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Messages - Cheetah

Pages: [1] 2 3 ... 179
1
FFT: Complete / Re: Download the Patch: Current Version .50
« on: March 16, 2016, 12:22:23 PM »
Thank you so much for the praise LD, and I'm sad that it took me so long to notice this message. I will take credit for doing a lot of the organization on this project, but much of the work was done by others who I feel probably don't get appropriate credit. I think I will probably need to generate a true credits for this project. You inspired me to look back over the original goals for this project, and I have to say that I'm pretty satisfied with where we got. My biggest regret is that the sound novels didn't get completed. But let it be known that these are still being worked on in a couple different forms, and v1.0 of FFT Complete is still a real possibility.

2
The Lounge / Re: TacticalRPG Engine
« on: February 05, 2016, 01:37:35 AM »
Keep at it! Getting momentum with a project can be tough.

3
The Lounge / Re: TacticalRPG Engine
« on: January 05, 2016, 11:24:19 AM »
Any chance of an OS X build for me to test?

4
The Lounge / Re: TacticalRPG Engine
« on: November 30, 2015, 11:29:36 PM »
I always felt FFT could do with more chokepoints. The game's maps have a rather open feeling, which is only exacerbated later by people having access to move +2 and +3. Spells not requiring LOS also add to this.

I first read "checkpoints" and I disagreed, but yes "CHOKEpoints" do add to the mix. I do disagree somewhat in that I think when you are first learning the mechanics that there is already a fair amount of chokepoints in FFT already. In a variety of ways too, such extreme height changes, doorways, and dangerous terrain (poison bogs and lava). It's just that as advanced players we know all the tricks and how to get to the good skill quickly to avoid these hazards (move +3, fly, etc.).

5
The Lounge / Re: TacticalRPG Engine
« on: November 29, 2015, 09:02:10 PM »
I'm liking the nice smooth progress. Related to stage design, one of the most unique aspects of FFT's battle system is the verticality of the levels. I think it really sets it apart from other strategy RPGs and is an aspect missing from many of the more modern games in the genre. FFT did weird stuff with character to building proportions to pull it off, making the buildings relatively small compared to the characters. The related elements of vertical movements and obstructing the trajectory of projectiles is also important.

6
The Lounge / Re: TacticalRPG Engine
« on: November 07, 2015, 05:16:59 PM »
Looking great. I'm particularly impressed that you already have support for curves on the map. Are you going to add a mode to use direction buttons to move directly between map points and not just scrolling? How is the auto scaling working and will it include zooming?

The model looks fine, but that must be a huge amount of polys on that little guy to be so smooth. There lots of decent free 3D assets out there that you could use while testing and not take away from programming dev time. Keep up the great work.

7
The Lounge / Re: TacticalRPG Engine
« on: September 21, 2015, 01:46:05 AM »
Just wanted to say that I continue to be really impressed by this project and I hope to see future updates.

8
Spriting / Re: First attempt at spriting. Let me know what you think
« on: September 15, 2015, 01:36:25 AM »
This stuff is looking great. Keep up the good work TheBill, it is awesome seeing some new spriters bring in new content to the site.

9
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.

10
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.

11
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.

12
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/

13
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?

14
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.

15
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.

16
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.

17
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.

18
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.

19
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.

20
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.

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