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Messages - LightBaneX

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210502
« on: May 17, 2021, 08:56:34 pm »
I just want to express how happy I am to see this project still being worked on. I did a full playthrough of this game with my buddy back in... april or may last year? So it's been an entire year! Is there an easy way to look through what has changed in the last year or should I just start reading through these pages

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200524
« on: May 24, 2020, 08:26:01 pm »
Recently finished the game using with this mod with my buddy. All in all, we really liked it a lot. We didn't come across any crazy bugs or glitches. Though the difficulty really ramped up towards the end there. Probably with the huge increase of armor ratings while also being unique so each characters defense was not the best. We really liked the palette color changes with new armors. Though we think there was too many pinks, and the sprites stuff didn't change too much. I assume because he's small and there's not much details to change. Maybe you can have the hair color change with wrist armor. I don't know. We really loved the little snowman that was in various places to heal you. He was pretty quickly our favorite character.

Kind of wish the defense buff had a bit more impact because dang the end game hurt. Is there any way to remove screen freezing from some of the maxed spells? We had to resort to only using spells that didn't freeze the screen towards the end there when we started getting the spirits that high of level. We had a ton of fun though, there isn't really much that held back the experience or really bothered us. Everything I mentioned was pretty minor. Oh! Does herbal boost not have a unique animation for level 8? I think that's the only spell we found that didn't have that unique animation that happens sometimes. Maybe we were just unlucky though. I do think something needs to be given to the boy though. The spell shortcuts made it really fun to play as the girl and the sprite. The boy was really lacking behind. Have him dual wield his two equipped weapons? Create throwable items that he can use with shortcuts? Maybe he can throw his second weapon straight across the entire screen every ~10 seconds for big damage? Ha, I don't know. Just some thoughts.

Anyways, We loved this mod and will definitely follow it and play it again.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200420
« on: April 25, 2020, 08:17:31 pm »
I have an opinion on a few of these.

Tzepish

Switch javelin attacks
I like the current javelin. It feels like a spear I can throw, which is what a javelin is. Also, it feels.. correct? By that I mean it feels like if I was running at the enemy with my javelin, I would thrust it at them, not throw it at their face point blank. The current implementation feels great to me.

Bow attack
I am not a huge fan of the bow attack myself. It certainly looks cool though, it just feels awkward to me that's all. Personally, I think I would rather it have an attack that does the opposite of the whips attack. One of the whip attacks draws enemies closer. Maybe one of the bows attacks can push them away, then the other would be the standard shoot.

Quick spell keys
Something like you described exists, I have seen it before somewhere... I gotta find it though.
Here it is: http://www.romhacking.net/forum/index.php?topic=20093.msg282832#msg282832

After thinking about what was said about magic by you and queue though... I think for me personally, I feel magic would feel a lot better if the quick spell removed targeting. By default, it would automatically cast on the enemy closest to you(or it could work with "tagging" casting on the last enemy you hit, otherwise it would be random). and buff magic would automatically target the whole party. But that is likely way too much work. It's just me being slightly nitpicky. I think what we have right now is already a million times better than going into the ring menu for it. So I am not complaining. And once you memorize what you set, it's all good.

Switch L and R
I like the way is right now.

Attacking requires full stamina
This is something that is interesting to me. It would be fun to combine with the double stamina regen mod too. It would remove any sort of stunlocking you can do in turbo, or even in base game with 1 damage hits. While also keeping the rhythm of the originals gameplay in tact. Actually this is pretty much SD3 gameplay. If you go that far, I would also add in slowing down your movement after a swing, similar to charging your weapon, until your stamina is full again.

Queue

Quote
If I ever get around to it, something I've wanted to do is add items as hotkey-able, selected via the boy as the character ostensibly using them instead of magic.
That's a really cool idea. I have thought of some ways to make the boy more interesting to play as. My personal idea was to give the boy some MP and give him all the saber spells as self target magic only. It just seems like it would be his thing. But that would leave a lot of holes you would need to creatively fill for the girl. The only thing I can think of is giving her a 1mp weak snowball attack from undine to replace the saber. Like dropping an actual snowman on the enmy to do damage, or just a spell that turns an enemy into a snowman. But that probably requires quite a bit of work. But I really like the item user idea though.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 16, 2020, 08:02:50 pm »
You're gonna have to include more detail.  Which specific weapon (and level of the weapon) were you using?  And did you have some sort of saber on? (Light Saber -- Balloon patch?)

I was using the level 4 axe, Francisca. No sabers, I only have access to undine, gnome, and recently jinn anyways. I was wondering if weapon effects at each level were changed, because I don't think any axe can balloon in the original. Also, the description in the in game menu just said effective against 2 enemy types. Yet I was doing balloons. If it helps, my secondary equipped weapon was sahagin spear, I believe the level 3 javelin.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 16, 2020, 04:58:50 pm »
Little question, was the effects of each weapon changed? I notice I am using the axe which the in game menu displays as effective against certain enemies. But I am using it and it is making balloons on the enemies.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 13, 2020, 10:11:02 pm »
LightBaneX, your post got delayed by new post moderation, but I see it now so...

I hear you on the stunlocking. The stun duration formula is either based on damage or percentage of the enemy's health (done in one attack)? Or maybe both; now that I'm trying to remember it I'm realizing I haven't looked at it in a few months. I've taken a couple stabs at changing how it works but wasn't happy with any of the results.

For what it's worth, it's on my to-do list as:
super fast enemy recovery / unstunnable enemies

The enemies are pushovers though, but that's always been the case with Secret of Mana: it's just a fundamentally easy game. Generally, the only ones you can expect to hurt you are the ones you aren't currently attacking. Early game you typically only take damage if you mess up and walk into an enemy.


Hey, I am glad my post was seen! After noticing this forum need post approval by moderators, and seeing this thread hit a new page before getting approved, I thought it would be missed.

Yeah, the enemies in SoM are pushovers. I agree with that. But the stamina system created this rhythm of attacking and retreating while you recover. The enemy had a chance to hit you again. They are still push overs, but it feels different.

I am not sure what kinds of things you could try to make it feel better if you aren't happy with the things you have tried. I don't know what is possible... I'll think about it though the next time I play.

I did end up getting my buddy to play with me with this mod, and we are enjoying it a lot. Haven't run into any issues so far. We just got as far as getting undine when we played. The only other thing I have found that feels a bit off, is that block seems overpowered. Just hold R and take no damage from any attacks it seems. Even spells. It was kind of funny, me and him were fighting the boss and the girl kept dying and we were just fine without healing.

It's super fun to play though. Can't wait to continue playing. I will definitely follow this project, too  ;D

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Personal Projects / Re: Secret of Evermore Scroll Hack
« on: April 11, 2020, 09:47:29 am »
Secret of Evermore deserves a lot more love hack-wise TBH. Not just in button swaps and scroll hacks (though both would be fine and appreciated additions) but some quality of life stuff like merchants who sell finite alchemy ingredients, each kind of gear including those unobtainable, call beads, etc Maybe increasing the max item limit too and maybe making the drop off in levels after 40 less staggering, perhaps by decreasing the amount of exp required. I dunno, I felt Evermore was highly underrated. The guy that composed Skyrim's soundtrack did Secret of Evermore's ffs but people were just too butthurt that it wasn't Secret of Mana 2. It's sad.

I absolutely agree. I have recently discovered the world of SNES hacks, and have been playing Secret of Mana turbo. It made me want to check out Evermore and I was pretty disappointed to be honest. I would love to see some hacks for this game. I don't know a single thing about hacking or computers so I don't think I could try anything personally. But I think some really cool hacks would be a button combo to cast alchemy without a menu (like L+face button). Make alchemy spam impossible(like lower its damage, raise it's xp, and put a cooldown between each cast). It would also be cool to see a mod that replaces the dog with another character, even if it was just a palette swapped marty mcfly, so the 2-players mod could allow the second player to use weapons and alchemy just like you. Personally, for that mod, I would remove call beads, and give all those as alchemy to the second player. Increasing max item limit would be amazing too. There is so many cool possibilities.

As far as this scroll hack though, I really loved the Secret of Mana version. I am going to try this later for sure.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 10, 2020, 10:20:53 am »
Hello! Really like this mod. I have been playing around with it a bit today. I really love the removal of the stamina bar. And the inclusion of the blocking mechanic. It made the first boss pretty interesting! I also love the easily configurable zps patcher it uses.

One question, is it possible in this mod to change how long stuns last on enemies when you slap them around with your weapon? I noticed I can just walk up to an enemy and stunlock them by spamming attack and they can never hurt me. I see Quick Recovery under the Combat category in the zps patcher, but I am looking for something that is just for the enemies, quick recovery seems to be primarily for players. Maybe it's just these beginning enemies. But all the enemies so far are just pushovers you can stunlock. Or maybe add a few seconds of stun immunity after they recover from one so they can fight back a little bit.

Anyways fantastic work here! I am having a really fun time, thanks for doing this and sharing it with the community! I can't wait to get undine and try out the quickspell feature. I am also going to try and see if I can get my friend to play this with me  :laugh:

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