øAslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=14;area=showposts;start=885e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc164-2.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=14e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexc164-2.html.zxÛ¼g^ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÈ0P.-ÉOKtext/htmlISO-8859-1gzip8:Ö-ÉÿÿÿÿÿÿÿÿTue, 10 Mar 2020 16:30:43 GMT0ó°° ®0®P®€§²ð®Û¼g^K-É Show Posts - Pinkpuff

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Messages - Pinkpuff

886
Final Fantasy IV Research & Development / Re: Power Command
« on: February 04, 2008, 11:22:50 AM »
But against higher defense enemies Power would be better than simply attacking twice, since if you attack twice the enemy would get its defense twice.

887
Final Fantasy IV Research & Development / Re: Jump Command
« on: February 04, 2008, 05:51:25 AM »
Quote
Reflected spell attacks can target the user while in Jump status, although this will fail miserable

Just curious, but what makes you believe this?

888
General Discussion / Re: Original Fantasy Map Design
« on: February 03, 2008, 07:00:47 PM »
Hackster has a useful function that lets you "highlight" certain tiles in the editor. The tiles appear tinted in the editor but not in the actual game. You can assign your own color scheme to help yourself immediately see auto-fight tiles, which door is which, and so on. You could try doing something like that...

889
Gaming Discussion / Re: As expected this forum is teh suck [Eyes on FF]
« on: January 26, 2008, 05:59:36 AM »
Forget those other forums. The people who really appreciate your work are here or should be able to find their way here (I was able to find my way here...)

The fangirl/fanboy mentality tends to abhor change. I suppose it sort of makes sense because if you're an obsessive fan of something, chances are it's because you like it the way it is. But they have an almost religous zeal with respect to whatever it is they're a fan of to the point where making (even slight) changes to it is sacrilige.

Quote from: Person from Eyes On FF forum
-never- think it's a good idea to change any of the SoM music again.

It's as if he/she is saying "How dare you change something about this thing I like that's perfect in every way?"

Remember the Phantom Menace debacle? Before it came out all the fans were like "YEAH MORE STAR WARS GEORGE LUCAS IS AWESOME" but then after it came out and failed to live up to the ridiculous hype (which, to be fair, would've been impossible), they saw it and they were like "GEORGE LUCAS SUCKS HE RUINED MY CHILDHOOD" and couldn't see the film for what it was.

890
Pandora's Box / Re: Videos
« on: January 09, 2008, 12:06:11 PM »
Or maybe in addition to dying the caster can leave battle (like with sneeze). That way you can't just Explode - Life - Explode - Life - Explode...

891
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 11:56:38 AM »
I can't wait to see this when it's done. I think we'd all have a lot of fun with a "Final Fantasy Maker" program.

892
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 09, 2008, 08:46:03 AM »
I added some ocean tiles to JCE's tileset.

893
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 07:50:28 PM »
Quote
Heck, the only chance they ever get is when you're underleveled

I'm sorry, but if the monsters only have a chance when you're underlevelled, the monster designers need to sit down and recalculate some stats... it's not a system issue.

894
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 04:49:15 PM »
If there's no list option, I'd still be happy with the "true wait mode" you describe. It's annoying getting "Chance to Strike First" and then have the monsters beating the tar out of you while you're still inputting commands for your second character. That should never happen no matter how fast the monsters are.

But in defense of the lists once more, I personally see no problem with sucky monsters sucking. If you're that powerful in relation to the monsters I think you deserve to be able to obliterate them. They don't need an "edge". Besides, it should be up to the monster designer how he or she wants to balance the monsters within the system, not the system designer. If the monsters are designed properly they'll still pose a threat no matter what you know about them. I prefer more strategic battles, and I'm certain I'm not the only one.

In any case, even in ATB mode there should be an option for the player to turn off the CT bars in favor of some other piece of info like Max HP or MP or something as there was in the SNES versions (sadly lacking in FF4A where the bars were even more useless than they are normally).

895
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 08, 2008, 10:46:45 AM »
I find them to be far more useful than the CT bars.

Both seem to be intended to tell you who or what's going next, however the lists actually tell you this information whereas the CT bars do not. To illustrate what I mean, suppose we have a fast character (let's say Edward) and a slow character (let's say Cid). Edward's CT bar is almost empty but Cid's is almost full. Who's going next? You may say Cid is going next because his bar is almost full, but then again, even though Edward's bar is almost empty, he's so fast that he might just get a turn before Cid. So what do the CT bars tell me then? Nothing useful as far as I can tell. At least with the list, I can look at it and for example say "alright, Edward will indeed get a turn before Cid so I'll get Cecil to heal him now rather than attacking and waiting for Cid to heal him because he will have auto-hid by then."

Another thing is that I have never seen a game with CT bars that also displayed the CT bars of the monsters, whereas the games with the turn lists generally display not only character turns, but also monster turns and slow actions (such as spells and other things that don't resolve immediately). It would really be nice to know when, say, Meteor will resolve so I can judge my characters' actions accordingly.

Plus it's always nice to have an "in-between" option between FF1's completely turn-based structure and Active Time where the battle time ticks away and monsters attack you while  you're making decisions.

896
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 07, 2008, 10:10:25 AM »
That's awesome.

Suggestion for ATB mode:

Would it be possible to have an option that displays the list of turns (FF10 / FFT style) rather than the CT bars?

897
Game Modification Station / Re: FF1 Project
« on: January 07, 2008, 10:07:14 AM »
Just curious...

How did you fix the House/MP thing? And how did you fix the TMPR/SABR "attack increasing" effects?

898
General Discussion / Re: Is there a "Zelda Classic" for FF?
« on: January 07, 2008, 04:50:56 AM »
How will the battle engine behave?

And will the user have any control over it?

899
Game Modification Station / Re: Battle order in FF1
« on: December 19, 2007, 05:33:13 AM »
Damage spells don't miss in that game but at the same time they sort of do.

Every spell has a "success rate" as it were. When an "effect" spell like STOP or STUN "succeeds", it causes the status effect, and when it fails, it does nothing, the famous "ineffective". Damage spells deal [base ... base * 2] damage. When the spell fails, multiply the result by 1, when the spell succeeds, multiply it by 2.

So FIRE for example does "10 to 40" damage, but really, it does 10-20 when it fails and 20-40 (even numbers only) when it succeeds. The "magic defense" value for both players and monsters reduces the chance that a given spell targetting them will succeed. The "int" stat was supposed to contribute to the success rate of characters' spells but due to a bug it does nothing.

The turn order is completely random as far as I've been able to tell.

900
Final Fantasy IV Research & Development / Re: FF4ET Pinkpuff "Relocation"
« on: December 19, 2007, 05:21:45 AM »
Wheeeee I've been relocated!