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I've been really busy lately (I work full time and try to have a social life), but I can tell you I am actively working on it!
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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@EvilDemonCreature: Ideally I'd love to have the ability to rename characters (FF7 had that feature), but I had to scrap it because I'm not using any default systems, and in my custom systems, even though I've hacked the piture limit to 126 pictures, I don't have enough spare pictures to show 3*10ish letters for custom names. Ultimately it came down to unimportant when compared to the impact it'd have on the menu and battle system, so I dropped it. Allowing an Aeris/Aerith toggle is the best I can do in this case.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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@deithe: I'm glad you liked it! And yep, word for word remake.

@rvp12Bet: The PAL release of FF7 had it changed to Aeris, but yeah I'm aware that other regions (ie US) had Aerith. I think it'd bug people no matter one which I set it to so when she comes into play I'll be adding a toggle in the config menu for Aeris/Aerith.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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I could have an option in the menu for it. I will not.

Thought I'd post another WIP so people can, well, see a work in progress. :) Midgar is taking me quite a while because its difficult to get it to look geometrically correct with the right depth. I'd say the outline is maybe 40-50% complete at the moment - need to do the Mako Reactors, the scaffolding around the city, the buildings and add a few more details to Shinra HQ.

"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
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@nickmasterx: The Active thing was a pretty silly bug on my part, fixed!

Also I will not be increasing the run speed. FF72DR is built on a different scale to regular RPG Maker games - in most rm games the maps are really big and spacious and if the character doesn't zoom around it takes too long to get anywhere and feels slow. The difference here is that the FF72DR maps are not big and spacious, and I've scaled them so that you cover about the same distance as you do in the original at Cloud's running speed. If you moved any faster it'd be too fast, and you'd go through the game too quickly. After a while you get used to it, you're just to used to zooming around in regular rm games!
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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Small update, about 80% done. :)
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Quote
Can I sell my games created with RPG Maker XP/VX and its game materials included in (or added on to) the software?

Yes, you can distribute games you created with RPG Maker XP/VX or IG Maker, using its included (or added on) materials, as freeware or commercial ware. You are also allowed to modify the materials with other software such as Photoshop, provided they are only used within RPG Maker or IG Maker software, and not sold/or distributed. You can also include your own graphics and music if you wish. Please ensure that those games do not include any material which infringe others' rights.

Please note that any modification of the exe, dll, or other game files generated by RPG Maker or IG Maker is forbidden. Also, you may not use the materials included in the software (or add-on package) within other game engines or software.

Read more: http://www.rpgmakerweb.com/support/faq/227#ixzz1OzVDDdzT

This is from the official RMVX FAQ, and I imagine its the same for all their makers.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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For visual references and the menu I mainly just had to study the game in an emulator to work out all the use cases. The battle system was a little harder though. The demo battle system may look simple because there's not many abilities or enemies, but its actually a full implementation of the FF7 battle system down to every last algorithm (there's various guides on www.gamefaqs.com that document these, and I also inquired at qhimm.com to fill in the gaps, as well as some of my own investigations). I also studied quite a few walkthroughs and player guides to make sure that all the especially weird emergent use cases worked too. :)
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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I'm really glad you bring this up, because its been one of my goals from the outset of this project. If you dug up my original announcement post from ~3 years ago I talk about getting to see the game from a different perspective, same but different, but at the time a lot of people didn't really seem to get it (I know its petty for game designers to say people don't 'get' their games, but in this case I think its true, atleast when they were just looking at it on paper). However, after releasing this public demo I've found that in most of the threads I've posted on various forums that people have started to notice this trait and really like it (someone in a different forum refered to it as making this game count as art).

Thanks again for your feedback, Biggles! I'll continue to remake the game is an accurate fashion as possible, and it'll be interesting to see if this effect is amplified after longer exposure/immersion.
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Thanks for the link, Pasty. I read a bit of that thread and while I kind of get spacechat (does it have a real term?), I couldn't actually work out if this is a good or bad example of spacechat!
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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Fixed the link. :) For some reason the saltw forums messes with the url if I already have the http:// in there, but after taking it out when I use the url tag it seems to do it properly.
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Dunno if I missed something saying this already, but I find that the battles tend to freeze if the ATB is set to Active (something I tend to do on instinct as soon as I start this game; 'tis how I found out.) Beyond that, very nice.
You're the first one to point this out! I was able to reproduce the bug and it seems I'd forgot to define the active setting in an event I made responsible for activating the ATB once the battle started. Its all fixed now, thanks!

i have two things to say about this game:

1. i feel that this game conveyed to me better than any other game made by anyone on gw ever, the ideas of spacechat. when i was playing it, the main differences that I noticed were that the feelings of strangeness and confusion that i experienced when playing the original FF7 were replaced with the ones I usually feel when playing rpg maker games. aside from that, it was a near-perfect imitation. because of this difference, I can now see what FF7 'feels' like aside from the content and the literal plot. it's pretty remarkable. also i'm not sure if the demo is supposed to end after you get to that green gate-like bit but i got up to there and then i didn't know what to do next because i think the teleports were missing. anyway despite the fact that i know you didn't intend me to experience it the way i did, I think that this makes it a really interesting work of art that has bee facilitated by all your hard work. so thanks for putting the effort in.

2. the music is mixed too high and the sound effects are mixed too low. listen to the way it's mixed in the original and adjust the volume. 2:56 onwards. http://www.youtube.com/watch?v=vJbPCJJe7fM
I appreciate your feedback, but honestly I'm not entirely sure what your feedback is! Whats spacechat? What strangeness and confusion did you notice between FF7/rm games? And yeah, the demo was only two areas so you can't progress through the green gate (I'm starting to think I should've left a sign there or something, a lot of people have said this despite the OP saying theres only two areas).

As for the sound thats definitely something I'll need to look into, thanks!
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Yeah no!
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It's AeriTH -.-;
In the pal version I grew up with the default is Aeris, but even though I've dropped the feature of renaming characters (due to technical limitations, I simply don't have enough pictures left over to fit in characer names), at the time of her introduction I'll allow the players to choose between Aeris and Aerith. :)
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Yeah, I didn't mean to insult your work put into this at all! EvilDemonCreature is right in what I was implying. Since you are remaking ff7, you already have the story/characters/design and stuff laid out for you to work with compared to an original game where you would have to decide everything from scratch hence where the effort would take place. I think it's pretty obvious that the work you did is quite a substantial amount.

since you plan to remake this, are you doing a straight 100% remake? i think it would be neat since you have the tech to build some secret new boss or optional area in the ff7 universe.
The goal is a straight 100%, but I do have a few ideas for additional content like extra games at Golden Saucer, or implementing one or all of the ways to resurrect Aeris is another thing. I don't think there's much harm in implementing the rumored stuff as thats still part of the game's mythos, but the moment I start adding new areas it could rub people the wrong way so I'm still undecided about that.
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you do have a neat game going on here though and makes me wonder why you don't create an original game. however, i do understand making an original game would take more effort.
I'm not sure if you're trying to imply that people who make original games work harder than what I have. If so, that couldn't be further from the truth. The designs may not be original, but I've made copious amounts of documentation in order to emulate the menu and battle system and other mechanics.

Thanks for testing the game!
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@MysteriousWanderer: No RTP required. :)

@Segnin: The typo is in the original, I've yet to decide if I should fix them or not. And wow you're right, BOTH dead soldiers have the potions... for 13 years I've thought it was only the second one..... >.> Its a brief demo as its only proof of concept, the next one will be atleast 20 minutes long. :) Thanks for the feedback!
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Shucks, thanks UPRC. :)
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Wow, this place really is dead now. :'(
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Hey Everyone! I'm happy to announce... my first public demo, which is now available for download!

Download (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. :)

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 way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts