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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Elric

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1
RIP PSX?

I kinda doubt it. Maybe when all existing tools and ASMs work on the PSP version locations, but even then...

Cool concept though

2
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: July 14, 2018, 08:44:38 PM »
Yes

3
Help! / Re: FFTPATCHER
« on: July 14, 2018, 01:50:41 AM »
You need to start supplying more info in your posts. being vague only makes it harder to help you, and less likely that anyone will bother.

Also, making your thread titles in all caps, will not help get an answer faster.

4
Help! / Re: SHISHISPRITE
« on: July 14, 2018, 01:49:19 AM »
color palette has nothing to do with shishi. That's with the image itself. I really don't see how it could get any easier. 16 colors for sprite, 16 for portrait, and generally 5 different palettes per generic spritesheet (though it can go up to 8 iirc), only 1 for most unique sprites.

5
Press buttons to win is fantastic. Thank you Glain. Thats almost enough to make me go finish TLW, since i dont gotta muck around with no OP Ramza derpiness.

Question though. Does this finish the battle or just jump to the next condition, or what?

6
Event Editing / Re: UnitAnim problem
« on: July 13, 2018, 08:23:53 AM »
Well first youd need to remove the EVTCHR commands for that specific point.

Second. Ypu put the unitanim either in the text. Which is wrong. Or you put it after the eventend() or something. I dont know.

In the future and for this as well, just post the event script so we can pinpoint your error... guesswork helps no one.

7
New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: July 09, 2018, 02:44:15 PM »
You need to edit the name of the squire class that is specific to ramza. The one containing guts (not delitas) and not the one that uses basic skill.

There isnt a fully complete squall sprite iirc

8
Help! / Re: Changing the overworld Ramza sprite.
« on: July 09, 2018, 03:26:31 AM »
oh ok thx. i may just need to get used to the program and understand it more.

Check the 'other images' tab, using the newest version of shishi. It's in there.

9
Help! / Re: Help. Changing abilities to learn on hit
« on: July 09, 2018, 03:25:44 AM »
I was about to remove the JP condition to see if AI would consider it like Zodiarc, for example.

Or, if the job level of Gaffy would make that skill appear as leaned, considering that its cheap.

By the way, do you know what that "unknow" at AI behavior and "type" of Skill are?


Thanks!

Are you using the most recent version of FFTPatcher? I know most of these should have names now, but not all of them. If you look around the forum, I know secondadvent or RavenOfRazgriz had an explanation of what these unknowns actually did.

10
Help! / Re: wildface.bin understanding
« on: July 09, 2018, 03:24:41 AM »
You should just use the most recent version of Shishi. In the 'Other Images' tab, you can drag and drop the portrait, instead of having to mess with WLDFACE.BIN

11
Spriting / Re: Zombie/Undead Knight
« on: July 09, 2018, 02:38:19 AM »
Indeed it is. We all learned somewhere and we try to document as we go, so that other like minded people can learn as well. So i can very much appreciate the attitude you are taking toward learning yourself.

If you have questions, we may not always have the answers, but 9 times out of 10, we can tell you how to get the answer if you are willing to do some legwork. Thats what this community is all about, and while some people may not like it that way, i definitely prefer it over just doing peoples work for them. No one ever learned anything by having everything done for them :)

12
Spriting / Re: Zombie/Undead Knight
« on: July 09, 2018, 02:02:31 AM »
Well at the moment I haven't post anything yet since I don't know how much it will take to finish and I don't want to raise expectations, at the moment I've planning and planning (for the last year and a half >.<) and making tests for ASM formula hacks that I'm developing and editing many others form great hackers in this site that could be applicable on my project.

To put it simple it will be a vanilla mod, but I'm aiming to improve some classes, bring others, modify some characters, use the translation from Gamefaqs, and some other surprises that so far I haven't seen implemented here. So if these tests work I might be able to contribute with some neat stuff to the community.

However there is so much to do that sometimes I take a break from planning and edit sprites and then go to ASM and then go back to planning, etc. There's a nasty roller coaster my head and sometimes I feel like giving up but then I picture how it would be if finished and then I jump to planning again. The only thing I don't understand yet is eventing, however I haven't took a dive in that subject yet so I might get it...or not. But I'll know in its due time.

Well if you care as much about detail and learning all the different aspects of what we all do here, as you seem to, then I look forward to seeing what you come up with. I've seen you in the spriting section, the eventing section and the ASM section, and thats rare to see someone who wants to actually learn a lot of the different things that we do around here.

If the urge ever arises, there is always room on the Jot5 team, if that's something that interests you in the future.

13
Spriting / Re: Zombie/Undead Knight
« on: July 09, 2018, 01:27:35 AM »
@Elric: Of course it would be an honor! Besides I'm already using sprites from there so it would be appropiate.

@Twinees: Thanks for the feedback. I went back and edited the face to match a little more the first version but I keep details from the newer like the neck colors, the mouth, and a the bigger inner eye.

Hope you guys like it.

Fantastic, I appreciate the approval. I already know full well where I will be using it.

I will let Twinees make any additional comments on the sprite itself as im not really qualified to do so lol.

What is the project you are working on? Is there a thread for it? I see so many different threads on the site that i never know who is working on what anymore.

14
Spriting / Re: Zombie/Undead Knight
« on: July 09, 2018, 12:24:08 AM »
I would like to use this for Journey of the Five with your permission, if thats okay with you?

I've asked Twinees to come and give some pointers as well, since he's the best spriter we've ever had around here :P

15
Spriting / Re: Zombie/Undead Knight
« on: July 08, 2018, 08:11:03 PM »
The face could be blended a bit better with the rest of the portrait, as right now it kind of looks like hes wearing a mask.  But im not the best person to give advice on fixing that, and its looking good nonetheless

16
Works in Progress / Re: Souls of Destiny 3.5 chapter patch release!
« on: July 05, 2018, 03:30:31 PM »
Twinees also made a update to Ganesha a while back to add some more functions and make Ganesha itself, be in color

17
Event Editing / Re: Editing Existing Event Text?
« on: June 26, 2018, 03:58:32 AM »
Maybe read the event editing tutorial??

Its pinned here as "How to make a story mod (WIP)"

18
Nope. Last time I spoke with him, he told me the project is dead/finished now.

19
I'm pretty new to FFT mods. I've been playing vanilla/WotL since vanilla was new on PS1 though, and was pretty excited when I found out about these patches that change the game. I have a big appreciation for what it takes to do this kind of programming, and come up with new ideas for story line. First I tried FFT+, then 1.3 content, then JotF.

I'm only a few battles in, Zirekele Falls, and it's tough but seems very good. I have one question though: did you nerf hit percent, or was it always this bad? I don't remember it being as bad on vanilla or WotL as it has been on the three mods I've tried. It doesn't seem to matter what my hit percent is, if it's under 100% I will miss and miss and miss and miss and miss, to the point that I genuinely can't win a battle because of it. I actually shut down the game right now to post this after missing 12 in a row of 85% or higher. How did this game break math? 85%, that's pretty simple. 3 out of 20 should miss. Not 12 out of 12. On the flip side, the enemy seems to be able to hit no matter how low their hit %.  I know I only gave an example of one battle, but this has been the norm across the three mods, and is why I stopped with the other two. Is this something done on purpose? This one thing really takes the fun out of it. I don't really like hoping for random strokes of luck to win EVERY battle, I like to win with a good strategy. But I don't think strategy can overcome this.

Sounds like a emulator issue or something. Hit % is correct to the number displayed, in Jot5

20
Help! / Re: Help! Shishi editor not updating sprite!
« on: June 06, 2018, 05:14:55 AM »
Well you have to be doing something wrong if you tried a fresh iso and a fresh shishi. As neither of those would have access to the old file, unless you are linux and simlinked them or something, but i kinda doubt that.

Maybe put the would be sprite into palette editor, and see what happens?

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