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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 - Havermayer

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1
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 05, 2015, 08:27:33 PM »
Follow up for all the "what if" ideas I've had. Is it possible to:

1. Have recovery items equipable to the accessory slot, and limit use to one per battle? ie equip a phoenix down, can use one phoenix down per battle.

2. Set a job as male or female only? Bard and Dancer have this flag.

3. Could you have a male job use the male version of the sprites, and a female job using the female version? For example, a Soldier uses male squire spriteset, while a Fencer uses female squire sprites.

3. Swap a sprites between classes? Thief that uses a Dancer class for example?

4. Change the Soldier recruiting office?

As for maps, what they should have done with the PSP port is to update the engine and increase the map size. FFT has tiny maps for a SRPG, and it seems it was limited by the Playstation. Moving to a new console meant they should have taken advantage of the extra power.

2
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 02, 2015, 05:15:19 PM »
For map size, there likely are hardware limits for the PS1 version correct? The Maps in Tactics Ogre are much bigger. In many ways, Tactics Ogre feels more advanced than FFT. I imagine it might be possible in the PSP version.

Also: what about increasing the amount of jobs available? It'd be really nice if we could re-create all the jobs and races found in FFTA and FFTA2. But you'd need something like 50 job slots.

For my other idea, would be to make a FFTA inspired jobs but working within the limits of the original game.

Male = Hume/Banga mix
Female = Viera/Nu Mou mix

If you make the bard and dancer class a second tier job, and then require every other job to get 1 level in it, you could effectively create a series of male only and female only jobs. That's the theory at least. I've never tried it. Is there anything theoretically why that wouldn't work?

I'd use the PSP version since it has two more job slots and two more unique characters to add. Unique characters would also have FFTA jobs that thematically fit them. Agrias could be a Paladin for instance. You could get a pretty decent selection of the jobs, a kind of "Best of". I skipped over Moogles since I never cared for them.

3
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: July 02, 2015, 02:26:06 PM »
How difficult would it be in the PSP version to make the maps bigger? Is that at all possible? Nothing fancy, just larger maps. The current maps were made with PS1 limitations in mind, and are really small compared to even Tactics Ogre.

Has anyone thought about creating a new game script based on the best parts of the PS1 and PSP scripts? I think a lot of the PSP changes are silly. The translator just hates the letter "l" and "v" for names, so he ends up making the names very awkward. "Argath" vs. "Algus" for example. And the fake "ye old english" is very awkward.

4
The Lounge / Re: Yasumi Matusno new kickstarter!
« on: January 19, 2014, 01:35:39 PM »
I do hope this gets funded, simply because Matsuno needs the work.

However there are some issues. People just see his name and react to that. What appears to be the case is that this tiny french company simply hired him to work on a pre-existing project rather than this being a project idea of Matsuno himself. So they're using his fame to raise money.

5
The Lounge / Yasumi Matusno new kickstarter!
« on: January 14, 2014, 07:12:07 PM »
Yasumi Matsuno, the man behind Vagrant Story, Final Fantasy Tactics, Tactics Ogre and FF12 just launched a Kickstarter for a new TRPG.

http://www.kickstarter.com/projects/482445197/unsung-story-tale-of-the-guardians

6
FFT Arena / Re: Stupid question.
« on: October 08, 2012, 04:55:35 PM »
Thanks a lot :D

7
FFT Arena / Re: Stupid question.
« on: October 06, 2012, 04:13:12 PM »
So basically anything that uses MA?

8
FFT Arena / Re: Stupid question.
« on: October 05, 2012, 02:20:28 PM »
Another question. Can magic attack up improve the percentage of MA abilities such as steal heart? If not, can ou explain what it increases.

9
The Lounge / Re: Designing a Metroid fangame, need ideas.
« on: August 10, 2012, 01:25:26 PM »
I say for characters and story, just make something new. There is nothing wrong with a "game inspired by Metroid". You would own full rights to it.

10
The Lounge / Re: Steam sales:
« on: July 21, 2012, 05:44:57 PM »
Quote
Does it count if someone bought it for me?

- Chantelise

....I don't really have a lot of free money for games... >_>

Yes. And Chantilelise isn't very good. The other games in the series are said to be however.

11
The Lounge / Steam sales:
« on: July 18, 2012, 06:00:02 PM »
What'd you get?

I have gotten:

- Hitman Collection
- Ys Oath in Felghana
- Ys: Origin
- Thief Collection
- Alan Wake
- Metro 2033
- Stalker Collection

I already played the Ys games before, but they're pretty awesome. Ys: Oath is still 5 dollars, so get it before the sale ends.

Edit: Recently got:

- Deus Ex (original)

12
FFT Arena / Re: FFT Arena Season One Discussion Thread
« on: May 02, 2012, 08:57:39 PM »
I kind of half-assed my team. I wouldn't have done it if my little bro hadn't pushed me. I aimed at long range crossbow and bow units. I just um, like that. But I fully expect to go down hard.

13
FFT Arena / Re: Season One Arena AI Tournament Registration
« on: April 16, 2012, 12:12:12 AM »
Quick question: Do you have to spend 250 jp to unlock any classes for your abilities? Eg. A Squire with abilities taken from 3 other classes would have to spend 4x250.

14
Help! / Re: Can you play fft 1.3 on iPod touch?
« on: March 09, 2012, 05:34:07 PM »
So we will only have Arena tournaments, not 1.3?

15
Help! / Re: Can you play fft 1.3 on iPod touch?
« on: March 08, 2012, 05:41:45 PM »
Oh, and unrelated thing, but is the ai tourney never happening again?

16
Help! / Can you play fft 1.3 on iPod touch?
« on: March 08, 2012, 05:35:48 PM »
Is it possible to play fft1.3 on iPod touch? And how would I be able to do it?

17
The Lounge / Re: What browser do you use?
« on: December 31, 2011, 08:11:21 PM »
Also it needs to be said: IE 9 and IE10 are not bad at all.  Quite fast. 

In good news, IE will move to an auto-update schedule.  IE 6-7 should be phased out. 
http://www.computerworld.com/s/article/9222811/FAQ_Microsoft_s_new_IE_auto_upgrade_scheme_explained

18
The Lounge / What browser do you use?
« on: December 30, 2011, 06:26:21 PM »
Firefox 9.0.1

I used to use Chromium for a bit.  It is faster than FF.  But, I really can't stand how stripped down the UI for Chrome is.  No simple bookmark button?  That's so stupid.  I also hate the how download bars pops up at the bottom of Chrome.  :gay:

Also, if Chrome will soon overtake Firefox in terms of overall usage.  We should rally behind FF as much as we can because it is the Free Open Source web browser not supported by a major corporation. 
http://en.wikipedia.org/wiki/Usage_share_of_web_browsers

19
The Lounge / Re: We should make our own Indie SRPG
« on: December 13, 2011, 06:36:39 AM »
Click here

My concern with that is that I'm seeing FFT maps, FFT characters, FFT music, etc.  None of this is legally okay.  I don't want a single line of code in this new project.  And how tied to the original game engine is it?  Does it have the same limitations? 

20
The Lounge / We should make our own Indie SRPG
« on: December 13, 2011, 06:11:33 AM »
I don't think our community will go anywhere if we keep trying to modify a 14 year old video game.  Compare Tactics Ogre (snes) to FFT.  Notice how in FFT the maps are much smaller, have fewer units and allow only 5 units for your team?  All technical limitations because of the Playstation.  Even if we completely master the engine, we still have the same limitations that the FFT designers had back in 1997.   

We need to break out of that.  Make our own game engine.  That would remove all the technical limitations, and even allow for us to expand them.  Imagine a large map with, say 64 units for instance.  And before you complain, yes that would mean that the battle system would not be identical to FFT, which is not a big deal.  From my previous thread someone posted:

Quote
Advantages of homebrew over hacking:
1) No copyright/DRM issues if done correctly
2) You can use advanced coding languages and translate into MIPS
3) You don't have to worry about hard-coded mechanics or inscrutable code (since you're the one writing it)
4) ROM size problems can be ignored.  If we're making a PC port, even RAM size is irrelevant since most modern PCs and laptops have far more usable RAM than the PSX/PSP (and it's highly unlikely we'll even use that much since we're probably not coding a 3D graphics/physics engine).

I'd call it "indie', not homebrew though. 

Quote
However, this requires us build EVERYTHING from scratch.  Also, a good number of us are actually more proficient in ASM than in C++.  In short, we will have to throw away everything FFT did right just to either jump through a legal hoop or to ensure total "freedom" to create a game.

This is all worth it in my opinion.  It's obvious that Squeenix has no intention of making a real FFT sequel.  If we pooled our resources I think we could make a top down, sprite based SRPG in the style of FFT/Tactics Ogre.  Keep it simple for the time being.  Perhaps some later project could "take it to the next level" of sorts.  I for one will begin to take my own advice and will read up on coding languages. 

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