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Messages - RavenOfRazgriz

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1
Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: May 22, 2013, 01:45:36 AM »
There's nothing terribly complex on how most of the characters were conceived.  Many were conceived bottom-up to fill a gap in the story.  I don't think there are any particularly grandiose stories to tell about the OCs though at this time.

The Level cap is 99.

2
Journey of the Five Ch.1 / Re: First Impressions/Questions
« on: May 15, 2013, 08:25:52 PM »
The Redguard skillset isn't flagged correctly.  It'll be fixed in the next release.  You can learn whatever skills you want and you'll be able to use them normally once the new update is out.

Formation Screen data is stored in UNIT.BIN and WLDFACE.BIN.

MountainDew~, you want a bit more healing, unlock Knight and Priest.  The Five are awesome but it's still FFT, they can't do everything alone.

3
Journey of the Five Ch.1 / Re: Bug Reports
« on: May 14, 2013, 11:42:47 PM »
I think I know why (Cntr) Deathblow is behaving oddly.  The X and Y labels in FFTPatcher are probably backwards because people can't document formula properly.  300 *.3 = 90.  I'll look into that later today.

If it seems like we're replying to bug reports less, don't worry, we're working to make the next bugfix release address a very large amount of errors all at once, and working on Chapter 2 at the same time, so we've had less time to be spamming new bugfix releases.  It's better off this way anyway, since people don't need to constantly download new patches and update their game. 

4
Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: May 14, 2013, 11:37:41 PM »
Mediator was removed and replaced with a different class because Mediator is kind of boring and in a lot of ways a rehash of Oracle and Thief, at least conceptually.  This is why most of the Mediator skills that weren't outright removed were placed in the hands of either the Rogue or the unique Bandit classes.  Both Rogue and Bandit have more to them than just Mediator skills, though.

Dragons are tough as nails because fuck you they're Dragons.

5
FFT Arena / Re: Maps Discussion.
« on: May 13, 2013, 01:06:44 AM »

Not Blank

6
Journey of the Five Ch.1 / Re: Bug Reports
« on: May 11, 2013, 08:11:37 AM »
It would help if you posted the timestamps for each error in your bug report so I can find them easier when I wake up tomorrow.  Saves me a good 20+ minutes and ensures I actually see all the same bugs you did.

7
Journey of the Five Ch.1 / Re: Bug Reports
« on: May 08, 2013, 10:03:37 PM »
Dante's Dash is an oversight, it's fixed for the next release. 

Both of Cloud's "Level 3 Limits" are susceptible to Double Magic.

8
Journey of the Five Ch.1 / Re: Bug Reports
« on: May 08, 2013, 08:11:02 PM »
The Ranger does not always join you.  The Beastmaster randomly comes in with 0-2 Chocobos and 0-2 Bombs.  If you get a 0 roll be happy.

I know about the other bugs, there hasn't been a release to fix those because I'm trying to clean up some unrelated bugs and get them all fixed in a single release.

9
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: May 08, 2013, 05:48:11 AM »
That quote doesn't quite describe it properly.

I can USE the program correctly, but when I re-apply the ASMs, nothing actually HAPPENS on the ISO.  It's like once I choose ASMs and apply to ISO once, those settings become "locked" and nothing I change on the Interface seems to matter.  I had it happen a lot when working with the Journey of the Five ISO and trying to debug various versions of custom ASMs we have.

10
It's already been stated that Journey of the Five currently does not work on modded PS1, modded PS2, EBOOT, or other similar formats.  While we are working to fix this, currently the only way to play Journey of the Five is on an emulator such as ePSXe, pSXfin, psxeven, etc.  The game will crash in various spots when played on a home console or on an EBOOT.

11
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: May 07, 2013, 06:59:52 PM »
He means Jot5 Release Version 1.3.  Mixing Journey of the Five with FFT 1.3.0.6 would result in... bad things.  Planets would align, a blood circle would form under your machine, and a colony would fall on your house level of bad things.

12
Tutorials and Learning / Re: Tutorial Link Index
« on: May 07, 2013, 06:05:02 AM »
They're both added.

13
Help! / Re: Assistance with an overly ambitious FFT project...
« on: May 07, 2013, 02:51:51 AM »
You can't give the units in FFT: Arena unique AI for technical reasons, as the units are spawned through the ENTD and all use the "Enemy" AI, which is smarter than the AutoBattle AI.  When building teams for FFT: Arena, the old 1.3 AI Tournaments, etc., you "configure" your AI by choosing which abilities to know beforehand - your AI units can't do things they don't know how to do.

But yes, you can basically do everything you want here except make the game a legitimate two-player game.  The closest you can do in that regard is to generate an ENTD with the units you want, have one player "host" the game, and have the second player control their team via Teamviewer or something, but most people aren't comfortable doing that so letting the AI handle it is much easier.

Just remember that whatever you end up feeling is good for your project will probably be work.  With newer, bigger projects like Journey of the Five, etc., I know a lot of people take "vanilla" mods like 1.3 for granted, but even simpler mods like that require a lot of work, dedication, and motivation to get the things you want done.  The ability to come through and finish what you're working on is the most important skill of all, which means you should take things one step at a time - which parts of the things you listed here would be most important to Heroes of Ivalice, and which parts "would be nice" but aren't really 100% important?  You want to get those first bits done first, then work on the details later. 

Since you're re-working the system from the ground up, I imagine the two things you're going to need the most are gameplay and cutscenes.  (As in, the ability to actually make fun, balanced gameplay and the ability to make interesting cutscenes.)  These are what you and anyone looking to work with you on this should be looking into first to make sure you can do them well.  Maps can be made, sprites can be made, basically anything can be made, but if you can't make things work out on a basic level there's no point in actually making any of those things.  So I highly recommend getting acquainted with Event Editing along with the basic gameplay editing tools such as FFTacText, FFTPatcher, etc., learn the basic skills you'll need to make this work for Heroes of Ivalice, and get yourselves some mockups of whatever you want to do going first.

Worry about the rest when you can produce something that can be played, or watched, or whatever suits your needs at Heroes of Ivalice.  It doesn't matter that all the sprites and maps are either placeholders or completely unedited, you'll get a lot farther narrowing it down and honing in on those key points first.  As long as you're motivated to work and understand what you need to focus on first, though, you should be more than able to learn how to make something to suit your needs.

14
It's added to the Important Links now.

15
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: May 04, 2013, 06:13:27 AM »
I'm kind of surprised you beat that second Mark on that memory card, unless you modded it to open skills or did some grinding or something.  The second one you did is supposed to be on par with the hardest battles in Ch1 for as simple as the battle setup was.  I suppose after going through Ch1 you'd be experienced enough at managing your AoEs and such to handle that fight, since it's not too bad at low levels.

16
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: May 04, 2013, 02:10:01 AM »
Have you tried the second Mark yet, brittmarv?

(Hue.)

Looks like you're coming along well though, CT5.  All the small edits I've made to get the difficulty curve more consistent and not particularly gruesome early on seem to be doing exactly as intended.  Good good.

17
Hacking/Patching Tools / Re: FFT Patcher .478 Source Code
« on: May 03, 2013, 09:30:20 AM »
Needs better space management.

Move the Equipment section under the Skills section.  Move the AI section to the right of the Abilities and Equipment sections, so that the bottom of the AI box is in-line with the bottom of the Equipment box.  Move the Spoils and Unknown boxes into the now-empty space above the AI box.

This would conserve a lot of vertical space on-screen (good for people with small monitors) and minimize the amount of wasted "white" space on the interface.

18
Journey of the Five Ch.1 / Re: Journey of the Five FAQ + Q/A.
« on: May 03, 2013, 04:59:13 AM »
The original Journey of the Five concept was posted by Elric @ October 11th 2011.  The release for Chapter 1 was March 29th 2013.  So you're looking at almost a year and a half.  However, that number's a bit misleading because there was a lot of re-development, downtimes, etc., and a lot of framework for the other 3 Chapters was also being decided upon.  It was definitely a lot of time and effort on everyone's parts regardless, though.  A lot of polish went into everything and no one on the team really had an 'easy' Job, which is why things took as long as they did.

The good news is that Chapter 2 is in the Design stages now.  (This would be things such as script finalization, figuring out sidequests, etc.)  I can't say exactly when it'll enter Development stages (where we actually start putting things on the disk) but it should have a much shorter Development Cycle than Chapter 1 did.  So you can expect your Chapter 2 fix to come much faster than Chapter 1 did once we're happy with our Chapter 2 design and push it into development.

19
Journey of the Five Ch.1 / Re: Journey of the Five Battle Logs
« on: May 02, 2013, 10:59:12 PM »
Brittmarv, I have a memory card I could send you but it's my difficulty testing card, meaning you'd be Level 5 @ just before end-Chapter with almost 0 skills.  You'd have to redo all your grinding so I dunno how much time that actually saves you.  Good to see the Chapter boss still gave you quite a bit of a challenge even with all the skills you've ground up.

-

CT5, that's some rough beats on the second fight.  Looks like the changes to Bartholume worked out well enough since he was able to get in the clutch revives and heals without wasting all your Items.  Hopefully the changes to the fights you're about to go into work out well for making them a bit less rough, too.

20
Okay, a quick v1.941 to fix some errors in how the Item command was displaying its animations in-game.  Purely graphical so it's an optional update.  Enjoy.

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