øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=600e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc002.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc002.html.zx“âg^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ…¬ª%OKtext/htmlISO-8859-1gzip8:Öª%ÿÿÿÿÿÿÿÿTue, 10 Mar 2020 19:11:39 GMT0ó°° ®0®P®€§²ð®“âg^ÿÿÿÿÿÿÿÿÒ$ª% Show Posts - Dragonsbrethren

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Dragonsbrethren

601
What I could really use is something to tell me how a string is going to fit into the textbox. I'm already tired of inserting two lines, save stating to them, changing them, looking back again. Rinse and repeat.

http://www.romhacking.net/utils/378/

I've got a font and background already made, if you want it. I forget if it's FF2us or FF4ET, but it's easy enough to adjust for the other.

602
Gaming Discussion / Re: Book of Y's info
« on: June 26, 2009, 11:09:08 AM »
I bought the TG16 version of I & II off the Wii VC; I liked the games, but got kind of stuck in II, and haven't finished it yet.

603
Gaming Discussion / Re: Doom64EX released
« on: June 26, 2009, 10:58:53 AM »
I looked around the documentation, and I can't find out if it's a good port or not. >.> Is it missing anything?

No, this is an excellent port. There was a TC a few years back, made by the same guy and a few other people, that was missing quite a bit (most notably the awesome lighting, seriously, this game had the best static lighting ever), but not this. This is based on data ripped from the Doom64 ROM, and the engine was reverse engineered. It should be very true to the original, with the exception of a few bugfixes. The only problem I've had with this is an issue with quicksaves occasionally crashing the game. I sent a save to Kaiser and he got back to me with a new .exe to test, which I'll do this afternoon.

 :edit:

From that thread, this massive image gives you an idea of how poor the lighting was in the TC. I don't want to say "poorly done" because it was the best they could do with the existing sourceports:

http://img395.imageshack.us/img395/7008/doom64portcompareug1.jpg

I've never played Doom 64 before, but it looks like a decent port. I got stuck in level 2, can't seem to get the blue keycard...

Once you "release" the keycard, go along the one wall, where there are four alcoves. The three with computer terminals in them are crushers, the other one will lower one of the boxes that the keycard pops out of. Run into that alcove, then run back to the box and grab the keycard.

604
Gaming Discussion / Re: Doom64EX released
« on: June 25, 2009, 01:37:27 PM »
ZDoom can use the SPC music from SNES Doom, I'm pretty sure a few other ports can too. SNES Doom, amusingly, was truer to the original PC versions than most other ports. I think if you delete the frames for rotations, remove the abilities for monsters to fight one another, and allow projects from monsters of the same species to damage themselves you'll pretty much have SNES Doom's gameplay. If you're a real purist, play it with the low detail settings with a small screen size, and replace the flat graphics with a solid color.

 :edit:

Oh yeah, the shotgun in SNES Doom fired a single powerful hitscan, rather than a spread.

605
Gaming Discussion / Doom64EX released
« on: June 25, 2009, 11:55:50 AM »
I don't know if anyone other than me really cares, but the first official release just came out:

http://www.doomworld.com/vb/doomworld-news/46803-doom64ex-1-4-released/

606
I always wondered if that tutorial (and the training room) was the only reason they cut the ability to customize the button assignments. I went the FF7 route in Pandora's Box:

Quote
^We're going to divide into three groups. Press (Switch), (Y) by default, to control a different group."

607
I  think it will work regardless, but if you put this in your <head> section of your site you can specify a different filename:

Code: [Select]
<link rel="shortcut icon" href="favicon.ico" />

608
I remember that sig. :laugh:

My Geocities account just redirects to Dbi (though I forget if I updated it after EP blew up or not), I think I have one or two photos saved there from back when I was still in school, but that's it. I don't remember my username or password anymore, so I can't check and see if I had anything else there.

609
Dbi News / Half a year later...
« on: June 21, 2009, 04:05:08 PM »
...I decide to finally update this main page. Usually I wouldn't update unless I released something, but this is just too good not to be seen. TimEh has released a brand new mission for GoldenEye, called Island. This has nothing to do with the Dam's island, this is a custom map that perfectly fits the feel of GoldenEye, you can just tell how much work must've gone into creating this. The mission can be obtained here and you can watch a full playthrough below.



Additionally, TimEh has released Paradox, a new multiplayer map that takes full advantage of GoldenEye's portal-based rendering engine. That can be found here and a quick demonstration can be seen in the video below.



GoldenEye's first total conversion is in the works, which will make a new game based on the classic Bond film, Goldfinger. Some early development work can be seen in this thread. I'm contributing a map to this project, and will most likely end up doing a lot of the stage setups, since I enjoy making those a lot more than mapping.

There has also been some progress on the Perfect Dark front. For some time now an alpha version of SubDrag's Perfect Dark Setup Editor has been available. This is an unfinished editor comparable to the 1.X series of the GE Setup Editor. Up until recently, however, no one did anything with it. That has changed, and we now have four new combat simulator setups for PD from 00dark:

Chicago CS Multi
dD Central Multi
dD Labs Multi
G5 Recon Multi

Lastly, since this is my site, a sneak peak at something that may or may not be completed:


610
Final Fantasy V Research & Development / Re: FF5 Advance bugs
« on: June 21, 2009, 02:57:41 PM »
It was a pretty stupid change, but it seems like a hard one to make without trying.

611
It seems more likely to me that at one point older Rydia and young Rydia just equipped the same things. They needed to have separate equip indices anyway since they're a different class (even if it is just a sprite swap), they may have decided to take advantage of them, along with stripping her of white mage abilities.

612
Final Fantasy V Research & Development / Re: FF5 Advance bugs
« on: June 21, 2009, 02:02:22 PM »
That seems a lot more intentional, since it required actually editing the map. Now if every light grass tile became a desert, I'd be more inclined to say it was a mistake.

613
Final Fantasy V Research & Development / Re: FF5 Advance bugs
« on: June 21, 2009, 09:32:13 AM »
I've been trying to say something about this from the beginning, but everyone seems to ignore me when I bring it up.

Probably because it's easily overlooked, and not game breaking. I noticed it the first time I played, too.

614
Final Fantasy IV Research & Development / Re: FF4 SNES play time
« on: June 19, 2009, 08:27:35 PM »
I don't know about you, but I find games that force you to grind to just be irritating. The original game never required you to grind at all, you could if you wanted to make a few areas a bit easier, but the game was completely beatable if you just fully explored each area and fought all of the random encounters.

615
Final Fantasy IV Research & Development / Re: FF4 SNES play time
« on: June 19, 2009, 05:51:45 PM »
A small suggestion is to lower the EXP/GP amount recieved by monsters by 25% for the first 75% of the game--that should force players to spend more time fighting for items.  And while not disturbing the story and or character levels.  

This will put the game into FF1-3 mode, and I won't find it nearly as enjoyable. Phoenix, personally, I wouldn't worry about the total time. I definitely wouldn't do anything to purposely stretch out what you have. Maybe  make a few extra side quests or something, if you'd like it to be a bit longer. Don't comprise your original plan just to make a longer game, it's not worth it. I'm sure everyone will love it even if it's only an hour long.