Topic: Final Fantasy VII: 2D Remake - Proof of Concept Demo (Read 2773 times)

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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
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Wow, this place really is dead now. :'(
"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
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Just played your demo and I have to say that from a technical standpoint, this has got to be the most impressive thing ever done in RPG Maker 2003. My hat is off to you, good sir.
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Shucks, thanks UPRC. :)
"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
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is rtp required? i would like to try this out since it's such an old project of yours but i don't really feel like getting rtp right now
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Since Vanit moleboxed the demo, it should have all the files included, so you won't need the RTP for it.

The download link has the EXTRAQUOTESFAILBUG, so if you click it, it won't work.

Here's the link again, without the extra quotes:
http://dl.dropbox.com/u/5226139/FF72DR_R1.zip

EDIT--

How short is the demo?
After the others walked off-screen, I couldn't follow them.
So, was that the end?

Also found a typo:
Barret: ""We'll meet on the bridge infront of it"

And maybe my memory's deceiving me, but shouldn't both of the dead soldiers have potions on them. Only found 2 potions on 1 of them.

Well, everything seemed to work--tried casting both spells and the limit break, using the items in & out of battle (except the phoenix down), fighting with & without materia equipped, messing with the Config settings...

All in all, This demo was verrrrrrrrrry cool. (and very brief, lol)
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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!
"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
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oh so that's what molebox means!

anyway the game does feel like ff7 but it's still very weird because it's not 3-D like we originally played it. I also tried breaking your game and didn't find any bugs so far although I did trigger a battle as i stepped on the exit but the battle didn't start and changed maps instead.

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.
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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!
"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
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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.

I personally don't think he is. (but I can't speak on his behalf, just my own) In this particular case, effort and work are two completely different things. I mean sure, people who do make original games do have to use effort that wouldn't be used when re-creating a game that already exists, but at the same time they are the only ones who can decide how much actual work is put into that game before they get to say it is finally complete.

People who work to re-create a game that already exists don't have the luxury of deciding how hard they need to work before it is finished. They either work hard enough for the game to be an accurate re-creation of the original, or the game simply never reaches the point where it becomes an accurate representation of the original.

It's not your own game, so you can't decide to work on it "only so much" and therefore "decide when it's done". For you, it either is going to be, or it simply isn't. (or it is, but it's only the first half of it, etc...) You pretty much must work hard enough to make it the game it is going to be in either case, but you are probably working much harder than most people who have the advantage of deciding (on their own) how much work they require from themselves in order to complete their original game, just by virtue of how much work it really takes to make the specific thing you set out to make. (I'm sure what MysteriousWanderer is implying is that if you really are willing to work this hard just to re-create this particular game, how great would such a game be if it was instead something original that required the exact same amount of work as this project?)

Your current work does look promising though, I'll have to try testing it out later.
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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.
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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.
"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
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She's dead man. You just need to let go.
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Unless you have to push the truck by the S.S. Anne to revive Aeris absolutely do not implement that.
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It's AeriTH -.-;
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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. :)
"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"
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Make Don Corneo an optional character to recruit. His limit break can be a pelvic thrust.
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Yeah no!
"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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Unless you have to push the truck by the S.S. Anne to revive Aeris absolutely do not implement that.

Please do this.
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Please do this.

I wasn't being serious.

But now I am.  Please do that.
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