Has anyone ever made or tried to make a 2d isometric Final Fantasy like game with Jmonkey?
Which FF? There are quite a few and in different styles…
You should probably reconsider what you really want to ask. Whether I answer “yes” or “no” does not seem to help you at all.
no
remake FF7 with better graphics please, i love that game
@wezrule said:
remake FF7 with better graphics please, i love that game
No matter how much you play it, Tifa will not become real. Sorry. ;)
I like Aeris more and the ActionReplay cheat cartridge (for the PS1) so I can play with Sephiroth from the start
@wezrule said:
I like Aeris more :)
True... though I generally prefer live girls... even the fake animated ones. :)
I probably should have added “spoiler alert” just in case there is anyone who hasn’t played FF7 but is still planning to.
I still never beat Ruby Weapon but I did get my gold chocobo
and won all the races at the Gold Saucer
fun times
Ooo, I remember FF7. Spent waaay too much time on that while I was at uni.
I beat all the weapons. Went a bit crazy to do it though. Everyone had w-summon knights of the round. Counter mime (so when they were hit they did w-summon knights again) and one guy had final blow pheonix.
So basically it was start a round and go away for half an hour while everyone did 2knights of the round…then watch weapon attack and go away for another hour while they all did 2knights again…then weapon did its ability that killed everyone…final blow phoenix brought them all back…and then another round of 4kotr2 +however many counter kotrs… and it was dead.
I’m working on something like this. It is 3D, but tile-based. The combat will be FF6/7/8 style but is not implemented yet.
The game is about a teenage girl and her friends who attend a school onboard a space station that orbits a mysterious planet. Kind of a “Harry Potter in space”. Big plot. Originally was going to be educational (Maths) but now not sure about that.
Here’s the engine running on my slow laptop (character sprite is a placeholder until I can do up proper character models)
Here’s the editor - I’ve placed a JME application into Swing with some difficulty (not an expert on threads). It’s probably taken longer to make than the engine!!

Nathan
@trevize79 said:
Here's the editor - I've placed a JME application into Swing with some difficulty (not an expert on threads). It's probably taken longer to make than the engine!!
Looks nice. Getting swing and jme to work together requires some discipline yeah, it can become messy real quick ;) The best solution imo is to manage most things on the AWT thread and just asynchronously sending the commands to the scene, keeping the logic on the awt thread. E.g. checkbox is checked, all data is evaluated and then a callable goes to the scene to disable the effect or whatever, w/o the scene having to report anything back because the AWT thread knows about what state it set it to in the first place.
Hi Normen,
Yeah, I also found that I can flag a change in the asynchronous method, then do any big changes after checking that flag at the next update.
I still get the odd crash but it’s improving.
I don’t know if this is unorthodox, but I also made my own indexed file format that stores all assets, scripts, metadata, etc. for the game, and I wrote custom assetLocator and assetInfo ckasses to retrieve byte data (.j3o .ogg .jpg and .png) out of it.
@trevize79 said:
I don't know if this is unorthodox, but I also made my own indexed file format that stores all assets, scripts, metadata, etc. for the game, and I wrote custom assetLocator and assetInfo ckasses to retrieve byte data (.j3o .ogg .jpg and .png) out of it.
Well you could just use the jme serialization system for that, like j3o files do. You can in theory save the png and jpg and ogg files in a j3o as well.