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Messages - PresidentLeever

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Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 23, 2013, 08:55:51 am »
Couldn't get into Super Hydlide, but I do love the soundtrack.

I'd love a level editor for Monster World IV (or III, or II). Other features I'd hack into MWIV if I could:
-Allow for revisiting beaten areas
-Let Asha keep running when moving between screens (currently she stops so you need to double tap again)
-Set running to a button instead of double tap
-Add some momentum to the jumping mechanics (longer jumps when running)
-Re-implement the equipment system from the previous game, so you can switch between different gear without replacing it in shops
-Add more hidden stuff (hidden money in certain spots similar to WBIML, cracks in walls, hidden doors in the background etc.)
-Make the final boss tougher somehow

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 16, 2013, 07:30:15 pm »
Great article there! Gabriel Knight sounds delicious in either version. Didn't know about Descent II Adlib, pretty cool.

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 16, 2013, 11:51:05 am »
As PresidentLeever brought up in the first post on the 2nd page: Alisia Dragoon:
It's interesting, even though this was by Game Arts, you could almost see the wheels turning for Panzer Dragoon. The main character shoots lightning from her hands that hits everything near the first target that it hits. It also only gives you one chance for the entire game... You can switch between dragons, and whatever else some of them are, that assist you, with A, but I think I found the last one to be the best of the 4.

Good choice. If you liked this, there's also Mystic Defender for MD which has a similar pacing to it with its charge up weapons, as well as a spiritual sequel of sorts in the even more obscure Shinrei Jusatsushi TarĊmaru for the Saturn.

The dragons are good vs. different bosses, kinda like in Mega Man but not as extreme.

Edit: One of the reasons why MD gives off PC (DOS) vibes is because the FM chip in it is similar to Adlib sound cards.

Streets of Rage intro theme in Adlib:

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: September 12, 2013, 03:37:15 pm »
Yeah, awesome build up to the next scene there :)

Were the composers of the Genesis game involved with this? Loved that ost.

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 09, 2013, 10:51:08 pm »
Speaking of Bubble Bobble, Wani Wani World is a decent JP only game in the same vein which is also 2-player. Kinda slow paced though, at least initially.

Gaming Discussion / Re: Favorite Obscure Genesis Games?
« on: September 07, 2013, 02:38:11 pm »

Advanced Busterhawk Gley Lancer
Alisia Dragoon
Alien Soldier
Battle Mania Daiginjou
Bubba 'n Stix
Columns III
Devil's Crush
Elemental Master
Eliminate Down
Fire Shark
General Chaos
High School Soccer Kunio Kun
Honoo no Toukyuuji Dodge Danpei
King Colossus
Langrisser II
Monster World IV
Panorama Cotton
Ranger X
Rolling Thunder 3
Super Fantasy Zone
Twinkle Tale
Wiz 'n Liz
Yu Yu Hakusho: Makyou Toitsusen

Android Assault
Keio Flying Squadron
Lords of Thunder
Mickey Mania
Misadventures of Flink, The
Popful Mail
Robo Aleste

Gaming Discussion / Re: Favorite really obscure SNES games?
« on: September 07, 2013, 12:35:52 pm »
Violinist of Hameln
Sutte Hakkun
Macross - Scrambled Valkyrie
Front Mission: Gun Hazard
Majuu Ou/King of Demons
Deae Tonosama Appare Ichiban

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: September 06, 2013, 01:06:08 pm »
Well no, it definitely did reset (or at least pause) for me; I had over 10 minutes left after going back to crustacia (walking, btw) and returning.
Maybe it's because of the 2-player patch, though.

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: September 02, 2013, 01:37:45 pm »
Yes, could be the emulator (zsnes) or the 2P patch. I tried to not use fast forward to make sure that wasn't it.
I'll play through hard mode again in snes9x some time, I'm just finishing up a replay of normal mode focusing on Fire magic this time around and frankly I need a break from the game. :) You're right that Firepower is pretty good if you focus on elemental magic, but soon replaced by later spells anyway. Not much to do about the game showering you with spells near the end.

Point I was trying to make is just that the added HP doesn't always add challenge but rather makes things more tedious (more so if focusing on melee attacks), with some exceptions.

Good points about One Up and alchemy damage, thanks for the reply.

ROM Hacking Discussion / Re: Demon Crest 2013 SolovelyasianGirl Youtube
« on: August 31, 2013, 12:00:04 am »
So it's a 3vs3 battle mode? Can someone link me to the hack?

ROM Hacking Discussion / Re: Double Dragon (Genesis) - Arcade Fix
« on: August 30, 2013, 07:16:24 pm »
Cool, are you planning to hack more MD/GEN games in the future?

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 29, 2013, 12:12:53 pm »
Hard Mode! (some big bugs here)
I think I'm gonna have to retract that bit about making alchemy more expensive to use, at least not all of them. The increased monster stats mostly balances things out (though resistances for some enemies like bone buzzards could definitely be increased). I wouldn't increase enemy evade either, because the added to hit% works in the same way with enemies cancelling out even your lvl 3 charged attacks with their normal attacks.

Prehistoria - I decided to focus on melee this time so after beating Salabog I grinded the weapons to lvl 3 using the first jungle area. I also tried to not buy ingredients, just use what I found, but had to drop that idea by the time I got to the volcano as I got too low on Water.
This period isn't much slower than before up until the volcano, where the Vipers really felt like a chore to fight in melee. The Tar Skulls in the bugmuck didn't seem worth the time either. Also the raptor trap in the cave was much harder here, a pretty big difficulty spike.

Four Dinos - Pretty tough now, I pretty much lucked out and the dog died.
Thraxx - The biggest challenge here, and it made me wish I hadn't focused on melee for a bit.
Salabog - This one isn't much harder, it just takes way longer to kill. It doesn't need the added HP, but maybe the Wisps could be stronger.
Magmar - Not that much harder with the weapons at lvl 3, but still a good fight.

Got a question here btw, if you keep leveling a weapon that's at 3:0, do future uncollected weapons still gain points from it?

Antiqua - Grinding for money just didn't feel worth the time, so I skipped it, and it wasn't since I got an Egg from buying pots in the market after like 10 minutes. :) In this period I used the entrance to Colossia to grind the axe and sword to lvl 3, and had to grind the dog for a bit after that since it hadn't leveled at all from me stealing its kills.
Halls of Colossia is where the game got pretty tedious, since the dog didn't have enough evade and kept dying against Dancing Fools. I started using alchemy much more in the Pyramid and afterwards and it's just as effective against fliers as before, pretty much.

Question #2: Is the market timer supposed to reset if you get out and go back to Crustacia (to buy bronze gear), then return?

Minitaur - To be honest this is how tough I think it should be on Normal mode.
Megataur - This guy managed to kill me with a physical+alchemy combo I wasn't prepared for. Pretty good fight even though it's very similar to Magmar.
Rimsala - The tough part is keeping the dog alive so it gains exp, but it's nearly the same otherwise.
Aegis - Again this is how tough it should be on Normal I think.
Aquagoth - Not noticeable harder. I did notice the sword would only hit if a lvl 3 attack is used, and the dog still won't attack the main body.

Gothica - I got low on Gold here and without a quick non alchemy-way to grind for it until I got to the chessboard (though could've somewhat helped that by not buying a Gold Plated Vest or Defender). I'd say the Firepower and One Up formulas aren't really worth getting since Heal and Lance get so strong.
One odd thing I noticed is that the fliers under the chessboard are pretty weak, doing only 0-1 damage.

Foot Knight - I'd say he could be this tough on Normal. Not that hard either way though.
Evil Twin - Pretty good. He could also be this tough on Normal, perhaps.
Timberdrake - This was pretty tough. I was low on some key ingredients from before and was at 300 max HP while his fireball did like 305 damage when singeling the boy out. I discovered a pretty good way to dodge fireballs though, using Essence right before they hit. Some other items seemed to work as well, but not as reliably.
Verminator - I leveled my weapons to 3 before this one. Pretty good, but Lance takes care of him pretty quickly.
Sterling - Only somewhat tougher than before.
Mungola - Toughest boss so far and I died a couple of times trying to use the sword as main attack, then went mostly with Lance/Lightning Storm instead. The lag makes it much harder to dodge/block his fireball and it's pretty easy to take two hits in a row here (the evade cap really comes into play here). It gets kinda tough to keep track of all the status effects; am I missing some text info in the interface or was there never any?

I went back and reloaded a state before the Mungola fight to try other tactics and encountered a major bug here where the I couldn't input any actions. If you let the purple puppet live, it sometimes moves down from the stage and stays there, only healing Mungola occasionally which makes the battle much easier. However after a while it turned into a different puppet (your design?) and when it up to the stage the bug happened.

Edit: Tried the fight again and it apparently happens without freezing if you just keep killing the puppets - they both get black and white clothes and orange faces, but after a few seconds both them and Mungola die. Then the game continues normally.

Another bug when looking for the Gauge: Right after bouncing up over the volcano and landing, when I went down to go back to the windwalker, I noticed the dark raptors acted as if I wasn't there. This was fixed after I went into the cave/item shop in the same area though.

Coleoptora - Pretty much the same, would've been easy if I focused on alchemy attacks.

Omnitopia - More of a struggle to trek through, and the Rimsalas are pretty tedious to fight. It's more of an issue with the scrolling and dog AI combined with the tight spaces though.
The final fight is very tough and pretty overwhelming. On my first attempt there were lots of spiders and the game didn't seem to wait until one enemy type was gone until the next one appeared, which didn't happen the second time.

Unfortunately there's a major bug: Just when Metal Magmar appears and stands up in the middle of the room, the background goes white and the game assumes you've won the entire fight. I tried two more times to see what caused it but I'm not sure. Sometimes Nazi Carlton appears along with Magmar and sometimes Magmar doesn't disappear and keeps attacking you while the ending cutscene starts.
FYI I'm using the same rom as before and it gets a checksum fail on startup but there hasn't been any other big problems up until this playthrough.

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 27, 2013, 10:35:50 am »
Agree, the only downside of magic is that you consume ingredients. There's plenty of money during the game, but not enough to rely entirely on magic, but yeah, is quite powerful and many bosses doesn't have any damage reduction from magic.

Yeah, I know you're just done with these but maybe a future hard mode hack could make every alchemy (the good ones anyway) more expensive, like 2 more of each ingredient.

Everytime you try to get near him at melee distance, he will throw you down, so the boss is meant to be fighed with spear ranged and/or magic, but is easily abusable from the lower floor, so is moot point.

I'm just thinking out loud on ways the bosses could be more interesting if one could change the AI more, that's all. What you've done with stats is still great.

Why you didn't buy final armor? is just on the way.

By the time I had some money (I spent a lot on ingredients earlier when fetching the energy core just to be safe, most of it unecessay) I was very close to the junkyard so I thought I'd try the final battle without it, as well as lvl 3 final weapons (I was actually at 2:90 or something) just to see how hard it would be. So I could've gone either way without taking much more time.

mrjojo1267: Spoiling the optional boss? If you meant that, not a problem since I've already seen him on youtube :)

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 27, 2013, 08:07:54 am »
Wow PresidentLeever, you sure are speed-demoning through that! What are the new monsters/spawns like, without spoiling it? :)
That's one of the things I'm really looking forward to seeing.

Prepare yourself for an uncanny valley experience, as Dr. Doppel said in Faces Unhinged. ;)

And yes, I've already finished the game :D Great work Ninakoru, overall I'm really happy with this new version. Gonna try the Hard Mode soon.

Omnitopia - Liked the changes here and I think the overall challenge is just right for a final area as it is now. The new Greebles were cool.
The final boss killed me once, but it was kind of a cheap shot where Metal Magmar hit me, died, then the final boss appeared and took me out with a second shot before I could heal. The final battle is pretty good. Stop was fairly useful when you wanted time to cast all your buffs again. I held back a bit by not using barrier more than once, and didn't get the best armor or lvl 3 for the best weapons, and it wasn't very hard but still enjoyable.

I didn't do the optional boss though, I guess it's a matter of luck if you get to meet him.

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 26, 2013, 04:44:14 pm »
On my playthroughs magic is not that useful on prehistoria, monsters have some decent magic defense in general, combined with little base damage from spells, so I usually don't get much more than level 2 with attack spells.

It'd be cool to see how you or someone else who prefers melee plays, at least in the boss fights. Maybe I'm missing some good tactics.

The one-up guy also sells feathers, and later in the game you can get it on the space station, is not that restricted after all. I find vinegar more restricted, with very limited access.

Right, that's the problem with trying to analyze before beating the game I guess.

Yeah, if you use spells a lot, they will act better in many boss fights than charged attacks (on level 4-5 most post-prehistoria spells are quite powerful), ignoring the fact you have to consume ingredients per use, but money isn't a problem in this game. Anyways if you focus on weapons, with lvl 3 charge attack from melee weapons you can do more damage, as they can hit twice with near 3x damage. It's up to the player to decide if going balance, focus on weapons or alchemy, either choice will work, and that's something I was looking for from the begining.
The hit box from weapons attacks is a bit tricky sometimes, didn't look into that, it doesn't disturb me much, also gives a little extra difficulty witch is not bad.

I like more the melee attack, and L2 and 3 charge attacks can hit two times at the cost of no range attack unlike spear charges. It's just a matter of preference of course.

'they can hit twice'
You mean when very close/pushing enemies against walls or when the evade sort of glitches out and makes you double attack? But still, my point is that alchemy is generally more efficient by being both a stronger and safer way of killing enemies. I agree that melee can be more fun though (except for flying enemies), especially since a lot of magic functions the same just with different animation effects.

With melee attacks you need to not get hit, you need to rely on petals etc. for healing while charging, and there's a chance you're gonna waste the entire attack by missing, so there are some clear disadvantages in terms of efficiency. Maybe a pro player can even it out, but I have my doubts.

I'm about to go to Omnitopia now so, comments on the next bosses:
Verminator - Pretty good. I'd say the fight is similarly hard to Timberdrake but more varied. I got the Lance up to lvl 3 prior to this fight.
Red Dragon - I tried to go at it with a lvl 3 axe (grinded against mosquitos  8)) but could barely land a hit, so I went the safe route and used alchemy from the stairs. That's after landing a shot with the Bazooka btw. Maybe if your charge attack would override his 'pick up' or if you could shake him somehow it would be more fun.
Mungola - Pretty solid, I enjoyed this fight. Too bad about the slowdown here (znes issue?) or I would've tried to go melee more.
Coleoptera - This one's easy (at lvl 32 or so), especially using Explosion. It needs larva spawns (at least) and maybe a different layout to its room.
Tiny - I guess there's not much you can do about this one. Not much of a challenge. Loved the new enemies though!

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 26, 2013, 10:28:48 am »
Regarding text, one more thing you might want to change is the second dialogue with the monk who sells you the amulet of annihilation/egg of chocobo. The first time he says it's 5k, but if you refuse and go there again, it's back to 10k again although paying 5k still works.

I'm playing normal mode, currently in the dark forest after having beaten Timberdrake and looking for the One up formula guy. I might try hard mode next, but it doesn't seem like my cup of tea if you have to pummel every enemy 5+ times. I like to have a decent flow throughout the game with the bosses serving as the endurance tests, so I'd probably end up relying even more on alchemy than I did now.

Below I'll comment at length on the hack so far, and for it to make more sense here's how I've played the game - I tried to keep a stock of ~80 of each ingredient throughout, find all the hidden stuff (charms, formulas), searched for all ingredients with the dog (while fighting off enemies) etc. In terms of weapons I've just been using the next weapon/attack alchemy as it's given and I tried to mix physical attacks with alchemy so as to get a balanced impression. So here's a rundown of the periods:

Prehistoria - This part is pretty well balanced originally and there's not that much of a difference except for the obviously longer boss battles, so it's good. I grinded for ingredient money before the volcano, but not at the viper commander inside. At the end most formulas were lvl 3 except for speed at lvl 1, and spear was lvl 2 as was the dog attack. Magmar caught me off guard since you can't run (from his fast fire beam) while using alchemy, so I used up some petals here. Beat it at lvl 11.

Antiqua - Grinded the spear to lvl 3 while collecting money (for amulet/egg + gear), didn't lvl up formulas until later. Personally I would've increased the money reward somewhat for rogues so they are worth fighting, but the drop to 5k for an amulet really helps. At the pyramid I started using Crush/Sting a lot to make travelling through it less tedious, so they got quite powerful here. The bosses were good up until Megataur; I actually died once at the Rimsala because I forgot how to fight it. Beat it at lvl 18 or so using the Horn Spear (throw) and Defend. Now the Megataur is a fun fight, if you don't use attack spells. :) With Crush and Sting at good levels, it's still too easy. To make fighting without alchemy more tempting you would have to focus on one weapon type, which I didn't. Aegis was decent, thanks to the Wisps, but didn't exactly make me sweat.
Aquagoth is fine until you get rid of the tentacles, since you can pretty much just stand in front of him and attack after that. For it to be interesting, the tentacles need to respawn or the electric bolts in the floor need to pass through exactly where you are standing. If you had to use physical attacks against the tentacles it would be a bit better (provided you have healing items with you so you can charge and heal at the same time). There seems to be a hit detection bug with this boss so some attacks won't hit (Axe lvl 2 attack, AI dog attack). Beat this period at level 23.

Gothica - Grinded a bit in the beginning here, to upgrade the sword attack but didn't have the patience for it. The foot knight is an OK fight, but still easier than the dinosaurs in the beginning. ;) Once again I would use spells on flyers to travel easier, and now spells were getting very powerful. The evil twin fight was alright, trying not to spam spells. Timberdrake was pretty good! I was a bit unprepared and the damage boost made it pretty intense. One minor thing that bothered me at this point was that the husband of the lady with the 'skeleton key' would close the door to his room after you've given him the key, so you couldn't go back and buy feathers from him.

So that's it so far. The stamina requirement is growing on me, I like the rhythm it creates in bigger fights and having to use items more is a nice change so far. I've been able to use items pretty consistently throughout the game without running out and having to backtrack so it seems balanced enough in that regard. However, I think this mechanic puts more light on an overarching problem with the game engine which is that alchemy is (in general) so much more effective than physical attacks.
I'd blame it on two major factors: One is the loose scrolling that lowers your reaction time to enemy attacks when running around in hostile areas (this was sort of countered by Speed previously as you didn't get knocked back often and didn't have to deal with the problem), and the other is the sometimes tricky hit detection of the game. Melee combat gets pretty tedious in some later areas (pyramid, chessboard maze, dark forest - flyer areas basically), so to have a decent flow going you're better off laying down Crush and Sting to just be done with those enemies. And those formulas are as powerful vs flyers as before if not more so (?), so it's encouraged. Then those formulas become very strong vs. bosses, so it's easy to fall into a magician/healer role for the boy while the dog does the physical damage. But maybe my perspective is skewed having not focused on one weapon type and having Speed only at 2:70 where I am now.

Anyway, thanks for a great update to the hack and making the game feel fresh again. :) I'll get back to playing now.

News Submissions / Re: ROM Hacks: New Secret of Evermore balance patch
« on: August 25, 2013, 11:39:13 am »
It's awesome that you kept working on this :) I'm currently at where Blimp gives you Crush and have been enjoying the hack so far.

Just noticed a typo here though, Blimp says to mix Wax with Amulet instead of Limestone. I guess you were experimenting and forgot to change this back before release.

The stamina requirement for casting alchemy is a decent fix, though it seems to slow the game down quite a bit (I was used to attacking and using healing/buff alchemy quickly in a row, for example). It's probably for the better since it makes certain enemies harder, even though the multiple spell exploit was entirely optional and probably intended (except for the dog cast thing).

Evade cap sounds good, we'll see how it pans out. Point C.12 and D.1 sound cool as well.

From reading the readme is it correct that enemy AI and spell 'inventory' is unchanged, just stats?

'10- Some boss magic damage has been upped for some specific bosses that needed it. Basically Megataur, Aquagoth, Timberdrake, Sterling and Mungola have their magic damage upped from 2x to 2,5x. Upped base boy and dog magic defense by 5 and 4 points respectively.'

Maybe a dumb question, but isn't that last part counter productive?

Nice, how many colors are you able to show at once in this?

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