11 March 2016 - Forum Rules
Started by zhade, July 13, 2015, 07:14:39 PM
Quote from: magictrufflez on July 14, 2015, 01:53:32 AMNow THIS is a SoM hack I would be interested in playing!I like 99% of your ideas--the only thing I would suggest revisiting is maybe some limited stat adjsutment. I think rebalancing the equipment and spell power/mp costs (these were literally the only things I think the SoM hardtype hack did well) would actually go a long way towards making the game just hard enough so the improvements you have here don't allow us to easily break the game.I'm glad someone is finally taking a look at all the games mechanics rather than just homing in on the stats--I look forward to seeing the final product!EDIT: I don't know if this is possible at all, but it might be interesting to try--as weapon levels increase, it decreases the time it takes to charge lower level charges, but the charge time is progressively slower for higher levels. So, for example, if your sword level is 6, you might be able to charge lvl 1 pretty quickly, lvl 2 a bit slower, lvl 3 a bit slower, all the way up to lvl 6 which would charge at the base rate. This might give players more incentive to play pure melee, as charge attacks would be slightly more useful. Then again, this would probably take a metric ton of hacking depending on how the charging is coded--just something I thought of while reading, so feel free to totally ignore it too!
Quote- Using the L button as a dodge button, making you do the back-flip dodge animation and making you invincible to attacks during that time and bringing your power % to zero afterwards- Using the A button to do the alternative attack so for example if you have the spear you would be able to do the thrust with B and the Slash with A so you can choose which attack to use depending on the situation. That would mean you can no longer run tho and might be hard do pull off.- If I dont do the alternate attack thing, making it so you can change direction while running, this would make it a bit too easy to run past enemies tho.- using the L button (if I dont do the dodge thing) to make you stop charging so if you want to do the wide area level 6 sword charge to hit a group of enemies you could press L after charging the 4th charge to lock your charge at 4 so you have all the time you want to position yourself properly (this would be even more useful with the faster charging thing)- making the bow shoot farther. nobody uses the bow, its slow, only hits one target and its higher power doesnt make up for it. Giving it a better reach might help making it a real choice compared to other projectile weapons.- making the MP appear aside the HP of characters since you dont have to go in the menu anymore to cast spells it would be better to be able to see MP at all time. This might be above my current asm skills but I knew nothing about asm a month ago so with dedication I might find a way to do this.
Quote from: PresidentLeever on July 14, 2015, 06:24:19 AM1) Regarding the percentage meter, maybe you could make it so that it's actually corresponding to the damage done, meaning if it's at 25% then you do 25% damage? IIIRC the damage is puny until 90-100%. But it might be OP in multiplayer. 2) The Secret of Evermore balance patch categorized various spells and weapons so that leveling them took less time, a very nice feature in that game. Maybe add something like that?3) Finally the hit detection could be polished up a bit. 4) I finally got the chance to try this out and I gotta say that while the reduced speed while charging mechanic is fine when you're fighting, it becomes really annoying when you're simply moving around (running) and/or trying to avoid battle (hitting enemies once to stun them and move past). I think the reduced hit recovery and healing/damage times are enough of a balance fix for the fights already, at least in single player. 5) On the subject of moving around, would it be possible to tighten up the scrolling a bit? Because it's unusually loose in this game so it is likely that you'll run right into enemies and get attacked once in a while, as well as bump into walls here and there which reduces the flow of the game. 6) I have to agree with the cooldown time on spells being too long as well, IIRC it was set to the time of the power meter recharging in the balance patch for Secret of Evermore and that worked great for me. Otherwise I'd say split the current time in half or so, unless some spell animations need it to be longer. 7) Regarding the hotkeys, those worked great but I also felt that not being able to cast spells normally would turn into a bit of a chore, at least in single player, because four hotkeys is simply not enough unless you stick to 1-2 spells per sidekick. Would it be possible to also bind keys with the L button or does that interfere with something else? Been a while since I played with others in this one.
Quote from: SageOwl on July 14, 2015, 03:55:10 PM1) One thing though: increasing the time post casting magic will make grinding the element's levels SO much more tedious, which already drags on for anyone not into mindless grinding.My proposal(s): either make it easier to level up the magic (at least just a bit), speed up the animations so there isn't much of an opening to chain spells (like in the Mobile version), or make it so each spell locks the character in place until the spell is finished like when you cast fireball. For the last two, I am completely ignorant as to whether or not they would be possible.2) Aside from that gripe this looks fun; it sounds like you are taking some parts of the mobile remake and implementing them, which is a good and bad thing if you ask me
Quote from: justin3009 on July 14, 2015, 07:00:23 PMdodging1. That would be really interesting, though maybe it cuts power by 50-75%? I think a full drainage could really lead to some horrible situations.alternate attacks2. I love this idea, but what about changing it so if you have a spear: A plain would be a slash, but A + Up would be a Thrust. That way you can keep the B button.running3. Probably keep as is imo.charge-locking4. LOVE this idea.bow range5. Yes, please, please do. Anything to help the Bow. Maybe add a possible enhancement where it can shoot two arrows or maybe a more 'rapid fire' type of thing?showing mp6. I might be able to help with that if needed. I'm pretty sure it's more-or-less just copying the HP routine and altering it so it reads for the MP values. Though, it'd also have to decrease when spells and such are used and update, which I think SHOULDN'T be too difficult.As for ideas, I don't know if it'd be good or bad, but what about each PC has their own specific trait that works for them?Example: The Girl seems pretty darn agile, maybe she's able to dodge a lot more easily with less of a power drainage, but she lacks the power the Boy has.
Quote from: magictrufflez on July 15, 2015, 02:19:28 AMAnother option for the making weapons to different attacks instead of mapping different buttons (since there are already so few free ones at this point) is to make it pressure-related if that's feasible. Using the Spear example, a lighter tap of the attack button would trigger a swipe attack while holding it down a bit would produce a stab. I might be wrong (it's been a bit since I fired up SoM), but I believe each weapon has 2 regular attacks, so this could theoretically make this an option without having to take up another button. Again, provided the hacking is possible for this.
$00/B397 BF 1F E0 7E LDA $7EE01F,x[$7E:E01F] A:0000 X:0000 Y:0000 P:envMxdIZC$00/B39B 3A DEC A A:0000 X:0000 Y:0000 P:envMxdIZC
Quote from: justin3009 on July 15, 2015, 06:14:00 PMOkay, for the faster weapon charging, this is the best method I could fine.Code Select Expand$00/B397 BF 1F E0 7E LDA $7EE01F,x[$7E:E01F] A:0000 X:0000 Y:0000 P:envMxdIZC$00/B39B 3A DEC A A:0000 X:0000 Y:0000 P:envMxdIZCThis is the main portion to look at. A value is stored there and counts down until it hits the next level. I had the BF 1F E0 7E moved to empty space and then I added ANOTHER 3A (DEC). It cuts the weapon charge rate in half.As for the MP. It 'might' be possible to have the HP nudged up a block and then put the MP below it but then that's a little more wasted screen space. Another idea I can think of is maybe cutting the weapon charge icon stuff in half. Kind of a toss up.
Page created in 0.081 seconds with 19 queries.