I'm gonna try to answer everyone, and I made the text bigger in the responses so it stood out from the questions. Got jumbled up before I made that alteration.
About the ATB battle system video, I have watched it before, but on a first glance I was not able to see what was the differences between a normal, regular FF1 battle. Let's see what I find out when I do play it for real.
Is this Gio?
(Cool if so, he's been so excited about the project being completed, but I didn't know the alias on RHDN.)The "Active Turn Battle" system I can't claim any part of, other than trying to apply it to Reconstructed and breaking the game before the glitch was ironed out. BUT, in the original Final Fantasy 1 for NES, the player decided what actions all 4 Light Warriors would take before a round took place, which left the ability to totally waste an attack on an enemy who had already been defeated. With the Active Turn Battle, the game progresses through its turn calculations, but stops every time a Light Warrior is supposed to act. In this way, you don't make decisions at the beginning of a round, but as each warrior's "turn" comes up. I hope that made more sense. I can't really think of another way to describe it without making a direct comparison video, which I unfortunately don't have time for right now.
Do you mean FF2 for NES, or FF2 for SNES? Those are separate songs. Yes Spooney, I will cut down on the images. Only reason I had been posting so many initially was because I didn't have an "official website", and some people were resistant to the whole social media concept. I also deleted a TON of the early game screenshots because the links were dead, so there was a lot of discussion about images, but no images. I put most of the current levels up so there was a point of reference for people. But seriously I shouldn't have many more images to put up, maybe some overworld images and the few dungeons I haven't finished up yet. Although I could just upload them to the website and then post here that I did so... It doesn't matter to me, but I didn't know if people were even visiting the site since I've received like 2 messages from that mail relay... And you DO know I'm making a Strategy Guide for the game with my layouts and images right? So there's a flippin REASON why there are so many damned images. JEEEZZZ hahahaha Jk buddy.
FF2 Overworld Theme
Lonely. One synth swells up like autumn leaves in a miniature whirlwind, and hits a solid note, as the bass synth starts to do a walking rhythm. That is literally all there is to it. It sounds lonely as all get out.
FF2 SNES (FF4) Overworld Theme
Sweeping, Operatic. Not only are there drums this time, but the strings section has the same lonely feel as the above song. The woodwinds take the melody, which is a simple ascending thing that then pulls back down, to give you the idea that your feet are moving up, and then down, without making you feel like you're being told to MARCH, soldier. It makes you want to breathe in, and breathe out, you know?
Side note and letter to the editor: Duke, can you kinda work on having not so many darn images in your thread in the future? Idk if you were planning on continuing making FF Reconstructed: The Magazine Subscription, but to be fair, most people have a faster internet connection speed than I do.
Regarding music, oh, Final Fantasy II world map tune is the best ever. Let's import it to FF1, Duke!Nope
haha While I can see the allure of the Final Fantasy II overworld theme from the standpoint of the American fan who has limited experience with II and III for Famicom/SNES, hell even handhelds. I just really don't like the song and think it is too slow and foreboding for the world I've made. I took a lot of time to "lighten" the different palettes, which might be "too light" in some places, but its better than everything being SUPER DARK like it was when I first started. I agree sort of with Spooney, though I don't think the FFIV theme is gonna fit the Reconstructed overworld right. The original FF1 tune is very upbeat and I feel "appropriate" for an adventure of this scale. If we don't end up remixing the original song and adding depth to it, or "arranging" a track from another game, I'm gonna just leave the overworld tune alone. That isn't to say that the FFII overworld tune couldn't be used in a Town or in a Dungeon, just not in the overworld in my game. Hope that made sense and I gave sufficient reasoning beyond "I say what goes on here" haha.
I'm all for including other tunes from other Final Fantasy games, but the music has to fit the mood of the areas, so I'm being careful about what to incorporate and what to leave. And if my tentative music "arranger" will seriously help me with that part, then we'll be in business for real.
Duke, I must say I agree with Spooniest as well, please don't publish too much pictures of everything. It slows down a lot the topic loading and, spoiler-wise, spoil a lot of the surprise we will get when we play the real thing FOR REAL! (Please don't get us wrong!)
I didn't mean to give away too many details, I'm just a completionist, and since I had the room, I tried to make the images flow together wherever possible to give the audience a look at the "whole" dungeon and not just parts. I'm not going to post any images of any more stages within the final level, and might only upload 1 or 2 of the "Crystal Ruins", since I really want that to be a true "bonus" dungeon this time and not just a small area to walk through with tough enemies like it was in the Lets Play Active_ate did. Wonderful series but I felt let down after watching the last video and it being so short, making it even worse that it would have been a better video if I had done more with the area in the first place. I've got memory, so I can definitely add places, dungeons, floors, etc. Wish I could figure out how to hex edit in the teleport doubling edit Astral Esper and her crew came up with. Something seems to have been changed by Grond in the original Rebalance hack I started from and every time I try to hex edit (even checking to make sure I entered it all correctly), the player can no longer enter Coneria town in the beginning of the game. Just realized, I'm surprised I haven't heard comments from a certain individual who I went back and forth with quite a few times in the beginning of the thread, and project. Would be interested in hearing his opinion about my level design at this stage...
But I digress,
For those who haven't seen the project's website, or would like to check out the Photobucket directly, here are a few links for ya (one of which is in the signature)http://www.ffreconstructed.com/http://s1381.photobucket.com/user/duke2go2/library/
I uploaded images to both the other day, so most things are up-to-date. I've been trying to put together a "change log", honestly I have, but I change things on a whim, and then either change them back or keep the changes and forget what I had done. At this point its pretty fair to say that there are probably only a handful of vanilla tiles left in the game, dialogue and script have been edited to enhance the plot and tell a coherent story, classes have been buffed, enemies have new abilities, etc. I'm going to include a notepad document in the zip file for beta 2.0 that will outline what Grond changed originally and what I changed after. Hope that answered some questions since I spent much more time than I should have. But as always, you guys are the greatest. Thank you so very much for the continued support and interest for this project, and it means a lot that people are still amped up to see it completed too.