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Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed. Find out how you can help in the Recruitment section.

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 on: Today at 08:05:57 PM 
Started by Barren - Last post by Heroebal


 on: Today at 04:32:38 PM 
Started by Zozma - Last post by Lyrithus
I only recently started being active again on the thread about a week ago. I use it as I see fit. I'm not nearly active enough on the thread to be of any help. But that's completely irrelevant, and has nothing to do with people being jerks or sarcastic to others. Like General was with his"request: do it yourself" I can't be the only one who sees that as rude and ridiculous to say on a REQUEST thread lol.

Help people be able to help themselves, yes agreed. Never said otherwise. I clearly said dont be a sarcastic jerk. Just because you know something they do not, doesn't mean they are incompetent or stupid, or haven't already spent hours trying to find the answer on their own. Before Lydyns tutorials, this was a common example:

new guy reads an entire sprite tutorial and changes the knight sprite with Shishi. But the sprite is still the default sprite in formation and job change. New guy goes back to tutorial for clues, then tries searching for an hour, and gets stuck. He posts a question explaining what he's looking for.

Reply 1: If you actually took the time to read the tutorial you would have known you can't change the formation sprite or job change sprite with shishi. It clearly states that it changes ONLY the BATTLE SPRITES. Read carefully next time.

Reply 2: The answer to this already exists, do not post new threads like this, it wastes forum space and generates junk threads.

Reply 3: You need to read the forum. There is a lot of information, and you can't just learn it all in a day dude. For formation sprites and stuff, you have to edit the data the UNIT.bin and WLDFACE.bin which can get kinda tricky. There was a thread somewhere that tackles how to do this. Again just read the forum, you'll learn.

*Now out of those 3 replies, which one was helpful? the correct answer is NONE. Each answer just insulted the new guy, and their information is contains only partial truths, and just barely at that.

Truth is, even though they tried to break down the website into sections like Community (which is where the forum is), Downloads, and Resources, these are horrendously out of date, with broken links, downloads of non-updated sprites, and download links to completely absent tools or files. Sure, it does take time to learn, but what the new guy above wanted to know? Anyone who knew how to do it should've been able to write up a decent answer in 1 paragraph and links to the tools in 5 MINUTES.

I think that took me roughly a week to fully research and figure out because of how scattered and crappy the information was 6 years ago. During which time I was ridiculed, like the new guy above. Now I'm not complaining about, and I am not faulting them at all; I'm a Network Security Technician, and I know running a website is no walk in the park. All I'm saying is, it shouldn't have to experience such mistreatment, nor should any other person on this forum. If you come across someone's post in any thread asking a question, and you know the the full correct answer, then you can provide it, or links to it. If you aren't going to answer them, or you don't know the answer, and you insist that you want to reply to them still, then practice good manners at least, and don't post anything resembling the 3 examples I posted above.

No Nyzer, it was not in response to your post. You were perfectly fine with your original response except you clearly did not understand what I meant with the Eidolons. You assumed I was refering to Lucavi size sprites, and I was not. There was a time I used to be able to find a sprite that was similar to Rydia, in terms of clothing style, but her skin, clothes and hair were different shades of icy blues, and her hair style was different. It was a human sized Shiva sprite. Can't find it anymore, but anyway that is what I meant.

As for Ifrit: or download attachment. It was done by Seushiro

 on: Today at 03:04:01 PM 
Started by CoderBrandon - Last post by nitwit
You have three options.

Make a github account and post in the issues tab for that program.  He hasn't done anything since May of last year but sometimes these sites send out email notifications.

Email him at his username plus  It's unique, so it's probably his email.

Post a request along with links to the relevant wiki pages (everything to do with maps, it's on the front page of the wiki) on the blender and c++ subreddits and any other large forums dedicated to these subjects.  If you're polite you may find a fan of FFT that be interested.

 on: Today at 02:34:02 PM 
Started by Valkirst - Last post by Lyrithus
You are amazingly talented. I have made dozens of my own sprites, but none are good enough to post, because they are all barely more than "cut and pasted" together from other spriters work, then recolored. I could never make one from scratch, but I know that your Fran and your Sydney had to have been, or if not, then so close to built from scratch that it doesnt matter lol. Amazing

 on: Today at 02:08:44 PM 
Started by C1REX - Last post by C1REX

At this point it's a work in progress as I already invested many days of editing and testing.
I do this patch to make the game more challenging but keeping as much of vanilla feel as possible while making it also more fun.

Few main ideas:

- First of all all playable characters have flat grows. I've done it as I was fed up to be stuck in monk/knight/ninja for males all the time for best stats.

- PA/MA multipliers slashed in half. This makes few things - damage is much lower. Difference between males and females is reduced. Items makes bigger impact than levelling. Fights are longer and often harder when facing non human enemy. Monster are relatively stronger and more usable at the same time.

- Magic is scalable when possible. My aproach is to add MA+X to items so bolt 1 will still do damage relatively similar to knights or monk at similar level from lvl1 to lvl 99. Higher tier spells have damage reduced and balancing is achieved by playing with CT, MP, range.

- Most skills have max hit rate to reduce rng. Stealing, breaking weapon, charm, all have max hit rate what is only reduced by shields and enemy evasion. To balance some skills like poison and charm I played with CT, MP, range and how long that status lasts. So for example poison spell is instant last long and affects big area when charm lasts only 20CT what should be 1 turn. Haste lasts only 24CT instead of 32. Dead and frog will work only at minimum distance.

- Jobs and skills are rebalanced so less popular ones are accessible earlier and are way more powerful. No more monks/ninja + holy knights all the time. Now oracle, orator, chemist, archer, thief, geomancer are very powerful. It's not perfectly balanced but it should encourage different approach and different gaming experience. Thieves will be accessible very early on and will be much better at fighting - this makes sense as you get knives earlier than bowes and you see first thief before archers.

- Haven't tested it yet but I consider making all jobs strong and weak at some elementals. So for example priest is strong at holy magic and has high defense at it but take double dark elemental magic.

- I want to leave many OP items and techniques but to make it available for enemies as well. So group of female fighters with chantage + blade grasp + 97 brave and with items/white magic is possible.

- Smaller things: Remedy is more rare and very expensive. Mustadio get 2 new skills: missile and head shot. Initial move find items for all and with only rare items to find. Better basic items from poaching so no more potion or phoenix down. Shields greatly improved. Axes way stronger now. Dash has 2 square range.

- JP cost greatly reduced especially for the core skills like potion, phoenix down, bolt 1 etc.

- Last boss from deep dungeon  joins after fight.

- All enemy levels are increased by 2 when possible - this means nearly all the game apart of DD where last boss had lvl70. Random encounters shouldn't be 4x harder than story fights any more :)

 on: Today at 11:19:02 AM 
Started by Barren - Last post by Barren
we have 16 registered teams on board. If we can get at least anywhere between 4 - 8 more people that would be great! Last day is to sign up is tomorrow!!

 on: Today at 09:18:09 AM 
Started by Rfh - Last post by C1REX
I decided to go with adding MA to weapons, robes, hoods and accessories. It's seems like a bug that magic weapons don't boost spells.
I also made high level spells making smaller damage comparing to bolt 1 for example but all spells are viable options end game - at least on paper.

I also played with range a bit so spell 1,2,3,4 aren't just stronger versions of each other.

 on: Today at 08:33:55 AM 
Started by Valkirst - Last post by Valkirst
Sorry for the double post, but here is  more work on Fran.

I lowered the left leg down one pixel and added her leg guards.
I also made her breast smaller I'm currently working on the back walking frames
and her hair. After that I think the rest will be easy.

 on: Today at 03:41:45 AM 
Started by Valkirst - Last post by Valkirst
:mrgreen: He's Sydney Losstarot from Vagrant Story, antagonist to Ashley Riot.

 on: February 24, 2018, 10:20:54 PM 
Started by C1REX - Last post by C1REX
It's impossible to do a perfect balance. I cut damage first as a base to make battles last longer and to avoid 1HKO. No matter what I do it will be fake difficulty increase.

- I want monsters to be stronger so I'm fine they will do lot of damage. They are also limited in skills, gear and status immunity so it should be fine.

- I'm working on Magic damage scaling and I'm close to make it work. 1 option is to simply make MAG very high so you end up with MA at about 40-60 at lvl 99. The damage scales very nicely but the difference between males and females becomes huge - way too big for my liking.
The second option is to add MA to items so scaling will be strongly attached to items. It's much less smooth but males and females are almost the same at the end. The challenge is to have limited number of items attribute slots. I don't understand why magical weapons don't boost magic powers. I feel like I'm fixing the game here.

- I flatline speed growth to 100 and slightly adjust speed multiplier by very little to give small speed bonus to some jobs. Speed is broken.

- I plan to use the best combinations of classes I'm aware of for more fun gameplay.

- cutting MA and especially PA really works great so far. It fixes some really weird problems like Ninja with martial arts doing more damage than with swords. In vanilla even knights at the beginning of the game do more damage without swords than with weapons. PA is simply higher than WP so PA*PA > PA*WP - that shouldn't happen.

- I keep working on it for many, many hours already even for such simple vanilla mod as I also want to make less popular classes to shine this time.

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