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


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Messages - SilvasRuin

1241
Old Project Ideas /
March 25, 2009, 02:45:17 am
I don't see how you'll be able to do Weapon Masters.  I am under the impression that there currently isn't a way known to allow Onion Knights and Mimes to use abilities, so if you use Onion Knights as the base for Weapon Masters, then they presumably wouldn't be able to equip any abilities either without another hacking breakthrough, and I don't think ASM hacking cuts it for WOTL.

You'll need to remove abilities such as Equip Gun, Equip Crossbow, and other similar abilities AND Dual Wield, otherwise you would get dual pistol Orators, dual bow archers, and so on unless you somehow give Weapon Masters some very complicated coding.  Dual Wielding bows is bizarre anyways.  Dual Wielding any weapon probably isn't the best route to go with them.

You still haven't mentioned Dragoon, Summoner, and Samurai.  What about them?  You can't just add jobs to the wheel (at least, as it is now), and Onion Knight probably can't be altered all that much beyond stat multipliers, movement and jump, and innate support abilities.  

To give it two skillsets, you'd have to not give it one of its own and then turn Defend or something into a skill menu, which is a hack that's not been done yet.  Even then, I'm not sure you could make one for each job, and there's no telling how it will work if and when such an ASM hack is made.  Even if such a thing became possible, how in the world would you stop those support abilities granting an extra skillset from being able to be used in other jobs to wind up with a total of three skillsets?

Perhaps I misunderstood though.  Two unique skillsets maybe?  I suppose Defend could be turned into a skill menu eventually (I think I recall such a possibility being mentioned in one of the ASM hacking threads) and only appear as an innate support ability...  Of course then they could equip a second skillset from another job that way and wind up with three.

I've been toying with a significantly changed job tree myself, and I've almost ironed out a concept for it all that I really like.  After figuring out what classes I wanted and what purpose I wanted them to serve, I wound up with two leftovers.  I decided to take the Onion Knight/Weapon Master route, which is where this becomes relevant.  Instead of trying to make funny limitations or attempting to give them a ton of unique abilities, I figured I would give one the best support abilities for raw power as innate abilities and the other for spellcasting (and surviving through charging them).  I decided to give neither of them abilities.  The idea is that between their stats and innate abilities, the physical oriented one would be the best job for any physical oriented skillset and the magic oriented one would be the best job for any magic oriented skillset.  What's the catch?  They have no skillset of their own and thus can't use skills from two jobs.  They likely wind up the best at whatever you choose to use them for, but they cannot match the versatility that the "normal" jobs have.  Maybe that inspires you.  Maybe you like that idea as is.  Maybe you hate the idea.  The point of relating my concept was to try and help stimulate ideas.


Where and when is the Argath fight supposed to occur?  Are you changing it to an optional battle?

Your Lanistas sound almost like the FFX-2 Dark Knights.  You haven't given all that many details so far though, so that's only a guess.  If they are, I approve.  I know that game isn't universally popular, but I feel it has the most fleshed out Dark Knight class the games have had yet other than the pathetic Lanistas of FFTA2 and FFXI which I know next to nothing about.  Hm... that just gave me an ability idea for my stuff.

What's the point of giving the Sorcerers Ultima when they are also being given Flare?  Are you going with 1.3's Ultima?  I only see it being used by them when they don't have time to charge a longer spell.

Who's going to get what Time Magic?  Are Sorcerers going to be given Meteor along with the tier four spells?

Are you planning on changing Ramza's abilities?  Is Sorcerer's ultima going to be "blue magic" only?  What about normal Squires and Chemists?

If I may, Seer and Parivir are the jobs that stand out in my mind as the signature Human jobs from FFTA2.  Perhaps you could make Luso a variation or combination of the two.  Or just pick one for him and ditch the other.  Magick Frenzy might be difficult to emulate though.  You could instead opt for mimicking some setup from FFTXII or the hero characters from Revenant Wings.  The international version of FFXII has a job system of sorts that could have some interesting setups to choose from to emulate.

Ranger still sounds like a Hunter to me, only with the addition of guns.  I take some of your comments to mean you plan on changing their skillset.  Until you do, just giving them two more weapon types and innate Poach doesn't sound like to me like it is different from Archer enough to warrant a significant change in name.  Hunter to me is only very slightly different from Archer in meaning, as far as this series goes, thus the description sounding more like a Hunter than Ranger.
1242
Spriting /
March 24, 2009, 11:26:44 pm
What are you basing that off of?  That style looks familiar.
1243
Old Project Ideas /
March 24, 2009, 10:54:14 pm
Eh, slipping in horror and survival jokes could make for an amusing patch, but it won't work as well without at least trying to mimic attributes from them, even for the cheesiness.  You could even incorporate the attributes into jokes.
1244
Old Project Ideas /
March 24, 2009, 10:02:38 pm
There's a problem there, ArkDelgato.  A character dying off or getting converted would cost a whole set of equipment.  There would need to be some way to get replacements without having to have a recruit fighting naked.  I strongly advocate that there at least be the most basic equipment in at least a few scattered shops.  Even in a zombie apocalypse, there could be areas where enough people have band together to hold the undead off from a place of shelter.
1245
Old Project Ideas /
March 24, 2009, 08:29:13 pm
No rewards sounds bad to me.  Making rewards small is a better means of doing that.  Reducing the amount of shops on the map and spacing them out fairly well should be a good idea for the right feel.  Hm...  Making rewards rely on thievery and poaching could help, but I'm not sure if too many undead should have stuff to steal.  Yeah, poaching at least should play a rather large part in scrounging supplies.  Is it possible to add more items than just Common and Rare to poaching?  At least adding an uncommon on to it?  Shops could just have the low tier stuff and reward money be minimal.  Poaching should be relatively cheap with that approach depending on just how tiny the gold rewards are.  Perhaps make the best stuff steal or drop only and holding back from planting them on too many enemies, especially lesser ones.  Hm... limited healing magic would make potions more important.  Adding more potion tiers and making them poaches and drops would help the scrounging and survival feel.
1246
Old Project Ideas /
March 24, 2009, 05:51:11 pm
Quotethough i might make a support ability that grants immunity for special characters, so if you wanted to risk it... well.
Great compromise.  With a variety of very powerful and/or useful support abilities available, it would allow special characters to have some security, but the character would sacrifice potency for it.  I don't like the idea of being able to fill up a party with people equipped with the ability though...  Plus, the main character would really need to always be immune to it to avoid the trouble that would result from doing otherwise.  (Immune to the invite aspect at least, but it makes for wonky continuity if he is undeadified during battle and suddenly back to normal afterwards, considering the whole concept behind this.)
1247
Old Project Ideas /
March 24, 2009, 03:18:40 pm
To ehrgeiz20:

You misspelled Marquis.  You left the R out.  Just figured typos are best caught early.
Wizard, Priest, Druid, and Sorceror... do you plan on changing them quite a bit?  I could see them keeping the same exact abilities, especially since Wizard and Priest were their original translations.

What is Ranger going to be?  Adding swords or just daggers?  It's got to have more differences to Archers than the FFTA(2) Hunters and Snipers with that name.

Soothsayer would likely keep Condemn and maybe the ability 1.3 made Reraise.  Presumably it would be about predictions and time.  I could see Mystic type status abilities and something like Reflexes or Shirahadori for reaction as they would see the attack coming.

Are you eating Ninjas and Geomancers for Lanistas and Weapon Masters?  What about Dragoons?  Even if you centered your patch around WOTL, I don't believe you can allow the Onion Knights to use abilities that aren't innate.

Lanistas were absolutely horrible in FFTA2.  PLEASE tell me you're not going to try mimicking them.

I would prefer Hunter over Trickster, but with Gunner and Ranger, what hunter-oriented skills would be left?  It seems to me that "Game Hunter" is more a reference to a merc that targets FFXII type Marks rather than a traditional Hunter, so if you want to make him more like his backstory would suggest, he'd probably be something in between a merc and a Hunter.

Why call him a Death Eater?  Just for the sake of changing the name?  Same question for Magic Knight.  Do you intend to change anything?

What is supposed to make Weapon Master useful instead of the garbage that Onion Knight is in vanilla?  What do you plan to change?
1248
Old Project Ideas /
March 24, 2009, 01:16:08 pm
Ivalician (I don't think that is a word... yay for inventing) zombie apocalypse?  Could be interesting.  The AI will some tweaking probably to keep from spamming the crap out of Bloodsuck.
White Magic would become immensely more powerful as it would serve multiple purposes.
The greatest issue I see is that being set in the same world, the jobs and magic of FFT would presumably still be around... but things would get horribly lopsided very quickly with the classes and abilities, especially White Mage, as I mentioned.  You could work around it and have new jobs developed specifically for zombie slaying and then have the normal stuff make an occasional "cameo" appearance or something to help continuity.
I also think the amount of characters immune should be rather limited, perhaps even only two.  What good is a zombie survival game with recruitable generics if there isn't constant danger of losing characters to the enemy and being forced to kill your former allies?  The risk shouldn't be absurd, so Bloodsuck would need to be used less often or have a fair chance of not turning them, but the danger of that occurring should always be looming over the player's head.  Perhaps make it common enough that players will give up resetting for every single generic they lose...  Unique characters that are vulnerable to it would wind up causing some needed tension as well.
Extra challenging encounters should be on every area from every direction so there is always some danger of running into something nastier than usual.  This is a fusion with a survival horror genre after all.

I think this has potential, and if done right, it could wind up a lot of fun.  I'm not sure what I could contribute, but if I can help, I would be interested in doing so.

I won't vote.  My response would be near "only if it is really good," but I don't feel making that vote is entirely accurate.  I really would like to see it attempted at least, whether I wind up wanting to play it or not.
1249
Spriting /
March 23, 2009, 09:33:55 pm
Looks good, and it is quite possibly readily recognized.  Already knowing who it is makes the perception biased, but I think someone could tell without needing more than a glance.  (I say that because I believe something was said to be off about the hair in Smash's incarnation.)
1250
PSX FFT Hacking /
March 23, 2009, 01:49:08 am
QuoteSecondly, I remember I once tried to make the knight break techniques be from 2 squares away and do damage while also breaking equipment, and it didn't seem to work, but that was on codebreaker. Does anyone know if there's a way to do that just using fftpatcher and gameshark?

FFTPatcher can do that with ease, I believe.  Take a look around the ability tab and a way to do that should be apparent.

QuoteIf I wanted to make the game a bit more challenging, is it easier/faster to nerf yourself or buff enemies? Thanks in advance for any info.

Both.  Certain things are just too broken to keep as is if you don't want the player to be unstoppable.  That said, buffing enemies is probably the preferable route as a human player will always be able to think outside of the box while the computer opponents tend to have random setups and somewhat limited AI.  Making sure their setups always or almost always are potent should be the second step in making a balanced hack, in my opinion.  Taming or removing Blade Grasp and hindering the Move-MP Up and MP Shield combo would be the first step.
1251
Spriting /
March 23, 2009, 12:37:54 am
I agree with Cheetah's earlier comments on the bangaa.  The diagonal front view is fantastic, but something is a little bit off about the straight front view.  Maybe it has something to do with the arms?  It reminds me a bit of Nizbel, the first real boss of the stone age in Chrono Trigger, and I don't think that's quite the look you were going for.

Speaking of moogles, am I the only one that actually liked their FFXII look?
1252
FFT Remix /
March 15, 2009, 12:14:32 am
Eh, I think part of the reason Ramza left his family behind when going merc was because of the betrayal by his family.  Their coldness about Teta should be worked in somehow if his leaving is to make sense in this one.  Unless you are making bigger changes to the plot than I thought, as that was a crucial plot point.
1253
Archives /
March 14, 2009, 02:08:57 am
I'm not sure what process you had the gameshark go through, but an edited sprite sheet saved in place of Ramza's usual one for that chapter should function fine so long as you don't screw something up.  Even if something on the sprite sheet is messed up, it should only result in looking weird rather than crashing.
1254
Mercenaries /
March 13, 2009, 11:18:33 pm
I suspect he means for the demo, although if by some off chance he does mean full game, I'll be ecstatic.
1255
Spriting /
March 10, 2009, 10:37:40 pm
For a challenge, a Bangaa version of all classes, at least on the physical side of the tree.
Although if you take the monster recommendation, I would prefer a tonberry and tonberry king.
1256
Spriting /
March 09, 2009, 12:09:59 am
I can put the silver pauldron on the first arms.  I'm just not sure how to make the arms themselves  look good.  I thought the second was better, but neither is completely satisfying.  I'm not sure which to go with and what to do to improve it.
1257
Old Project Ideas /
March 08, 2009, 11:46:27 pm
The DragonQuest spell names make more sense for their tier progression (most of them are increasing onomatopoeia), but they have their own brand of silly.  I'm not sure anyone would prefer it, but it is a potential compromise.  (Not my first choice either.)
1258
Help! /
March 08, 2009, 10:09:10 pm
Doesn't it say Y can't be altered when using it for Weapons?
1259
Spriting /
March 08, 2009, 05:43:45 pm
http://genoclysm.googlepages.com/Attemp ... ations.bmp

What you're looking at here:
Top Row:
First one is my original attempt without any assistance.  I was impressed at first, but now I think it's crap.  Second is Smash's fixup of it.  I started fiddling with the shoulder plate's color in the third.  I get satisfied with it for the fifth, and the last two are me putting in the back of the bandanna and changing its color using two greens from one of the Bard palettes.
Bottom Row:
Again, the first is my original.  The second one is my adaptation of the original to match Smash's tweaks.  I think it turned out nicely for the most part, with just a few spots that seem just a little bit off.  In the third, I tried to make his arms look better, and I fixed the shoulder plate and bandanna colors.
Things I still think could use fixing:
The belt is iffy, but mostly due to wondering what to do about the trim of his tunic since changing one will likely lead to a change in the other.  The trim is obviously thicker in the diagonal and I'm not sure where and how it should be fixed.
I think I honestly prefer the bottom row's boots just a little better, but one view will have to change there to match the other.  Perhaps meet in the middle between them.
The sides of the front facing's hair seems a bit flat.  I might add something there.

Any other advise or pointers?  I'm rather worried about the arms in particular.  Out of the last two bottom frames, which one has the arms done better?  How can I improve them?
1260
Help! /
March 08, 2009, 03:13:44 pm
Er, nevermind.  I believe it says Y can't be altered.  It might take some toying with to find something that works.