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Messages - Kaijyuu

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The Lounge / Re: TacticalRPG Engine
« on: April 05, 2017, 12:19:08 AM »
Just posting to show support. It's a nice hobby project and you should be proud of it.

The Lounge / Re: FFT Bad Gameplay Habits
« on: February 07, 2017, 08:52:58 PM »
Doggedly sticking to broken strategies then thinking things are too easy. That's the only "bad" gameplay habit I can see concerning FFT. Of course people can play how they like and whatnot, but I feel a large part of FFT's appeal is variety in viable options and customization; if that's not appealing to someone, and they want high challenge without any self imposed restrictions, perhaps other games would suit their taste more.

The Lounge / Re: FFT Record Keeper Spell Quotes
« on: February 07, 2017, 08:49:30 PM »
Finally, we get the only part of the game that really ought to have been written in archaic english translated.

I can't verify the accuracy of these, though.

Try it from a save rather than from the very start of the game.

The Lounge / Re: TacticalRPG Engine
« on: December 02, 2016, 05:54:22 PM »
Ah, so you're making a heat map? Awesome.

I dunno about specific values, but I would put reviving ally above killing enemy. Maybe those can be weighted differently based on the current ratio of enemies:allies, too (more enemies meaning reviving more valuable and killing less).

New Project Ideas / Re: Final Fantasy Tactics: Brave Story
« on: November 13, 2016, 07:02:29 AM »
As a big fan of the original translation, the biggest thing I disliked I'm certain you're already changing: the mix up of "breath" and "bracelet". An assassin using "stop bracelet" was just confusing.

Another thing I'd like to point out are the spell quotes. The original translation of them was very literal, and given the flowery and esoteric nature of them in japanese, this often ended up weird (if occasionally oddly poignant). It's the one part of the game where the language really ought to be embellished in something akin to wotl style.

PSX FFT Hacking / Re: Stacking Reaction Abilities
« on: November 01, 2016, 06:38:49 AM »
I know guard+abadon works just fine. In fact I'm pretty sure they work with blade grasp too. Weapon Guard and Abandon are essentially passive support abilities (that merely modify your stats), while blade grasp is more of an actual reaction ability.

In the base game, it takes innates and literally copy/pastes them into the reaction slot, overwriting it. They did this entirely become of monsters (reactions in the passive slots do NOT show up in-battle along with predicted damage and success rates, only reactions in the reaction slot do). Monsters counter a lot (higher than their brave would imply) because they have two counters equipped.

There are some hacks higher in this thread that will remove the copy/pasting, though it'll have the downside of monster counters not show in battle as their reaction.

The Lounge / Re: TacticalRPG Engine
« on: September 29, 2016, 06:21:04 AM »
"These days"? It's always been rare :)

As always, good job for keeping at it. I have trouble sticking to my projects as long as you have yours.

The Lounge / Re: Project AM2R v1.0 release (Metroid 2 remake)
« on: September 11, 2016, 05:52:40 AM »
I don't think the site admins would want a link posted here. Try google.


I never actually gave the game a whirl since everything I read about it seemed to chop out the things I liked about M2 (like the jaunty main theme) and add in all the things I disliked from other metroid games (like bosses).

The Lounge / Re: Project AM2R v1.0 release (Metroid 2 remake)
« on: August 07, 2016, 01:30:10 AM »
I may give it a whirl. I actually very recently (like, two weeks ago) played and beat Metroid 2 for the first time, and was very, very impressed. I didn't think I'd enjoy an action platformer whatever you call it as much as I did. I was surprised how atmospheric a gameboy game could be.

Strangely I'm not much of a fan of any of the other metroid games though.

Bugs and Suggestions / Re: Custom Character Formulas.
« on: July 06, 2016, 06:13:49 PM »
hey no dissing netscape

Bugs and Suggestions / Re: Custom Character Formulas.
« on: June 27, 2016, 10:15:54 PM »
While the patcher can generate gameshark codes, this does tend to be a rather inefficient way of handing data over to others, yes. It's easier to just link a patch.

The Lounge / Re: So... ask me things XD
« on: June 23, 2016, 12:55:07 AM »
I used to like Yahtzee, but then I got the feeling he wasn't quite as facetious as I first imagined, and that kinda soured the whole thing. His personality is one that's funny if it's fake but really unpleasant if not.

The Lounge / Re: Most emotional video game moments & Ruined ones
« on: June 23, 2016, 12:52:01 AM »
Dark Cloud 2 (ruined moment)

The Lounge / Re: What are the simplest components of a tactical RPG?
« on: June 10, 2016, 07:30:51 PM »
Vandal Hearts. Probably the simplest and most elemental trpg I've played.

The Lounge / Re: So... ask me things XD
« on: April 15, 2016, 07:04:17 PM »
You must be bad at crosswords then.

I do similar projects with my wife, though we've never gotten something so grand in scale so far along. Lookin' good, and good luck to you!

Even if you could extend the number, there's a hard limit of 9 spritesheets per battle. This limit is pretty insurmountable without completely redoing how the game draws sprites. As such, if you successfully extended the number of player controlled units to 6, this would limit the number of different types of enemies to 3. That might be too few to be worth it.

The Lounge / Re: FFH Community Picture Gallery
« on: March 21, 2016, 04:59:20 AM »
When I was growing up, I kinda dreaded getting married since I thought it'd be like on TV sitcom. Thankfully, real life is not like that.

Being married should make you happy far more often than it makes you sad. If this is not the case, there is a problem.

PSX FFT Hacking / Re: Steam Job Wheel Discussion
« on: February 19, 2016, 08:09:20 PM »
Bard and Dancer use unique data tables though were originally mutually exclusive by gender, correct? Would it be possible to make them use the same table (and again make them mutually exclusive), thus opening up a new job slot without any otherwise noticeable changes from vanilla? I'm guessing job requirements would get in the way, though.

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