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April 27, 2024, 05:30:17 pm

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Messages - Eldiran

1
This mod looks great! Can confirm that when using v2.7 Beta QoL v1.11, in Retroarch Beetle and in ePSXe 1.9 the game always crashes as soon as Agrias gets a turn in the Orbonne Monastery first fight.

ePSXe threw this error: SPEC Opcode 28 UNK (PC 00174328) (00174310) (10024,246)

Thankfully as mentioned Retroarch ReArmed core doesn't crash.

EDIT: When using Retroarch ReArmed, the game instantly crashes if you use Defend.
2
Started this a bit ago and am greatly enjoying it! Up to Golgorand now and having lots of fun with the new abilities and classes.

Some notes so far:
  • Love the rebalanced stat growths, takes a lot of stress out of managing my team.
  • Goblins are surprisingly brutal early on with their endless healing and revives - Araguay Woods was quite a challenge. Oddly, the strongest Goblin type is the regular one because of its heal.
  • There's a small visual glitch during the Zirekile Falls dialog because the enemy leader is supposed to be a Knight and plays a Knight-specific animation.
  • Having early access to Mime is a lot of fun.
  • Really like the new accessories, they're quite balanced and interesting. I got a lot of good use out of the Falconer's Gloves and various mantles.
3
An update: Alvora Tactics is now out on Steam and the latest patch has added controller support!

It was difficult to implement, but now you should be able to play through the entire game with a controller. I want to keep refining the controls as I go, so any feedback or bug reports are welcome. : )
4
Alvora Tactics is now released!

http://www.alvoratactics.com/

It's available DRM-free for $9.99 ($8.99 this week from 10% off launch sale).

Greenlight was slowing down significantly, so I went ahead regardless. Buyers will receive a Steam key once it finally gets greenlit.
5
Thanks Urameshi! I'm glad you enjoyed it. I was worried about limiting my market by doing a direct sequel to Voidspire, which has a pretty small playerbase. So Alvora Tactics is only tangentially related (it takes place in the realm of Limroft, which is where Northmount, Mt. Jurrin, and a few other locations were stolen from). I do definitely have future plans to revisit Seartial and Jasce though. ; )

To be frank, with Alvora I learned the hard way how limiting procedural generation can be - that's why exploration is diminished. The game was planned to take 6 months and it's taken nearly triple that long! However I think you will enjoy the new classes and abilities (I did some slight revamping of old classes as well).

I also expanded the crafting system to include augmenting: you can now place trigger stones and other material inside your weapons and armor to grant them special bonuses or attack effects.

A majority of the music was done by the excellent Kevin Phetsomphou, and he actually has that particular track uploaded here. : )
6
I remember that question being raised a lot last time. Unfortunately, this game uses the same base engine & mechanics (which includes mouse-driven functions like picking up items from anywhere on the screen), so I wasn't able to implement controller support.

I am planning controller support for my next game, but it didn't make the cut this time. Sorry. : (

In terms of JoyToKey, that could get you through about 50% of the experience. You will still have to use mouse (or map mouse to a joystick) in order to interact with certain menus or reach certain items in the gameworld.
7
Heya! A long time ago I posted here about my last game, Voidspire Tactics. Now I'm working on the psuedo-sequel Alvora Tactics!

(It's a psuedo-sequel because it has the same combat, class mechanics, and general setting, but is not connected in terms of plot.)

Here's the trailer:


Some differences from Voidspire:

  • Maximum party size of 6

  • More emphasis on combat and character progression than exploration

  • Mission-based exploration through procedural areas (with handmade side areas)

  • New enemies, classes, races, abilities, and items

  • New weapon & armor augmenting system

  • Town hub where you unlock party-wide upgrades, forge equipment, shop, etc. between missions


Last time I needed testers, but this time I'm already into the Greenlight phase. If any of you are interested, please check out the Greenlight page!

Feedback is welcome and appreciated, both on the game and the Greenlight. Even having some exposure from Voidspire, it's still a struggle to get eyes on the Greenlight page.
8
Quote from: Toshiko on November 27, 2015, 04:28:01 pm
C# is better than C++ unless you actually care about performance. To get C# to perform as efficiently as C++ requires so much effort that you should just stick to C++ instead. Not everyone has the horsepower to run frivolous C# and Java code, so best to use it for programs so small that they hardly matter.


Yeah, absolutely agreed. There's a good reason C++ is the 'professional' programming language.

Since I'm making tile-based 2D games, I only need a fraction of the optimization, so C# is perfect for me. Even as bad as I am at coding, and using C#, my sprite-based game can run on old Windows XP laptops.
9
@Jumza: Yep, that's the one : )  Thanks! Hope you enjoy it!

@Choto: I used C# and XNA, which is sort of a bad idea nowadays. XNA is on its last legs, since it's not supported by Microsoft anymore. There's no telling if Windows 11 or 12 will be the OS that XNA doesn't work on. I expect MonoGame, which is basically XNA with better compatibility and continuing updates, would be a good alternative.

I love C# though. Way better than C++ unless you need a highly optimized game.

I started making it about 2 years ago, when it wasn't as blatantly unwise to use XNA. A lot of that time was spent on the engine, so my next game should be doable in 6-12 months. I highly recommend NOT making your own engine if you can help it. I couldn't avoid it because I wanted tactical combat and destructible terrain - stuff RPGMaker couldn't handle 2 years ago.
10
Quote from: Xifanie on November 17, 2015, 12:05:02 am
Funny you say that, because that hack sounds really simple, and you just coded an entire game :v. I might be able to build the skills to do that? But I have serious motivational issues that makes the whole thing impossible for me.

Also, units healed at max HP already don't earn any JP/Exp. It's pretty simple: if something changed with the caster or the target, Exp/JP is earned. Even reapplying the same status, because the clocktics remaining will be refreshed. For example, a mage casting protect on herself and an adjacent mime... the mime won't gain Exp/JP because the clocktics left are still at max.


Hahah, well, doing stuff in assembly, worrying about how many lines you can use, is leagues harder for me than puttering around in C# : P

Good point about the JP gain. I also lack the motivation to make such a code- even if I had such a code I'd still prefer minimal/no JP per action, since I might still be tempted to do a little Speed Break abuse.
11
Quote from: Choto on November 16, 2015, 07:20:45 am
I think the jp lines are these:

82006324
82004224

0x82 = 130 decimal.. so that's my guess. I'll make it a variable when I put it in patcher so it's adjustable


Good idea! I found my notes, and can confirm those are the correct lines.

Quote from: Lockeadon on November 16, 2015, 01:17:51 am
lol @ hitting yourself. an additional way to curb that motivation would be making 'useful' actions give more than 'just for grinding' ones. by which i mean, smacking an ally could grant 2 or 3 jp, where smacking an enemy could grant significantly more, and killing blows could grant even more. or healing undamaged units could give significantly less than healing units that actually need it. it would also make grinding effectively not so mindless.


Yeah, that would be great! (Unfortunately, it's also way beyond my ability to code...)
12
@Choto: Cool! Thanks for adding it : )

@Lockeadon: I hope so, it really made my playthrough way more enjoyable! The number was just trial and error until I found one that felt right.

Personally I prefer more than 130, but I also used a code to set all other JP gains to 3, to really kill the motivation to hit myself.

I think I have some notes somewhere that says what part of the code is the JP value. If anyone wants me to dig them up so they can use a different #, let me know.
13
I made the big-time! : P

It's on Steam!

http://store.steampowered.com/app/415920

I got Greenlit earlier than I expected - I hadn't broken the top 100 yet. But man does it feel satisfying to get this up there! I added some achievements too.
14
Quote from: Elric on October 27, 2015, 07:40:23 pmIt seems pretty cool, but is there a reason the price is so high? I've never paid that much for an indie game.


Yeah, unfortunately it's $14.99 because it's kind of a niche game. If I thought I could get a lot of people interested I'd go lower, but I don't expect many people who aren't Tactics diehards to find it very appealing.

It is also a decently thick game - anywhere between 10 to 18 hours depending on how thorough you are.

Quote from: Kaijyuu on October 27, 2015, 07:51:28 pm
Much respect for getting something done! Looks reasonably polished (except maybe the sprite work; the more procedural graphics are great).


Thanks! Yeah, I'm not much of an artist, so I relied heavily on particle effects : )
15
The Lounge / Re: Voidspire Tactics - need playtesters
October 27, 2015, 02:26:38 pm
The game is out! : D

And it has a release trailer:


I certainly got some great playtesting posting it here, and I think it turned out pretty well. Hope some of you guys like it : )

It's available here.
16
Thought I'd do something to calm my nerves before my game releases... so I dusted off this old hack I made 2 years ago. I was sick of having to conk my units over the head to gain JP, so I made this to just give all units a flat 130 JP for every battle they participate in. I never properly posted it, so here it is:

Here's the XML for FFTorgASM:
<Patch name="JP + 130 per Battle">
    <Description>Adds 130 JP to current job of all units at the start of battle. Exists in Move/Jump +X Calculation subroutine (see wiki).

Code takes place inside SCUS at 5e950

Huge thanks to Choto!
</Description>
    <Location file="SCUS_942_21" offset="4D0F4">
547A0108 <!-- j 0x0005e950 -->
    </Location>
    <Location file="SCUS_942_21" offset="4f150">
03008290
4A000324
13000624
22104300
22184600
02006004
2800A394
21100000
FEFF4004
20104200
DC004524
2128A400
0000A294
82006324
82004224
0000A2A4
2800A3A4
3E720108
2A008294
   </Location>
  </Patch>


I did an entire playthrough with this code on with no issues. It also plays well with other hacks (I had plenty of them on for that same playthrough). Hope someone finds it useful!

And, as the XML says, huge thanks to Choto for helping me back when I was making it! : )
17
The Lounge / Re: Voidspire Tactics - need playtesters
October 10, 2015, 04:37:59 pm
Just a little update: the game's coming along decently and will be released in the next 2 and a half weeks. Almost got all the bugs fixed...! Haven't had time to look into controller support yet unfortunately : ( That'll have to be something I experiment with post-release.

I also put out a gameplay vid that I forgot to show here:


I can still use playtesters this week if anyone is up for it.
Other than that, I could really use votes on Greenlight if you think the game's worth it : P
http://steamcommunity.com/sharedfiles/filedetails/?id=518621211
18
The Lounge / Re: Voidspire Tactics - need playtesters
September 15, 2015, 05:45:28 pm
@Kaijyuu: agreed on all of that. It bothers me too when games reposition my cursor, so I didn't opt for that kind of thing.

@Toshiko: makes sense. That actually makes me realize, I bet the Steam Controller would be perfect with Voidspire Tactics. Now I really want to get one to try it out : )

@Reks: Sure, I'd love that! Recorded playtesting is super useful. Send an email over to radcodex [at] gmail.com and I'll hook you up.

@Corosar: it should run pretty well even on potatoes, thankfully : )
19
The Lounge / Re: Voidspire Tactics - need playtesters
September 15, 2015, 01:28:20 pm
@Kaijyuu: thanks! Glad you like it!

@Xifanie: yeah, the art isn't too great. Such are the hazards of having to do my own art : P

I see your point about controller support. Unfortunately, there are some mechanics in the game that can't be readily converted to a controller scheme -- for example, item management and crafting is mouse-driven drag-and-drop from any tile to any tile.

For what it's worth, I went out of the way to add as many keyboard shortcuts as possible. There are only a few edge cases where you can't do something using the keyboard. But because of those edge cases, I haven't implemented controllers : (

I do think that, in spite of the best Tactics games being controller-based, Tactics games in general play better with mouse control. That said, if there's a demand for it, I'll try to implement controller support.
20
Hey all, I just recently announced my FFT-inspired Tactics RPG, Voidspire Tactics, to be released this October.

EDIT: Now out on Steam




That means it's time for me to buckle down and get bugfixing, and I need testers! I can't think of a better community to get testers from than technically-minded FFT fans.

If anyone is interested, please PM me or send me an email at radcodex [at] gmail.com, with basic info about your computer setup, and any qualifications you might have (prior playtesting, modding, beat Weigraf without using Yell, etc).

I also welcome feedback and discussion here regardless of playtesting : ) I'll answer questions about the game if you have any.

The game's website is:
www.voidspire.com