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Do not use ePSXe (PC)! Instead use any other emulator. For the purposes of FFT, pSX works wonderfully well!

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Messages - Cheetah

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1
New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: August 13, 2015, 03:32:34 PM »
Go to the main page and hit Tools. You will want to use Ganesha to get level textures.

2
Spriting / Re: NEW SPRITE: Male Mystic Knight (updated as of 8/6)
« on: August 10, 2015, 09:17:58 PM »
The the shading on the forehead gem was driving me nuts. I'm also not sure what is happening at is throat. Is it a gem or a scarf? Not sure the bright white should be there at all if it is a scarf. Also make sure that you are only using 15 colors since you need 1 for the transparency.

Otherwise great improvements and this sprite is coming along nicely.

3
New Project Ideas / Re: Replace animated game sprites with 3d models?
« on: July 14, 2015, 05:04:52 PM »
I'm impressed with your development in doing 3D modeling, that is a useful skill. I'm not seeing a way that you could use them in any kind of mod, but it still makes for good fan art.

4
FFT: Complete / Re: About the Sound Novels...
« on: May 14, 2015, 01:52:38 AM »
I'm working on something...slowly.

But in the meantime here are the old text translations. http://www.oocities.org/tuffydabubba/

5
Tethical / Re: [UTILITY] Win32 Traced (1.0.0.0)
« on: March 26, 2015, 01:08:30 AM »
This seems amazingly powerful for simple 3D models. Any chance of an OS X version?

6
FFT: Complete / Re: Alright, so give me the nitty-gritty here.
« on: February 14, 2015, 01:00:32 PM »
No it was an inability, simple and initial miss because the WotL script used a character not in the original US release. I'm pretty sure I went through and fixed them all, but I think other bugs appeared making the overall build less stable. Melonhead disappeared and I was unable to resolve the issues. Regardless, only a minor text error the occurs in maybe a dozen skits.

7
FFT: Complete / Re: Alright, so give me the nitty-gritty here.
« on: February 07, 2015, 05:45:52 PM »
Does the latest version not have the hyphens fix? I thought I at least got that taken care of before dropping this.

8
Non-FFT Modding / Re: Tactics Engine [Just Started]
« on: September 10, 2014, 02:14:06 AM »
Have you checked out Tethical or reached out to Lirmont? This is looking great though.

9
The Lounge / Re: Now Playing
« on: July 25, 2014, 09:08:41 PM »
Overheating PS3 sucks. I had my heatsink repaired a year ago, and just last night it started spontaneously shutting down again. Going to clean it and try to give it better air flow.

In the mean time I got Steamworld Dig for sale of 3DS. It is an addicting little game. I played through it in about 5 hours over about 7 sittings. I would have played it a lot more if it had bonuses or unlockables, but sadly none to be found. Still trying to find the motivation to take on a new large RPG.

10
The Lounge / Re: Now Playing
« on: July 15, 2014, 01:53:56 PM »
Tales of Xillia is pretty good. I played through it quite quickly and did about half of a second play through, which is very unusual. I found Tales of Graces to be better in almost every way, but still haven't finished it. I'm looking forward to Tales of Xillia 2 next month, the collectors edition is tempting, but crazy expensive.

11
The Lounge / Re: Now Playing
« on: July 12, 2014, 06:40:50 PM »
Just finished Shovel Knight. Really excellent, way better than I even thought it would be. I'm looking forward to them continuing to release free content for this game. Now I need to get back to Bravely Default.

12
The Lounge / Re: Now Playing
« on: July 08, 2014, 11:53:20 AM »
I finished Crimson Shroud. The first play through had a nice difficulty curve and I ultimately enjoyed it as a nice short game. The story got really confusing right at the end by introducing a whole bunch of new revelations without much closure. There is a second playthrough for additional content and story, but the enemies get scaled up so much that battles just take forever so I didn't get far at all. It is also similar to Vagrant Story in that I feel it focuses too much on compatibility/weaknesses/buffs/elements so that it is difficult to predict damage output. Probably worth a play through for any hardcore Matsuno fans.

I suppose my next RPG is going to be Bravely Default. I am only a couple hours in, but such a beautiful game. It has a really intriguing world, which is one of my favorite qualities in a game. The battle system is seeming interesting so far. The most interesting thing is how they have added options to streamline the experience, like fast-forward for battles and changing encounter rates. Just really smart modern additions that any turn based RPG should have now adays.

The game I am actually going to finish next is Shovel Knight. I am a backer of the project and am loving every minute of the game thus far. Lots of fun ideas, interesting platforming, awesome retro graphics, and an excellent difficulty curve. I'm playing on 3DS.

13
Spriting / Re: Heavy Metal X-Men Sprites
« on: June 11, 2014, 02:26:16 PM »
Great looking Storm sprite. I was very impressed with Fosil's base and didn't see room for improvement, but Lijj's edits are spot on.

14
The Lounge / Re: Now Playing
« on: June 08, 2014, 04:20:06 AM »
The Borderlands series is definitely great. The DLC expansions do a lot for extending the playability as well. I'm not super excited about the Pre-Sequal yet, I don't trust a new studio taking over.

I also forgot to mention that I played through Uncharted 2 & 3. Truly amazing games that deserve all the praise they receive. Stunning in every way. They are kind of just a must play for anyone and the playtime for them is about 10-12 hrs a piece so not a huge investment. I also got obsessed with getting all the collectables in both games, for no real reason whatsoever.

15
The Lounge / Re: Now Playing
« on: June 06, 2014, 09:27:17 PM »
Wow.

So I bought a 3DS the other day and the first thing I did, after downloading the Bravely Default demo, was purchase Crimson Shroud. I'm interested because Yasumi Matsuno is a designer on the game. It is kind of a throw back in that it is like a pen and paper RPG made into a videogame, with all characters being static figurines and dice rolls playing prominently. I'm only a few hours in, but so far I'm loving the tone, characters, and gameplay. The narrative is a bit odd, as it is kind of emulating a game master telling the story, but then it switches between that, character speech, character thoughts, and gameplay descriptions. I will update when I get further along.

It has been a real long time since I posted here, but I will do a summary of what I can remember since I play pretty few video games. For RPGs, I have been in the final dungeon of Tales of Graces f for like two literal years, I played through Tales of Xillia really quickly and almost beat it a second time. The fan translation of Tales of Innocence for DS was great as well. Oh and Last Story on Wii a while ago. Last Story was quite enjoyable, the pacing was great and it had some excellent systems. After Crimson Shroud I'm going to decide between Ni No Kuni, Kingdom of Amalur, and Xenoblade Chronicles. In my old age I get overwhelmed by giant really long RPGs, so even though I have all three I'm intimidated to start any of them. Once I start an RPG I need to just play through otherwise I never come back to it. Thus I am very interested in Child of Light and feel that I might end up getting that instead of playing the other 3 I already have.

For multiplayer. With a bud online I played Borderlands 2, Dead Island, and Diablo III. Borderlands 2 got the most gameplay hours by far. For whatever reason we are having a difficult time getting into Dead Island and Diablo.

The other game that I actually finished was Ghost Trick for DS. Such an amazing wacky original game. Probably one of my all time favorites for it's story, characters, and gameplay. I really couldn't recommend it enough. It will hook you in the first 15 minutes, and if it doesn't then it might not be the game for you.

16
Spriting / Re: Seushiro's Sprites... Redoing some sprites
« on: March 21, 2014, 08:58:49 PM »
Nice to see some great spriting happening on this site again. I'm particularly exciting for Besrodio, I made an attempt many moons ago but the cane was too much for me.

17
Tethical / Re: Name Entry State, Multi-Language Support
« on: March 05, 2014, 03:43:32 PM »
You are getting better at making videos, it was a good plan to do the short minute one and the longer one. Is this tech going to be transitioned to in game text in general as well? What is up with the crazy emoticons?

18
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 21, 2014, 12:38:44 AM »
In terms or story paths, here is an example. If you decide to negotiate with an enemy general instead of kill him, that could have major implications to your story. In FFT, if you hadn't kill Miluda things would have been real different. If you allow for this much choice in how you play the game I think there would be a corresponding amount of variation in story. Thus, good and bad choices are not physically exclusive; but it does impact the story. Or at least it doesn't make sense for the story to not match your play style.

Your second paragraph. The trick here is that brute force is always the option, because that is what battle is about. Obviously there is some flexibility there and we talked about mission variety earlier, the gameplay of FFT and most RPGs is about the battle system which is about killing stuff. If you want to have alternative ways of conflict resolution, then you need equally engaging gameplay systems to support this play style. This also relates back to how I was pointing out that allowing players this much freedom could make it so they create an unfun experience for themselves. For instance if you as the general chose to sneak in spies to poison the water supply of the enemies instead of facing them in open combat. You can't just have a text box choice to choose this tactics, you need engaging gameplay surrounding this tactic. Otherwise many players are just going to tend towards the most efficient way of finishing a game, because that is part of playing a game, and then they wouldn't really be experiencing the game. So you could design engaging gameplay where you have a stealth mechanic built in around a single unit avoiding being detected and getting poison slipped into all the water wells. The problem is, that for everyone of the vast number of options you are allowing players to make you need another kind of engaging gameplay alternative. Thus leading to feature drift and basically to huge of a game.

The solution I see is as follows, and really it is pretty much Tactics Ogre with more mission variety. Have an in depth and engaging battle system that allows for mission variety and varied tactics, to an extent. Offer players different approaches to battles, not just path A or B, but with meaningful mission variety. Have these choices lead to directed story paths based on player choices and actions during battle. Then add the morality system, or something similar, so that these choices have a cumulative effect that influences aspects of gameplay beyond just story and is visible in the world the player is interacting with. Thoughts?

19
Tethical / Re: Plan for Difficulty and Story "Battles"
« on: February 20, 2014, 06:50:30 PM »
This example is definitely more in a scale I can comprehend. I still hold two assertions.

1) You can have choice just for the sake of variety, but it will also likely be linked to narrative branches that could really complicate things. You could make most of these choices mostly relate to non-narrative aspects of the game, like shop keepers, but eventually how you play the game differently will have to also alter the story.

2) The more of these battle choices that you can have be organic in that they unfold during battle and aren't choices chosen before a battle the better. I personally find the planning aspects of battles in games tedious. As always there is a balance between providing a player with information they can use to prepare for a battle and leaving unknowns so that what happens is still exciting and dynamic.

Having choices in how you play the game influence more than just the narrative is a cool idea. I like the shop keeper and blackmarket examples.

20
Tethical / Re: Character Generator Proposal
« on: February 20, 2014, 03:11:15 PM »
Thank you for the thorough answer. You basically confirmed what I was thinking, even in terms of division of work load. The face expression idea is slick too. We were also thinking of having some equipment show up on characters, like a sword slung to their belt, and that would have to be a similar system anyways. Could you take this kind of thing too far though? Just thinking through it here are some potential divisions:

Simple: Head, Torso, Right Arm, Left Arm, Legs

Complex: Head, Face, Torso Front, Torso Back, Right Arm, Left Arm, Right Hand, Left hand, Legs

Then there is all the potential areas where you could be adding equipment, layering it all could be a bit complex. Though I suppose if you just start with basic sprites and then start building onto them it would become systematic after not too long.

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