Similarly I was able to dump all the sound effects as well (sadly there's over 700 of them and they have no file names - that's been fun).
#RPG MAKER MV TILESETS HIGH FANTASY PC#
I'm probably the only person who's glad the PC version of FF7 used midis because I was able to dump them, add flags so they loop properly and use them in rm2k3. To make sure Cloud's battle animations felt the same I recreated them frame by frame in 2D (not rotoscoped). I also use the exact same colour palette, such that if you reverse image search screenshots of my remake, it will return results of the original game. I translated this feeling to my sprites by using really rough dithering that gives it that same shitty feeling that is very FF7. If you look at the pre-rendered backgrounds in FF7 they really do look like crap - you can tell the artists didn't know how downsampled the renders would be in the final product, so there's a lot of blurry things-that-you-aren't-quite-sure-what-they-are everywhere using way too many colours. Another part of replicating FF7's feel was in getting the art style right. What isn't well documented is the behaviour of the interfaces, which I've spent a lot of time studying to make sure mine are 99% accurate. Even though my remake only has a few scenes, the menu and battle system are functionally able to handle all the mechanics in the game (I even use the exact same enemy AI). 95% of the game mechanics are well documented, thanks to, such that my remake also plays exactly like the original as well as looking like it (this is why I say remake instead of demake). The bulk of the time spent developing the remake has been reproducing the menu and battle system in excruciating detail, which was my starting point before I even touched the art assets. As a game engine rm2k3 is extremely restrictive so I'm using quite a few hacks to make it more bearable (special thanks to Cherry, who is well known for his RPG Maker hacks). All the other systems (menu, combat, message boxes/text, etc) were built from scratch using rm2k3's event scripting. The game itself is made in RPG Maker 2003 (rm2k3), however the only built-in feature I'm really using is the tiled movement for the field. To that end I'm really fortunate that FF7 was designed, albeit unintentionally, in such a way that it's very easy to relate back to 2D. We were so close to living in this reality, so I find it an intriguing idea that I'm almost writing this love letter of a game from an alternate dimension. About the remake: My core goal is to make the FF7 that would've existed if it was developed in 2D instead of 3D. Over the years I've seen many people attempt a 2D remake of FF7 and fail, so I thought I'd try do it right.
When I started my degree I decided to experiment on a high level with the programming concepts I was learning in something I was familiar with RPG Maker 2003.
#RPG MAKER MV TILESETS HIGH FANTASY SOFTWARE#
A little about me: I graduated from a Bachelor of Engineering majoring in Software Engineering (2011), and I'm currently working as a developer for a startup (web, Android, iOS). TLDR: project is largely on hiatus, but I do plan to finish the bombing mission. Hey guys, finally submitting a page here so my game is more accessible.