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Messages - DragonArk

Pages: 1 [2]
21
Personal Projects / Re: Super Mario Kart - The Stig Edition
« on: January 17, 2016, 06:23:26 pm »
Wow nice! What program did  you use to change the characters? I can only find map utlilities

22
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: January 13, 2016, 11:41:01 pm »
Wow, i've played secret of mana so many times, and I didn't even know what silence actually did. Although I have to admit I never used the girl for anything other than heal and ensuna (whatever its called). Well I lie, i might have used some of her elemental weapon buff every so often for a boss or two, or before I use an inn. I think her other skills either need a buff or she needs to have that mp skill like the sprite. I always found it strange that she could never do that.

If you do make one of magics into mp steal, I suggest using the same as sprites but pink (and maybe weaker). But the problem that arises is that then you have unlimited heal. I'm guessing that's why they may have left it out in the first place.

23
I don't agree using SD3 tiles though. To me, the graphic style/colors are different to SoM and wouldnt mix too well.

How's the decision making working on this project? Is it all through the Skype channel or only made by you Thanatos-Zero?

24
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: October 01, 2015, 02:08:42 am »
It has been confirmed real and he will be going to RetroHK soon, to show it off and to get some pros to have a look at it. Yeah I know there would be no chance that SoM is on it, seeing that it was used/found in America, I just thought people would want to know.

Here's the other videos he has posted

Update1
https://www.youtube.com/watch?v=M7t3_yrIxV4
Update2
https://www.youtube.com/watch?v=q7r4yFvQNsI

Sorry going off topic.

Back to Secret of Mana, anyone heard anything from Eikigou / Enker who took over from mop doing the secret of mana editor? I hope he's doing something with it. If that was done, I can imagine people putting a lot of time making their own games!

25
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 30, 2015, 08:26:06 pm »
Hey guys, thought this would relate seeing that SoM was originally for the Snes CD. One console has been found and an unmarked cartridge is also sitting in it. It's the only one known in the world so it's worth a fortune, probably 6 figures at least. They haven't booted it up yet for safety reasons, but they will soon, so keep a look out at his channel!
https://www.youtube.com/watch?v=dCV6RusogAk

Hope everything is going well with the improvements, been coming here every day but has seemed to die down a bit.

26
Sounds good, I have no idea how each mana series links up. I'm interested to see your take on that story!

27
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 14, 2015, 01:46:45 am »
That sounds great! It would make gameplay a bit more interesting in hard mode. Hope that gets implemented :)

28
Will this boss have it's own soundtrack? I'm guessing so seeing that thanatos and the mana beast both had their own unique tune. Could possibly re-use thanatos's song if you can't get a new track done.

Maybe I missed it but how does this boss fit into it? I'm guessing it will be after thanatos and before the mana beast? Actually now that I think about it, if it was before the mana beast, wouldn't the fortress fall? And if it was after the mana beast, wouldn't it be destroyed anyway due the depletion of mana? Just a thought, interested to know how you are tying it all in.

29
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 07, 2015, 07:34:26 pm »
Sorry I posted this in the other SoM thread, just posting it here too because I want to make sure everyone is aware of this information!
-------
Hey guys,
a while ago I was looking into the missing content and found a few videos and pictures that most likely came from the beta or CD version. If you have a look at the Japanese manual, there is a world map picture that was probably made during when the CD version was being made. I have a physical copy of the Japanese manual if you want me to scan it so you can see the extra paths and areas they were going to create.

Here are some references to some extra footage of the game that wasn't included in the final game (some of it just looks like beta versions of used maps):
http://www.youtube.com/watch?v=n8ObmJ0x4_A (look at 1:45 for a quick example)
http://www.youtube.com/watch?v=hSWYkRJRSs4

Some pictures here too:
http://pantalytron.com/blog7.php/mein-kommentar-zu-definitive-ressource
http://pantalytron.com/blog7.php/definitive-ressource-secret-of-mana-2
http://www.flyingomelette.com/oddities/oddities25.html
http://www.unseen64.net/2008/06/08/secret-of-mana-snes-beta/
https://tcrf.net/Secret_of_Mana


I also made some quick observations for each map using Mop's secret of mana editor (They are very rough). You can see my 2013 post here - http://acmlm.kafuka.org/board/thread.php?id=7789

30
@SageOwl
Yeah, I really want to know where that cartridge is, it would be worth a fortune and would bring so much joy to the SoM community if it was released on the net!

@Thanatos-Zero
Looks very nice, you're doing a good job, especially that face at the top.

In terms of consistency, the only critique I can say about it is that I think there shouldn't be any gradient in the dark outlines because it doesn't match other SoM boss designs that don't have that anti-aliased look to it (perhaps other than that jelly one that shrinks and expands on hit). Everything inside the egg shape looks perfect, just the outline of the egg and it's exterior would need to be altered. If you care about consistency (which you might not), I would recommend looking at other boss designs and how they draw their outlines/lines in general.

As I said you might not care/be bothered, just thought I'd make you aware of it. Not trying to put you down, your work is amazing; keep it up! :D

References:
http://www.jellypaladin.com/pictures/Mana%20Beast%20sprite%20-%20Secret%20of%20Mana.gif
http://www.seikens.com/media/som/gfx/boss/39.gif
http://bulk2.destructoid.com/ul/115877-the-memory-card-49-saving-santa/Secret%20of%20Mana%20-%20Frost%20Gigas-468x.jpg

31
Hey guys,
a while ago I was looking into the missing content and found a few videos and pictures that most likely came from the beta or CD version. If you have a look at the japanese manual, there is a world map picture that was probably made during when the CD version was being made. I have a physical copy of the Japanese manual if you want me to scan it so you can see the extra paths and areas they were going to create.

Here are some references to some extra footage of the game that wasn't included in the final game (some of it just looks like beta versions of used maps):
http://www.youtube.com/watch?v=n8ObmJ0x4_A (look at 1:45 for a quick example)
http://www.youtube.com/watch?v=hSWYkRJRSs4

Some pictures here too:
http://pantalytron.com/blog7.php/mein-kommentar-zu-definitive-ressource
http://pantalytron.com/blog7.php/definitive-ressource-secret-of-mana-2
http://www.flyingomelette.com/oddities/oddities25.html
http://www.unseen64.net/2008/06/08/secret-of-mana-snes-beta/
https://tcrf.net/Secret_of_Mana


I also made some quick observations for each map using Mop's secret of mana editor (They are very rough). You can see my 2013 post here - http://acmlm.kafuka.org/board/thread.php?id=7789

32
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 06, 2015, 06:47:25 pm »
Another idea for charging could be using level or agi to speed up the charge rate or if you are really dedicated to this, you could put in a hit meter which charges when you hit or get hit.

Wish Nasir (SoM programmer) would come out of hiding and help, lol

33
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 01, 2015, 07:06:04 pm »
If anyone can dump the raw background from the Japanese version, I should be able to fix that blur.

[EDIT: if possible, no birds and titles :) ]

34
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 31, 2015, 07:19:11 pm »
That's interesting, I guess rewriting the AI to go around objects would be too much work. If you are worried about your team mates getting stuck, you could have them use the animation of when you step near a whip-jump spot when the player presses for example L+R or holding select or something.

35
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 30, 2015, 08:16:10 pm »
Regarding the video for the AI, it looks really good. Will you integrate it into the current AI system menu so players can choose how aggressive they want the AI to be?

36
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 24, 2015, 07:09:23 pm »
@DragonArk
Different blocks/dodge for each weapon could be a good idea, but unfortunatly, There is no animation for the back-flip dodge facing up/down and it automatically makes you move left or right when the animation is played which would not be practical. So I can't see alot of variations possible. Maybe if I can find a way to move the players properly I could use the dodge animation and make you move back I thought of making the glove do a counter-attack if you sucessfully dodge an attack, It could make you throw the enemy if you dodge a melee attack, since melee attacks are hard to block/dodge it could have no recharge time at all and make the gloves way better and make you feel like a karate master (tho it wouldnt work against bosses). Aside from that I think other weapons should have either block or dodge (if I can make it work), if all weapons had a diffenrent dodge/block it could get confusing and im running out of ideas anyway.

As for the running I think you have a good point, even if it makes it easier to pass-by enemies, you wont get experience that way and in hard-mode you will need it badly anyway so it could be kept.

@DragonArk and ze10
The weak attack doesnt seem to be very popular, personnaly I use it sometimes with the sword and the spear because the attack is wider and some enemies only attack straight so you can stand in diagonal from them an attack without beign in their range. It also can attack multiple enemies at once better if they are not all lined up. With the sword , and the spear too (I think) the attack is a bit faster. The damage is lower and even tho it attacks faster it doesnt make up for the power of the strong attack so the strong attack is better because it deals more damage per second but the weak attack can be useful too sometimes. The weak attack can also be used when you want to start charging an attack since the power recharging time is lower you will start charging a bit sooner. I admit its not very useful with ranged weapons tho, I plan to make the javelin do a melee attack to make this better, maybe I could make the bow shoot farther with the weak attack and the boomerang could also have a melee attack (the boomerang already have a melee animation that is used with some charge attacks so maybe it would not be hard to pull off).

The korean version (since it uses other characters) most likely has some stuff that come in conflict with this hack. Btw is the korean version an official version or a fan-translation ?. If its a fan translation they most likely expanded the ROM and used the same space as i do for their routines. I think it should work with other languages tho as long as it uses the alphabet.

Thank you for you support ! im actually the only one really working on this altho people in here have helped me alot with beta-testing as well as feedbacks and gave me good ideas of stuff to improve. Regrs also sent me his code so that I can implement the "naming with lower-case letters" as well as a way to make the "Agrsomthing" boss chew characters and helped me grasp alot of things about the game mechanics. Hiei- is also working on making his re-translation with uncensored content work with this hack which will help improve the game.

@Zhade
Thanks for the reply, I'll try to keep this short! Instead of using the dodge animation, what about the throw animation (they are invincible when it happens right?), like when using the whip. Might cause people to go through walls and access areas without the whip though so I'm guessing not. Yes I agree, I think throwing with the gloves would just feel awesome and would be fun to use.

Yeah I guess if there is more variation in light and heavy attack it would be useful as you said. I actually only had time to use the sword, but ill have a go at the other weapons when I get time.

Yeah the Korean version is a fan translation so that's probably why.

Well thank you again, I hope you stay strong and keep working on this. This game means so much to many people. Really look forward to following your progress with this! I will have another review of your changes when I get time!
 :thumbsup:



37
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 23, 2015, 08:10:53 pm »
Hi all,
First, just wanted to say thanks you everyone working on this (especially Zhade) because SoM is one of my favorite games from my childhood and I love coming here every day to see what's happening!  :thumbsup: (I have been here, just never posted)

Anyway, don't know if this is possible but with the block button, (L isn't is?) it would be great if each weapon had it's own unique use for that button. For example, sword could dodge, axe could block, gloves could throw, that way each weapon has it's own characteristic and more of a reason to choose it. Some moves would obviously be better than others, so throw for example could have a much larger recharge, and block would have basically no recharge as it is now. Don't know if this can be implemented separately like that, but would be amazing if it was possible.

With running, as others mentioned, it would be great to move in any direction in cities. I personally think its better to make it run that way all the time  (like in Secret of Evermore). Some people are saying that you can just run past everything easily but I don't see that as a bad thing. If you run past everything, you just won't level up and be strong enough to beat bosses and also there are always parts which are narrow and hard to run past. It should be up to the players strategy if they want to run or not. People wont be able to run in attack and run out due to stamina being emptied after run is released. I don't really use run that much, only on a long straight. I think it will be more fun for people who have played this game multiple times. Perhaps you can make it so run is disabled on hard mode.

I think the menu should be changed to X only though as it would free up a button for any future ideas people might think of to implement.

Also, I'm not really feeling the quick attack. Just feels like it's a bit useless. I didn't really mind the original random attack, but this improvement doesn't feel better or worse for me. I don't see the worth for it taking up an extra button though so I think the direction is enough. I'm probably wrong here seeing that I haven't tested it much, but if I attack faster with less damage doesn't that mean that you are doing less damage in total due to the enemies armor being applied each time? I guess it's just useful for weak enemies that die in one hit?

I gave this a go on the Korean version but didn't work (as you probably expected)

But yeah, amazing work guys, can't believe you are able to hack so much of this, usually people just give up half way so I'm so glad you guys are so dedicated! I'm a multimedia developer specializing in graphics and video. Doubt I can help here, but if you need me give me a shout. I'll try to play the whole game again sometime.

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