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Messages - RandMuadDib

361
PSX FFT Hacking / Re: Terrain/Movement data
March 19, 2011, 09:20:32 pm
Quicksand! like depth 2 water, only sand.

Seriously though, how crazy are you able to get? What about adding status effects (like the swamp poison) or straight damage/healing? I was thinking like a plant or sacred ground that would heal you every turn you start on it, or spiderwebs that cause slow, or panels that boost certain damage types like weather effects do (snow boosts ice, wood or dry brush boosts fire, etc)
362
Spriting / Re: RandMuadDibs Sprites - Cactite
March 19, 2011, 07:49:46 pm
Well as for the frame order of the animations, i've been going on this:
http://ffhacktics.com/smf/index.php?topic=3834.0

Is this wrong?

Alright, well i'll take a look at your fix and work on that. It doesnt look like you removed the needles from the back frames but that should take all of five seconds.

And as far as replacing the palette, you're saying that i should go through all the default sprites to find colors that are as close as possible to the current ones, and then use those?

Also, would people be interested in other palettes other than just green? I think it might be funny to have a blue or red cactite as well, and the default RW also contains brown, gray and apparently pink.
363
Spriting / Re: Lijj's Sprites
March 19, 2011, 09:54:54 am
Red = Jason, Green = White = Tommy
364
Spriting / Re: RandMuadDibs Sprites - Cactite
March 19, 2011, 09:52:39 am
It does seem to walk a little fast, though I have not yet tried hasting it to see the crazy speed. And yeah, I'm using graphics gale. Not sure what the onion skin option is but I will look into it. Thanks for the feedback guys.
365
Spriting / Re: RandMuadDibs Sprites - Cactite
March 19, 2011, 01:21:07 am
Well i am by no means an expert in color compatability or whatever. I do know that this cactite is significantly smaller than most FFT characters, but i find that to be okay, because the cactite is only supposed to be about knee height anyway (according to the visuals in Final Fantasy XII). I have tested the animations in game so far, and have tried to align each frame properly. Unfortunately there were only three walking frames available in the RW version of the sprite, so instead of creating two new frames, i just repeated them. It looks like the cactite walks a little faster than normal as a result, but i don't think it looks like anything is skipped.

I also had to do a horizontal flip for the back frames since they were the other way around in the RW sprite, but that took all of five seconds after i realized that he wasnt facing the same direction as everyone else.

Next i will do the ZOMG i got hit frames (should be almost done with those) and the ARRGH i hit you frames (so counterattacks don't make him disappear). But i won't get those done or posted until tomorrow at about 9pm U.S. Central time.

I unfortunately have to be up in 6 hours so no more work on this tonight. Happy to answer your questions.

(P.S. if you get bored, throw it in shishi's on top of an SP1 monster sprite. I am currently using the treant sprite slot for testing. it should look okay but i would like your opinion as well.)
366
Spriting / Re: RandMuadDibs Sprites - Cactite
March 19, 2011, 12:01:32 am
Alright here are the walking animations for the cactite so far. Critiques are welcome, though I will say this is literally a direct port from the FF12:RW sprite, so i'm really looking for errors like extraneous pixels and unaligned frames.
367
Spriting / Re: RandMuadDibs Sprites
March 18, 2011, 05:22:41 pm
Alright so I was going to attempt to convert the flan sprite from revenant wings, but it felt like a huge daunting task and I didn't knw where to begin. So I decided to do something a little easier first, the cactite. So far I think I have the walking animations done, and will post it later tonight after I get home from work.
368
Spriting / Flan Sprite
March 15, 2011, 09:46:09 pm
Okay, i know smash was working on a pretty badass flan sprite about a year ago. I was wondering if anyone has a more complete spritesheet than this:



If so, could you post it, because i'd like to try an finish it. I will start by saying that i suck at spriting, mainly because i haven't really done anything. So if anyone wants to try and finish it instead of me, please do.
369
Managed to use half of FFTMaster's "Wall does nothing and AI will attack units with wall" hack so that it was just "Wall does nothing." I think i'm going to rename it Incognito and do a targeted ability, instead of all allies (which is super OP). Not using transparency because i want that to have a different feel. Incognito will be enemies ignore you, Transparent is units cant see you and you can stab them better.
370
Help! / Re: Casting Time and Speed Growth
March 15, 2011, 02:57:54 pm
Wow that's a lot of new options that totally rock.

Edit: It seems i wasnt thinking properly when i first posted this thread. I did want to know why people were against increasing speed, so i guess its okay. But what i plan on actually doing is reducing PA, MA, and WP to more closely resemble SP, thus making SP a viable attack stat. I also want the less damage. In an attempt to balance my patch i want 5 normal attacks to be the equivalent of a KO, with both attacker and target being physical classes. HP growth will also have to be altered to match this.

Class abilities that deal damage to a single target will mostly deal between 1x and 2.5x a normal attack, while abilities with AoE, status, or other additional effects will deal less.

Any thoughts or comments on balancing would be wonderful.
371
Help! / Re: Casting Time and Speed Growth
March 15, 2011, 01:34:01 pm
woohoo! Does that mean that we can set the duration of status effects for each ability, or does that mean casting times are adjustable based on some value such as level or speed?

As to the status things taking longer, i plan on having the item command innate, and IIRC, the AI has an unlimited supply of items. And while remedy still won't heal stop, I thought that RavenOfRazgriz's idea of making people who are stopped ignore attacks was an awesome idea.

Although... now that i think about it... making items innate will probably make using status attacks as the player completely useless.

Edit: lol found it. Its one of FFTMaster's hacks "Ability CT reduced by stat XX"
http://ffhacktics.com/smf/index.php?topic=5658.0
372
Alright i know a lot of you guys try to reduce speed growth to zero in your patches. I was wondering why. personally i plan on (once FDC's formula hack is complete) use speed as almost a third damage type, having it grow similarly to MA and PA instead of slower like it does in vanilla. As long as everyone had comparable growths (with some obvious exceptions like lancer, thief, and ninja), what would the problem be?

The only thing i could come up with are skills requiring casting time. Those are based on clockticks and not speed, so in late game even casting a level 1 spell would take forever, making both players and AI greatly favor fast actions. I did find a hack a while back that allowed spells (and other slow abilities) to have their casting times reduced based on speed, though i forget where i found it.

So, what do you think? are there other balance issues with a higher all-around speed growth that i am not seeing?

Also, if anyone knows where that casting time reduced by speed stat ASM hack was, could you point me to it? I tried searching for it again and i couldn't find it.
373
come back, vresu! finish your moogle please!
374
Crusader, templar, justicar, inquisitor (less likely)
375
PSX FFT Hacking / Re: ASM Collective BATTLE.BIN Map
March 13, 2011, 10:52:54 am
I was wondering if you were planning on adding a way to check for the job of the target, to do extra damage or have a better chance o hit. I know a few people have asked for that in other threads and having a beast-hunter option open would be cool.
376
Dunno. But if we can figure out why, maybe a permanent solution is around the corner?
377
Rockstar. unfortunately still at massive planning stages, havent had a chance to do much actual fiddling yet.
378
yeah i've been looking for a flan sprite for my own patch the last couple of days and it doesnt look like anyone finished one.

Let me rephrase. There was the one that was imported from FFTA and was yellow and looked like crap, but was functional. No one has finished a good one as far as i could find.
379
The Lounge / Re: Lent.
March 08, 2011, 11:42:04 pm
lol Touché
380
The Lounge / Re: Lent.
March 08, 2011, 11:32:23 pm
christianity