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FFTA Long Night 0.64 release!  (Read 22947 times)
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dck [Posts: 77]
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  • [February 21, 2016, 01:19:33 PM]
FFTA Long Night 0.64 release!
« on: February 21, 2016, 01:19:33 PM »
FFTA Long Night is after a long time ready to be played! Although the endgame will be developed at a later patch, the current 0.6 allows access to all the new jobs, abilities and 70% of the game's (all new) encounters!

Here is a general changelog so you know what to expect going in:
  • Reworked jobs: Every job has been changed to keep it as an actual option both for player and AI. The list at the bottom has the detailed changes.
  • Heavily reworked skills: Thunder/fire/ice may be a staple but there were too many skills that did almost nothing other than dealing damage of X flavor. Not everything needs to be a special snowflake and skills aren't changed willy-nilly, but all of them have been looked at and the majority have been modified.
  • Reworked stats: Each race has a shared starting point regardless of job, allowing to swap starting characters to different roles without massive losses in usability. Stats have been scaled down to allow a higher ceiling of endgame fights, without having a real effect on most general encounters. Speed and EV are completely gear driven.
  • No APs: Units master skills upon wielding the item that grants them, although some in particular will never be mastered at all- this allows for broken concepts like double weapon to still be used without enabling ridiculous scenarios. This also allows for more creative formation design that doesn't punish the player by having him do a thousand deployment missions.
  • No job prerequisites: A part of the formation rework demands for the player to be able to expand pronto, and following the secondary reason for the AP removal there was no need for this to remain.
  • No laws: While a decent concept, laws worked against the variety this hack aims to provide and have been removed.
  • Redone gear: Body armor has core values such as EV and speed that make for the bulk of those stats on a character- this of course varies between the three main types, that provide very different levels of defense themselves. Weapon have also been greatly changed, however these are self-explanatory in-game.
  • All enemies scale up to your highest level dude. A basic change that was very much needed.
  • There are four types of combos that have perfect accuracy and cover different ranges, relevant to which class uses them. Combos can never be mastered, and mythril weapons, while weak overall, offer otherwise very rare modifiers to movement and improve positioning in general as to facilitate the combos themselves. The idea is that solving a battle through combos is a conscious commitment that is actually viable, as opposed to an option to randomly deal 999 damage to something because two units happened to be in range and you remembered you had some JPs.
  • MP management: Most skills cost MP and it does not regenerate during fights. There's plenty of skills to help with this, but there's also a bunch that attack enemy MP, as MP damage can now be relevant.
  • Formations redone to a much higher standard of threat. There's still a progression, but since the player has access to more skills and jobs, he can deal with stronger opposition earlier.

As of 0.64, all content unlocked up to story mission 15 is available. Since at that point the player gains access to all character abilities and the best shop gear, there was actually room for a bunch of endgame-ish content too.
The remaining part of the game will differ even further from vanilla, so updates from this version will probably take a while as I work on the unique classes and experiment in general.

Known bugs:
  • Water Veil appears to crash in certain circumstances when using VBA 1.7.2. Using https://mgba.io/ is recommended since there are no known crashes with it.
  • If you manage to get a law card somehow, there's a nonzero chance reading its description will crash the game. However these shouldn't be available anywhere except one type at Ezel's, where nothing should happen.
  • Balms, potions and ambrosia do not consume the item upon usage.
  • Marche starts out with a combo already equipped.
Not bugs:
  • Relics cannot be obtained by players, the item type meant to be enemy only.
  • No clan skill experience can be gained.
  • Certain deployment missions have a combat skill requirement, this is to maintain save compatibility and keep them from completion until later versions when they are set up as battle missions.
  • The "random" skills starting characters know are actually all the skills they could learn swapping starting gear.


NOTE: None of this would've been possible without the outstanding work by bcrobert, Darthatron and TFergusson. The amount of information unearthed, organized and made readily available helped greatly when getting to understand just how exactly to get things done.

NOTE2: This hack started based off the first one I played called FFTA X, the influence of X is still visible in the Shaman, Cultist and Zealot, whose core concepts are maintained and expanded as they are both simple and ingenious.

Skill list:

Enemy skill list:

Due to character limit constraints, the stat dump has been moved to the next post!
« Last Edit: August 28, 2018, 12:56:18 PM by dck »
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  • dck [Posts: 77]
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    • [February 23, 2016, 11:20:01 PM]
    Re: FFTA Long Night progression thread.
    « Reply #1 on: February 23, 2016, 11:20:01 PM »
    Detailed stat growth of each job for those interested:
    « Last Edit: August 14, 2018, 08:52:49 AM by dck »
    • Modding version: Other/Unknown
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  • Event Kid, Mr. Peanut
    Jumza [Posts: 1518]
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    • [February 23, 2016, 11:28:46 PM]
    Re: FFTA Long Night progression thread.
    « Reply #2 on: February 23, 2016, 11:28:46 PM »
    I'm looking forward to this! The system you've worked out for abilities is actually a very interesting idea! I'm excited to see it in action :)

    • Modding version: PSX
  • Check out my project ~ FFT: A Stone's Ripple : http://ffhacktics.com/smf/index.php?topic=10857.0
    The demo was just released! Come check it out!
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    Eternal [Posts: 3077]
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    • [February 24, 2016, 12:02:52 AM]
    Re: FFTA Long Night progression thread.
    « Reply #3 on: February 24, 2016, 12:02:52 AM »
    I'm glad to see that more people are getting interesting in modding FFTA! It looks like you're doing a great job, keep it up!

    Some thoughts:

    -I (being the debuff fetishist around here) love how you've redone debuffs to make them more useful. My only concern is that they sound like they'll be -too- accurate now and that they'll cripple fights. Mind you, this is just in theory and not practice, since the mod's not out yet, but I'd be interested in hearing about how your tests go.

    -Quite frankly, No AP is what scares me the most out of your changes. No AP means that, at most, if I'm understanding correctly, a unit can learn one active ability at a time. That seems -extremely- limiting and, frankly, unfun. Am I just misunderstanding this? If so, let me know!

    -I like your Combo rework, and honestly, it's how Vanilla should have done Combos to begin with.

    Now, onto your job ability reworks:

    SOLDIER:
    -Why do the Breaks and Mug cost so much MP? Mug, especially, never seems particularly useful. Do the Breaks also deal damage in your mod?

    PALADIN:
    -What is Drop Weapon's accuracy? Is it buffed like all other debuffs have been? If so, that sounds like it could be pretty broken, especially since it's 0 MP. I could see a Paladin just running around disarming everything and causing fights to become a breeze. Also, why do Defense and Cover consume so much MP? They're fairly niche skills (Cover less so), but an MP cost only serves to make them -less- useful, IMO. Further, as much as I want to love Saint Cross, AoE Reraise sounds like it could become problematic.

    FIGHTER:
    -Has 2 tile knockback been tested? When I tried doing that in A2 (which I know is a different game, but they share many mechanics), it simply wouldn't work. Also, you may wish to make Backdraft deal non-elemental damage to make the player unable to heal from the recoil effect with Fire absorption gear. I know you mentioned making that kind of gear less accessible, but it's still something to consider.

    DUELIST:
    -I like Disarm and Draw Weapon, but I'd probably take them away from Paladin if you intend to keep them. By removing them from Paladin, you'd remove the overlap on having both Paladin and Duelist having two of the same abilities. Otherwise, I really like the concept of this job and it reminds me a lot of FFTA2 GG Fencer. :)

    SHAMAN:
    -Fire Veil sounds very, very broken. Linear Confusion is really good, as it can easily cripple enemies and enemies in FFTA line up more than you'd think.

    WHITE MAGE:
    -I feel that Reraise needs a buff if Saint Cross will remain as it is. I could see myself just using Saint Cross on the first few turns in battle to Reraise my entire party while they're close instead of using the Reraise spell. I know the Reraise spell is in a good skillset, but this is just something to consider.

    BLACK MAGE:
    -I really like the Black Mage's MP-based theme. Fun stuff!

    ZEALOT:
    -A very interesting job concept, but I'm concerned that the enemy AI won't use it properly. It reminds me a lot of Dark Knight though, which I really enjoy. I'm excited to see what you come up with to improve the job!

    ARCHER:
    -Burial is a very "Why didn't I think of that?" idea. I really like it. So much so that I may ask if I can use it in FFTA GG, heh. Very good idea!

    DRAGOON:
    -I'd be very interested in learning how you increased the cone size. That'd be quite a useful change for other mods to make as well.

    DEFENDER:
    -Are there meant to be two Mow Downs?

    WHITE MONK:
    -Monk sounds like a badass job now. Lots of fun moves, though Chokehold sounds rather broken to me. Again, though, it's tough to say without any testing.

    TEMPLAR:
    -AoE Haste is pretty broken. Trust me, I've been there, haha.

    FOREST RANGER:
    -Interesting concept. I really like its variety of skills and its ability to tame fey.

    DREAM STRIDER:
    -Glad to see someone else enjoys the concept of a job that uses eyesight as a means to attack, though I never figured out how to make it enjoyable. Your version looks very fun, though. Just be careful with Sleep, as it's a very dangerous debuff in the FFTA series.

    PROFESSOR:
    -Interesting theme. Like FFTA2 Scholar, but not. Addition sounds fun, as does Normalize.

    RED MAGE:
    -Sounds interesting, but kinda broken. Full-map skills get broken no matter how you balance them, simply because of how they are. If things like Geomancy still exist, that alone will make them ridiculously good. Their ability to just stay in one spot (thereby decreasing their wait time, and thus, their Speed), and blast things with magick is really potent. I recently had a problem with that for a job I made in FFTA2 GG. Just a word of friendly caution, is all.

    SNIPER:
    -Fair warning that the Elementalshift effect is bugged. It makes any elemental changes -permanent- and they can't be changed unless the Elementalshift effect is used on a target again.

    MOG KNIGHT:
    -Drake Spirit is kickass. I'm glad someone else liked the transform-into-a-dragon concept. Especially with Moogles, that's pretty awesome.

    CULTIST:
    -Always a fan of Necromancer jobs. Sounds like it'll be fun!

    Ultimately, everything sounds pretty fun, and I look forward to seeing your work. If you need any help or want to bounce around ideas, I'm always around. Let me know if you need anything, and welcome to FFH! :D

    • Modding version: PSX & WotL
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    dck [Posts: 77]
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    • [February 24, 2016, 03:34:39 PM]
    Re: FFTA Long Night progression thread.
    « Reply #4 on: February 24, 2016, 03:34:39 PM »
    Thanks Jumza, I can say I'm pretty hyped to see it released myself as well.

    Lots of interesting stuff in Eternal's post, too. I'll try to address most of it.

    @debuff accuracy:
    This is more of an equalizing measure than anything else. I found the way the AI uses debuffs generally good, but they will very often go for shots that a player would never consider.
    Since I know nothing about how to address this at at the AI level itself, the better way I found is to keep the incentive for positioning the player has and play with which status effects are available/ the mp drain on sustaining them or spamming them. The AI already deals well with this, but now they have a much lower chance of wasting their action.
    Many status effects in LN are quite strong, but can't really be sustained without multi-character cooperation or are very conditional. And the odds of the AI landing a status that changes the way the battle plays out are much higher, which didn't happen much in vanilla.

    As a tl;dr, the main goal is to have the player's characters interact with each others and the enemy at a more organic level, as opposed to having hard lockdown options where the player wins by default.


    @no AP:
    Ha, that should've probably been explained better yes. You master abilities once you touch an item that teaches it, and some cannot be mastered at all and need to keep the source if you want them (combos, double weapon, secret abilities etc).
    It sounds a bit extreme but I think the reasoning is solid and hopefully it'll play fine.


    @soldier:
    Well breaks are range 3 and although the power and mind can be changed, MP damage and delaying enemies isn't a joke. Mug is a "ranged" melee attack on a job that can use greatswords, so I think it's alright.


    @paladin:
    Drop weapon has melee attack accuracy yeah. There are sources of draw weapon on every race, four of them without the item command, and characters can be very competent without a weapon in some circumstances. It's a strong melee debuff, but I think others like the evasion negators can be a lot more devastating.
    A fun thing I learned when making decisions about drop weapon is that in vanilla you can use it with a greatbow :D.

    Def and cover cost a bunch of MP because they can be used to protect a friend in a pinch. Although to be fair I was considering the permadeath version when I set those up. In general though, costs are set up so that the big skills aren't something you default into but something you choose over having other less costly skills available.
    And yes, Saint Cross can be a bit silly, but damn if the AI doesn't use it just beautifully.


    @fighter:
    Yeah multi-knockback does work, you can even have three tiles kb but there is no animation that calls for the repositioning without dealing damage, so you get a 0 damage displayed and that's ugly :P.
    It does have a problem though, knocking past solid objects or from one tile away of the map's limit freezes the game. I'm keeping it to see if I may fix that, though if I can't it may have to go.


    @duelist:
    Glad to hear so. DUE is the only source of disarm and drawing for moogles though, so it'll probably stay even if I don't love the same-race overlap myself.


    @shaman:
    The thing I like about confusion is that first you apply it, then it has to roll to see if it works every turn. Sure it's strong and veils are strong in general, but I'm more worried about earth veil chain-delaying than confusing enemies with ease.
    Thanks to your comment I noticed the damage power was way off for veils though!


    @white mage:
    To be fair I feel white mages will be too dominant as they are. Mass healing is quite scarce and other sources of the effects they have, like resurrection and buffs, are far more restrictive. True that it leaves reraise in a weird place though.


    @black mage:
    One of my favorites as well! Took embarrassingly long to figure out how to set up mana infusion though.


    @zealot:
    Haven't really dedicated design of new skills much time since I started polishing descs and such, but from what I've seen they do use the basic ones well enough. The buffs are a bit too complex for the AI but restricting them to certain scenarios should do.


    @archer:
    Ha, it is one of the things I've wanted changed for a long time, initially it was meant to exorcise resurrecting undead but blocking resurrection of anything seemed a lot more interesting.
    A word of caution though, the eliminated unit is gone. This is of no relevance used on the enemy, but using it on your own units destroys as if they died on a Jagd. I tried a combination of different targeting filters (KO'd and if KO'd check friendliness) and it doesn't work. So do watch out for that.


    @dragoon:
    Sure, it's just a matter of setting up parameters for a normal cone ability, then set the horizontal AoE to either 3 for a 9 tiles area, or 5, 6 ,7 etc for an increasingly large cone effect.


    @defender:
    Nah one was meltdown :P.


    @monk:
    I love monk classes so there's so favoritism here for sure. I think chokehold will be alright though, being basically a melee Mark that stops further status effects.


    @templar:
    Eh, still willing to give it a shot. It costs a bit and sure it doubles your speed, but doubling your speed now is comparatively a lot less ridiculous than it was in vanilla.


    @dream strider:
    I have doubts, but I hope the melee focus and high range on skills keeps it enjoyable. I think Slumber is the only source of player sleep though, because yeah sleep was pretty silly.


    @red mage:
    Geomancy is no longer a thing humanoids have access to (a bunch of passives that cheated the AI are unavailable) and sure enough I'm certain full map attacks will be a bit of a headache to set up in ways that don't either dominate the fight or become the most unfun thing to fight ever. I have some ideas for this however.


    @elementalshift:
    Huh, thanks for the heads up! It can be safely removed from the AI arsenal then, since it was never meant for them. Need to redo targeting so it only hits enemies.


    Thanks for the kind words and the in-depth look at the changes thus far, hopefully in a couple weeks the entire thing can be put to the test to see how it holds up!
    Also new picture!
    dck [Posts: 77]
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    • [February 26, 2016, 03:07:43 PM]
    Re: FFTA Long Night progression thread.
    « Reply #5 on: February 26, 2016, 03:07:43 PM »
    Hope there's no problem doubleposting the updates, it's easier to keep track of that than huge edited posts:

    Finished rewriting all the new tooltips for new skills, it's just over a hundred of them so I'm currently cleaning them up and making sure they make sense. New jobs are already fully set up with the exception of the job "dogtag" pictures, which I'm leaving for a bit later.

    Hopefully over the weekend I can finish job growths and focus on setting items appropriately, really looking forward to the formations and new monsters development.

    Not to break the tradition here's a picture, too :P!
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 02, 2016, 04:47:55 PM]
    Re: FFTA Long Night progression thread.
    « Reply #6 on: March 02, 2016, 04:47:55 PM »
    I'm interested in this "instantly mastered or never mastered" mechanic. How exactly did you get it to work that way?

    EDIT. I'm also impressed with the general feel of your classes. I can see that a lot of thought went into these concepts and I'm looking forward to seeing the release.
    « Last Edit: March 02, 2016, 04:53:24 PM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    dck [Posts: 77]
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    • [March 03, 2016, 09:58:27 PM]
    Re: FFTA Long Night progression thread.
    « Reply #7 on: March 03, 2016, 09:58:27 PM »
    Glad to hear the classes seem sound, here's hoping they'll live up to it when the release hits. Which come to think about it, should be next weekend (I hope).

    Regarding the skill learning changes, I'd noticed the lowest amount of AP the game hands out is 10, and that paired with the limits on values would make it really hard to keep certain skills actually unlearnable. Instead I fiddled with how the game handles different AP costs and got lucky with how it handles 0 cost; as it turns out, skills that cost 0 are added permanently to the character's pool once he's come in contact with any item that teaches them.

    After that I got lucky again and it turned out Darthatron had already unearthed the one source of AP I did not know how to modify, random battles :P.

    There are probably problems with this. Main ones that you may not be able to steal those skills as they do not get a *Mastered sign, or that if all the skills of a given job cost 0, said job always has the mastered job star on the selection screen. None of this was of relevance to me though, as there is no way to steal skills and the combo rework that this change allowed added a minimum of one skill that can't be mastered to every job.

    Regarding development this week, most of the time I've had for FFTA was spent on throwing together the new stat distribution and the new values/gimmicks on gear. While not terribly interesting, it certainly is necessary, but luckily I'm already getting some pretty good ideas for formations and how far I can push things with a couple new tricks. There's a lot more room for variation in enemy power levels with the rescaled humanoid stats, too, which oughta come in handy for the new monsters, bosses etc.

    Thus as a slight deviation from tradition, here's a moving picture!
    https://u.pomf.is/xtsqjn.mp4
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 04, 2016, 05:31:33 AM]
    Re: FFTA Long Night progression thread.
    « Reply #8 on: March 04, 2016, 05:31:33 AM »
    Ah, so I assume the unlearnable skills are the result of every mission and random battle handing out zero AP? That's dirty, but I love the creative manipulation of the system. Little ideas like that can add up to make for a fun hack. :)

    EDIT. On a completely unrelated note, will you be avoiding missables? I'm a perfectionist. :P
    « Last Edit: March 04, 2016, 09:44:08 AM by bcrobert »
    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    dck [Posts: 77]
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    • [March 04, 2016, 10:30:19 AM]
    Re: FFTA Long Night progression thread.
    « Reply #9 on: March 04, 2016, 10:30:19 AM »
    Haha, yes, since I don't know much about proper editing yet I tend to make do with relatively ugly tricks so long as they are not noticeable from the user's side :P.
    For example all the new tooltips are actually just uncompressed tooltips that had been made redundant or obsolete by skill changes. Currently I'm trying to decide what to do with item descriptions however, as I'd like to keep the unused ones for general enemy-related use (monster descs, skills etc) and there's so many changes that single entries for each don't seem feasible.
    Considering to make a few "generic" ones for certain items that share some characteristics but I like the silly flavorful descs so I'm not sold on that idea yet.

    And yes, I haven't set up the mission rewards yet but I don't intend to leave missable items since that wasn't very fun in the base game.

    EDIT: Can't record a new one at the moment, so here's the first black monk skill that came to be https://u.pomf.is/cfyyxs.mp4

    EDIT2: As it turns out the item restructuration is being a right jerk and although the numbers are in a place I like, there's still some work involved in getting the tooltips up.
    I'll still probably get to start working on formations later this upcoming week, but it seems like a pretty bad idea to rush something as important as that, so it might well push release back to the 20th or something close to that.

    The silver lining, I would say, is that so far the game doesn't require information other than what is readily available while playing to know what things do. This is a thing that I personally value a lot since I tend to forget and re-check things all the time, so hopefully I can play my cards right and have it stay like that.

    EDIT3: Dear diary today as I had literally finished up the new generic tooltips for items I couldn't afford single entries for, a way to sidestep it altogether occurred to me.
    Didn't want to sleep anyway.
    « Last Edit: March 07, 2016, 08:24:46 PM by dck »
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  • Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 09, 2016, 11:00:08 AM]
    Re: FFTA Long Night progression thread.
    « Reply #10 on: March 09, 2016, 11:00:08 AM »
    EDIT3: Dear diary today as I had literally finished up the new generic tooltips for items I couldn't afford single entries for, a way to sidestep it altogether occurred to me.
    Didn't want to sleep anyway.

    Diary wants details. What was the sidestep you missed out on? Does it involve pointers? Because...pointers. :P

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    dck [Posts: 77]
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    • [March 09, 2016, 12:29:26 PM]
    Re: FFTA Long Night progression thread.
    « Reply #11 on: March 09, 2016, 12:29:26 PM »
    Ha, well the good news is I do know how to use pointers now, even if I'm rather clumsy with it still!
    The even better news is I disregarded this knowledge completely when it came to this particular problem! :P What I realized was that I can just extend entries that demand extra size by cannibalizing the immediately adjacent ones.

    One might think this would be unsustainable at any large scale, but given the raw amount of unused entries I have due to mechanical changes it certainly is holding up very well.
    Or at least the ~110 items with changed properties were fitted quite nicely within the entries used for laws and law cards.

    And among those 100+ items there's of course room for fun! https://u.pomf.is/geeapj.mp4
    dck [Posts: 77]
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    • [March 12, 2016, 02:55:37 PM]
    Re: FFTA Long Night progression thread.
    « Reply #12 on: March 12, 2016, 02:55:37 PM »
    Figured I'd drop a small update. Although it took forever the items are now ready, and stat-wise etc I think the overall feel of everything is good- still open to changes but I think it's good enough for a first stab.

    No progress has been done yet on formations because although items were finished a couple of days ago, when implementing the bases for new bosses and monsters I realized the way statuses were being applied (checking EV instead of res) made it impossible to have actual immunities, neither gear nor job resistance based.
    That doesn't matter much for the player, since there's no sources of immunity on his side (and an overwhelming majority of humanoid/monster enemies will be the same) but it's important when making units that need to be dealt with in different ways, so as to let variety shine.

    Luckily I found a system to have any skill effect check against resistance and immunities AFTER going through the EV check, which effectively allows me to have any effect be resistible, if need be. So I spent the dead hours I had for FFTA last couple of days fixing most skills for the new standard and all of that.

    Hopefully the stuff surrounding missions and formations goes smoothly this upcoming week so the tentative release date can be maintained.
    Random picture of a flower? Check.
    bcrobert [Posts: 221]
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    • [March 13, 2016, 06:31:06 AM]
    Re: FFTA Long Night progression thread.
    « Reply #13 on: March 13, 2016, 06:31:06 AM »
    UNDEAD RING! INFINITE HAPPY FACES!!!

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    dck [Posts: 77]
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    • [March 19, 2016, 06:00:47 PM]
    Re: FFTA Long Night progression thread.
    « Reply #14 on: March 19, 2016, 06:00:47 PM »
    Well, as it turns out the changes needed for the types of quest chains I had in mind were far trickier than expected, particularly in terms of restrictions.
    Somewhat annoyed by having to postpone release again, but at least it lets me consolidate decisions so updating doesn't break saves later. Content plan for the "demo" would be the first 15 story missions with the ~40 extra encounters you'd have available by then; if I can confirm that changes to make new chains are functional there shouldn't be a lot of new problems arising since so such a great portion of work has been taken care of already.

    With easter just around the corner I can't really guess at any release date though.
    dck [Posts: 77]
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    • [March 31, 2016, 08:13:43 PM]
    Re: FFTA Long Night progression thread.
    « Reply #15 on: March 31, 2016, 08:13:43 PM »
    Today figured I needed to get comfortable with tile molester to fix some item setups since I have no clue where their sprites are called -this was quickly followed by confusion when attempting to get said tiles to even get close to align, mild desperation when I saw what the job dogtags look like and then joy when noticing the title screen was within the grasp of mortal men.

    It was a bit annoying to throw together and space since the title doesn't load certain tiles, and the secondary/tertiary sets of shadows are literally embedded on the background image (and are compressed so they look like this), but overall I'm happy enough with the end result: https://u.pomf.is/wkesto.png

    You can still see the "Final Fantasy Tactics" on the background but the huge beige ADVANCE was what annoyed me the most, so at least by now I won't try to remove it since it'd further distort the background image and I rather like it. Also don't mind the lack of colors and green square, I need to get used to the palette and the other is a marker for the version number.
    Event Kid, Mr. Peanut
    Jumza [Posts: 1518]
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    • [March 31, 2016, 08:52:39 PM]
    Re: FFTA Long Night progression thread.
    « Reply #16 on: March 31, 2016, 08:52:39 PM »
    That looks great! Nice job dude :o

    • Modding version: PSX
  • Check out my project ~ FFT: A Stone's Ripple : http://ffhacktics.com/smf/index.php?topic=10857.0
    The demo was just released! Come check it out!
    Nyzer: Alma teleports out of her own possessed body.
    dck [Posts: 77]
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    • [April 01, 2016, 12:27:13 PM]
    Re: FFTA Long Night progression thread.
    « Reply #17 on: April 01, 2016, 12:27:13 PM »
    And then I was coloring it and loaded the rom I thought "boy, this does look pretty good but I don't remember the palette being this desaturated" then I noticed I had somehow switched to TV mode, went back to LCDa and it became ffta: tropical edition.
    TV - LCDa


    Also thought I'd give the dogtags a shot now that I'm more familiar with TM; it takes goddamn forever but I guess it is doable, not sure if all 16 new jobs will have them on the initial release though, because 16 is a huuuge number.

    EDIT: well scratch that, it's not doable at all. Some parts of the letters on the dogtags are based on the background sprite they use. Maybe I can eventually make it look for the changed tags somewhere else, but modifying the image already there isn't an option as far as I can tell.

    EDIT2: aand then I had to roll back to before I touched them at all. Apparently somewhere along the road the transparencies for certain animations broke and were crashing the game, here's a picture of getting TM to paste the title screen between roms https://u.pomf.is/ddveey.png
    « Last Edit: April 01, 2016, 06:40:26 PM by dck »
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    bcrobert [Posts: 221]
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    • [April 01, 2016, 08:58:30 PM]
    Re: FFTA Long Night progression thread.
    « Reply #18 on: April 01, 2016, 08:58:30 PM »
    Aw...sucks that dogtags aren't cooperating. That would be a specifically nice touch.

    My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

    Believe it or not, I'm still working on this game.
    dck [Posts: 77]
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    • [April 18, 2016, 05:44:07 PM]
    Re: FFTA Long Night progression thread.
    « Reply #19 on: April 18, 2016, 05:44:07 PM »
    It's funny looking back how I actually believed formations would be the fastest thing to get done. Even when I'm not doing anything particularly fancy to them they still take a lot of checking to make sure they work as intended and sort of fit the power curve.

    A positive side result of this is I there's not a lot of rushing and I think particularly story missions like totema fights are pretty cool. Story-wise development is done up to exodus, though given the ridiculous amount of side missions up to that point (with their rewards and battles to set up) I'll probably end the first release after ultima's battle which is when the shop first updates.
    When that'll happen is anyone's guess!
    « Last Edit: April 18, 2016, 10:37:12 PM by dck »
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