°Aslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;u=4;area=showposts;start=525e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexffb8.htmlslickproductions.org/forum/index.php?PHPSESSID=5f0fck550j2m4m2fpbtkj2vkm1&action=profile;area=showposts;u=4e:/My Web Sites/Slick Productions - FFIV Message Board/slickproductions.org/forum/indexffb8.html.zxСтg^                    ╚Ем┌6OKtext/htmlISO-8859-1gzip0|╓┌6        Tue, 10 Mar 2020 19:11:36 GMT0є░░ о0оPоАз▓ЁоРтg^        J,┌6 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

526
Final Fantasy IV Research & Development / Strange events
« on: August 14, 2009, 05:16:14 PM »
I was going through my images/ff4 directory earlier and found this. I don't remember if I ever posted it before or not, I don't even remember taking it, but it's a screenshot from Zyrthofar's map viewer:



I know why I took it though. Note that even at the bottom center. It's perfectly placed to be an exit. With the overworld design what it is in the final version, walking out of the tower wouldn't work so well, but maybe the tower was accessible on land at some point like in the underworld?


There's also this mysterious woman embedded in the wall of the Red Wings' quarters:


527
Gaming Discussion / Re: Mystic Quest Remake
« on: August 14, 2009, 02:04:29 PM »
Well, personally, I'd upgrade to RM2K3 and just use MP3 conversions of the original music. That also gives you ATB in battle (which may not be desirable for you, though), customizable menus (main and battle commands), and character sprites in battle, among other things. It should be fully backwards compatible with RM2K provided you're only using resources from the original RTP (the pirated distributions felt the need to add more resources...if you've ever wondered why there are FF7 MIDIs in the RTP, now you know). The translation of the program itself isn't in Engrish, either.

528
Gaming Discussion / Re: Movies of playthrus
« on: August 14, 2009, 01:11:44 PM »
I also thought about having a party of four characters, but hadn't decided where yet. The only thing I knew for sure is that you would have a full party for the final battle. You could also chose to play as a female hero in the beginning of the game. I never drew her sprites, but I planned on her looking similar to Benjamin. The choice would've had a minor impact on your companions' dialogue and actions in a few places.

The magic targeting limitation played a role in my expansions as well. There were spells for inflicting each status effect, plus a Dia class of spells for harming undead enemies. Additionally, there were three levels to the Fire, Blizzard, Thunder, Aero, and Cure spells like normal (though I never did figure out how I was going to cram all of those in...a lot of new areas added to dungeons, entirely new dungeons, or maybe even a whole new "world" after the original game ended?). I also changed some enemy weaknesses to more traditional ones.

Also, a few character specific abilities were worked in. Tristam had throw, for example, so his primary weapons were switched to knives and katanas.

 :edit:

Split this off into its own topic.

529
Gaming Discussion / Re: Final Fantasy III: Eternal Crystals Bugthread
« on: August 14, 2009, 10:51:41 AM »
There's a new version of this out now. Amusingly, I was reading this thread just a few minutes before I checked the submissions queue at RHDN and saw the update.

530
Pandora's Box / Re: Suggestions
« on: August 14, 2009, 06:19:36 AM »
The level cap should be left alone. I hate change for the sake of change, and we've designed the whole game up to this point around the existing cap.

531
Gaming Discussion / Re: Movies of playthrus
« on: August 14, 2009, 05:59:18 AM »
On a related note, I'm currently working on an RPG Maker 2000 remake of Mystic Quest - but my screen recording software sucks, so I don't have any videos of my progress yet. So far I have everything up to Bone Dungeon complete and I'm pretty happy with the results. It's not a direct remake though - I'm currently using RPG Maker 2000 default graphics, which I may or may not change in the future, and I've added quite a bit more storyline.

Very interesting, I was working on one before too. I used the original graphics, and since I was using RM2K3 and had ATB in place by default, I figured I'd try to bring the whole game up to the level of FF4-6. I changed the world map so that you actually walked around and got into random battles, rather than battlefields, and changed dungeon monsters so they followed you around, rather than being stationary. I expanded the inventory to something more like a normal FF game, with lots of new healing items, weapons of each type, and armor. Back then I just didn't have the time to dedicate to the project, even though I had a nice framework in place.

532
Pandora's Box / Re: Suggestions
« on: August 13, 2009, 12:04:21 PM »

533
Pandora's Box / Re: Suggestions
« on: August 13, 2009, 08:38:46 AM »
Too many to list, really. All of your standard ROM hacking/translation tools, and pretty much every game-specific editor in existence.

534
SPC - Hard Core / Re: Your SPC creations!
« on: August 13, 2009, 05:30:48 AM »
I did these over a year ago for my FF4 Enhancement. Most of them were trying to replicate the DS version's take on the tracks; a few others were just experimentation.

FF4 Project - Castle Damcyan Remix
FF4 Project - Chocobo Forest Remix
FF4 Project - FF7 Chocobo Fanfare (Joke Track)
FF4 Project - Final Descent (Spoiler)
FF4 Project - Giott, the Great King Remix
FF4 Project - Main Theme Remix
FF4 Project - The Land of Dwarves Remix
FF4 Project - Tower of Zot Dark Remix

535
Pandora's Box / Re: Suggestions
« on: August 12, 2009, 06:26:27 PM »
I hate the idea. :shadow:

536
Gaming Discussion / Re: Gaming Progress Thread
« on: August 12, 2009, 01:41:25 PM »
Final Fantasy III (NES)

Finally finished the game I started on my Famicart...two years ago? Something like that, anyway. Now that the end of the game is fresh in my mind, I'm going to play through the same part of the DS version and see how it compares.

 :edit:

Yeah, the DS version got it right or better in every case. You can actually Teleport out of these dungeons now, magic is actually useful, and monsters get more than one attack per turn so they don't just sit there and die like the original. I had forgotten how fast the framerate was in this one compared to FF4...be careful what you wish for; I'm guessing it runs so fast and holds so well because of the lower poly character models and limit of three monsters per battle. Of course they actually put a little effort into the Cloud of Darkness battle in this one, too, which is always nice.

537
Final Fantasy V Research & Development / Various FFV hacks
« on: August 12, 2009, 11:06:01 AM »
Oh, and the "font update" patch is my own creation--it removes the stupid gray shadow RPGe felt the compulsion to add.

Does it fix the awful icon "enhancements" they did, too? I can see adding clarification with additional icons, but the fact that they threw out several of the originals and replaced them with much uglier ones (the magic icons, specifically) always bothered me.

538
Final Fantasy V Research & Development / Re: Bug: Butz' Blue Mage sprite
« on: August 12, 2009, 06:52:08 AM »
Looks like it's relatively easy to fix. Is it?

Yeah, you just need to draw him a new right handed attacking sprite.

539
Edit 2: I though I had a bug on my program, but seems that it's the game's bug. If you set the job viewer to Butz as Blue Mage & change the pose to 5 or 7 (Right arm attack 1/2, Evade) you can see some tiles placed wrong. I guess maybe the tiles I'm using aren't the correct ones, but why do they match for every single combination but this one...? (Well, they are wrongly placed, but why instead of a leg, you see a face ???)

A bit late, but this is a known issue. There is nothing wrong with your tiles, that's actually how it is in-game, someone just screwed up the sprites for that job. There's a fix patch out there for it somewhere. It was obscure enough to make it into the GBA version unfixed though, it's surprising how hard it is to notice while playing (you pretty much have to pause the game to catch it).

540
Gaming Discussion / Re: Final Fantasy IV The After Years
« on: August 05, 2009, 07:32:11 AM »
[spoiler=Character Info - Porom's Tale]Child Porom: You play as her in a flashback that makes up about a third/half of the tale. She's pretty much the same as before, except she lacks her Cry command, and Twincast is now a band instead of a command. I didn't try the Twincast band but I imagine it's the same as always.

Child Palom: Same as always, except for the Twincast band mention above.

Adult Porom: Not all that different from herself as a child, she now has Pray, which works like it did in the original, rather than restoring HP and MP like the DS version. There's really not much else to say...she dyed her hair pink; I guess that qualifies.

Rydia, White Mage, Black Mage, Kain: Same as in the other tales. Kain is his dark side.

Elder: The Mysidian Elder, who aspire showed was likely intended to be more playable than he is at one point. You play as him in one battle, where he promptly gets his ass kicked. He knows most of the white magic spells, and seems to use standard mage gear.[/spoiler]

[spoiler=Character Info - Edward's Tale]Edward: Edward is actually a competent fighter now, or his partners are just as bad as him, making him seem good. His Bardsong command works sort of like the original sing, except you can manually choose its target, and it uses healing/defensive spells when targeting allies. I thought that was a really cool change, but I never really bothered with it on enemies since it's just as useless as before. His Salve command is the same as the DS version, you chose the item to split, and it gets used on every character in the party. I'm fairly certain the DS version only used one item though, this subtracts one for each character. It's still a lot more useful than it was in the original. His Hide command was changed to Escape, but does the exact same thing, unless you count being able to see him hiding at the edge of the screen to be a difference.

Guard A, B, C: This is just getting ridiculous... These are three identical soldiers, they use the same portrait as Wedge and Biggs, and equip heavy armor and swords. Worthless, unnamed characters like this are the one thing I do not like about this game. Lower the strength of the enemies so the party can handle them on their own, like the original game. Don't give the player useless "support" that they'll never see again.

Harley: Edward's secretary. A woman with blue hair, she's supposed to be a scholar, but doesn't have any of the traditional scholar abilities. She uses whips instead of beating her enemies to death with books like the scholars in FF3. She has two commands; Piercing Sight, which uses dispels animation and is supposed to work like dispel, plus set a weakness. Not one enemy cast protective magic on themselves, and there is no way of seeing what weakness was set in this tale, so I can't say if it does what it says or not. She also has Gil Toss, which isn't nearly as powerful as it was in FF5, but an NPC says it gets stronger at higher levels.[/spoiler]

[spoiler=Character Info - The Lunarians' Tale]Goblez: Remember the half-naked "man in black" I mentioned way back in Rydia's tale? Yeah, that's Golbez. The character redesign isn't nearly as bad as Luca, but I'm still not a fan of it. Anyway, Golbez is surprisingly proficient at physical violence despite never using a non-magical attack in the original game. He can equip swords and staves, plus heavy armor and mage gear; he starts with an ancient sword as his weapon. There isn't enough equipment in this tale to know for sure, but I wouldn't doubt it if he has the same or a very similar equipment selection as paladin Cecil. He knows black magic as expected, but only purely offensive spells, he didn't learn a single status effecting spell as far as I leveled him. Speaking of levels, he starts at 30, and can go beyond the level 40 cap the other characters had in their tales. He has two unique commands as well: Pressure, which sets paralysis on a single enemy, uses the same animation as binding cold, and has an abysmal success rate. Taunt draws all attacks to him, which is useful for keeping the mop alive, but can't be unset.

Interestingly, you also get to play as Golbez in a few flashback battles to the original game, where he only has access to black magic and physical attacks (using an ebony blade - a weak sword that can be unequipped and used in the present). They drew new, FF6-style battle sprites for him in the flashbacks, unlike every other character that uses their original battle sprites. The FF6 sprite sucks compared to my costume for Cyan: :cybez:

Fusoya: The mop is still Tellah 2.0, unfortunately; he's capped at 190 MP. He starts at level 30 like Golbez, but still has access to every spell in the game. His Bless command has been upgraded, it restores a small percentage of HP and MP, unlike the original that did a fixed 10 HP, or the DS version that did a percentage of MP. I believe he uses the exact same portrait that he did in FF4 Advance, unlike every other character. He probably died at the end of the tale.[/spoiler]