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> Final Fantasy VII: 2D Remake, DEMO OUT!
ranmaster
post May 2 2011, 07:29 PM
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Sounds good, well if you need help with sprites, just hit me up.
I find it hard to find inspiration nowadays, this just gave me a spark that's all. =D


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Vanit
post May 7 2011, 11:42 AM
Post #82


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Finally, I have a new video! I've done the animations for Cloud's victory pose, throw item, take damage, miss and Braver. Hopefully I'll have a demo out to you guys tomorrow or the day after.



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Ecut
post May 7 2011, 12:27 PM
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Wow! That looks so beautiful!! My only advice is to give the limit break pose more casting animations instead of the rippling circles at his feet and casting magic need one as well.


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Vanit
post May 7 2011, 12:41 PM
Post #84


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Aye I intend to get something a lot closer to the real "charging" animations. I've found it hard to get them just right so they've got placeholders for now so I could get on with other things. smile.gif (actually on that note if there are any pixel artists reading this that are good at effects like that, get in touch with me via pm)

This post has been edited by Vanit: May 7 2011, 12:42 PM


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Marche100
post May 7 2011, 04:52 PM
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This game looks incredible. I've gone through almost every nook and cranny of Final Fantasy 7, and so far this looks like an excellent transition of the game from 3D to 2D.

The animations you have with the game are spot on. Sure, they could be tweaked and changed a little to make them closer to the animations of the original game, but right now they're looking very smooth and very nice. The graphics of the game overall are very good. You have a good depth of detail in the battle background and in the characters/enemies. It might not be that far along right now, but I can't wait to see what you can do with some of the other areas of the game.

Speaking of the future of this game, I'm very interested in how you'll handle a lot of things from this game. For example, the knights of the round summon. I would hope that it would be in the completed game, but it'd certainly be a challenge to figure out how to go about implementing it into the game. Another thing I'm looking forward to if this game would be finished at some point in time would be the weapons (Ultimate/Ruby/Emerald). On that note, the underwater world map part of the game (with Emerald Weapon) would be an admirable feat to put into the game while still having it on the same terms with the original game. There are a lot of challenges in transitioning a game like this into a 2D format, but from the things you've shown us, I'm confident that you have the skill to overcome these challenges.

Good luck working on the game, and I really hope you'll eventually be able to finish this. It'd be a terrible loss if the entirety of the game would never see the light of day. I know after I beat Final Fantasy 7 in its entirety I told myself I would never have the patience to go through all that again, but if you would be successful in this project, there's no doubt in my mind that I'd play it start to finish (this 2D version I mean).

This post has been edited by Marche100: May 7 2011, 04:54 PM
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Vanit
post May 12 2011, 09:05 AM
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I'm happy to announce... my first public demo, 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 limits are currently NYI, and the Change and Defend functions currently do nothing so you need not report these issues. smile.gif

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. sad.gif

This post has been edited by Vanit: May 12 2011, 09:28 AM


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ranmaster
post May 12 2011, 09:24 AM
Post #87


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Psst DL link doesn't work, something about not be authorized to DL.
For free users that is.


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Vanit
post May 12 2011, 09:28 AM
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Blast! New link posted. smile.gif


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Ecut
post May 12 2011, 09:35 AM
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Aah!! So excited to play. smile.gif

Edit:
In the area where Barret says "EX-Soldier eh? Don't trust ya!"(third map I believe), you cannot leave. Did your forget the teleport or are you not suppose to be able to proceed any further? I may have missed something though.. It's been many years since I have played ff7 last.
Also:
You may have already said this but I have two questions:
1. Can you multi-target?
2. Can you dash?

This post has been edited by Ecut: May 12 2011, 09:48 AM


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ranmaster
post May 12 2011, 09:45 AM
Post #90


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Very nice, I tested almost all menus options, everything seems to work as it should.

If you need help with any sprite issues just PM me, this game is going take a while, but it looks promising.


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Vanit
post May 12 2011, 09:46 AM
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QUOTE (Ecut @ May 13 2011, 03:35 AM) *
Aah!! So excited to play. smile.gif

Edit:
In the area where Barret says "EX-Soldier eh? Don't trust ya!"(third map I believe), you cannot leave. Did your forget the teleport or are you not suppose to be able to proceed any further? I may have missed something though.. It's been many years since I have played ff7 last.

You're not supposed to proceed any further than that. smile.gif

This post has been edited by Vanit: May 12 2011, 09:47 AM


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Ecut
post May 12 2011, 09:50 AM
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Oh, okay then!
Well, besides my two questions in my above post, I have a couple of comments.
1. I think that you should change the map sprites. They just don't look as nice as everything else.
2. Very FF7y!

It is great. Can't wait for more. smile.gif


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Vanit
post May 12 2011, 09:54 AM
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Running is NYI at the moment, and technically the battle system doesn't support multitargeting at the moment, as you don't even get multitargeting abilities until much later I left it as low priority (for now, ofcourse!).


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Kazesui
post May 12 2011, 09:58 AM
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Pressing 0 on the numpad brings up the menu without a sound effect, and you can't close it with 0 on the numpad.
Something else to consider is how you're going to let the player quit the game. If the player doesn't know much about neither rm2k3 nor computer in general, he/she could get a problem in terms of actually quitting the game.
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Vanit
post May 12 2011, 10:50 AM
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QUOTE (Kazesui @ May 13 2011, 03:58 AM) *
Pressing 0 on the numpad brings up the menu without a sound effect, and you can't close it with 0 on the numpad.
Something else to consider is how you're going to let the player quit the game. If the player doesn't know much about neither rm2k3 nor computer in general, he/she could get a problem in terms of actually quitting the game.

I think this might be a shortcoming of how rm2k3 interacts with numlock. It seems to work irrespective of if numlock is on, and if numlock is off 0 will also close the menu.

And you're right about the quitting thing, I'll need to put that in somewhere.


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Remix
post May 12 2011, 11:02 AM
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downloading right now, woo hoo biggrin.gif


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dragonheartman
post May 12 2011, 11:35 AM
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QUOTE (Vanit @ May 12 2011, 11:50 AM) *
QUOTE (Kazesui @ May 13 2011, 03:58 AM) *
Pressing 0 on the numpad brings up the menu without a sound effect, and you can't close it with 0 on the numpad.
Something else to consider is how you're going to let the player quit the game. If the player doesn't know much about neither rm2k3 nor computer in general, he/she could get a problem in terms of actually quitting the game.

I think this might be a shortcoming of how rm2k3 interacts with numlock. It seems to work irrespective of if numlock is on, and if numlock is off 0 will also close the menu.

And you're right about the quitting thing, I'll need to put that in somewhere.

Vanit, this also may be a keyboard-specific issue, as different keyboards treat numpad/num-lock differently.

As far as quitting goes, just include in a readme that F12 returns to the title screen and Alt + F4 shuts down completely (standard shortcut).

I've been following this project for a while now; it's very inspiring to see it has come as far as it has. Keep it up! wink.gif

PS, if you need a mirror or would like me to host a project bugtracker (I'm using flyspray for mine) do not hesitate to contact me.

This post has been edited by dragonheartman: May 13 2011, 09:51 AM


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Cozzer
post May 12 2011, 12:23 PM
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I didn't really do any big bugsearching, I just want to say this is really impressive. mellow.gif
Looking forward to future releases.
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Marche100
post May 12 2011, 04:14 PM
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I played through the demo and it looks really good so far. I don't really have any constructive criticism to give here. From the few minutes I played it was perfection.
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dragonheartman
post May 12 2011, 07:11 PM
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I had issues downloading, so I bought a premium RS account just so I could play this.

If anyone else is having download issues, I've mirrored the file. (Vanit, if you don't want me hosting this by all means let me know and I'll remove it.)

Here are my results from my black box testing.
  • You can call the menu when the red battle swirl appears, effectively canceling the encounter.
  • Sometimes when you press enter while the exp bar is filling up after battle, the bar disappears.
  • If you walk onto a teleport event but call the menu before you teleport, when you exit the menu you will be standing on the teleport event. (You can exploit this to bypass teleport events and walk past the allowed boundaries of maps.) I had this same issue with my running system in my own project. To fix this, I changed my 'on hero touch' events to 'collision with hero'
All in all really wonderful work. I was pleasantly surprised to find I could use Braver on myself. wink.gif

This post has been edited by dragonheartman: May 12 2011, 07:14 PM


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