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FFT Plus 1.02 upcoming changes  (Read 20508 times)
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The old (un)wise bastard
Dome [Posts: 4782] Logged
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  • [June 01, 2012, 04:45:58 PM]
FFT Plus 1.02 upcoming changes
« on: June 01, 2012, 04:45:58 PM »
Taking advantage of the fact that I'm going to re-make FFT + from scratch, I'm probably going to change a lot of stuff

Like/Don't like something/Have a suggestion? Feel free to post!
« Last Edit: February 04, 2013, 07:47:29 PM by Dome »
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Taichii [Posts: 809] Logged
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  • [June 01, 2012, 04:56:54 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #1 on: June 01, 2012, 04:56:54 PM »
Xeldoran is making awesome -generic- sprites for everyone to use
Would you like to see some of them implemented in FFT: Plus?
And if yes, which one?
haha that is what appeared on my mind when i saw the title of this post...
anyway.. ALL :)

Please do share your ideas and suggestion for my project:
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Joseph Strife [Posts: 576] Logged
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  • [June 01, 2012, 07:12:20 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #2 on: June 01, 2012, 07:12:20 PM »
GRAB ALL THE SPIRTES!!111!!!

Gaffgarion: It's in the contract!
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Gaffgarion: ... Sure!
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Neophyte Ronin [Posts: 138] Logged
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  • [June 03, 2012, 11:53:49 AM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #3 on: June 03, 2012, 11:53:49 AM »
Only so long as the artist performing the changes will also perform artwork on the special animations of characters, that cause all the color palette glitches during cinemas, would I ever incorporate new sprites into an old game.  You know, like when you change the Knight graphics and during the Sand Rat Cellar battle, two of the sprites regress to original artwork and look like animated shit?  I saw enough of that in Celdia's Complete Patch and others to seriously reconsider playing them through.  We still have to deal with the Balmafula/Onion Knight glitch effect during several cinemas featuring her.

I understand the chief objective behind Plus was to gut and balance the game itself while retaining the original art assets and general play and tone of Vanilla--just tougher and more refined, with additional, optional challenges.  I recall you rescinded the idea to rename the Archer into the Ranger, even though the Archer now has the "Train" Support Ability (so creatures may be recruited).  It was an effort made to appease anybody who thought that renaming that class was a move against staying true to the original, thus contradicting the project's premise to recreate Tactics in a more playable format.  Ergo, I am on the side that you should not use modified Generic Class Sprites.

If, however, you decide to incorporate them, I suggest the following: consult with Xelodoran and request specific modifications for the Class Changes you wish to incorporate.  That way, you can somewhat guide the art direction for your project.  Of course, that may also require multiple versions from which to choose from, to appease other project heads.  Don't impose if he's unwilling to redo a Class multiple times.  The second bit of advice is to release two patches: one that retains the original artwork, and the other that applies the new skins and palettes.  Neither game should incorporate game elements unique to themselves, unless you want four separate patches.

For now, though, I suggest you continue repairing bugs and tweaking the game to ensure its playability at any rate.  A fancy new character redesign, cross-the-board or just for Generic characters, does not sound like what Tactics Plus was meant to do.  It was a balance/hard-type patch that retained the flavor of the original game.  And so far at least, it's been doing just that.
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Otabo [Posts: 743] Logged
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  • [June 03, 2012, 04:18:50 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #4 on: June 03, 2012, 04:18:50 PM »
For now, though, I suggest you continue repairing bugs and tweaking the game to ensure its playability at any rate.  A fancy new character redesign, cross-the-board or just for Generic characters, does not sound like what Tactics Plus was meant to do.  It was a balance/hard-type patch that retained the flavor of the original game.  And so far at least, it's been doing just that.

This.
Stretch [Posts: 214] Logged
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  • [June 03, 2012, 08:41:24 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #5 on: June 03, 2012, 08:41:24 PM »
A fancy new character redesign, cross-the-board or just for Generic characters, does not sound like what Tactics Plus was meant to do.  It was a balance/hard-type patch that retained the flavor of the original game.  And so far at least, it's been doing just that.

Dome decides what FFT+ is meant to do, and it seems he's interested in adding new graphical assets to the patch.

I don't mind glitching in the cutscenes, since I usually turbo through them, and the glitches are good for a laugh; just as long as there aren't graphical glitches during the battles.

Yeah, right
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Elric (Administrator) [Posts: 2323] Logged
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  • [June 03, 2012, 08:56:39 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #6 on: June 03, 2012, 08:56:39 PM »
Only so long as the artist performing the changes will also perform artwork on the special animations of characters, that cause all the color palette glitches during cinemas, would I ever incorporate new sprites into an old game.  You know, like when you change the Knight graphics and during the Sand Rat Cellar battle, two of the sprites regress to original artwork and look like animated shit?  I saw enough of that in Celdia's Complete Patch and others to seriously reconsider playing them through.  We still have to deal with the Balmafula/Onion Knight glitch effect during several cinemas featuring her.

These are EVTCHR and I already told Dome that once I finish with Jot5 Chapter 1, I will remove and work around using EVTCHR's for generics in events to stop this issue in FFT+

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The old (un)wise bastard
Dome [Posts: 4782] Logged
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  • [June 03, 2012, 09:12:43 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #7 on: June 03, 2012, 09:12:43 PM »
Dome decides what FFT+ is meant to do, and it seems he's interested in adding new graphical assets to the patch.
The mere fact that I opened this topic should hint that I do care about the opinion of others, otherwise I would have put the sprites in and said
1.01C changelog: New sprites!!!!!11111eleven
Right? XD

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Elric (Administrator) [Posts: 2323] Logged
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  • [June 05, 2012, 03:09:18 AM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #8 on: June 05, 2012, 03:09:18 AM »
Modifying the special event animations is very important. Adding special sprites in is cool but having all of your cut scenes bug out kills the games level of immersion and breaks the forth wall.

It depends what is replaced, there is only a handful of events that even HAVE EVTCHR for Generic Unit's. Most are for Special/Main characters. So honestly it really doesn't kill
ALL the cutscenes unless he replaces all the main chars as well, and judging by the name of this thread that doesn't seem to be the case. But yes. It should be easy enough to fix.

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krilz [Posts: 50] Logged
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  • [June 05, 2012, 07:29:29 AM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #9 on: June 05, 2012, 07:29:29 AM »
I'm with Neophyte on this one. The big question I'm asking myself is: What's wrong with the current ones? The only one I've really disliked is the female Mime (it looks like a white fox, wtf) but other than that, I'd rather have a flawless patch to begin with than a cool buggy one.
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Dome [Posts: 4782] Logged
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  • [June 05, 2012, 07:42:45 AM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #10 on: June 05, 2012, 07:42:45 AM »
I'll repeat myself:
Guys, fixing bugs is ALWAYS my main concern
The reason I update the patch is to FIX BUGS
While I'm at it, I also add stuff if I feel it's a worthy addition

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MiKeMiTchi [Posts: 1933] Logged
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  • [June 05, 2012, 10:27:07 AM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #11 on: June 05, 2012, 10:27:07 AM »
What I'd like to see implemented...

Lijj's:
Samurai
Ninja -> Rogue
Female Mime -> Unmasked Mime

As for Xeldoran's, his Male Geomancer sprite looks beast. Others still need work, but overall the concepts were pwnsome.

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Lijj [Posts: 1881] Logged
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  • [June 05, 2012, 06:15:45 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #12 on: June 05, 2012, 06:15:45 PM »
I agree with Mike (also thanks [the quality of the samurai sprites is top-notch I can guarantee]) and~
I don't think you'd have to change any event chars by implementing any of the above mentioned by MikeMitchi.
Yes, Xeldoran's are very cool designs but I can see some minute errors in them pixel-wise. I have not tested the frames yet; I hope they're ok.
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  • [June 05, 2012, 09:56:33 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #13 on: June 05, 2012, 09:56:33 PM »
I don't think you'd have to change any event chars by implementing any of the above mentioned by MikeMitchi.
Correct, there are no EVTCHR's for Samurai, Ninja or Mime. Honestly most EVTCHR for generic units are for Knights

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  • [June 09, 2012, 06:26:34 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #14 on: June 09, 2012, 06:26:34 PM »
Voted no. New stuff for new stuff's sake isn't good, imo. And I like all the generic sprites, except a few meh ones (like both mediators).

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  • [June 09, 2012, 07:17:15 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #15 on: June 09, 2012, 07:17:15 PM »
I know this guy is not a generic sprite but it's so close to being on topic so I figured I'd share him here. I don't know if you are interested but I did a minor update of the Red Mage sprite that rathaelos made (using Cheetah's portrait). It recolors the scarf and feather but more importantly, I created updated Rad's sprite in the EVTCHR.bin. I'm not a terrific spriter so I didn't bother creating a new portrait or fixing Cheetah's.

Here is a link to the old post containing and bmp:
http://ffhacktics.com/smf/index.php?topic=5160.msg112555#msg112555

I'm not a terribly talented spriter so I'm not planning to fix the portrait right away. However, if you wanted to use this, I would move it to the top of my agenda.
« Last Edit: June 09, 2012, 07:26:28 PM by Jack of All Trades »
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Dome [Posts: 4782] Logged
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  • [June 27, 2012, 04:45:28 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #16 on: June 27, 2012, 04:45:28 PM »
Taking advantage of the fact that I'm going to re-make FFT + from scratch, I'm probably going to change a lot of stuff

As you may (Or may not) know, Neophyte Ronin is working on a new script, which will better translate the game from the japanese version without being shitty/boring/whatever like the WOTL version
In the process, he is probably going to change some special character's name as well

Quote from: Neophyte Ronin
I took the liberty of rewriting virtually every word in the original translation, using sugnuf's script and going through everything featured in TactText, hence my slow trickle of posts.  I should submit this for approval: I wish to mow down and neaten up the translation.

There are a few caveats, not the least of which involve the amount of desired profanity and a general consensus on what to name each character.  Most of these are straightforward, although a few were changed for the worse and others for the better, and still a few others are just out there.  I intend to change a couple names here and there and, as a result, I have performed research about where they came up with some of them.

Now, most are eerily similar to combat terms (Meliadoul sounds like Melee and Duel and probably pronounced the same way, a Japanese sort of pun that didn't translate all too well since, to overseas people, it sounds garish and loud).  However, there are actual rhymes of reason behind each one:











A lot of the dialogue has been given a face lift as well.  I noticed that the stolid script lacks a good sense of humor, no matter what translation there is.  The only bit is slapstick and it happens to Mustadio.  In Plus, Mustadio is halfway near being a decent player character, so keeping him the only whipping boy ain't gonna fly.  I just pulled this scene out: it's the brief family reunion.

By the way: if you know if {0xf4} is meant to be a pause in the scrolling dialogue that you press Confirm to continue displaying (saw it used in TactText and I remember it was used in Mustadio's Formation Screen Quote), and that it still works in other programs by virtue of it being legitimate code, let me know.







Like/Don't like something/Have a suggestion? Feel free to post!
« Last Edit: August 06, 2012, 05:38:10 AM by Dome »
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Stretch [Posts: 214] Logged
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  • [June 27, 2012, 05:29:27 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #17 on: June 27, 2012, 05:29:27 PM »
If the Zodiacs all have Damage Split, will that overwrite their unique reaction abilities or will it be in addition to them?

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Dome [Posts: 4782] Logged
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  • [June 27, 2012, 07:07:35 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #18 on: June 27, 2012, 07:07:35 PM »
If the Zodiacs all have Damage Split, will that overwrite their unique reaction abilities or will it be in addition to them?
They will have damage split as their only reaction

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  • [June 27, 2012, 07:11:14 PM]
Re: [Discussing: Level Cap] FFT Plus 1.02 upcoming changes
« Reply #19 on: June 27, 2012, 07:11:14 PM »
I don't like the idea of them having Damage Split unless they have their Vanilla HP values. It'd just make battles longer, IMO.

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