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Messages - vivify93

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Gaming Discussion / Re: They see me remakin', they hatin'
« on: June 27, 2015, 02:06:33 pm »
Yeah, I will admit with all the time and resources poured into it, if FFXV tanks, they'll need to whip something out of their ass real quick to get some cash.

Where's my Parasite Eve III or The 4th Birthday, dammit? :'(

Gaming Discussion / Re: They see me remakin', they hatin'
« on: June 26, 2015, 01:28:49 pm »
They've barely managed to stay afloat thanks to Final Fantasy XIV subscriptions.
I've heard stuff like this all the time--"Square Enix are failing as a company!" but... are they really? Where are the sources? Have they released income reports? Is the outflow too much? Is no one buying their games? I thought FFXIV 2.0 and the meager earnings (Meager compared to releasing a new mainline game, I mean.) gained from FFXIII-2 and Lightning Returns made them get back on track?

I'm not being critical, I'm a 22 year old with his head up his ass, who keeps things like politics and business know-how out of his mind. So I'm just confused and curious.

I'm not sure if vivify93 changed the End Credits back to Final Fantasy IV instead of Final Fantasy II, but I will double check it over tonight and fix it if he didn't.
I did, it was an easy fix. :P

Gaming Discussion / Re: They see me remakin', they hatin'
« on: June 24, 2015, 06:18:21 am »
Also is it just me or does every final fantasy game with the ATB-system have a first boss with an obligatory "Don't attack him now, or he'll maul your face off" phase, in order to teach you about timing your attacks?
VIII, IX, and X-2 didn't. And then traditional ATB died.

Personal Projects / Re: Mother 1 GBA Color Restoration [completed]
« on: June 18, 2015, 03:10:37 am »
Hey, sweet stuff, dude! It looks great now. And I like the extra patches to skip the splash screen and boot automatically to Mother 1. It'll go nicely on my Wii! :thumbsup:

Gaming Discussion / Re: FFMQ Sucks
« on: May 28, 2015, 05:14:57 pm »
I rather like Mystic Quest. It's fun and mindless enough if you just wanna chip away at a game. I'm doing a low-level run, and it's actually pretty challenging.

Here are the controls for playing Clock Tower: The First Fear with the PSone mouse.

Left Click: Interact with environment, direct Jennifer's movement, speed up text display
Double Left Click: Run (Consumes adrenaline)
Right Click: Cancel movement, panic button

Mouse over the black part of the screen to get into the inventory. This also pauses the game.

Edit - Forgot to mention, I tested this on Type A controls. I'm not sure if Type B controls are different on the mouse.

I've played it myself and have a shining review up there for it. Hope it encourages more people to play the game; The First Fear is definitely the definitive version of the original Clock Tower. :)

Ah, so this uses the PC version's retranslation as a base? Meaning it doesn't use official Square Enix continuity. I know Marlene was called Marin in that. I appreciate the effort! :)

I recommend pairing it with Reiska's Easy Mode mod. Quadruples EXP and money. Trust me when I say it makes playing Phantasy Star II a whole lot faster.

Edit 1 - PSII Improvement v2.2 is now up on RHDN.

Edit 2 - I remember how Nei being able to wear the Sword happened now. I was testing the equipment-changing bytes to see how it worked and I never reverted it. Sorry guys.

I'm now aware of a bug in PSII Improvement where Nei is able to equip the Sword for sale in Arima, when she shouldn't be able to. I'm setting out to correct this.

Edit 1 - Computer or no, you can't say I'm not dedicated to my projects! Here's v2.2. I'm submitting it to RHDN now.

Edit 2 - I forgot to mention, thanks to Rand for pointing this issue out to me. I have no idea how Nei being able to wear the Sword came about...

Gaming Discussion / Re: The Fall of Gaming, the Modern Crash
« on: May 01, 2015, 12:12:26 am »
That was an example I got (on another topic) that reminded me of this matter of which I've been thinking about some time and thus I was "inspired" to open this topic.
It still should not be mixed up with the question and fact points I've presented afterwards.

Please don't assume anything before posting, or else you will be seen in this topic as someone who has not read what I wrote. :P
I'm eagerly waiting for an interesting answer from you on this topic, please. ::)

Thank you.
Sorry, I turn into a retard when I see the Kotaku URL since they're known assbags. I don't really have an interesting answer, I'm boring.

Gaming Discussion / Re: The Fall of Gaming, the Modern Crash
« on: April 30, 2015, 01:46:00 pm »
Well, if the source is from Click-Bait Kotaku, then it's fair to assume nothing.

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 19, 2015, 07:58:47 pm »
...There was a sound effect change? Oh dear. Whenever I can, I need to look at comparisons then... and get ready on v2.12 of Project II...

Edit -
So, I've made it to Mt Ordeals (at just over 2 hours too---was this game actually this short before?)
Hello, magictrufflez. Not sure if you know, but I made Project II, the mod Namingway Edition was based off of. So I'm gonna answer some of your more general questions that also apply to Project II.

As for this first question, I've personally beaten FFIV on PSone in a little over twelve hours, so yeah. It's always been short! Even shorter for FFIV experts like you and I. :thumbsup:

-Is the drop rate formula changed in this hack?  Not that I'm [complaining, but I seem to be getting a metric ton more drops than I ever remember getting in the original SNES version or the PS version, so I'm curious
I didn't personally change any drop rates when I restored Project II's original items dropped, and I can't imagine Rodimus would've done so for a mod that is to replicate the Japanese version's difficulty. The only thing that should be different is that all Goblin-type foes can drop the Goblin Eidolon, all Bomb-type foes can now drop the Bomb Eidolon, and all Cockatrice-types can now drop the Cockatrice Eidolon. You are the second person to comment on the drop rates, however, but I think you both were isolated incidents.

-I like the additional commands for Edward, Tellah, Rosa and Yang.  The only beef I have is the addition of Salve to Edward.  Not that the hack's been particularly hard so far, but Salve pretty much breaks any difficulty for me right up until you lose Ed--I guess I just think a full-party potion command is a bit too OP for the beginning, especially when potions are so cheap.
I actually somewhat agree, but Salve was completely useless before. Also known as Heal, Salve split a Potion among the team, which also consumes the Potion in the process... Potions, in battle, restore 64-96 HP per person. (In the menu, it's a static 96 HP.) It would heal 13-19 HP with five people, 16-24 with four people, and 21-32 with three people. It was only marginally useful, and you'd honestly rather have Edward either Hide until you find the Lamia Harp, or Sing and hope it doesn't miss.

Salve now consumes a Potion, but it technically splits a Hi-Potion among the team, healing (At max.) 64-96 HP per person. I can see where you'd think it's overpowered with less people, but without drastically overhauling the Salve command to not call on items for its usage, there's no real better way to do it and stay true to what the command does.

Just my opinion of course, but I think the rest of the additional commands are a nice touch and don't blast the doors off the difficulty that much, although a lower success rate on Pray wouldn't hurt IMO
That is something Rodimus could probably do if he thinks it's worth it. Pray was originally a 50% chance to cast Cure on the entire team, and now it has a 70% chance to cast Cura on everyone--unless Rodimus changed it. I think, in the spirit of making Namingway Edition truer to the original, it could be lowered to 60%? But I'm not really on the Namingway team, so that's not my call.

-Speaking of difficulty, was this hack only supposed to reflect the Japanese version's difficulty or did it do some other things as well?  Maybe it's just my billionth time through being somewhat routine at this point, but it doesn't feel like a lot has been changed on this front
As stated before, Project II (Namingway Edition's base.) did a plethora of things different compared to any other version of FFIV, although many of its changes were inspired by other releases. Further revisions of Namingway Edition should further reflect the process of undoing changes made in the transition from FFIV to FFII US, but as stated before, I'm not officially part of the Namingway team, so please don't take my word for it. However, given Namingway's manifesto, it should be a fair assumption to make.

So far so good though--I like what script changes I've seen, and I'm looking forward to getting farther along!  Zero bug too, so basically great job all around so far!
Thank you for the kudos on the script, magictrufflez; I appreciate it a lot. :)

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 18, 2015, 07:59:09 am »
Project II had already changed the steel orb back into a scythe, yes. :)

Edit -
Did someone say, "Japanese Title Screen?"

Congrats, chillyfeez! It looks fantastic!

Cue the victory fanfare!

 :crazy:  :woot!: :woot!: :woot!::beer: :beer: :beer: :woot!: :woot!: :woot!:
Here ya go! :laugh:

Personal Projects / Re: Final Fantasy IV Namingway Edition
« on: April 17, 2015, 10:14:57 am »
I added all the speaker names to be consistent, if it helps, Rodimus. If you removed the speaker names from every text box except ones where multiple characters are speaking, I would support you. Especially since you're working with longer names than I did.

Personal Projects / Re: Project II: Final Fantasy IV
« on: April 17, 2015, 10:13:40 am »
That's a good line change, Cavery210, but there's not enough room.

Personal Projects / Re: Project II: Final Fantasy IV
« on: April 15, 2015, 08:09:14 pm »
Thanks for the sentiments, Rodimus Primal and Spooniest, but please be nice to BlazeHeatnix. BlazeHeatnix, thank you so much for your compliments; they mean a lot to me. :) You may wish to check out Final Fantasy IV: Namingway Edition by Rodimus Primal and friends, which will feature an optional patch to restore something like the original FFIV title screen, as Rodimus himself said above. You should be able to combine their title screen patch with Project II.

I actually do rather like the newly-drawn IV by Paladin in place of the II, because it keeps the title screen Americanized, thus keeping in standard with the era, without keeping an improper number. I did have thoughts about looking into reverting the title some way, but I've received nothing but kudos and praise for Paladin's title, so I want it to stay.

Thanks so much for enjoying Project II so much, I really do appreciate it. Thank you for your understanding about my stubbornness in changing the title screen and reverting game mechanics.

Edit - Would anyone like a remake of the original manual from 1991? I've sadly lost access to my crappy Compaq laptop from 2009, (R.I.P.!) but as soon as I can get a new computer all to myself, I can totally do try to do this. It may be available as a separate download, since it'll just be a bunch of PNG images. I don't know how to bind a PDF.

Personal Projects / Re: Project II: Final Fantasy IV
« on: April 14, 2015, 08:40:04 pm »
My only wish is that you take a page from Sonic 3 Complete, and offer optional patches for everything this mod includes. I'd like the script you have without the mechanics changes.
I apologize, but that doesn't seem like anything I'll do for this mod. For example, Cry didn't do anything originally while you had Porom. It lowered all enemies' evasion to the Sneak command. Porom and Edge are never on the same team... you see the problem? Lots of the other commands that I changed were useless from the get-go. I believe User Options' additions only serve to enhance players' FFIV experience, and the equipment changes are only for the good, most of them having been taken from FFIV Easy Type; many FFIV modders agree Easy Type did good for weapons and armor without making the game too easy.

I also noticed, Rodimus, that you can't seem to decide whether to use RPGone's formal speech + "sir" or Woolsey / Slattery's Elizabethan English for Cyan... Some lines are Elizabethan, and some speak in RPGone's accent for him...

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