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March 28, 2024, 08:23:49 pm

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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 - pbrand

1
The Lion War / Re: The Lion War 1.05 - DOWNLOAD HERE!
January 12, 2020, 04:20:03 pm
Awesome stuff. It's been a while since I've played FFT, but I figure I should do it through a mod this time since I'm behind on playing a bunch (Monster Tactics too).

What most piques my interest are the English-translated sound novels. After reading about them on various sites, I was just about inspired to recreate a rough standalone facsimile of them in Unity based on Youtube footage. Seems I don't have to pursue that side project  :D

Thanks!
2
QuoteWhat are the most basic mechanics a tactical RPG should have?


As an RPG, it should have character stats, whether that means Health Point bars, damage, elemental resistances, whatever fits your setting. Character growth (both mechanically and storywise) should be paramount in an RPG.

As a subset of stats, specific to tactical RPGs, it ought to have some sort of statistic-based movement grid, whether it's squares (like FFT), hexes (like Battle for Wesnoth), or circles (Valkyria Chronicles). Flanking, accuracy penalties, bonus damage and such based on positioning add tactical depth.

The one area that may not work out so well doing procedural maps is having a height level like FFT. In all honestly, most tactical RPGs don't really go so far to have height levels in that fashion. If it were a requirement, Fire Emblem wouldn't be a resounding success as a series. Most procedural game design theory comes from the roguelike community, where they're primarily worried about generating rooms and connecting them with doors. Maps with height levels would add a whole new issue to that question of players being able to have certain access to portions of the map while other parts are intelligently closed off, in terms of a jump stat (or equivalent mechanic, a teleporter access point, again whatever works in your setting).

Although it's an isometric stealth-tactics game and not a tactical RPG, you might want to check out Invisible Inc.'s GDC talk: https://youtu.be/-8ZkIKPIDdY
Good luck!


3
The Lounge / Re: TacticalRPG Engine
January 05, 2016, 01:04:28 pm
Quote from: Choto on December 25, 2015, 09:10:30 am
I think it was Eldiran that was saying C# was kind of inefficient and that XNA was getting phased out or something. C# is my best bet for writing my own game or something of the sort though, i love the language. What do you think?


C# is basically the equivalent of Java, but due to being created by Microsoft it can gain some benefit from .NET. Both Java and C# are garbage-collection languages, which means that you can't use pointers (well, outside of "unsafe mode") and the "garbage" (unnecessary memory references) cleanses periodically outside of your control.

XNA's been unsupported for a number of years now. I started off my 2D tactical RPG using it in about 2011/2012 (only prior knowledge was 3 university C++ courses, didn't have a problem adjusting) but eventually abandoned it. Due to being a very light but powerful framework, a lot of people have tried to keep XNA alive ever since Microsoft gave up on it. In particular, Monogame was the torchbearer, but even now that's fizzled. The newest project to keep XNA supported (and open-source this time) is FNA, which you can read about here: https://plus.google.com/+flibitijibibo/posts/CB9tuYV1TnF

I've long since moved on to Unity3D (which also uses C#) so I haven't checked out Mono or FNA firsthand. There are a WHOLE lot of benefits to doing this genre in 3D that I could get into, but I'll just say that I probably wouldn't revert back to my old 2D XNA version ever. Anyway, the comment about C# being "inefficient" is slightly inaccurate. It's just as powerful as C++ typically (especially for a game, and even more especially for a trivial turn-based one) but the lack of control over pointers can be annoying sometimes. One example off the top of my head would be a pointer to the current unit in the turn queue, which could be handled fairly easily in C++, but you'd have to create a Queue<Unit> or whatever syntax in Java or C#. Honestly, if you're making a turn-based game, you really shouldn't be worried about the difference between C++ and C#.
4
The Lounge / Re: Final Fantasy VII Remake Announced
January 05, 2016, 12:51:49 pm
I wonder if the Honeybee Inn will be censored out to avoid the 2016-oversensibility-shitstorm. IMO that type of arc is integral to keeping the quirky tone of the game.
I know Nomura's statements have intentionally been pretty vague about it, but we'll see in the future, huh?
5
The Lounge / Re: Howdy
August 12, 2013, 09:34:18 pm
Quote from: Elric on August 12, 2013, 08:57:48 pm
Welcome. What can we help you with?


Well I suppose I'm interested in the FFT Arena tournament. Saw a few videos of it on youtube.
It's a yearly affair, right? I couldn't find anything in the stickies in terms of frequency, but I'd love to enter a team at some point.
6
The Lounge / Howdy
August 12, 2013, 08:01:09 pm
I've visited this site many times over the past couple of years but I never really felt compelled to make an account until now.
Nice to meet you!