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Messages - Nyzer

761
It's not hard to find copies of the game online, and you can find free and paid PSP emulators for Android right on the app store.
762
No.

One specific Job being the only one able to effectively fight a monster family isn't fun. Players who haven't unlocked it due to preferring other jobs are screwed; players who haven't unlocked it across all their characters are going to be fighting tediously un-fun uphill battles; etc.

In a more general sense - monsters immune to magic but weak to physical, vice versa, monsters only taking damage from specific elements (at a point when a wide variety of elemental weaponry is available) - it's an interesting enough idea. Of course, given the inability to scope out the enemy team before the fight, it might force the player to reload saves just to get through, so it's still not that great for FFT.
763
The PSP version can very easily be emulated on Android, and has a lot of the features you're looking for.
764
PSX FFT Hacking / Re: Monster abilities on humans
February 02, 2018, 02:18:20 am
They're not always set to animations that match standard spell casting on humans. And from my experience with event editing (and having early attempts reviewed by far more experienced eventers) I can say it's easy to miss something that sticks out like a sore thumb to others if you're not quite sure what to look for.
765
PSX FFT Hacking / Re: Sprite question
January 27, 2018, 02:27:25 pm
That's not how palette swaps work.

You could bench a few colors on a sprite to obscure a detail that only really appears on another palette, but this wouldn't be terribly easy to do - the detail would have to blend in when it was beind hidden behind duplicate colors, and that'd mess with the shading for that area, plus it would limit the colors for that palette, which could very easily result in a noticeable drop in the sprite's quality.
766
PSX FFT Hacking / Re: ASM Requests
January 24, 2018, 08:21:59 pm
Yeah, if Br/Fa had a combined cap of 100 the mechanic would be amazing for balance.

But like Guru said, your method just seems horribly imba. And not in a fun way IMO.

Another potential workaround for your idea would be to set everyone to 50/50 (or some other "combined cap of 100" mix) by default, disable permanent alteration, and have a larger number & more variety of combat Br/Fa alteration. That way you're never sending in pre-maxed units, it's all about combat buffs. It seems like it'd make those buffs too crucial, but it's MUCH more viable than your plan just as is.
767
PSX FFT Hacking / Re: ASM Requests
January 23, 2018, 11:10:50 pm
First, that's not really making a formula, that's reworking the entire mechanics of Faith and Bravery. Granted, I know nothing at all about either process, but offhand, the latter sounds considerably more complicated.

Second, you're missing the entire point of the Fury mechanic. By assigning "high defense" to the low value, both high and low Bravery are useful, the same way Faith works. This keeps those stats balanced.
If you're just going to make 100 the best number for both offense and defense, I'd have to ask why you even bother including the stats at all.
768
Help! / Re: Psx 1.3 on psp possible?
January 13, 2018, 10:29:22 am
I don't know why you're posting on here for 1.3 help, as the site stopped supporting it a long time ago and only has archived, old-ass versions of it.

But it's probably just not console compatible enough to work on the PSP. Some ASMs can cause console incompatibility.

There's also the possibility you did something wrong, but I don't have any experience with 1.3 or with a PSP that has to jump through hoops to run emulated games.

Just play it on your phone with an emulator, IMO.
769
PSX FFT Hacking / Re: ASM Requests
January 08, 2018, 08:21:31 pm
You can already set that in the Patcher. Up to four Innate Support or Movement skills per Job. And it's better to do so anyway considering some skills cause issues when stacked.
770
PSX FFT Hacking / Re: How can I merge FFT KO with FFTC?
January 06, 2018, 09:01:22 pm
When Eternal told you not to multi-patch because it might cause issues and he wasn't sure if it would even work or not, that was indeed the correct answer.

If you want this result, you'll have to port the text yourself, in a way that doesn't conflict with KO. It'll be a decently long, tedious task.

You might get lucky and find someone's Tactext and event files for Complete somewhere.
771
Help! / Re: FFT psx version with dark knight?
January 04, 2018, 10:01:28 am
There's no mod that adds those jobs to the job wheel without replacing other ones. Some have brought them in as special characters - that's as good as you're gonna get.
772
Help! / Re: Battlefield Weapon Sprite Replacement
December 29, 2017, 09:26:00 am
It seems to me as though you're just making this task as difficult as possible. If your end goal is a .gif, I don't know why you wouldn't just edit the frames.
773
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 28, 2017, 11:57:06 pm
Yeah, I was basing the price on a rough guess of what I knew your rates were for human sprites, Twin.

Human sprites alone take a lot of work to whip up. And they have a set structure that the spriter can follow. Lucavi, on the other hand, are very different from each other - all unique. To do them justice would take a crazy amount of time - assuming you care about the quality of your sprite. (Which we definitely do.)

I mean, I'd love to feature the rest of the Zodiac Stones, each set with their own personal Lucavi Demon. But it's just not feasible for a fanmade, nonprofit game. (And that nonprofit thing is a good part of the reason we're still on Ch. 2 here. I'd love to be working on Jot5 rather than my day job, but only the latter keeps my bills paid, so there we are.)
774
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 27, 2017, 07:19:08 pm
Do you have $1500 to pay for someone to make them? If so, then great news!
775
The King of Ivalice / Re: Patch Information
December 25, 2017, 10:28:29 am
... The first post here outright says that this mod isn't available to be played yet, and the last one that there are just too many other, higher priority things to have been able to work on it for a while.
776
Journey of the Five Ch.1 / Re: Features
December 25, 2017, 10:24:13 am
The stickied topic about the Chapter 1 release and the FAQ topic that's on Page 1 cover most of your questions.

The short version is that this is a fanmade direct sequel to FFT that addresses the growing pains of Delita's canon "golden age of Ivalice" in its early days, expands upon the multiple worlds concept all FFT/FFTA games have at least touched upon, takes great effort to make the game actually balanced (and, until the Easy difficulty coming with the rerelease, harder than the base game), and features many of the community's best ASM changes.

Watch a Let's Play of Jot5. You'll get a pretty good idea of what's being done just by checking out the first few battles.
777
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 24, 2017, 03:48:57 pm
That's a major part of it, certainly. The synthesis system is meant to be a big part of the game. The expanded Mark system, too. I actually planned out a ten-Mark chain - a plotline that has the same number of story battles as Chapter 1 of FFT - towards the end of the game that covers a lot of backstory, side plots, and endgame equipment acquisition.

But also, things have been shuffled around since the release of Chapter 1. Items and abilities have been re-sorted, the text has been redesigned to counter issues like being unable to load an entire section at once, I'm pretty sure the ASMs have gone through some alterations to allow Jot5 to run on actual PSX consoles...

While everything could certainly be stitched together as is, I don't think anyone here really wants to do that now only to do it all again later.
778
Honestly I don't remember the TA Machinist.

Whether or not you want to do that to Mustadio is up to you and how close you want your mod to be to the base game. I would say changing the Archer is arguably necessary because its skillset sucks for even a second tier job (though it's considerably better in Jot5 where it's on the Squire instead and most other skills now cost MP). But there are many potential ways to approach that adjustment.
779
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
December 20, 2017, 09:54:01 am
Well, it's not about Chapter 2 specifically, but the addition of the synthesis system, and the related features, coming with the next iteration of Jot5 has been a major thing, for one. Real life stuff going on has also been a thing for most of us - speaking just for myself, I've been spending nearly every second weekend out of town for the last while, and I also took a job change that has had me out doing long shifts five days a week (just finished a shift that went from 9:30 AM to 10:05 PM, in fact).

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.

And if anyone's curious, chapter 3 is nowhere near ready. I've evented some of the Marks for it and we've been occasionally planning & discussing the script for it - that's about all there is on that front.
780
Help! / Re: Final Fantasy Tactics War of the Lions ROM
December 19, 2017, 10:27:36 am
... So if I understand this right, you're trying to play a PSP game on a PSX emulator?