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Author Topic: Final Fantasy Reconstructed  (Read 96738 times)

JCE3000GT

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Re: Final Fantasy Reconstructed
« Reply #40 on: April 16, 2015, 09:34:42 pm »
The BEST thing I like about the new area designs are the details.  The extra bits like bones, pots, signs/wall art, and etc really make each area seem full and scenic. 

Grimoire LD

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Re: Final Fantasy Reconstructed
« Reply #41 on: April 16, 2015, 10:34:49 pm »
Yes, it has more variety in its tileset than there are in the vast majority of FFIV's own! You've done a wonderful job sprucing up the areas and making each look unique. Also is that female sprite Princess Sara? Does she join the team in this?

Spooniest

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Re: Final Fantasy Reconstructed
« Reply #42 on: April 16, 2015, 10:36:50 pm »
The WORST thing about this is how badly I want to play it.
Yamero~~!

JCE3000GT

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Re: Final Fantasy Reconstructed
« Reply #43 on: April 16, 2015, 10:45:51 pm »
The WORST thing about this is how badly I want to play it.

You speaketh the truth!

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #44 on: April 18, 2015, 09:36:34 am »
I just could NOT sleep the other night, so I did Cardia's re-imagining. I did however sleep through the entirety of Friday, so I have to work today  ;D

Yes, it has more variety in its tileset than there are in the vast majority of FFIV's own! You've done a wonderful job sprucing up the areas and making each look unique. Also is that female sprite Princess Sara? Does she join the team in this?

Thank you. I had no idea that I had somehow given the game more variety than FFIV. That's quit a compliment. And no, the sprite is not technically Princess Sara. I found a battle sprite in the FFIII Japan tileset for a princess that I thought looked cool. She also had a map sprite. So I was originally trying to include her, but not as a princess even though I kept the crown for her head. I kind of did a combination of Rosa from FFIV and the Princess sprite from FFIII. I wanted to make 1 character that WAS female and there was no ambiguity to that. As females are the only ones who can bear a child, bring life, and are often associated with healing, I thought making the White Mage/Wizard 100% female made the most sense.

The BEST thing I like about the new area designs are the details.  The extra bits like bones, pots, signs/wall art, and etc really make each area seem full and scenic.

As always, thy comments are heard and appreciated. I really tried to use every tile the best that I could. As I've learned to use FFHackster better and better as I've gone along, I've learned that I can re-use single block tiles to create images, rather than having to have a full 4 squares for a specific image. This has allowed me to cram more and more into each dungeon. I wanted every location to look like people had been there and it had been used. Originally, the Marsh Cave seemed like a valid place that the Elves might have stored their treasures, but then monsters found it and took it over, but there would be elements like barrels and such that indicated it was originally used to store things. Also, the skeletons seemed to indicate that treasure hunters had come to the areas, but had died for their endeavors. You're really going to like the Cardia sprites that I'm going to include in a few. SOOOO......



These are the types of comments that have really pushed me to try to create something unique and different with what I'm doing. Since we've got now I think 14 games, and SOOOO many spinoffs, to borrow from, I've been able to use different aspects of the later games to do different things, although I admit I AM biased towards IV because I still hold that as the pinnacle of the series. While I'm truthfully creating this game for ME, and how I wanted to see it, apparently my ideas have struck a chord and my ideas are similar to many of the individuals who have been so instrumental in Final Fantasy hacking. As I just posted pictures of Cardia, there are only THREE more levels that need to be fully edited and the major graphics hacking is DONE!!! I do think that I'm going to re-do the Waterfall cavern and make it use the tileset from the Marsh Cave since I don't need the other half for the Mirage Tower any more. Then I've got to tweak a few things and I can release a few beta test patches. I was originally thinking that I'd only offer beta testing to individuals who liked the Facebook site, but I had approached JCE3000GT about beta testing initially and I am definitely going to reach out to Spooniest and Bobalicious as well for beta testing. As always, comments and constructive criticism are welcome.


I'm adding this since I almost forgot. I don't know if the game does this automatically, or somehow Grond did this, but even though you can still ENTER Cardia through any of the available warp points, you CANNOT exit anywhere but where your airship is. Meaning no matter what exit you take, you'll ALWAYS exit by the airship where you first entered. I didn't do this myself, and it seems to lend credibility to the "enchanted" nature of the place.
« Last Edit: November 28, 2016, 05:19:11 am by Duke2go »
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Disch

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Re: Final Fantasy Reconstructed
« Reply #45 on: April 18, 2015, 11:00:30 am »
RANDOM FF1 KNOWLEDGE:

Quote
I don't know if the game does this automatically, or somehow Grond did this, but even though you can still ENTER Cardia through any of the available warp points, you CANNOT exit anywhere but where your airship is. Meaning no matter what exit you take, you'll ALWAYS exit by the airship where you first entered. I didn't do this myself, and it seems to lend credibility to the "enchanted" nature of the place.

The game does it automatically.

There are two types of map-transition tiles.  Hackster calls them "warps" and "teleports".

Whenever you "teleport", your previous position is pushed to a stack (so it is remembered) and you jump to an explicit new position.
Whenever you "warp" (named after the black magic spell that has the same effect), the new position is pulled off the stack -- so you don't actually tell the game where you're warping to, it just warps you to where you came from.

"Warp" allows for smaller space because the game doesn't have to keep track of teleport information -- it just takes you back to where you came from.

Usually, dungeons are laid out so that "teleports" move you forward, whereas "warps" move you back out the way you came.  That is... a "teleport" staircase will put you right on top of a "warp" staircase on another map.

However there are 2 notable exceptions to this:

- Titan's Tunnel cannot use Warp tiles because it acts as a pathway that connects two overworld points.  If it used warp tiles to exit the map you would always come out the way you came... which would make it impossible to advance through it.  So it has to use teleports exclusively.

- Coneria Castle has a similar problem because Princess Sara teleports you inside after you save her.  If the staircase on the 2nd floor used a Warp tile, it would take you back to the ToF which wouldn't make any sense.  So that has to be a teleport.  Which means that if 1F used warp tiles to exit the castle, they would take you back to 2F!  So everything there has to be teleports as well.


Cardia, on the other hand, even though it has numerous enterances, it can use Warp tiles for all the exits because they're all dead-end passages.  In the original game, you can only go out the same way you came in.  But... since your hack is changing that... and you are connecting the paths... you are seeing the weird side-effect of using Warp rather than using Teleport.

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #46 on: April 18, 2015, 11:19:14 am »
RANDOM FF1 KNOWLEDGE:

The game does it automatically.

There are two types of map-transition tiles.  Hackster calls them "warps" and "teleports".

Whenever you "teleport", your previous position is pushed to a stack (so it is remembered) and you jump to an explicit new position.
Whenever you "warp" (named after the black magic spell that has the same effect), the new position is pulled off the stack -- so you don't actually tell the game where you're warping to, it just warps you to where you came from.

"Warp" allows for smaller space because the game doesn't have to keep track of teleport information -- it just takes you back to where you came from.

Usually, dungeons are laid out so that "teleports" move you forward, whereas "warps" move you back out the way you came.  That is... a "teleport" staircase will put you right on top of a "warp" staircase on another map.

However there are 2 notable exceptions to this:

- Titan's Tunnel cannot use Warp tiles because it acts as a pathway that connects two overworld points.  If it used warp tiles to exit the map you would always come out the way you came... which would make it impossible to advance through it.  So it has to use teleports exclusively.

- Coneria Castle has a similar problem because Princess Sara teleports you inside after you save her.  If the staircase on the 2nd floor used a Warp tile, it would take you back to the ToF which wouldn't make any sense.  So that has to be a teleport.  Which means that if 1F used warp tiles to exit the castle, they would take you back to 2F!  So everything there has to be teleports as well.


Cardia, on the other hand, even though it has numerous enterances, it can use Warp tiles for all the exits because they're all dead-end passages.  In the original game, you can only go out the same way you came in.  But... since your hack is changing that... and you are connecting the paths... you are seeing the weird side-effect of using Warp rather than using Teleport.

And coming from one of THE authorities in FF1 hacking, that explains (and means) a lot. I can't remember if I had reached out to Disch for initial beta testing, but you are MORE than welcome to if you have time and are interested (Since this project wouldn't have been able to happen without your utilities and assistance). I had actually learned through trial and error about the teleport vs warp points. That's how I screwed up the way that the stairways worked in the Gurgu Volcano, and had to fix that. I have found even more places that I'd like to have animated tiles, so if at all possible, I will be looking for you for that ASM tutoring tonight, but I have to finish my work first, so it will definitely be later. I hadn't paid that much attention to how the exits were labelled, but it certainly was a neat side-effect that I didn't actually mean to do. These comments also gave an indication to why when I changed the exits in the Titan's Tunnel how I royally screwed myself for a bit. Did you like the idea of Cardia being a larger labyrinth instead of single areas? I thought that connecting everything but Bahamut's chamber seemed to make an area rather than a bunch of rooms. Also, after careful consideration, I actually think that I'm going to have to call them Eidolons also, although I don't like it, because it will be easier to replace "Dragons" than with Summoned Monsters, and we know what Eidolon means in the later versions.


One more addition, I created a poll thread for the color scheme of the Master sprite. Since I thought I'd reach a broader audience, I didn't post it in here since even people who weren't interested in Final Fantasy might vote on colors. The thread is in the General Rom Hacking discussions, but here's a link for anyone who would rather not look for it.

http://www.romhacking.net/forum/index.php?topic=19611.0
« Last Edit: April 18, 2015, 11:52:01 am by Duke2go »
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
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Disch

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Re: Final Fantasy Reconstructed
« Reply #47 on: April 18, 2015, 09:23:18 pm »
Quote
Did you like the idea of Cardia being a larger labyrinth instead of single areas?

I like it enough.  The thing with me and ROM hacks is that I'm less interested in the hack itself and more interested in the techy details that go on behind it.

Quote
I have found even more places that I'd like to have animated tiles, so if at all possible, I will be looking for you for that ASM tutoring tonight, but I have to finish my work first, so it will definitely be later.

Coolio.  I'm online so pop in whenever.  If I don't answer right away I'm probably just gaming.  Just say "Disch" in the channel and it'll highlight and might grab my attention.

JCE3000GT

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Re: Final Fantasy Reconstructed
« Reply #48 on: April 19, 2015, 08:25:28 pm »
DISCH!!!!!!

Oh wait that won't work here.  :)  Guess what I stumbled upon?  FFTribute's project files from a long long time ago.  Great stuff there.  Too bad it wasn't finished.  :(

Bobolicious81

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Re: Final Fantasy Reconstructed
« Reply #49 on: April 19, 2015, 10:01:50 pm »
Beetlejuice!
Beetlejuice!
Beetlejuice!

...that doesn't seem to be working either.

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #50 on: April 29, 2015, 08:02:59 pm »
No, the project hasn't been abandoned, I just NEEDED a vacation. So I've been traveling around the U.S. basically. If you're in Pittsburgh area, I'll be here until Saturday. Anyway, no internet does NOT mean that I haven't done anything, but I haven't been able to post. I re-did the Waterfall cavern and added a little twist. I thought about it and for real, it was a throw-away dungeon. Nothing really there but the robot. So I thought about it and it came to me, "Why would the robot GO to the waterfall?" There's NOTHING there. So I thought, what if the Leifein's had like a "backup" base or something behind the waterfall. It would make more sense for the robot to go somewhere he could get help than to just randomly show up there. I mean, why wouldn't he have gone to Gaia? Or Leifein? So I put just the slightest spin and added some Leifeins who don't detract from the story. Also, if you go there before you have the Rosetta Stone, you wouldn't be able to understand them. The robot still gives you the cube, but I just thought it made more sense that they would still be at least attempting to get back into the Sky Palace. So, without further ado, here is my re-imagining of the Waterfall Cave.



So I hope no one minds the slight changes. I was going to alter the dialogue of the one Leifein who mentions that he wonders if the robots built by his ancestors still functioned, but I think I'll leave it. Who knows how long the 2 Leifeins have been at the waterfall, or how long ago the robot escaped the tower, so they might not even know. I liked how the screen was static, kind of indicating that they had lost contact with the robots in the tower/fortress. Ideally, once I have my ASM tutoring eventually (sorry for the delay Disch) I'd like to make the waterfall water actually move. Also, as an aside, I think I'm going to eliminate the time warp aspect if I can. I think transporting to another dimension would make more sense, but I'll have to edit the ending text if I do. Just something that I've been kicking around during my off-time. Thank you to my soon to be father-in-law for letting me piggyback on his internet for a bit today at his shop b/c this place is the BOONIES otherwise. As always, feedback is more than welcome and encouraged. I'll be back home probably Saturday and will be able to do more.
« Last Edit: November 28, 2016, 05:19:31 am by Duke2go »
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
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JCE3000GT

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Re: Final Fantasy Reconstructed
« Reply #51 on: April 29, 2015, 08:51:56 pm »
I like the design and layout but I think the floor is a bit too bright with too much contrast.  Let's see what others think though. 

Bobolicious81

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Re: Final Fantasy Reconstructed
« Reply #52 on: April 29, 2015, 10:32:08 pm »
I like the purple color on the floor but I'd darken the blue.
That waterfall will look awesome if you can get it animated, though.

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #53 on: April 30, 2015, 02:03:16 am »
I wanted the light spots to look like pooled water and didn't want to re use the Marsh cave floor.  I'm really happy with it in game. Some colors are still up in the air before the beta release. Disch has been cool about keeping up and after me about helping me, so a moving waterfall is likely.  I JUST got to the past temple of fiends in ++ and I'm floored at how similar my vision was to Gronds without meaning to. I will try a little darker blue, or maybe I'll make the walls a brown color.  Only a few of the current color choices am I stuck on. Thanks for the kind words. Hope my additions were well received too :-)

So, (5/4/15)

I've officially come into the home stretch for this project. I'm about 90% done with the graphics editing within the game. I've re-done every dungeon/level/location up until the final 3 levels of the Past Temple of Fiends (Although I messed up a teleport somehow and materialized in thin air). I don't know how that level is going to be received, but I really tried to get inventive the further I've gone along on this project. I really took a gamble with the Sea Shrine, but I think in the end it really came out looking great. I'm still going to have to tweak some of the colors in certain places, and I've still got to find a Town wall combination that I'm happy with. I'm thinking I'm going to try to recreate the look of FFIV Advance's town walls because they look like placed stones, which will go well with my vision I think. I'm also thinking of a way to entirely remove the whole closed door aspect by having the characters teleport to a separate room like they do in the later games when they go through the door. This is the same premise I think as my "elevators" in the Mirage Tower and Sky Palace, so I hope that it will work. I've eliminated almost every other locked door in the game and I'd really like to get rid of them all because they take up valuable space. Anyways, I'm including my re-vamp of Grond's Bahamut's Room B1 extra dungeon. I just didn't like the hedge maze aspect of it and I wanted to re-use the Waterfall sprite set. If anyone has read the Dragonlance Chronicle Dragons of the Winter Night, you'll hopefully remember the bleeding and twisted trees outside of Silvanesti, which is where I got my inspiration for that level. Well, without further ado:


 That thing ate up almost 3/4 of my remaining space because there were so many narrow walkways that I had to expand. In the end, I ended up just streamlining the dungeon into more of a maze/labyrinth than a building from the surface. Also, I thought that if the Shrine had sank a LONG time ago, 100s of years I think one of the NPCs said, then the walls wouldn't be pretty stone, stuff would have grown right over the walls. I omitted the torches in that level in favor of taller columns, although I want to put some "broken" columns in there too. The coral look on the Sunken Shrine walls was chosen because I felt like I could do something similar with the Present TOF. Not to give away too much, but the Temple was not originally made of brick and mortar in my version and I figured the walls would have started to break down and vines and such would have started growing. Also, the use of the sand on the floor seemed more appropriate since the Temple has been unused for many years and the walls would have started to decompose into powder. I started to run REALLY low on available data when I finished the Sunken Shrine, so I omitted some wall decorations to ensure that I could do the Past Temple the way that I had envisioned it.


So anyways, the project is almost completed as far as the graphics hacking goes. I'm tackling the Past Temple of Fiends, which I really like so far. I don't know if I'm going to post pictures of the past temple so that there is some sort of mystery when you arrive there. I promise you, it is NOTHING like you'll expect from the original Final Fantasy or Final Fantasy ++. I hope everyone else is as impressed with the look of the sunken shrine as I am. I really didn't expect a pink colored dungeon to look good, but it really does in-game. As always, constructive comments or criticism is welcome. Look for beta releases probably early to mid next week. I've been up for going on 50 hours straight, so I'm going to finish my work and go to bed. Bless everyone.
« Last Edit: November 28, 2016, 05:20:09 am by Duke2go »
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
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Grimoire LD

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Re: Final Fantasy Reconstructed
« Reply #54 on: May 05, 2015, 01:44:32 am »
I love the look of the Temple of Fiends, it looks like an extraordinarily important location rather than the original where it just looked like the Castle of Trials again, a bit underwhelming.  The white floor is a bit strange though, it makes it looks a little too much like Ice. I wonder what it would look like in brown to show a wooden floor? Just a thought in any case. As of now I feel it looks a Little too icy, though I imagine it may be because of shared palettes because it is an NES title.

You made Bahamut's Lair into a dungeon ala FFIV? Quite an interesting idea! Does this mean that the Cardian Islands is all one large dungeon rather than various "dragon dwellings" as in the original?

I hated the original Sunken Shrine as well, it has so little personality compared to the other elemental dungeons (Tunnel, Volcano, ...Castle again., Technologically Advanced Fortress) You have done a great job giving it a unique vibe!

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #55 on: May 05, 2015, 04:04:50 am »
I love the look of the Temple of Fiends, it looks like an extraordinarily important location rather than the original where it just looked like the Castle of Trials again, a bit underwhelming.  The white floor is a bit strange though, it makes it looks a little too much like Ice. I wonder what it would look like in brown to show a wooden floor? Just a thought in any case. As of now I feel it looks a Little too icy, though I imagine it may be because of shared palettes because it is an NES title.


Not to give too much away about the Temple, but the floor was chosen as that color because originally the Temple wasn't made of stone, but over 2000 years the substance would have probably left a very fine white powder as it broke down. I was really trying to make it look like grey sand on the floor, not so much like wood. I agree, the original Temple was a throwaway location until you had to come back at the end of the game. Half of the time I didn't even go back and open the sealed doors once I got the Magic Key during my initial playthroughs.  The Present version of the Temple of Fiends I'm still playing with the colors and right now I think that I'm only using either 2 or 3 of the palettes available to me. This is similar to my work on the past Temple, although I still want to change it to alternate dimension or something because the present and past Temples look NOTHING alike. I am REALLY digging how the past version looks though and the final dungeon seems EPIC when you're playing through, not just ANOTHER shrine/castle you plod your way through.

You made Bahamut's Lair into a dungeon ala FFIV? Quite an interesting idea!

I actually didn't do this myself. My hack started out as one of Grond's early rebalance and bugfix roms. I liked how he'd already added some things like the run button, 5 letter names, multiple purchases of items, etc. Well, Grond made Bahamut's room B1 into an homage to some shrine or something from the DS version I think it was (too tired to look right now). Well, like I said, I wanted to do something different with the space's look, but not feel. I really tried to keep Grond's original layout of that room, but without the hedgemaze aspect that I felt was very plain. The location of Bahamut's/Grond's room is also NOT in Cardia a la what Grond had done already. That and I wanted to just go wacky with the color scheme. I initially was going to re-use the tile set from the Marsh cave, but when the Waterfall looked so good I wanted to re-use that one instead. I think it will look really cool if I'm able to make the moving tiles, and provided I get some sleep I'm going looking for Disch tomorrow for sure.

Does this mean that the Cardian Islands is all one large dungeon rather than various "dragon dwellings" as in the original?

Look a few posts above and you'll see images of Cardia. Yes, I decided to do away with the single room aspect and just make them all connected in some way. This allowed me to put treasures at the "poles" of the cave and make basically a home for summoned monsters like the Feymarch. Bahamut's room B2 still has Bahamut in it and is accessed via the original location of the B1 entrance. Again, check above and you'll see the reimagining of that as well. I really feel like the Reconstructed version comes off as more of a home for the friendly monsters rather than just some holes in the ground.

I hated the original Sunken Shrine as well, it has so little personality compared to the other elemental dungeons (Tunnel, Volcano, ...Castle again., Technologically Advanced Fortress) You have done a great job giving it a unique vibe!

I DESPISE THAT DUNGEON (as far as editing it goes). I agree, it was very bland with a LOT of wasted space. How many empty rooms did you originally go through to reach Kraken anyway? I know one of them was REALLLLLLLY  long, unnecessarily so IMO. So what I did was I basically ran with the idea that the Sunken Shrine had sunk long enough ago that it had basically started to be absorbed by the ocean floor. I was originally going to make the floor look like sand, but for some reason I really liked the blue, especially in-game. I think that I am going to remove that RIDICULOUSLY long tunnel on B5 as well. I still want it to go back a bit, but not across the entirety of the damned map. Keeping that tunnel and making it bigger I'm sure is wasting all kinds of available data. Anyway, I thought that making the Sunken Shrine more of a maze that had different aspects of a shrine (like the bookcases and food shelves, tables etc) would help to tie it all together. I was really impressed with how good the red/pink coral looked on the walls. Like I said before, it didn't make any sense to me that the stone walls would even still exist as stone walls if the shrine had been on the sea floor for a long period of time. And if nothing else, Kraken probably used his magic to make the coral grow around the Shrine.

I've really tried to give all of the changes that I've made some sort of reason, even if I can only justify it in my head. If anyone wants to collaborate on a custom booklet for a cart version, with the background stories I've come up with illustrated, that would be cool. There is still a LOT that I want to do, but my main priority was pushing the graphics as far as I could, and I think I've at least approached the WonderSwan Color version with all of the color and detail. Honestly, there are times that I'm beta testing and I have to remind myself that I'm playing Final Fantasy NES and not one of the SNES games. I really hope everyone else enjoys playing the game as much as I have because I honestly love it more than the original at this point. The praise means a lot, for real.
Tell my tale to those who ask. Tell it truly, the ill deeds along with the good, and let me be judged accordingly. The rest... is silence...

http://www.ffreconstructed.com/
https://www.facebook.com/DevilHunterMiyumi/

Rodimus Primal

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Re: Final Fantasy Reconstructed
« Reply #56 on: May 05, 2015, 08:11:38 am »
I like some of the redesign of the Sea Shrine. Simplifying the layout is extremely welcome too.  The waterfall cavern looks awesome.

JCE3000GT

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Re: Final Fantasy Reconstructed
« Reply #57 on: May 05, 2015, 11:35:45 am »
Dude.  Those areas look fan-freaking-tacstic!!  Especially the Sea Shrine, I too hate that dungeon.  Least favorite in the vanilla game. 

Duke2go

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Re: Final Fantasy Reconstructed
« Reply #58 on: May 06, 2015, 12:00:12 am »
I like some of the redesign of the Sea Shrine. Simplifying the layout is extremely welcome too.  The waterfall cavern looks awesome.

Thanks dude. By the time I started the Waterfall cavern I had started to try a lot of different things that seemed to work, so I just decided to try something unique and unexpected and really turn that into its own area. As was indicated in a few of the recent posts, a lot of the areas were just re-hashes of earlier levels, i.e. the Ice Cavern sprites being used there, Matoya's Cave, Sarda's Cave, the Dwarf Cave, and the Waterfall (although I feel now like I missed one). I did end up making the bright spots on the floor a darker blue color and they do look more like pools of water than they previously did.

Dude.  Those areas look fan-freaking-tacstic!!  Especially the Sea Shrine, I too hate that dungeon.  Least favorite in the vanilla game. 

Thank you once again for the wonderful praise. I didn't realize until I posted that yesterday that I really have just avoided that dungeon when I've played as an adult. I go there long enough to get the Rosetta Stone, go learn Leifenish, and go on to get the class change and final weapons and armor from the Mirage Tower/Sky Palace. Once I've beaten Tiamat, I go back and basically avoid everything on my way to Kraken because the level is just BORING and LONG. That was why I tried to give it its own look since I only had the rest to use for the Temple of Fiends. Speaking of the Temple, what do you guys think of this minor change:


I intentionally left the pillars on the raised dais the brown color because I figured they would be magical. It also seemed that there would be 4 pillars since 4 elements etc. I think I might change those fires to Crystals since I have access to the FF3 crystal sprite. I wonder if I can write a routine to change the color of the crystals as you complete the different elemental dungeons. I probably couldn't make them different colors completely from one another, although I do have brown, red, and two types of blue and grey that I could use for water and air too. That is definitely something I need to ask Disch about. I need to PM him anyway, so I think I'll mention it. Have to finish my work tonight so I will probably see about doing some ASM learning tomorrow. I have decided however that I'm not going to leak any of the Temple revisited images so its a surprise when you get there. I'll see what my beta testers think and go from there. The game just amazes me more and more whenever I pull my phone out to play for a bit. I hope I never get tired of it because I will guarantee its an experience to be had. Thanks again everyone for all of the kind words and inspiration.
« Last Edit: November 28, 2016, 05:20:32 am by Duke2go »
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Bobolicious81

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Re: Final Fantasy Reconstructed
« Reply #59 on: May 06, 2015, 12:33:11 am »
I like the new pillar placement more. The Crystal idea would make it even better, and if there was a way to make the crystals change, that would be even betterer still