øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=1665e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4daf.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/index4daf.html.zx¬âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬•!OKtext/htmlISO-8859-1gzip@øÕ•!ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:12:03 GMT0ó°° ®0®P®€§²ð®«âg^ÿÿÿÿÿÿÿÿß#•! Show Posts - Dragonsbrethren

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Messages - Dragonsbrethren

1666
Gaming Discussion / Re: FF2/4 Asura - Unpowered, Overpowered, or Perfect?
« on: January 10, 2008, 03:26:55 AM »
FF4ET - She has a 1/3 chance of healing, which is 2x more powerful than Cure4, but the other 1/3 chance doesn't seem to do anything.. it does the same visual effect that FF2 does (a Cure3 image), but it doesn't seem to do anything... (someone please look into what this does)

It's Protect with Cure 3's animation.

Anyway, I find Asura absolutely worthless, I've never had her use her Life spell when I needed it, I find Protect useless, and her healing spell just isn't reliable enough to summon her for that. She was a lot more useful in FF2us but I still didn't use her that often, Rosa's usually got healing covered.

1667
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 03:48:23 PM »
Strange, I somehow accidentally got into the split topics menu while typing my reply, apparently the partially finished post must've gone through when I canceled that.

1668
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 03:42:01 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.

1669
Cool find, I was hoping that the presence of an animation would be enough to make a weapon with a spell set use magic but that doesn't seem to be the case. Nevertheless this does allow far more customization of the weapons that already cast magic, we don't need to confine ourselves to using the same spell animations anymore. :happy:

1670
Final Fantasy IV Research & Development / Re: General Data thread.
« on: January 03, 2008, 01:10:59 PM »
0xF801E (Headered) -> Japanese DTE table. This is still used in FF2us's menus, so if you want to make use of the characters above the font as anything other than icons you'll need to update this to use the right characters.

1671
Final Fantasy IV Research & Development / Re: FF2 v1.1 bug fixed?!
« on: January 03, 2008, 12:58:26 PM »
The Fat Chocobo's "Did you call me?" text is used when summoned via a Whistle in v1.1. I haven't tested in Easy Type yet.

1672
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 03, 2008, 12:56:40 PM »
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.

1673
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: January 02, 2008, 06:02:32 PM »
Okay, I beat it about a week ago, now to wait for it to come out in English so I can really enjoy it.

[spoiler=New Plot Elements]Remember that "missing 75% of the story?" It must be hiding really good if it's here, there's all of one new thing added:

You get to play as Golbez in a flashback to when he was a little kid and Cecil had yet to be born. KluYa dies for some reason (Being able to read the text would really help) and their mother dies a few minutes later after giving birth to Cecil. This is apparently where Golbez's hatred towards Cecil came from...hooray clichés.

I really hope there's more than that and I missed it because of the language barrier...[/spoiler]

[spoiler=New Gameplay Elements]I didn't use the new command system at all other than reordering the defaults to my liking. You get more than just playable character commands though, you get abilities from the four emperors and a few other people.

There's a new game+ type thing after beating it, you keep all your commands but everything else is back to default. As I didn't have any commands equipped I don't know if the characters you give them to retain them or not.[/spoiler]

[spoiler=Other]Namingway gave me the music player but it never showed up in the fat chocobo's menu, I don't know if it's a bug or there's something else you have to do to get it permanently. I should check my new game + file to see if it's there.[/spoiler]

And there have been a ton of changes made to the enemies and bosses, most have been beefed up but a few have been nerfed (Blue Dragon is the most obvious one, it lost all its elemental resistances and absorption).

1674
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 02, 2008, 05:25:52 PM »
All of the non-commercial RPG engines I've tried are garbage, either too simple (Not much room for creativity) or not user friendly enough. When a hex editor and a list of offsets is easier to use than your engine it might be time for a rewrite...

There's always RPG Maker XP or VX, they're commercial and use Ruby for scripting, which lets you create whatever features you need that it lacks by default. I had a fairly decent FF4-style game in the works for XP but I'm going to wait until VX is out in English and port it to that instead, I love the SD character sprites and graphics for some reason. The only problem I have with them is that while your games can have things added via scripts, the editor itself can't--if you add a few new character stats you can't use any of the built-in tools for modifying those stats, everything needs to be done in a script.

1675
Here's my Leo, never bothered doing one for Banon. At one point his hair animated slightly but I didn't like the way it looked and scrapped it.

[attachment deleted by admin]

1676
Cecil's Deathbringer (I think this is the Black sword in 2US) almost never works -- except on the Roc enemy, where it works almost 100% of the time.  It may be that the success rate is high, but most of the monsters you face while you have Deathbringer are immune to instant death?

Yeah, immunity and Cecil's strength are the problem, most things that are vulnerable to it can also be killed in a single hit. If you take a trip back to the Damcyan area after getting it and fight Red Marshmallows or Yellow Jellies it works on them, they, along with the Zu, are pretty much the only things you can't kill in a single hit and aren't immune to instant death at that point.

Remember that if the target loses all its HP first from the hit, no status effects are applied.

I really wish this carried over to FF5, I just started playing through again and I'm really getting tired of the Mage Masher inflicting silence on an enemy that's going to die two seconds later anyway...

1677
I'd love to help but (If you haven't guessed by my recent absence) I'm having some trouble with my internet connection right now. It may be some time before I can contribute any more than I already have in your topics.

1678
Final Fantasy IV Research & Development / Re: Appearance/Sprite ID offset
« on: January 01, 2008, 03:21:26 PM »
 :omghax:

Awesome. Truly awesome.

1679
Those are all correct. Counters are also used for some battle events, for example the lines Golbez and Tellah say during their fight are elemental counters, Golbez ends the battle by casting Vanish (Instant death skill, no name is displayed) on himself when hit with Holy.

1680
Gaming Discussion / Re: FFIV DS and DQIV DS
« on: December 20, 2007, 03:29:12 AM »
I hope the summons don't take 10 minutes each.

Chocobo's not too bad, the transition to the animation is a little jarring though, there's not much warning and it pulls you out of whatever you were doing. Personally I think the FF3 remake pulled off the summons flawlessly, everyone else complained about them not being flashy enough though.

A followup, you can skip the summon animations by pressing A anytime during them (Including Rydia's summoning animation).