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woodenbandman
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  • [December 10, 2009, 09:13:02 PM]
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« Reply #40 on: December 10, 2009, 09:13:02 PM »
Ehh. Not to detract from you or anything, but I generally would play this game more for the story. Who knows, though, I may just check this out and redownload all my roms again. For the trillionth time.
« Last Edit: December 31, 1969, 11:00:00 PM by woodenbandman »
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  • [December 10, 2009, 09:19:51 PM]
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« Reply #41 on: December 10, 2009, 09:19:51 PM »
Yes, that's why I left the story untouched. That way people can play through and enjoy the story whilst still having a semblance of a challenge. It'd be blasphemy to touch the story. =P
« Last Edit: December 31, 1969, 11:00:00 PM by Eternal248 »
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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    • [December 17, 2009, 08:34:03 PM]
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    « Reply #42 on: December 17, 2009, 08:34:03 PM »
    Update time!

    Romhacking.net has accepted VI Hardtype and added it to their website! Thanks again to everyone that provided input into this project!
    « Last Edit: December 31, 1969, 11:00:00 PM by Eternal248 »
    • Modding version: PSX & WotL
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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    jezzicaz789
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    • [February 24, 2010, 09:35:34 AM]
    Re: FFVI Hardtype- Final Release! UPDATED (12/25)!
    « Reply #43 on: February 24, 2010, 09:35:34 AM »
    Quote from: "Eternal248"
    Final Fantasy VI (Known as Final Fantasy III when it first came out for the SNES) is probably my favorite Final Fantasy of all time (Tied with Tactics, of course.) However, it's not exactly... the most difficult of games. For years I've been searching for an editor that even an idiot like me could use to make the game a tad more difficult.

    I stumbled upon the Final Fantasy VI Multi-Editor, a wonderful program that, much like the Patcher, is an easy to use tool to edit enemies, items, and other parts of the game. As a result, I've decided to use the Editor to attempt and create a hardtype version of Final Fantasy VI for the SNES.

    tl;dr- I'm making a hardtype with an editor because my hacking skills are nonexistent.

    Changes Made:


    Also, for those interested in said editor, here's the link:
    http://www.romhacking.net/utils/86/

    Lunar IPS
    http://fusoya.eludevisibility.org/lips/

    Final Fantasy VI Hardtype Patch (.ips) FINAL VERSION:
    http://www.eternal.ffhacktics.com/Final ... 0FINAL.zip

    Such a very amazing link!
    Thank you for the post.
    Archael
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    • [February 24, 2010, 04:03:44 PM]
    Re: FFVI Hardtype- Final Release! UPDATED (12/25)!
    « Reply #44 on: February 24, 2010, 04:03:44 PM »
    yay ^ ^ congrats
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    • [June 05, 2010, 07:37:09 AM]
    Final Fantasy VI Hardtype Revised (SNES)
    « Reply #45 on: June 05, 2010, 07:37:09 AM »
    I'm still working on Newtype folks, so no, that project isn't abandoned. I'm just taking a slight break to refocus and hopefully get some new ideas to add in with the new stuff I'm adding in. =P

    Anyways, looking back at my old files, I admit that I'm really not happy with how my FFVI Hardtype hack came out. Thus, over the course of the next few weeks I'll be revising it, and revamping a ton of stuff. This includes the following:

    -Revamping the magic-learning system:

    My plans are simple. Limit (highly) what spells are limited to be learned via Espers. Each character can learn a set of universal spells which are learnable via Espers. Those are listed below.


    Additionally, Espers will not have stat bonuses, and each character will grow based on their own stats. I've done some rough planning about what spells would be learned via Espers, and which Espers would simply be usable as Summons (as they were kinda meant to be in the first place).


    So you ask yourself: where the heck do all the other spells come from? Simple: items.

    Under this system, characters would learn a variety of spells (based partially on their Jobs, more on that below) from their equipment, which is far more limited than they were previously. This means that there might be times when you have to forego getting a certain equipment upgrade, because you might want the spell taught by the old piece of equipment.

    Below is a list of equipment that would teach spells, what spell it would teach, the rate, and who can equip it. Note that not all equipment teaches spells. Sorry that the format looks weird- that's what I get for copying and pasting from Notepad. =P


    Below is a list of each character, and what spells they will be able to use.

    Terra:

    Celes:

    Edgar:

    Sabin:

    Locke:

    Relm:

    Strago:

    Gau:

    Mog:

    Setzer:

    Shadow:

    Cyan:

    Gogo mimics the spells from people in the party, and Umaro can't learn magic.

    -Jobs

    Each character in VI had a very loose job that they fit into. I intend to further structure them into these jobs so that they are more unique. Below is a list of each character, what Job they are, and what their general purpose in battle is.


    As well as the changes mentioned above, the cost of spells will be changed, probably, as will the cost of items and equipment.

    Further gameplay changes will include changes to enemy AI (I'm not quite happy with all the enemies just yet. They're not very interesting, IMO) as well as potentially new bosses.

    -New attack/spell names

    This has driven me batty, looking back on it. I'm not quite sure why I let certain weird translations pass through (I'm looking at you, Sour Breath), but I'll go through and change those. Sadly, there is a limit to how many characters that can be used for each attack, meaning one must be brief with the names. Suggestions are welcome!

    -Rebalanced equipment/enemies

    There is still quite a bit of balancing to do to certain spells and pieces of equipment. Hopefully this time I'll be able to balance them just right so that each piece of equipment and each spell is balanced.

    This isn't doing a totally new project, but I think it would be a really fun, short project to do (until I get back to Newtype, that is!)

    As with last time, I want to hear your suggestions on what YOU would like to see in FFVI. This can be anything from enemy suggestions, item suggestions, just thoughts in general.

    If you're interested in downloading the original FFVI Hardtype patch made by yours truly, the details can be found here:
    http://www.romhacking.net/hacks/617/

    *Note that the link above does NOT have these changes and this topic is basically a to-do of things to do in the revision.

    • Modding version: PSX & WotL
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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    • [June 11, 2010, 06:49:54 PM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #46 on: June 11, 2010, 06:49:54 PM »
    OK, so a new feature in the next version will be new superbosses. Most of them will be battled as random encounters (albeit very rare) throughout the World of Ruin. However, I want your opinion on some of the ones I'll be using. Since there's so little room for sprites from other FF's, I might have to resort to using sprites found in FFVI. That might create a conflict for a few of them. Each of the superbosses will be a well-known enemy or boss from another FF game, and will have an AI script similar to the one used by the monster in the game.

    Final Fantasy- WarMECH
    Final Fantasy II- Beelzebub
    Final Fantasy III- Ahriman
    Final Fantasy IV- Demon Wall
    Final Fantasy V- Shinryu
    Final Fantasy VII- Dark Nation
    Final Fantasy VIII- Tiamat
    Final Fantasy IX- SoulCage
    Final Fantasy X- Chocobo Eater
    Final Fantasy XI- Dark Rider
    Final Fantasy XII- Fury

    As usual, give me your thoughts/opinions.

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    Concepts and Balance Guru, Resident Violist
    Zaen [Posts: 403]
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    • [June 11, 2010, 08:13:41 PM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #47 on: June 11, 2010, 08:13:41 PM »
    Oh wow. I never realized this was the VI Hardtype that I tried earlier this year/last year(can't remember).

    "Oh, God!! The Hokuten!!" ~Guard, Sand Rat Cellar
    SilvasRuin [Posts: 1405]
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    • [June 12, 2010, 05:39:32 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #48 on: June 12, 2010, 05:39:32 AM »
    Ooh, normally I hate FFVI with a passion due to 1. how much is (easily) permanently missable and 2. how arbitrary and frustrating juggling magicite for leveling purposes was.  Your changes might actually persuade me to play it again since it is eliminating one of two of my biggest grievances about the game.  (I quit playing the normal game 3/4ths of the way through due to looking at a guide and seeing just how much I had screwed up.)

    While Fire, Ice, and Bolt might lackluster when Maduin becomes available, I can't help but feel that it isn't right for him to completely trump Shiva, Ramuh, and Ifrit for learning those spells.  I I would feel more comfortable if you would at least swap their learning rates or something and make him have x5 and them have x10.  You probably don't want them to learn those spells very quickly that soon in the game though, so maybe just turn down Maduin's speed to x3 or something?  Tritoch irks me in a similar fashion.  If the second tier elemental spells are going to be taught by any magicite, why not the ones actually dedicated to those elements?  Teaching both tiers might be worth enough to keep them learning them slower than Maduin and Tritoch, maybe.  I know those three are obtained relatively early in the game, but something just doesn't feel right about making magicite be rendered obsolete or near so by later magicite like other far more mundane equipment are.
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    • [June 12, 2010, 10:16:49 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #49 on: June 12, 2010, 10:16:49 AM »
    Swapping around the learn rates for Shiva/Ramuh/Ifrit with Maduin sounds fair enough. It'll help cut down on the grind when you first get those Espers, as well. The biggest thing about Maduin is that you get it almost right after Shiva and Ifrit, in the Magitek Factory, so it's hard to balance it in comparison to them.

    The reason Tritoch gets the Tier 2 magic and not Shiva/Ramuh/Ifrit is because I don't want people running around with level 2 magic as soon as you get Ramuh. If you're like me, you probably grinded to get Bolt 2 (and Fire 2/Ice 2 once you got Ifrit and Shiva) as soon as possible. This way, Terra, Celes, and Strago (the mages) can get Tier 2 Magic from Thamasa (through the elemental rods) while the non-mages- people not proficient in magic- will have to wait and get them later.

    Since I'm making so many large changes to the system, I'll probably have to go through and rebalance everything. Once I'm done with the superbosses, just about everything else is done. I just need to revamp the normal enemies and redo the bosses. From there, I can have people start helping me test to make sure everything is beatable and balanced. If you want to help for that purpose, feel free to let me know.

    EDIT: Regarding keeping Shiva/Ramuh/Ifrit around, their summon attack will probably be only slightly weaker than Maduin's, but Maduin's is multi-elemental, meaning many enemies will be able to absorb it. Just something to think about.

    • Modding version: PSX & WotL
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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    beawulfx [Posts: 658]
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    • [June 25, 2010, 12:43:08 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #50 on: June 25, 2010, 12:43:08 AM »
    Ooh, I like your planned new updates very much! That sounds very enticing. If this ends up coming to fruition I don't think even my massive gaming backlog could keep me from giving this a whirl.

    Great work as always Eternal :)

    My FFT 1.3030 videos can be found at; http://www.youtube.com/view_play_list?p ... 18EFFEA0AD
    My FFT: Mercenaries videos can be found at; http://www.youtube.com/view_play_list?p ... 174F169EE5
    My FFV Random Class Challenge videos can be found at; http://www.youtube.com/view_play_list?p ... C9F3BD69BF
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    • [June 25, 2010, 01:26:05 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #51 on: June 25, 2010, 01:26:05 AM »
    Of course it's coming to fruition. Right now I'm working on the script. =P

    I can post stuff more, if you guys would like.

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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    beawulfx [Posts: 658]
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    • [June 25, 2010, 01:49:31 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #52 on: June 25, 2010, 01:49:31 AM »
    I would love to read more updates on your progress, but I totally understand that this is a slow board and so feedback wouldn't be coming hard and heavy, it can feel like nobody is reading, yadda yadda yadda, so it's up to you. But I would definitely read them!

    My FFT 1.3030 videos can be found at; http://www.youtube.com/view_play_list?p ... 18EFFEA0AD
    My FFT: Mercenaries videos can be found at; http://www.youtube.com/view_play_list?p ... 174F169EE5
    My FFV Random Class Challenge videos can be found at; http://www.youtube.com/view_play_list?p ... C9F3BD69BF
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    • [June 25, 2010, 01:54:38 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #53 on: June 25, 2010, 01:54:38 AM »
    Well, what I'm currently doing is adding in some backstory on the characters. A lot of it is from non-canon sources, but generally it's not huge enough to make a huge impact on the story. I'm naming quite a few unnamed characters and each character is getting a little more personality.

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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    • [July 03, 2010, 01:54:29 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #54 on: July 03, 2010, 01:54:29 AM »
    Warning: long post ahead.

    So, I've been coming up with new, dynamic ways to alter VI's gameplay to be more fun- and different- while still maintaining what makes VI great. In doing that, I've come up with a huge change to certain gameplay aspects in addition to the ones mentioned above. I'd love your thoughts on these!

    -The Dynamic Spell System-
    Simply put, the Dynamic Spell System (DSS for short) is what I call simply giving each tier of magic a potential use during battle, and having higher-end spells require more strategy to use. This means that spells like Demi and Haste won't necessarily be outclassed by their level 2 counterparts, and that the Fire/Ice/Thunder/Cure magic tiers will each have their own uses in battle. It's up to the player to know when and how to use them! Listed below are the spells and their basic effects. The DSS also ensures that Summons have their own uses, and that the player would want to use them in battle. Additionally, certain spells have gimmicks that will require you to think and use them more strategically.


    -Equipment Weight System-
    As stated above, spells will need to be chosen and used more strategically in order to reap their effects. The same can also be said of Equipment now as well. The Equipment Weight System (EWS) gives each weapon a Speed penalty, based on how heavy it is. At times, you may wish to downgrade a piece of armor because it's lighter, and will allow you to get more turns. The same can be said of weapons and attack power. Whether you wish to be a slow and sturdy tank, or a nimble, but weak striker, it's up to your style!

    The items listed below show the Speed penalty given by each item. Note that Angel Wings increase Speed by 7, effectively cancelling any equipment weight. It also grants Float, and is a crucial item for a certain area in the WoB. However, it grants a weakness to Wind, so be wary!

    -The Voidtreaders Eleven-
    Let loose from the Void upon Kefka's usurping of the Gestahlian Throne and the destruction of the world, the Voidtreaders are powerful creatures from other worlds, capable of destroying the party with ease. These act as new Superbosses, and are references to the other Final Fantasies from 1-12. Each boss has a gimmick in battle, and only by finding that gimmick- and weakness- can you hope to defeat them. Good luck!

    By defeating these baddies, you can win the Eight Legendary Weapons. They're weapons, they're legendary, and there are even eight of them! The four bosses that don't drop Eight Legendary Weapons will drop very good items as well, so be sure to face them all!

    The Eight Legendary Weapons have amazing innate abilities... at the cost of 1 Battle Power and a negative status condition. That being said, each one is fitted for a character, and geared towards that character's strengths. So even if they're not good to use, they have other uses!


    Yes, you saw right. Certain items are to be replaced. This means Remedies will take the place of regular status curing items, meaning that status protection is all the more important now! With any luck, I'll be able to make all the changes to shops and treasure chests to reflect this.

    -The Low Level Challenge!-
    Think you're man enough to beat Hardtype... at a low level? Well, I'm going to build in a low level challenge for people. Bosses in the next version will give 0 EXP, and there'll be an item won from Ultros 1 that prevents random encounters. So you can just hop from boss to boss and try to beat them using strategy (and luck) alone. Impossible? Probably. Will someone try it? Probably.

    EDIT: It's G O Dhand for Sabin. Sorry about the alignment being out of whack. It's what I get for pasting from Notepad.

    • Modding version: PSX & WotL
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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
    beawulfx [Posts: 658]
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    • [July 05, 2010, 08:16:51 PM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #55 on: July 05, 2010, 08:16:51 PM »
    Looking good man, the changes are certainly more pronounced. Again I feel some people may not like that, but as someone who has played through VI enough I am excited to play something that will feel similar and yet very unique as well. Cannot wait to give it a whirl, and always excited to see an update :)

    My FFT 1.3030 videos can be found at; http://www.youtube.com/view_play_list?p ... 18EFFEA0AD
    My FFT: Mercenaries videos can be found at; http://www.youtube.com/view_play_list?p ... 174F169EE5
    My FFV Random Class Challenge videos can be found at; http://www.youtube.com/view_play_list?p ... C9F3BD69BF
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    • [July 06, 2010, 11:49:23 PM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #56 on: July 06, 2010, 11:49:23 PM »
    Wow, you really are revamping VI. I should resume playing VI again so I can play this.

    Say why don't you add a boss from FFT? As a suggestion, I think Queklain is the most recognizable boss in FFT.
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    • [July 07, 2010, 01:04:32 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #57 on: July 07, 2010, 01:04:32 AM »
    Cuchulainn is already in Hardtype. The fun is looking for him (not that he's hard to find, and he's a normal enemy). =P

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  • "You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!"
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    Dokurider [Posts: 2807]
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    • [July 07, 2010, 01:40:26 AM]
    Unreliable as a Mime.
    The Damned [Posts: 2168]
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    • [July 07, 2010, 03:49:30 AM]
    Re: FFVI Hardtype (SNES) Revision
    « Reply #59 on: July 07, 2010, 03:49:30 AM »
    Looks like we think quite the same when it comes to abilities. *laughs at Chronos*

    Seeing the work you're putting into this might encourage me enough to finally finish vanilla FF6/FFVI.

    "Sorrow cannot be abolished. It is meaningless to try." - FFX's Yunalesca

    "Good and evil are relative, but being a dick cannot be allowed." - Oglaf's Thaumaturge in "The Abyss"

    "Well, see, the real magic isn't believing in yourself. The real magic is manipulating people by telling them to believe in themselves. The more you believe, the less you check facts."  - Oglaf's Vanka in "Conviction"
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