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Slime Knight
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Final Fantasy III 
 PostThu Nov 25, 2010 11:14 pm
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I've decided to make a fFinal Fantasy III remake. It's actually a remake of the on for Nintendo DS. All the art will be my own (don't worry - I don't suck) and it's going to be pretty much the same (with a little text box changes. I'm also gonna add on to some dungeons, and eventually recreate the maps.) I will try to remake all jobs, too, but at first, I'll give each person a differnent 4, discluding freelancer. If anyone one has any ideas for any thing extra they want to see, say so. Feed back is good. I like good. Anyway, this'll become a game journel for those of you who care Smile .

Edit: a demo is up!
Slime Knight
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 PostThu Nov 25, 2010 11:38 pm
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Ok, so I'm going to put up another demo after I finsih the part where you kill the Djinn and get the mythril ring, save the people from eternal ghosthood (only to become mortal and know that they will die in the future. Can't ghosts live forever?), and make the mythril mines loooonger.
I wish i knew how to add mini games, but my scripting skills are, well... I can make things walk AND talk. And make the screen flash. But I don't know how to make a mini game. Sad

Guess Who?:



If you guessed Luneth, congrats!
Metal Slime
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 PostFri Nov 26, 2010 12:17 am
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Not bad spriting there! I'm interested to see where this goes.
Metal Slime
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 PostFri Nov 26, 2010 12:18 am
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Please add save points.

The most frustrating thing about that game was never being able to save. Maybe with just that change, it would be not the worst Final Fantasy.
Slime Knight
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 PostFri Nov 26, 2010 12:48 am
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guo wrote:
Not bad spriting there! I'm interested to see where this goes.


thanks!
Slime Knight
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 PostFri Nov 26, 2010 12:49 am
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Mystic wrote:
Please add save points.

The most frustrating thing about that game was never being able to save. Maybe with just that change, it would be not the worst Final Fantasy.


Sorry, I forgot to do that... I'll get to it.
Edit: Besides, in the game, you can only save on the world map and quick save everywhere else. Since there is no built-in quick save,I just didn't add a save in towns and stuff. But, I'll probably add it to the towns.
Reigning Smash Champion
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 PostFri Nov 26, 2010 10:06 pm
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@ the sprite, you working on a white background has caused you to use colors that are far too bright. I recommend using a very neutral background of some sort.

Quote:
The most frustrating thing about that game was never being able to save. Maybe with just that change, it would be not the worst Final Fantasy.


At saving, I am personally against allowing save anywhere in classic style RPGs if it can hurt the game's challenge.

And this is one of those games with a Teleport spell and an item that does the same (besides the 2nd half of the final dungeon). You can easily leave and save the game, and you won't have to collect treasure on 2nd visits.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Slime Knight
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 PostSat Nov 27, 2010 1:35 am
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Newbie Newtype wrote:
@ the sprite, you working on a white background has caused you to use colors that are far too bright. I recommend using a very neutral background of some sort.

Yeah, when I uploaded it, the colors got a little messed up. Sad It really isn't that bright.
Slime Knight
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 PostSat Nov 27, 2010 2:00 am
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So, which one of these two goblins looks better to anyone? I kinda like the left one cause the right one looks squished. (I'm haveing minor issues with uploading. The colors get a little whack. So, they shouldn't really have a glowing radiance)
Metal Slime
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 PostSat Nov 27, 2010 3:56 am
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I like the one on the right. The left one looks like it's standing on tippy-toes and about to fall over. The right one has a smug 'you got a problem with me?' continence that makes me want to stab its lights out.
Metal Slime
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 PostSat Nov 27, 2010 6:23 am
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Newbie Newtype wrote:
@ the sprite, you working on a white background has caused you to use colors that are far too bright. I recommend using a very neutral background of some sort.

Quote:
The most frustrating thing about that game was never being able to save. Maybe with just that change, it would be not the worst Final Fantasy.


At saving, I am personally against allowing save anywhere in classic style RPGs if it can hurt the game's challenge.

And this is one of those games with a Teleport spell and an item that does the same (besides the 2nd half of the final dungeon). You can easily leave and save the game, and you won't have to collect treasure on 2nd visits.


Honestly it's the last dungeon I'm thinking about. It's like a two hour run, even if you already collected the treasure and went back out to save. I appreciate the challenge, and liked the map design (I got to bust out a piece of paper and map it - yes!) but when you lose against one of the 5 last bosses, I just feel like maybe I shouldn't have to do that two hours again.

I wouldn't even mind having to fight all 5 again even if I just lose against the fourth or fifth, but the dungeon crawl itself gets a little annoying the third, fourth, fifth time...

As for the thread - maybe consider using both graphics? Variety is pretty good, and you've already done the work...
Liquid Metal Slime
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 PostSat Nov 27, 2010 7:38 am
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Mystic wrote:
As for the thread - maybe consider using both graphics? Variety is pretty good, and you've already done the work...

This is a neat idea, I've been thinking about it for my games. What I do is have a basic enemy concept, then make different poses for it and use them interchangeably when putting the enemy into battle formations.
Sometimes I even change up their moves based on what they're doing in their pose, like making birds use swooping attacks in the air and poison attacks when perched.
Based on your goblins, the lefty looks ready to stab while the rightie looks ready to chuck his knife, so you can make and animate two separate attacks for them.
Reigning Smash Champion
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 PostSat Nov 27, 2010 4:22 pm
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The right one is better.
Quote:
Honestly it's the last dungeon I'm thinking about. It's like a two hour run, even if you already collected the treasure and went back out to save. I appreciate the challenge, and liked the map design (I got to bust out a piece of paper and map it - yes!) but when you lose against one of the 5 last bosses, I just feel like maybe I shouldn't have to do that two hours again.
You probably just needed to level up a bit more, and maybe collect some Shurikens, since the last five bosses actually weren't that hard. It was just a matter of properly predicting when to heal. Even the final boss, I didn't have a proper setup for (lol, Dark Knight + Blood Weapons on two chars) took down the final by spamming Shurikens and whatever that item was that casts Holy.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Metal Slime
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 PostSat Nov 27, 2010 5:26 pm
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Yeah I just assumed the last boss would be hard so I tried to save my shuriken and such - which ended up not being necessary. It's just that if the bosses chose to attack the same guy 3 times, it was hard to recover from that, especially if it was the healer. The bosses weren't really that hard, true, but randomly they would just eliminate me out of nowhere.

I wish it had a way to delay your turns like Rudra no Hihou, which would have let me feel like I had more control over healing. No fun healing everyone before they have a chance to take damage, for example.

Baconlabs: That was pretty much exactly what I was thinking, too.
Reigning Smash Champion
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 PostSat Nov 27, 2010 5:31 pm
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No fun healing everyone before they have a chance to take damage, for example.
What do you mean? If you are healing before your characters take damage then that means your characters are faster than the enemy, so you can just heal on turns where you're already damaged.

Healing is pretty much basic prediction of a boss' behavior.

Not that this will be applicable in the OHR's battle system.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
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