øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=24;area=showposts;start=180e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index31c3.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=24e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index31c3.html.zxZeh^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ .(žOKtext/htmlISO-8859-1gzip8:Ö(žÿÿÿÿÿÿÿÿWed, 11 Mar 2020 04:29:39 GMT0ó°° ®0®P®€§²ð®Zeh^+(ž Show Posts - Entroper

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Messages - Entroper

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181
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 06:34:11 AM »
I expect the project to evolve over time if it becomes successful, but to start with, I want to keep the featureset manageable, so that I can actually finish it and release something.  The most important things I want are to keep it as bug-free as possible and as usable as possible.

I'm still working on understanding the map data.  I've got the gist, I just need to play with Hackster a bit more to hammer out all the details, then I can design a map format and rip the maps.

182
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 05:20:30 AM »
So with resistance, weakness, absorb, etc., I wanted to use a sliding scale similar to what FF8 did with its junctioning system (don't worry, no GFs and no drawing in my engine).  Basically, equipment effects can be cumulative.  You start with a value of 100 for each element, meaning that you take 100% damage (normal) from that element.  If a piece of armor provides 50% resistance to fire, your fire value is now 50, so you take half damage.  If you wear several pieces of armor that provide resistance, the value keeps decreasing until it goes negative, and then you absorb fire damage.  This opens up the door to all kinds of neat equipment effects, and combining them creatively in your party.  I really liked the mechanics of this system in FF8, but the whole magic draw and junctioning stuff, and the total lack of equipment made it completely uninteresting.

183
Gaming Discussion / Re: FF2/4 Asura - Unpowered, Overpowered, or Perfect?
« on: January 09, 2008, 04:21:47 AM »
I've never liked Asura because of her unreliability.  I mean, if you desperately need healing, there's a 2/3 chance (in FF4) that you won't get it.  Like you said, it's a lot of MP to throw away on that kind of chance.

184
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 06:21:02 PM »
Most of the equipment is going to be rebalanced anyway, so I'm not worried that class abilities will unbalance things.  I'd like the middle game (Castle of Ordeals and Ice Cave) to be less "difficult" and more "challenging", the endgame to be less easy and more interesting, and the beginning to have much less grinding, especially at Elfland.  I like a lot of what Square did in the FF1/2 remake for GBA (though they messed up a few things too).

One thing I want to do away with is number limitations.  You can have more than 9999 HP or 999 MP and you can do more than 9999 damage.  The sky's the limit.  Somewhat related to this is how I want to handle weaknesses and resistances, but more on that later.  I've gotta go.

185
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 06:05:59 PM »
While we're on back attacks, I was planning to have front and back rows, which FF1 didn't have originally.  I might even add some back-row-OK weapons for the Ninja.  I've thought about giving each class a new ability at class change.  I'd like the Knight to get something better than Cover.  Ninja will get dual wield capability, Master will get Power or Kick.  I have no idea what to give the mages.

186
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 05:50:19 PM »
I think you misunderstand me.  I'm saying when I get a pre-emptive strike and start with full ATB meters, the enemies attack before I can choose actions for more than one or two characters.  I don't have a problem with being surprised or back attacked occasionally, but when I get the pre-emptive, I should actually be more effective than when I don't get a pre-emptive, don't you think?

187
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 05:11:13 PM »
Yes, the useless pre-emptive strikes are incredibly annoying.  I was just in the Cave of Trials and fought two identical battles, one was a pre-emptive strike, one was a normal battle.  I chose exactly the same actions for my characters in both battles and did it very quickly, but in the pre-emptive strike battle, I got hit.  In the normal battle, I dispatched all the enemies before they got a chance to act.  So apparently pre-emption is bad?  :wtf:  :lame:

I think instead of having an option for having the bars vs. max hp, I'll just have all the info on the screen (MP, too).  On a PC you have the luxury of 1024x768 and above, which leaves plenty of room for additional information.

188
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 04:18:48 PM »
I'll also include a "patch" which creates a more modern version of FF1 with ATB, MP, and other enhancements (hopefully some updated art will be included here).

How updated do you want them? Because it might be fun to go through and update the existing NES FF1 graphics to have a few more shades of color, I did something similar with Zelda Classic for my first quest but scrapped the project when I found a really nice color enhanced GB Zelda tileset.

http://entroper.no-ip.org/Pictures/OF/Monsters/

Have at it.  :)

I still plan to use sprites, if that's what you're asking (though I am fairly proficient in OpenGL, and I haven't ruled out 3D if people want to create the art -- I'm a useless modeler).  But full 24-bit color sprites at much higher than 32x32 resolution is what I'm going for.  Something like 256x256 for smaller enemies and 512x512 for bosses.

A friend of mine on another forum did this:



Just to get an idea.

I'd also like to go from 16x16 to 64x64 for the map tiles.

189
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 01:06:23 PM »
It's not just the one bug, and I have an actual US cart that I play on, so it aggravates me.

I'd like the wait setting to wait while you're choosing an action, not just a spell or item.  Especially since selecting the right enemy can be tricky with the way some of the formations are laid out.

190
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 12:13:01 PM »
Deathlike pretty much outlined why I hate the list thing.  I don't like the player knowing when the monsters are going to attack.  There needs to be some element of uncertainty to make the player predict what will happen; otherwise it becomes a turn-based strategy game.  I like those too, but that's not Final Fantasy IMO.  I really have no problem figuring out who's going to go next with the bars, since you know who in your party is uber-fast and who is uber-slow anyway (except for FF4A's buggy ATB system).

I do plan to have the ATB system be a little more lenient with passing time while you're choosing actions.  I don't like how the "wait" setting in FF games doesn't actually seem to actually wait for you unless you're in the spell or item menus.  And I also plan to let you skip an action and keep a full meter, the way FF6 lets you.

191
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 07, 2008, 11:33:28 AM »
I really detest those lists.  But, I'm not the only one who will be playing, so we'll see.  :)

192
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 07, 2008, 07:20:04 AM »
It can be round-based like FF1 or ATB (quest creator's choice).  ATB will require careful balancing of your party's and the enemies' agility ratings to avoid unbalancing the game.  Same thing with magic, you can keep the magic-level system or you can use an MP system, again, quest editor's choice.

If you have a NES ROM of FF1, the game can read it and create an FF1 quest file for you to play.  I'll also include a "patch" which creates a more modern version of FF1 with ATB, MP, and other enhancements (hopefully some updated art will be included here).  You'll need the ROM to play any version of FF1, because I don't want to be distributing copyrighted material.

What I'd also like to do is include a complete quest from scratch to demonstrate the capabilities of the engine, and allow players to play something without getting the ROM.

193
General Discussion / Re: Teenagers should not be allowed to drive.
« on: January 05, 2008, 10:26:32 AM »
Teenagers should absolutely be allowed to drive, but driver's ed should be a 9-week-long course with at least 30 hours of intense behind-the-wheel, not the crap that it is today.  You can drive very well or drive like an idiot whether you're 16 or 61.

194
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 04, 2008, 02:28:41 AM »
I think you misunderstood me, I wasn't implying that your engine would be hard to use, just that some I've used in the past were ridiculously complex and under documented.

I think using speadsheets is fine for data, but how are you going to handle more complex things like maps and events? Editing those in a spreadsheet would be a nightmare.

No worries.  :)

For maps, I plan on having a WYSIWYG map editor -- there's not really much way around that.  Nobody wants to edit maps using Excel, and I think writing a map editor will actually be easier than coming up with a text format that even remotely makes sense.

Events are the one thing I'm still thinking about in terms of the design framework.  I have pretty much everything else hammered out, and I'm to the point of beginning to write the map and battle engines, but it won't make for a very interesting game if you can't even rescue Sara to get the bridge built.  :lame:  I do have some experience in parsing scripting languages, though, so I may roll my own event script.  I don't think I want to try to implement something as complex as Ruby or Python support.  I would really like to be able to edit scripts visually, but that requires writing some pretty sophisticated tools.

195
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 02, 2008, 10:34:52 PM »
Not to sound defensive, but I think that even using Excel to edit a table rather than a fully-featured editor is more user friendly than a hex editor and a table of offsets (and I'm no stranger to hex editing), and also offers much more room for creativity with the limitations of thr ROM format and original NES engine removed.

Don't think I missed your point, though.  :)  But I think the amount of creativity displayed by the Zelda Classic community proves that there's a place for something less robust than RPG Maker (but free) and less limiting than the original ROM.

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