cellphone (are there even cellphone emulators?  Hmm...).

But, yes; for now, I'm just remaking the original. :P
Title: Re: Final Fantasy IV VX
Post by: Esmeralda on March 27, 2008, 04:07:55 PM
Add more dungeons like they did in the GBA remake imo. Just don't make them lame.
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 04:26:36 PM
I was thinking that; perhaps as an "after you beat the game" thing, like the Lunar Ruins.  Only you're right; not as lame.  Dear god, that "dungeon" sucked.
Title: Re: Final Fantasy IV VX
Post by: Roph on March 27, 2008, 04:48:25 PM
ilu Atemu and I will play this sometime <3
Title: Re: Final Fantasy IV VX
Post by: Asch on March 27, 2008, 05:14:20 PM
Aw, ilu2 Roph

Just been talking to the person doing my battle system, and things seem to be going along swimmingly.  He's even got most of the battle algorithms figured out.  Bless him.  T_T;  *horrible with math*
Title: Re: Final Fantasy IV VX
Post by: Red Blood on March 28, 2008, 06:11:26 PM
Nice, I never finished original I stopped at underworld with frankenstein guy cause i was bored,But This was FF2 i think.. at least thats what it says in my Emulator ..
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on March 28, 2008, 06:37:48 PM
Nice, I never finished original I stopped at underworld with frankenstein guy cause i was bored,But This was FF2 i think.. at least thats what it says in my Emulator ..

...

:nono:

Spoiler for:
Final Fantasy IV is a console role-playing game developed and published by Square (now Square Enix) in 1991 as a part of the Final Fantasy video game series. The game was originally titled Final Fantasy II during its initial release in North America, but later localizations used the original title.

I thought everybody knew this by now.
Title: Re: Final Fantasy IV VX
Post by: Asch on March 28, 2008, 11:43:55 PM
More slow, but semi-steady progress.

Spoiler for Oh, what's this?:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fhiddendoor1.png&hash=db838a9158a9fca759fa513ce74ca73fcc621958)

Spoiler for Ah ha!:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fhiddendoor2.png&hash=733aadf77d1c4d3a97dfbba705adc5d97b2a380e)

Spoiler for You can even walk into the hidden room:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fhiddendoor3.png&hash=60ba54f4612f4294d23b4591891c128e1b2eee52)

Spoiler for Water is still off limits though:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fnowater.png&hash=227dfca13cb80a32076012909f76f37236cef739)
Title: Re: Final Fantasy IV VX
Post by: ZemusEX on March 28, 2008, 11:51:50 PM
You read my mind. I was looking to play through FF4 again, but couldn't be arsed to go through the GBA-version, since it would be a bit too much repetition and nothing much new. This looks awesome, and you're kinda awesome for doing this.
Cecil needs to be more Cecil-ized though, but I guess you're planning on making sprite-edits sooner or later. :)
Title: Re: Final Fantasy IV VX
Post by: Asch on March 28, 2008, 11:53:39 PM
Yes.  Sprites will come eventually.  I've only touched Paladin Cecil a little bit:

(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2Fcecil-1.png&hash=a1f572eb9bd514e17eeb476627c59debd9bfd128)
Title: Re: Final Fantasy IV VX
Post by: haloOfTheSun on March 28, 2008, 11:59:14 PM
Wow, a FF remake that actually looks pretty good. I'll be giving this a try. :3
Title: Re: Final Fantasy IV VX
Post by: Red Blood on March 29, 2008, 03:34:25 AM
Nice, I never finished original I stopped at underworld with frankenstein guy cause i was bored,But This was FF2 i think.. at least thats what it says in my Emulator ..

...

:nono:

Spoiler for:
Final Fantasy IV is a console role-playing game developed and published by Square (now Square Enix) in 1991 as a part of the Final Fantasy video game series. The game was originally titled Final Fantasy II during its initial release in North America, but later localizations used the original title.

I thought everybody knew this by now.
:o Sorry but I did not know
"Now EVERYONE knows"  :lol:
Title: Re: Final Fantasy IV VX
Post by: Leventhan on March 29, 2008, 02:00:19 PM
Wow this project seem to be developing quite nicely.
Keep going, Atemu.

Lookin' forward to seeing it done. :P
Title: Re: Final Fantasy IV VX
Post by: Asch on April 05, 2008, 11:49:09 PM
OMG an update!

Finished most secret areas, though there are some that are inaccessible due to switches activated by NPCs.  Lemme know if there's any errors anywhere.
Title: Re: Final Fantasy IV VX
Post by: ShadowOD on April 22, 2008, 06:55:01 PM
OMFG you deserve a super hug!!! 

Your a star! ILY!   =]

Oh are you trying to make your person walk on the water? 'Coz there is a script that allows you to walk on it =]
Title: Re: Final Fantasy IV VX
Post by: Asch on April 23, 2008, 04:13:42 AM
Oh are you trying to make your person walk on the water? 'Coz there is a script that allows you to walk on it =]

Really?  :o  Link please?
Title: Re: Final Fantasy IV VX
Post by: &&&&&&&&&&&&& on April 23, 2008, 09:55:29 AM
Oh are you trying to make your person walk on the water? 'Coz there is a script that allows you to walk on it =]

There's a script that turns you into Jesus? WTFWHERE?
Title: Re: Final Fantasy IV VX
Post by: ShadowOD on April 24, 2008, 08:42:30 PM
Haha see I can find anything on the web, =]

I'm using these scripts on my game 2, so they work.

Also I can't link you to a rival site so I will add the demo to my post

There are so many scripts on here its stupidly good. PLAY the demo FIRST, its basically a tut for all the scripts.

The scripts include Caterpillar, 8 direction movement, Walking on water, Synth shop, skill shop, break the 99lv barrier, break the 9999hp barrier ect
Title: Re: Final Fantasy IV VX
Post by: Asch on April 24, 2008, 11:21:14 PM
Um... that's not walking on water via script.  They just made the water tile passable.  -_-;
Title: Re: Final Fantasy IV VX
Post by: Code Geass on April 25, 2008, 02:04:43 AM
lol, that was funny.

nice Atemu, I like the chibi title XD

it might make your game look more unique if you used the rips a bit more, but who knows, anyways, good luck ^_^
Title: Re: Final Fantasy IV VX
Post by: ShadowOD on April 25, 2008, 03:02:51 PM
Yes but no, Coz if make the water tile passable normally it would make the water passible on EVERY map =]

But the script only makes the water passible on the map that it has been assigned correct?

Title: Re: Final Fantasy IV VX
Post by: Asch on April 25, 2008, 04:38:58 PM
No.  Look it the editor.  Just the water they used is walkable. -_-
Title: Re: Final Fantasy IV VX
Post by: ShadowOD on April 25, 2008, 07:19:39 PM
>_<

Sorry =[

Thought I be handy for once ¬_¬
Title: Re: Final Fantasy IV VX
Post by: modern algebra on May 03, 2008, 03:10:05 AM
Hey Atemu. Just posting to apologize for not having that menu done yet. I know it's always a pain to be waiting for something. Anyway, it's summer now and I'll try and buckle down and get it done.
Title: Re: Final Fantasy IV VX
Post by: Asch on May 03, 2008, 05:15:40 AM
Take your time. I know you're busy.
Title: Re: Final Fantasy IV VX
Post by: Ape69 on May 06, 2008, 01:56:39 PM
The maps look just like in FFIV, you have done really nice job.
Cheers!   :D
Title: Re: Final Fantasy IV VX
Post by: Asch on May 06, 2008, 04:32:13 PM
I updated some screenshots and added a few new ones, including one of the world map (which still needs some tweaking, in addition to the Tower of Bab-il), and updated the information on what is and isn't complete.
Title: Re: Final Fantasy IV VX
Post by: Asch on May 21, 2008, 07:44:36 PM
I updated the list of things I need help with, 'cause the guy doing the battle system dropped off the face of the earth.
Title: Re: Final Fantasy IV VX
Post by: Teovak454 on June 26, 2008, 01:14:59 AM
MAN CAN'T WAIT FOR THIS TO BE SO DONE!!!!!!!!
Title: Re: Final Fantasy IV VX
Post by: Neomatoda on June 28, 2008, 04:42:39 PM
 I know it is probably obvious and i just overlooked it somewhere, But could someone make a new post with the download link for FFiv-vx, i can't get the link to work at beginning of this forum. I would really like to see, what u have gotten done and how accurate it is.  I know it is mainly just maps right now, but that in itself to be accurate would be amazing work.   Thank you for any help
Title: Re: Final Fantasy IV VX
Post by: Neomatoda on June 28, 2008, 07:07:18 PM
After much messing with it, cause i really wanted to see your work, it appears link is right, but not directing me properly. (link)http://www.box.net/shared/lt5dq52g4c. would not direct me, but just the "http://box.net" would take me to box but i still could not get file. Finaly i got it to work. don't know if its just me ( i use mozilla firefox ) or if sight changed up. If you would plz dbl check this for any other ppl that might want it as bad i did lol. Ty again


This is url i had to use   "http://box.net/index.php?rm=box_download_shared_file&file_id=f_147175392&shared_name=lt5dq52g4c"

Just went to connection setting at this url "http://www.box.net/shared/lt5dq52g4c"
Title: Re: Final Fantasy IV VX
Post by: Shadow Lord on June 29, 2008, 11:16:51 PM
I can help with the walk on water! No scripts necessary. In the upper-left of Tileset B, there is a blank square. Make it an "O" in passability. Put it on top of all water that can be crossed on foot. No clue about the bush effect though.
Title: Re: Final Fantasy IV VX
Post by: Asch on July 01, 2008, 03:18:36 AM
Uhh... yeah, no.

I forgot I had this here, but now the first post is updated.
Title: Re: Final Fantasy IV VX
Post by: Asch on July 01, 2008, 10:25:17 PM
A small update; just some cave maps I'm working on.

Spoiler for Mist Cave:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fmistcave.png&hash=b0dae7896d098baf94084650bfc191d2c682a57f)
Spoiler for Water Cavern:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fwatercavern.png&hash=de9febfd278c2804f541e8a9b7e9bba2b4f44d24)
Spoiler for Antlion Cave:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fantlioncave.png&hash=45192a9ff340a3c69973b69f8019a08361c5470d)

I also did the two mountains in the game.  The background is VERY temporary, as is the graphics for the shrine at the top of Mount Ordeals.

Spoiler for Mount Hobs:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fmounthobs.png&hash=691e7c473e245f80446cb550c04f3e56f0543e4b)
Spoiler for Mount Ordeals:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fmountordeals.png&hash=cbe41185a3a79c53ab702db3adaa513ff892685e)
Title: Re: Final Fantasy IV VX
Post by: Esmeralda on July 02, 2008, 04:08:29 AM
I really enjoy the look of this project. It's amazing how great the maps look when they're ~converted~ to VX
Title: Re: Final Fantasy IV VX
Post by: hrdcorferlife on August 01, 2008, 06:39:30 PM
hey atemu i have the fully translated sideview battle script. i can post it if you haven't already gotten ahold of it.
Title: Re: Final Fantasy IV VX
Post by: Asch on August 02, 2008, 06:20:42 AM
That's easy enough to find, dear.  Getting the edits I need for it is another matter entirely.
Title: Re: Final Fantasy IV VX
Post by: Sx2 on August 12, 2008, 08:44:35 AM
sweetness I loved FFIV(and was thinking about doing something like this) cant wait for it :)
Is the DS version better than GBA?
And is DS version harder than GBA?
Title: Re: Final Fantasy IV VX
Post by: Asch on August 22, 2008, 09:09:21 PM
The DS version is worlds apart from any previous version of the game.
Title: Re: Final Fantasy IV VX
Post by: Dark Blade on October 02, 2008, 04:52:11 AM
You are so great for doing this :) I do not know if you can compete with DS version :O Of course not, but to people who hated the graphics you will be like a god. I'll download, but it will be HUGE! You PWN harder then most RPG maker's I know. I'll download as soon as you finish. I love DS version. Sorry if you already said this, but will there be proto babil or greyon?
Title: Re: Final Fantasy IV VX
Post by: tSwitch on October 02, 2008, 12:25:18 PM
Atemu, if you keep this accurate to the original (SNES) game, I will love you.
That one is still the best version in my eyes.
Title: Re: Final Fantasy IV VX
Post by: Teovak454 on December 17, 2008, 11:43:30 PM
I love the SP/Gameboy Advance version of the game. I think there was only change with the story, bringing all the characters back. I'll absolutly love you if you could finish this around the beginning or start of summer break next year =D
Title: Re: Final Fantasy IV VX
Post by: Zedane on February 22, 2009, 05:35:18 AM
My friend, I've sent you a PM containing important info, but other than that I would love to help in any way possible.  I'm mediocre at scripting and spriting as well as event making.  Nothing special, just mediocre.  Good enough to make it seemless and "close" to the real thing?
Title: Re: Final Fantasy IV VX
Post by: Zedane on March 06, 2009, 06:23:04 PM
Well my friend, here it is, I've come up with a battle system and menu system, I'm pretty sure it's pretty plug'n play, but don't hold me to it.
Anyways, here we go!

FFIV Battle System and Menu System!  80-85% complete
Other Scripts that were built upon/modified or just plain used:
RPG Tankentai Sideview Battle System
Dargor's Party Changer modified by me
STR33 Sideview ATB addon

There are others I was experimenting with under the main process, but ofc they're under the main process and NOT used

Progress
Spoiler for:
_____Menu_____
60-75% Complete
All Graphical looks have been completed
_____Battle____
Battlestyle Complete
Battler Animations
-Jump Animations
-Very basic Summons events (Emphasis on VERY BASIC lol)
-ActorCommand Window commands were remodeled to only show the
--correct amount of commands, doesn't show unused ones.
---Kain has the "Jump" ability which calls the Jump skill if the actor class
---- equals the dragoon class, DO NOT CHANGE CLASS ORDERS, leave   
---- DRG as class ID 02
-Flee system works, no guage seen

Needs to be done/I need help with
Spoiler for:
____Menu___
-All custom commands added but some do not work ofc
--Form, Custom, and Change
---These commands are for Changing party members, changing party
---member positions, and changing configuartions and looks
---Party Changer works, but it's nothing like the FFIV version.
-Pointers/Cursors (I just don't know how)
-A party changer like the FFIV one lol
____Battle System____
-The target_enemy def needs to be changed to be able to target
--any player character on the field, I believe that's accomplished
--by basically "merging" for lack of a better word, the two defs
--target_enemy and target_actor defs
-I need a completely different way to do the target window, the one
-- that is in place now is lame as hell, right now it calls a completely
--new target window on top of the one that is there at the beginning
--of the battle, so that one updates, but the main one doesn't and
--doesn't show enemy death.
Stuff I can figure out-
Spoiler for:
-Battlebacks, that's not hard, I'm sure anyone could do it
Stuff I can't do/Need serious explainations and stuff about-
Spoiler for:
-Centering Texts vertically and horizontally
--It looks goofy as hell with 2 or 3 actor commands and the window is
--ginormous.
___Need Huge help/explanations with___
-Adding pointer cursors and stuff
--I just really don't understand it I guess, if anyone could either give me
--a really specific example/explain how to make them, please help a
--brotha out. lol. I love to learn new stuff if that makes a difference lo
Demo Download!
Spoiler for:
http://www.megaupload.com/?d=3EA48PNW
Installation instructions-
Spoiler for:
(the slightly tricky party)
Copy everything above the "Main" process but below the "Materials" section, guess it wasn't that tricky lol.  Copy all the graphics in the Graphics, every folder, not just the system folder.

--Ok, here's the pain in the ass, I suck at the whole menu actor face drawing deal, so as you very well might notice, the faces are positioned differently on FFfaces3.png face sheets. Pain but only way I knew to do it(HELP ME FIX IT LOL)--

Here we are, there it is, hope you have fun with the little demo I've prepared for you, leave me feedback, tell me how to do shit better, please lol

Thanks for your time folks, hope this really gets the ball rolling on this project, noticed it's been kinda dead to say the least.

If you need anything else specifically besides getting 100% complete on these things drop me a line my e-mail is jt_tyree@live.com and MSN is the same.

-----BEFORE YOU LET THIS PROJECT DIE, CALL ON ME FOR HELP--------
FFIV was my fav, I'd be down to help till it finally drowns.
Title: Re: Final Fantasy IV VX
Post by: nighthawk282 on March 13, 2009, 11:04:27 PM
Well, you said you wanted feedback, so I decided to tell you that the game looks incredible. FF is my favourite RPG series of all time, so if this comes out all right, I'll probably love you too, (though maybe not as much as some of the others seem to be ready to do...) Anyway, keep up the good work, can't wait to see the finished project. Just... don't rush it, ever, at all. If anything could ruin it, rushing to would.
Good luck!
Title: Re: Final Fantasy IV VX
Post by: ArchsageX on March 19, 2009, 12:23:29 AM
It's looking great so far, I love how you are remaking this classic. However my problem with the demo is that your using those old SNES sprites. I hope you won't continue this trend into the final release. I have several FF4 sprites (http://s52.photobucket.com/albums/g14/ArchsageX/FF4%20VX%20Sprites/?start=0) I've made VX style that you can use (most of them were made in the character generator but the recolors were done myself, the Kain sprite came from here (http://"http://www.geocities.jp/dmdottostore/tckool/framepage.html")).

If you still need help on battlebacks I have a script for it that I'm using in my own personal project. It's an area-based battleback system (you can assign a battleback to an area in the script). Here's the script (http://www.feuniverse.net/arch/battlebacks.txt) just in case you decide to use it (credits to Diakonos).
Title: Re: Final Fantasy IV VX
Post by: Zedane on March 25, 2009, 03:19:56 PM
lol I just ripped those sprites because I had nothing else and I'm not so good at making them lol.  Awesome job! on the sprites you've made sir, they will DEFINITELY be using them in my next release of the script.  Just a FYI, Zed got back into WoW so I've kinda lost my ambition in working on this, if anyone wants to pick it up and finish'er up, go right ahead. I'm kinda a newb at scripting in general, it does the job, but I figured out that it crashes the game when you tell someone to attack but the previous player kills the mob you're attacking.
Title: Re: Final Fantasy IV VX
Post by: Zedane on April 05, 2009, 12:32:52 PM
To Asch -
Hey are you still working on this?  Is the project still alive? 
Title: Re: Final Fantasy IV VX
Post by: tSwitch on April 23, 2009, 02:06:17 PM
I haven't seen Asch/Atemu post on this forum for ages.
Title: Re: Final Fantasy IV VX
Post by: Holkeye on April 23, 2009, 06:54:27 PM
I haven't seen Asch/Atemu post on this forum for ages.

Dare I say, thank Christ for that.
Title: Re: Final Fantasy IV VX
Post by: modern algebra on April 23, 2009, 07:25:30 PM
aww, I liked Atemu. I don't know why people started disliking her. Was it something in IRC?
Title: Re: Final Fantasy IV VX
Post by: Zedane on April 29, 2009, 02:18:48 PM
Hmph, oh well.  Could've been cool.  I know nothing about Asch, hence I'm semi-new to the scene :P 
Title: Re: Final Fantasy IV VX
Post by: Asch on August 10, 2009, 04:01:11 AM
I haven't seen Asch/Atemu post on this forum for ages.

Dare I say, thank Christ for that.

Wow, gee, thanks for posting that in my own private forum.  You're a regular ray of sunshine.

I haven't been around because I've been ridiculously busy with school, and I didn't even realize people were still showing an interest in this project.  Zedane, I'll take a look and your progress; if you're still around and wish to continue, I'd appreciate the help.
Title: Re: Final Fantasy IV VX
Post by: Zedane on September 15, 2009, 08:47:23 PM
Yes my friend, I'm still around, nothing more than a random troll here and there though =D  if you like what's there so far drop me an e-mail at wowshozo@yahoo.com and we can work something out so we can get some serious hours put into the system making it work =D
Title: Re: Final Fantasy IV VX
Post by: Asch on September 20, 2009, 07:27:25 AM
I will as soon as I get a free moment.  Thanks a bunch.
Title: Re: Final Fantasy IV VX
Post by: Zedane on November 17, 2009, 04:41:34 PM
Going to take it that this is in the dust as nothing has happened. Guess I don't need to clean everything up and finish it.  Anyways, was fun making the rough draft.  Maybe next time
Title: Re: Final Fantasy IV VX
Post by: EvilM00s on December 16, 2009, 10:59:00 AM
I'm volunteering to pick this project up and do what I can for it. It's good stuff, I'd hate to see it die like this.
Title: Re: Final Fantasy IV VX
Post by: Asch on May 12, 2010, 10:01:02 PM
Okay, since my post yesterday was aparently munched...

I do intend to work on this eventually.  Real life is just more important at the moment.  I would appreciate it if people did not "pick this up" without my permission.
Title: Re: Final Fantasy IV VX
Post by: EvilM00s on May 13, 2010, 06:19:39 PM
My apologies, I did not intend to make it sound as if I was going to continue anyone's project without their permission. Consider my previous post withdrawn.
Title: Re: Final Fantasy IV VX
Post by: Asch on May 13, 2010, 08:47:57 PM
S'fine, just don't do it again, or I'll feed you to Irock.
Title: Re: Final Fantasy IV VX
Post by: Asch on May 25, 2010, 03:00:23 AM
I managed to get the newest version of the game off of my main PC, so I figured I'd put up an update on what is finished.

Maps
Scripts
What needs to be done:
Map
I plan on working with scripts at the moment to try and at least get a skeleton of the battle system and menu screen up.  Anyone that signs up to do scripts from this point on will need to work with that to prevent compatibility problems.

Thanks for keeping an eye on this for so long guys.  Expect a new download in the future.
Title: Re: Final Fantasy IV VX
Post by: MagitekElite on May 26, 2010, 01:38:41 AM
I was looking at the first post and saw this:
Quote
What Needs to be Done

    * Underworld and Moon maps.
    * Character graphics.
    * Rest of the maps.
    * Of course, eventing and story.

Do you still need the VX character graphics for the characters, or for other characters?
Title: Re: Final Fantasy IV VX
Post by: Asch on May 26, 2010, 02:46:21 AM
I actually found some character graphics, but I'm going to need different poses, mostly for the battle system.  Not entirely worried about this yet, but I'll need it in the future.
Title: Re: Final Fantasy IV VX
Post by: MagitekElite on May 26, 2010, 03:55:25 PM
Oh, okay :)

I found a few FFIV characters in VX, just thought I should share ^.^
Title: Re: Final Fantasy IV VX
Post by: Asch on June 01, 2010, 03:24:11 AM
I am missing a few: Edward, Palom, Porom, and Fusoya.  If you have them, that'd be helpful.

Also, proof I'm still working on this:

Spoiler for The view from Mount Ordeals:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fmountordeals-1.png&hash=e211090fdf0509c9e4d9fa687515a099321021d7)
Spoiler for Passing through Baron Waterway:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fbaronwaterway.png&hash=43e0d80f10990e09cd3976659cd8554befcce20d)
Spoiler for Antlion's Cave:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fantlioncave-1.png&hash=e8dc6c6a88e51a1bcf51eb8865538cf916ad70a4)
Spoiler for Currently working on: Eblan Cave:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.photobucket.com%2Falbums%2Fc391%2FSkylaDoragono%2FProject%2520FF4VX%2Fcaveeblan.png&hash=73d21811f94736186b4bd02dc0c65ed0a13cb5d6)
Title: Re: Final Fantasy IV VX - FINALLY A NEW DEMO
Post by: Asch on June 28, 2010, 04:54:53 PM
NEW UPDATE!

New demo finally up, first post updated.  Please read and download as you wish. <3
Title: Re: Final Fantasy IV VX - FINALLY A NEW DEMO
Post by: EvilM00s on June 29, 2010, 04:20:43 PM
Concerning the cure spells causing damage to undead, you could set a new attribute- say, "anti-undead"- and assign it to all cure spells. Then you assign the element efficiency of "anti-undead" on your undeads to "F". This way, the cure to the party heals HP and the cures to undead cause HP loss. I'm using a different system in my own project, since I chose not to use a targeting script like the one you have, but I just tested it out and it seems to work. Whatcha think?
Title: Re: Final Fantasy IV VX - FINALLY A NEW DEMO
Post by: Asch on June 29, 2010, 08:40:02 PM
I wasn't aware that VX allowed absorption of spells like that.  I'll have to try it.
Title: Re: Final Fantasy IV VX - FINALLY A NEW DEMO
Post by: EvilM00s on June 30, 2010, 01:59:00 PM
Heh, glad to be of use to you.