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Messages - Guru

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Spriting / Re: Official Sprite Request Section (Rarely fulfilled)
« on: February 25, 2018, 11:13:29 PM »
I wonder if it's esperella you are talking about.
Third one down in conman's reply.

I misunderstood that as monster sprites too. I'm definitely no spriter, but I think quite a few of those won't be feasible as human sized sprites, especially the bottom few. I gotta say it would be cool to have some of the summons be battle sprites tho.

Don't cut yourself short though man, although I'm no sprite critique expert lol, you definitely have some awesome sprites on here. Your terra :shock: is one of my favs. Glad to see your still spriting, it's especially impressive you are able to do this using only stylus and a touchscreen.

Spriting / Re: Official Sprite Request Section (Rarely fulfilled)
« on: February 24, 2018, 06:17:10 PM »
I wasn't even gonna respond at first, but like I said it just came off really entitled to me, and that shit irritates me.

I've seen a case with a user who repeatedly disregarded an instruction to use an updated version of the tool they were experimenting with, both for their own sake and for the sake of those who reviewed their progress; they ended up disappearing from the forum instead of updating their tool, when - after being helped in multiple different topics - the reviewers finally put their feet down and said "no more, stop refusing to help us help you".

That's actually a good example too, because that guy was really enthusiastic and it shows how willing everybody is to help if they put in the effort. There was quite a few people who were putting in the effort to help him, even while continually disregarding the updated instruction set.

I'm even a good example. When I first started messing around, not only was everyone willing to help me, they were happy to have somebody new on the forum who was trying to learn (and putting in the effort). Trust me they would love for the forum to have a more active and participating community. Too bad I'm a loser :mrgreen: Hopefully I'll be able to get back into this when/if money isn't the only thing on my mind.

Honestly I haven't messed around with magic too much, so can't really comment too much here. Not sure having fire1 and etc be the same as a knights attack would work out too good though, since mages are capable of learning higher damage skills, and knights only have attack. I think you might be going by stats on paper a little too much here, and forgetting about the bigger picture of how skills, equipment and stats are all used together.

When talking about the MA+ items, not sure if you were considering the idea of having weapons with increasing MA+ as you progress through the game, but I do like this concept though.

PS. Probably better to link to this topic rather than necrobump it  ;)

I'm not sure how well the enemy level multiplied by 2 will work out, especially monster enemies, I think they will end up being a bit too OP later on. Either way, that is sort of artificial difficulty, I think improving the enemy teams with a wider range of job classes and skills would be the better option.

I'm not sure how much work you are going to put into this, but really if you are just cutting PA/MA, there will still be the same balance issues between the classes too. Speed is also a broken stat imo. Also, with the way you are adjusting the equipment, the sword skills that break equipment would be the most OP skillset in the game. You might even want to consider checking out the fury hack later on, which makes brave have the same affects on attack/defense that faith has. I've always thought this was an awesome asm, something I would definitely be interested in if I ever get a project officially going.

Otherwise, yeah this..
damage output/scaling in FFT is too high, compared to HP. It's a bit more complex than simply halving PA/MA (for example, the physical vs. magical scaling over the length of the game is imbalanced), but I'm glad you found a good starting point to play with and experience the increased usefulness of non-damaging skills

I think it'll need a lot of messing around and adjusting, but it will be interesting to see what you come up with.

Spriting / Re: Official Sprite Request Section (Rarely fulfilled)
« on: February 24, 2018, 05:03:09 PM »
That was interesting. So if you have so much experience, why not contribute and answer questions/requests? This sounds entitled AF imo. Just like in real life, advice, suggestions and etc are usually happily given, but you can't expect others to do everything for you. You have to be willing to put in the work and do the research, and THEN ask questions. Sure navigating forums sucks, agreed. So it's my responsibility to put aside my own research, so that I can do research for someone else's benefit, because they don't want to? Especially when it has been posted X times, and it is in a very obvious spot, which is usually the case. The people you expect to have all the answers, have their own projects to do.

BTW I am just a fellow user, and I have never once been treated disrespectfully here. Brutally honest != disrespect, either does not bending over backwards.

PSX FFT Hacking / Re: ASM Requests
« on: January 24, 2018, 11:28:34 PM »
I get how it works and it is a good system. But I did figure out that dropping someone's brave to zero makes them take no damage period. Which is way lame.
Like I said. Everyone has a preference though and it's not quite what I'm looking for that's why I made the request for a different system. Doesn't mean it'll happen.

I would assume no damage on zero brave is a bug, I can't imagine her making that intentional. 

I was explaining why it makes more sense, in my opinion anyways, not how it works. I don't even know how it works, it's xif magic. I just can't see this being viable in terms of balance. The player would just max out all their character's brave/faith and the battles would consist of spam brave/faith lowering. The only way I could see this working if you offset brave/faith with eachother, so 70/30 brave/faith and when one is increased, the other is decreased. Just my two cents anyways.

The fury hack would probably make a good base for whatever you do though, at least with the brave portion, just need to modify it to your needs.

Spriting / Re: We need MOAR Monsters
« on: January 24, 2018, 04:33:15 PM »
I wonder if it might be better to make the sword handle a little longer? It would save a lot of editing for the swing frames where the arms are spread out further along the pole. Looks good so far though, the colors seem to work nicely with what I remember of the reptilian race.

PSX FFT Hacking / Re: ASM Requests
« on: January 24, 2018, 04:24:27 PM »
I've always really liked the concept of fury, and that would probably be a great reference for making a similar asm. Personally I think you would be forced to rely on the talk skill a little too much in the scenario you mention though. I think having one end of the spectrum be dedicated to defense and one to damage balances out the system a lot. When you think about it low faith/brave having higher defense makes sense actually, fear is good sometimes.

For high brave... they are reckless but show no fear in the face of danger, so they would be able to attack recklessly and without fear of harm, therefor doing more damage. They would also be less likely to worry about attacks harming them, thus end up taking more damage. Kind of like when people say you are either brave or incredibly stupid.

For low brave... they are cowardly in a sense, so they would be afraid to attack and would attack cautiously while fearing for their safety, so less damage. Not being as reckless and having constant fear in battle, they would most likely be completely focused on defense and would therefor concentrate on taking less damage.

Faith would work the same, except the faithful rely on their faith to god(s) or whatever their faith entails. Those who have little faith in a deity protecting them would probably be more defensive. I know I won't be walking into a flaming building without some kind of protection, because I don't think there is some greater power that will shield me from the flames lol. 

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: December 25, 2017, 02:54:32 AM »
Yeah that makes sense, I wouldn't want you guys to have to stitch something together anyways. I was pretty much only thinking about it solely from the perspective of the events/battles,  I wasn't really thinking about items and abilities or about the stuff that would have to be altered/removed because it relies on some of the changes.

Honestly I don't care how you guys want to release it, so don't feel like you have to release both the re-release and Ch.2 at the same time. I'm just grateful that there will be future releases. Although having both released together would be awesome!

Good luck with the rl bs too. This last year has been a nightmare for me, but hopefully things will be a bit more steady now. I'm laid off till May as of last week and I finally got my associates degree, so I'm really glad that's over with. I am still going to continue until at least a bachelors I think, but I can at least focus on the field itself rather than BS classes that have nothing to do with it, and I can go back to taking 4 classes instead of 5. It's been a while since I played, so I'm hoping to play through ch. 1 again soon. After I either fix my car or run out of money lol.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: December 24, 2017, 01:01:49 AM »
Yeah, that sounds like what was being implied. I was saying I personally wouldn't mind if ch.2 was released without the re-release saves and features. I'm fine with any release order though. Not that it matters what I think

Non-FFT Modding / Phantasy Star IV: A New Age
« on: December 23, 2017, 10:11:34 PM »
Just found another PS game made with RPG Maker XP. This is part 1/3, part 1 is completed and fully playable. Haven't tried it myself, I'm downloading it right now, but figured I would share it here. I'll probably only get to play for less than an hour or so today, so I'll post a little more on another day. Definitely awesome that people are coming out with more PS related stuff!

Seems like it is a afterword kinda game to PS IV, dealing with the aftermath of the story, going on hunter missions and etc. More details and some pictures can be found below, along with the download link.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: December 23, 2017, 08:54:06 PM »
Yes the OP is out of date. I should make a new one

I think this might be just a bit overdue  :P

I personally think the balance was done really well, even with the advanced classes. I did get to level 70+ messing around with different builds, so my stats were not the greatest considering I changed my classes a lot testing out stuff. Growth rates were much improved anyways, which was one of things I really liked about Jot5, you don't get punished as much for leveling up in the "wrong" class and there are no "wrong" classes in Jot5. That was another thing I really liked, you aren't forced into using the specific builds, because every class can be useful. Casting time and the speed growth were a lot better.

I actually found Jot5 after you were inactive on the forums but I was really impressed with the balance Raven. Not everyone agrees with me, but I think this was a perfect middle grounds in terms of difficulty, not too easy and not too hard. I am looking forward to the suicide version though  :twisted:

Chapter 2 on its own could, maybe, theoretically be rushed out, I guess. The events are mostly done, there's no major changes planned for its story. (Though no gameplay testing's been done as far as I'm aware.) But everything else being added to the game is so extensive that it'll require players to start a whole new save file - there's no point rushing Ch. 2 out the door.

We had some vague plans to launch Ch. 2 with the rerelease, since it's the rerelease that's holding us back most of all. That's probably how it'll go down.

hmm... I'm sure you guys would rather keep working on the more extensive re-release stuff right now, but if you happen to get ch. 2 done first I wouldn't be opposed to it being released before the re-release. I mean I definitely wouldn't want Ch. 2 being rushed out the door or anything. I don't mind either way personally, and I'm sure most of the people hear understand RL is a bitch sometimes, it's sure been kicking my ass lately.

Thanks for the update though, and I'm still available if you guys need any additional testing.

Just wanted to post here to let everyone know that Oresama from pscave is working on a translation. Not sure how many of you are interested, but I am incredibly excited  :mrgreen: I wouldn't expect it anytime soon, but just hearing that it is in the works made me very happy! Here is a link to the forum post

I think he means having delita tag along for random battles?

Tutorials and Learning / Re: Any newbie dictionary?
« on: May 17, 2017, 01:59:39 AM »
I was going to recommend learning basic asm elsewhere before attempting the tutorials, but then I found this beautiful tutorial by xif that is not in the tutorial index section!

I had a lot of trouble following the tutorials here, but it is pretty easy for me to follow now after learning basic asm in one of my classes. It's not even the same language but just understanding how systems work in general made it so much easier.

I definitely recommend checking that tutorial above out, as well as pokeys tutorial #0(in the tutorial index). I got a couple other cool links I found a few weeks ago too.  ----This is on the MIPS assembly language, which I believe is the same one FFT uses right?

*edit Oh yeah the book we were reading on asm even said on the first sentence "Assembly is not for wimps or weaklings" lol I meant to stop in and post that a while back, I figured you guys would get a kick out of that.

Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 08:53:22 PM »
I got some amazing shit right now, too bad we are different continents  ;)

I'm sure he probably wasn't paying too much attention to details when you guys were talking about updating. I do understand the intimidation, people think it's going to get harder, but elric is 100% correct "it get easier, not harder"

*edit* fuck I'm still laughing at xif's comment lol.

Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 08:35:22 PM »
It's even simpler than that.

1. For decompiling, just decompile it with the new editor and it will automatically convert it to the updated version. Raven did a step by step in your last thread if I recall. Feel free to make a backup to provide some reassurance, which you should be doing anyways. Always a good idea to back up your files on a different drive, even just a flash drive or something in case you have issues with your hardware. ( If you see anything that didn't decompile right, it could even be the problem that is causing your instructions not to execute properly! ).

2. No need to update config file, raven's program already uses the updated config.

So glad I checked back lol, Xifanie's response was fucking priceless haha.

*edit* Oh yeah, and just trust me it does use a different format, but it will be SO much easier for you if you upgrade. The simple reason, is there is a LOT more documentation on this version, and it is easier to troubleshoot. Plus Ravens program has a ton of features you will be able to use to make life easier including a built in camera generator, which I have not tried yet but I assume it's based on or similar to xifanies old one and that was incredibly useful.

Event Editing / Re: Dialogue Lingering
« on: April 24, 2017, 04:56:35 PM »
If you had the proper tools, you could use the Instruction Viewer to have figured this problem out for yourself in about thirty seconds and have no reason to have made this thread.  You're currently being that one guy who still uses Internet Explorer 4 and forces people to make two versions of every website because you won't update to a modern web browser.  I'm no longer enabling it.

I know it's intimidating to try and learn a new version of a code when you are still learning the concepts of the old one, but trust a fellow noob here the new version is much easier to learn with. Especially with ravens super awesome event editor for dummies, which even explains the instructions to you and shows you the syntax.

Not only that but the codes are well documented, people that can offer help are more familiar with it, and some of the old instructions that are undefined are defined in the updated version (for example {60} which you have no idea what it does probably, is defined in the updated version). The more time you spend with the old version, the harder it is going to become to break the habits you have made.

*edit* btw you are doing pretty good, you have far surpassed most people who attempt eventing IMO, including myself. You obviously have a long way to go, but stick with it, it gets a lot easier.

Can I remove ALL dialogue coding and just re-write my own - to avoid this issue, or is there a simpler fix in what I have.

Are you using pre-existing coding and just modifying it? Maybe Elric and co might disagree, but from a programmer's perspective, this is not recommended. It's good to use existing code as a reference, but you are always better off writing your own. More control, and you learn more.

Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: April 24, 2017, 04:25:27 PM »
I hope the new time mages come with gold plated knuckle dusters that say TIME MAGE in bold letters, big fuzzy hats, gold teeth and pimp canes.

Just a thought.

Ha perfect! I'm sure they will be changing it to this now.

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