Please login or register.

Login with username, password and session length
Advanced search  

News:

Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nyzer

Pages: [1] 2 3 ... 35
1
Help! / Re: Skill and Weapon Formulas
« on: December 16, 2018, 12:45:36 AM »
Yeah, and I heard he's an admin on some obscure forum somewhere, where he bans people left and right just for being new.

What a jerk.

2
Event Editing / Re: New event from a patch i've been working on lately
« on: December 15, 2018, 04:20:23 AM »
1) The character doesn't start facing the right direction. You can catch her spawning looking the wrong way for a frame.

2) The character spawns immediately once the camera finishes moving, which looks rushed.

3) Characters walking in off screen should actually appear slightly off screen at first, blacked out. Not just spawning in instantly. For that, use SpriteMove to shift a character's sprite off their actual position before they're Drawn, then move the sprite onto their real position (it's best if you only do this at a flat line of equal height from where they are and where they're Moving from).

Use a time of about 00045 per panel (28 pixels) walked at normal speed. 00020 for walking to the first tile on screen (12 pixels).

4) She changes the direction she's facing during her initial monologue; characters normally don't do that, so it stands out like a sore thumb. Let her finish moving before you have her start talking, and if those are indeed two different messages make sure that first one closes. (Dialogue nitpick: there's not really any reason for her to talk about her harp. You can just have her musing that it's been a long day and she's ready to be back in town already.)

5) I think you'd do better to not have the camera focus on the movement of those enemies. Move all four of them to the edge of the screen at once, without moving the camera, and while playing the footsteps sound effect. It draws a parallel between how both the character and the player notice them. You can keep their sprites blacked out the entire time as they get into position, too.

6) She realizes she's about to be ambushed, so she... runs deeper into it? IMO, make her walk deeper into the map at first, and then as the ambush closes in she should try to run back the way she came.

7) The camera should follow her as she moves.

8) The rebels should be moving as soon as they see she's moving; give two of them a brief delay before they rush out of cover, then another, even briefer delay before the others join in. (Staggering out their actions so they move more realistically and less like a unified hive mind.) She should not run to the middle and wait for them to take their turn.

9) The ambush closes in rather quickly. What speed are you moving them at? +24 should be the standard "run" speed.

10) Having two of them attack her to knock her out looks a bit awkward. Either she should make a doomed effort to fight back or they should simply intimidate her into submission, considering they have her surrounded and outnumbered.

11) The dialogue in general is a bit awkward. I'm thinking English isn't your first language? Still, that's a trivial fix that doesn't have too much to do with the event itself, so I wouldn't worry about it. I almost didn't mention it, but decided to edit it in since I might as well cover everything.

3
Event Editing / Re: New event from a patch i've been working on lately
« on: December 14, 2018, 07:16:21 PM »
Crap. Meant to look this over before when I was home, and forgot. Not home now but hopefully I'll remember later this time.

4
Help! / Re: Skill and Weapon Formulas
« on: December 14, 2018, 02:24:16 PM »
Yeah, you'd need to edit the names in the Patcher since it doesn't draw from the game's text at all. And most people don't bother.

5
PSX FFT Hacking / Re: Sprites FFTEVGRP
« on: December 14, 2018, 01:52:05 PM »
You can't do that without bugs right now.

6
PSX FFT Hacking / Re: Sprites FFTEVGRP
« on: December 14, 2018, 04:03:59 AM »
There's no easy way to dummy out a generic job to implement a new unique character, no. And the game shouldn't be slowing down from Patcher/Shishi modding unless you're doing something very wrong.

7
Help! / Re: Skill and Weapon Formulas
« on: December 14, 2018, 04:02:04 AM »
The FFTPatcher shows all ability formulas. There are so few weapon formulas no one ever bothered incorporating them into the Patcher but I'm sure they're listed on a wiki somewhere.

8
PSX FFT Hacking / Re: Sprites FFTEVGRP
« on: December 14, 2018, 01:09:29 AM »
Not easily.

As I told you before:

Quote
You'd have to replace an unused Formation sprite, THEN switch the spritesheet it's normally tied to with the spritesheet of the unit you're replacing it with, THEN go through all the ENTDs and set them to all the changed sprites correctly. It won't be a quick process.

It can go faster on PSX by just changing which spritesheets each Formation sprite links to. But you can't do that for PSP.

You can replace their formation sprites in Shishi.

9
Journey of the Five Ch.1 / Re: Suggestions
« on: December 07, 2018, 02:13:38 AM »
To make that work you'd not only have to be on a map that forcibly separates Snake from the rest of the party and keeps it that way (because otherwise there's no plot reason as to why Dante can't just self-Quick to the same interaction, or why the player can't just brute force through with any other character) but you'd also have to account for a player not using Snake's base job or skillset.

Anything we might do along the lines of "correcting" what players might do in that regard would effectively force Snake into a box; the player would lose the freedom to grow Snake the way they like if that way wasn't "the stealth guy". IIRC Elric once toyed with the idea of giving the Five exclusive job trees, which would have been a direction that could better support such a setup, but that idea was discarded when he realized how badly it would limit general job progression/access. And that was before the decision was made to make Jot5 feature significantly more event/Mark battles than FFT.

It's just far better to let the player have the option to use Snake's swift stealth, but not to enforce it.

As for Alma, I also forgot to mention that special fights like that one are supposed to lean heavily in the player's favor (a bit like the WotL Delita fights, just not as braindead easy), to make up for forcing you to play pre-rolled characters that you can't customize. That's why Alma, Rad, Lavian and Alicia all have slightly more job progression than Ramza will at that point. (Aside: the plot explanation for her initially superior combat prowess is that Ramza's arm was badly broken during/following the Altima battle in FFT, and it's taken some time to work it back up to fighting condition. Look at the Brave Story letters if you want to learn about a few other things like that!)

Also, here's a little tip for you: Don't fall into the FFT special character trap. The Five have great baseline jobs, but their skillsets are all meant to be paired with something. If you look at what they've got, you'll notice there's very little for reliable/multi-target buffing/debuffing/healing. As tempting as it is to grind out all of their cool base skills first, quite a few skills from the second tier of jobs fill gaps that greatly benefit you. This isn't FFT where the special characters are staggered out until later in the game and come preloaded with jobs unlocked (I mean some of them will be, just not your starting roster), the enemies almost exclusively have weak skillsets, status effects are nearly pointless, and generic jobs suck.

10
Journey of the Five Ch.1 / Re: Suggestions
« on: December 06, 2018, 08:25:40 PM »
... How would you implement a "stealth route" in a game that has its only gameplay in the game's combat?

You can use Snake stealthily in combat thanks to the invisibility and high Move/Speed he's got access to - he can block paths without taking intentional damage, or reach distant enemies that are trying to heal or attack from afar. Can't really do much else with the game. Don't forget that this is a mod, not a new game engine built from the ground up.

And yeah, the Hammer's a strong weapon. It also uses random chance damage, so it can whiffle as well as home run depending on how the RNG likes you.

Don't double post - use the edit function. It would probably be all right to balance ranged vs melee weapons, but I don't think there's a feasible way to make that effect happen in a formula offhand.

11
I know the PSX emulator I use on the PC has a fast forward option.

And you could use the Patcher for the PSX/PSP versions to null all animations for all skills if you were so inclined. Or replace them all with a fast, simple animation like Spin Fist.

12
PSX FFT Hacking / Re: New Character HELP
« on: December 02, 2018, 07:41:01 AM »
You can use any of the empty slots in the ENTD and make sure his character is set to Join After Battle. To make an actual event out of it, where he talks and stuff, you need to look into event editing; there should be a link to it in the index I linked earlier, too.

When you replace a duplicate sprite, you need to go into the ENTD and change the duplicate out to the main sprite in every appearance it makes. It won't be a quick task.

13
PSX FFT Hacking / Re: New Character HELP
« on: December 01, 2018, 05:03:55 PM »
You need a slot for, in order of easiest to hardest: his skillset, his job, his battle sprite, his formation sprite, and the new skills you'd give him. Much of that is just patcher work and you can find a tutorial about inserting a custom sprite here:

http://ffhacktics.com/smf/index.php?topic=9204.0

14
PSX FFT Hacking / Re: Others Jobs skills
« on: December 01, 2018, 02:44:04 PM »
No clue what you're asking for with this question. Their skills are all visible in Skillsets.

15
New Project Ideas / Re: Jobs and Etc. Ideas Proposal Thread
« on: November 29, 2018, 03:21:18 AM »
Make your own topic if you must ask questions about things; don't just go into unrelated topics and ask.

The sprites are wrong because FFT doesn't load Formation sprites from the regular spritesheet for some weird reason; they load them from separate Formation sprite images. And there are nowhere near as many Formation slots as there are regular sprite slots.

You'd have to replace an unused Formation sprite, THEN switch the spritesheet it's normally tied to with the spritesheet of the unit you're replacing it with, THEN go through all the ENTDs and set them to all the changed sprites correctly. It won't be a quick process.

It can go faster on PSX by just changing which spritesheets each Formation sprite links to. But you can't do that for PSP.

16
A hack has been developed to allow adding one more generic job in on the PSX version, using the unused Bard/Dancer slots for the opposite sexes. It'll be included with The Lion War when it releases, and the default job will indeed be a Dark Knight.

The Dark Knight is a worthwhile enough job (just with horrendously stupid requirements) but the Onion Knight is pretty awful all around. You'll at least be able to get DK in once we've had a chance to test and release that new job hack.

17
PSX FFT Hacking / Re: Monster "Classes"
« on: November 28, 2018, 03:29:19 AM »
I'm pretty sure a system like that is simply not feasible.

In any case, you could probably still set up something along those lines fairly easily - change the monster action menu type from Monster to Normal, make all monster skills cost the same amount of JP, set up every monster in the game to have just enough JP to learn the first three skills in their set, then fill out every monster set with all the skills for their monster family, but in different orders for each subrace. Every monster shows up with the first three skills learned, but you can grind them a bit more to unlock the remaining skills from their family.

Haven't tested that sort of thing but it sounds doable.

18
Use of the Patcher shouldn't break anything that's already in place for WotL.

If I'm correct, the only thing they did for Abyssal Blade was implement a new Formula for it, but they still use the generic Patcher info. Unlike the new equipment, there were some action slots free, so no WotL action abilities have been roughly hardcoded in place.

19
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: November 27, 2018, 01:41:27 AM »
Well, sure, but that's still modding FFT into that kind of game, right? So that'd be related.

Honestly, the question just confuses me.  :?

20
New Project Ideas / Re: Patch Ideas Proposal Thread
« on: November 25, 2018, 06:38:06 PM »
CAn we work together for a project? Leave your email here.

You're posting a reply to a six-year-old comment made by someone that hasn't been to the forum in over a year.



should the idea realted to the the game only>

Yes, patch ideas for FFT should be related to FFT...

Pages: [1] 2 3 ... 35