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CC's Feedback



What we've learned from this demo:
1. Do not give the player spells that cannot be use effectively in the next hour of gameplay.

2. Bosses that are weak to states can separate a good modern FF fan-game from a great one.

5. FF Discovery needs more interracial npcs and pcs. Seriously.


I know you're still working on the sprites, but I couldn't pass on making this joke.

3. Be VERY careful when designing any sort of AoE stun. Spells like this can be very frustrating to players.

4. Having to heal in every fight can add a lot of complexity, and make the battles a lot more fun.

--

Hope this helps. :)

Posts

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janussenpre
愛・おぼえていますか
1274
Great video. Thank you for the art compliments. I typically try to stay away from solid line shading in favor of soft-strong blending but maybe my differentiation in shadows/color is too subtle. You can generally see light sources... but sometimes its very faint and hard to miss. Its something I really need to work on (and maybe I should also tweak the brightness settings on my Cintiq 21UX)... Sometimes I wish I could just do straight lineart and sub-contract the coloring out to a third party. Haha.

A few notes about the video... (I don't want to speak on behalf of my boss WCoulliard)

-The road to the Mi'ihen Highroad can be lengthy. You actually ended up missing the Chocobo Farm and your means of acquiring a Chocobo for fast and convenient travel. The Farm is southeast of Mysidia.

-The mission mark description for the Ectopudding states that it is immune to magic. This is knowledge that you'll have before entering the fight.

-Its actually not "Sleepe1", its "Sleepel". The "el" indicates that it is a multi-target spell. Its a recurring FF thing like "ara" and "aga" after the elemental spells denoting enhancements in power.

-One way to remove the "Protect" status from the Ectopudding is to use "Purifying Salts" which can be obtained from the "Unknown" mobs in Mysidia Cavern.

-Lyra (according to WCoulliard) was added into the party as a bonus character for the demo. As far as I know, she won't be present at the time where you can initially undertake the Ectopudding mission in the formal release. Hence, her abilities aren't factored into the balancing of weaknesses for that particular fight (I think).

In regards to your art questions... it typically takes me an hour to do 1 piece of bust lineart but it may push to 2 or more depending on roadblocks or the complexity of the design. Coloring usually takes 4-6 hours at my normal resolution (usually 3k-5k px) but I actually rushed colored these new portraits for RSW so I actually painted them at 5XX x 416 resolution.

Anyhoo, I'll let the boss talk about everything else unrelated to the art. Thanks for the CC!
Always happy to see one of these videos, yay. :D

* The F12 thing is caused by something not disposing somewhere in a script, but I haven't been able to narrow it down just yet. It actually does go away, once whatever is overlaid is loaded again. Like, the part where you F12'd the mission mark battle kept the battle HUD up. Entering another battle would have nullified it. Probably won't be a problem for anyone not familiar with RPG Maker games because I never make any mention in-game that F12 resets the game to the Title Screen. Of course, I'll still fix it, because I like conquering bugs.

* Tile sets are from the PSP versions of Final Fantasy IV (mistakenly said DS in the video).

* I smiled when you mentioned that there should be a save point in the first room, that is actually in my plans because the intro will keep getting longer as the game develops more.

* Scan ability actually only shows ONE weakness which I'm working on a fix for. I contacted the author, but they weren't interested in updating the script to allow multiple instances of listing weaknesses. Bummer.

* Human enemies (all soldiers in the facility) are weak to Poison, and all mechanical enemies are weak to Lightning, making them both pretty useful. Locke previously had access to Water as well as Thunder, which was redundant so Water was removed. =P

* On the question of the Nodes reappearing in the boss battle, the Security System can only use a revive on them twice. Killing a Node is an easy way to guaranteeing that the Security System won't use an attack on it's next turn. Like you, I always just focus on the big guy.

* Typo in Mid's dialogue fixed. Thanks for noticing that one. =)

* Missing portrait in Cid's airship dialogue fixed.

* Not sure why I got rid of the Bombs in the Burning Golem battle, but they were definitely there previously. I'll throw a few back in. :thumbsup:

* There's no glitch in the portraits during the beach scene. There's a very fast character sprite movement (Reeve faces down, I think) so that's why there's a quick disappearance on the character portrait graphic. I added in a little more of a wait time.

* The ability that inflicts Death is Blaster, which only inflicts Death about 30% of the time I think, and that's if it hits at all. Getting hit reduces HP to near-fatal levels, and then there's a chance of inflicting instant death. Coeurls commonly use it in almost every FF game, so that's why they have it here. =P

* Nuclear Bomb is classified as "Easy" because Mission Mark battles are almost always available before you're meant to breeze through them. They're like challenge battles. There are some special rewards for clearing them early or with special circumstances (Defeating Nuclear Bomb with only two party members gives a Milestone, for example).

* Detonate deals damage equal to whatever HP the Nuclear Bomb has left. Mounting a solid offense once he uses Growing Threat is an easy way to survive it (level 9 or higher is recommended though).

* You're wrong about Focus. It costs a half of ONE turn to increase his Magic Power by 50%. Focus only uses 25% of the ATB gauge to execute.

* In the dungeon where Aero and Poison are learned, you questioned their usefulness. All flying enemies (Zu, Cockatrice) are weak to it, and Zagnohl is weak to Poison (and also has higher HP than other enemies in the area making it even more useful).

* Gold Needle cures Petrify and are sold in Lix, which is accessible at any time. =P

* Blessing is weaker than Cure. It's always better to use Cure, if you have the MP since it heals more HP. Blessing's advantage comes in the fact that it's free to use and takes no charge time.

* You mentioned a crash during the battle against Fire Elemental? Any more information on that?

* Argh, I forgot to heal the party's HP after the Rubicante battle. Stupid me.

* The music on the Mi'ihen Highroad is a remix of The Salikawood from Final Fantasy XII, and I think it was done by Azell.
* You DID poison the Wyvern, you know. :D

* States don't count as a weakness or a resistance. It doesn't show up in the Scan report. Ectopudding has no weakness other than being affected by physical and unblockable damage.

* I think I may have forgotten to change the hit rate of Sleepel on the enemy side (each spell has two versions because the damage formulas are different for players and enemies). Looks like it's hitting at 100% here, so I'll fix that up.

* There isn't an item or piece of equipment that cures Sleep because you're not meant to rush into battles with Mission Marks as soon as they're available, heh. Most of them are going to be much stronger than you at the moment you have access to them. Keep that in mind.
author=janussenpre
-One way to remove the "Protect" status from the Ectopudding is to use "Purifying Salts" which can be obtained from the "Unknown" mobs in Mysidia Cavern.
Ah, I see. That's good design, considering how the boss wasn't impossible without that item.

author=janussenpre
Great video. Thank you for the art compliments. I typically try to stay away from solid line shading in favor of soft-strong blending but maybe my differentiation in shadows/color is too subtle. You can generally see light sources... but sometimes its very faint and hard to miss. It's something I really need to work on (and maybe I should also tweak the brightness settings on my Cintiq 21UX)... Sometimes I wish I could just do straight lineart and sub-contract the coloring out to a third party. Haha.
Um. Well I tend to draw shadows with a hard black brush, blending mode: soft light, at 50-90% opacity. I start making the shadows more soft and subtle after I know they're correct. I only been doing this for a couple of weeks, so it might not work that well. But I will say that it's amazing for contrast and depth; when one part of the line is blurred/erased.


author=WCouillard
* You mentioned a crash during the battle against Fire Elemental? Any more information on that?
I don't have anything else. I can't remember my skill rotation before I died.

author=WCouillard
Scan ability actually only shows ONE weakness which I'm working on a fix for. I contacted the author, but they weren't interested in updating the script to allow multiple instances of listing weaknesses. Bummer.
That's unfortunate. :|

author=WCouillard

* Gold Needle cures Petrify and are sold in Lix, which is accessible at any time. =P
Is there a reason in the story line to go to Lix? If not, I don't understand why I have to go out of my way. Why not sell them in Mysidia?

author=WCouillard

The music on the Mi'ihen Highroad is a remix of The Salikawood from Final Fantasy XII, and I think it was done by Azell.
I'm playing the song as I write this. It's awesome <3

author=WCouillard

* Detonate deals damage equal to whatever HP the Nuclear Bomb has left. Mounting a solid offense once he uses Growing Threat is an easy way to survive it (level 9 or higher is recommended though).
That might be some good information for an NPC to tell the player.

author=WCouillard

In the dungeon where Aero and Poison are learned, you questioned their usefulness. All flying enemies (Zu, Cockatrice) are weak to it, and Zagnohl is weak to Poison (and also has higher HP than other enemies in the area making it even more useful).
I'm going to be very anal about spells being useful in this game. So sorry for small mistakes like this. Though I will say that every offensive spell in the game should be useful against at least one boss.


author=WCouillard

There isn't an item or piece of equipment that cures Sleep because you're not meant to rush into battles with Mission Marks as soon as they're available, heh. Most of them are going to be much stronger than you at the moment you have access to them. Keep that in mind.
That's understandable. I started to feel that way after awhile.

author=WCouillard

* Blessing is weaker than Cure. It's always better to use Cure, if you have the MP since it heals more HP. Blessing's advantage comes in the fact that it's free to use and takes no charge time.
I really like what you did with Blessing. It's a very fun spell to use.

author=janussenpre
This is the first time I've ever had someone draw fanart of one of my original creations (even though mine is an original interpretation of a sprite). Its thrilling to see another artist's interpretation... especially one with such an eclectic and unique art style.

Very nice! I approve. :)
author=WCouillard
Very cool! :D
=^.^= Keep up the good project, guys.
author=janussenpre
100% Ecchi Commissionable!
I looked at Parker's WIP drawing. Oh, you! Though that look could fit her... a lot better than the old white mage design imo.
"That might be some good information for an NPC to tell the player."

There are some things players must find out for themselves, grasshopper. If I hold their hand through every fight in the game, there's no challenge to Mission Mark battles, and that's their purpose.

Patch Incoming
Fixed up issues outlined in this thread, and removed more unused files to bring the download size down a bit. I'll be uploading a patch tonight, and it won't affect anyone's save file(s) so feel free to overwrite.

List of Upcoming Changes (Version 0.04a)
* Limit Break charge from normal attacks reduced from 4% to 3%.
* The ability, Blaster, was incorrectly inflicting Death 100% of the time on a successful hit. It has been changed to a 30% hit rate, with a 30% chance of Death on a successful hit.
* The ability, Inferno, was incorrectly able to deal fatal damage to a party member. This has been fixed.
* The battle against the Burning Golem has had four Sky Ray enemies added to it.
* Sleepel had an incorrect hit rate of 100%. It has been lowered to it's intended hit rate of 60%.
* Status infliction Red Magic spells will now correctly display a "Miss" message if the spell is ineffective (except when an enemy or player is immune, as it has nothing to do with the hit rate).
* Cave Toad no longer casts Imp as part of its battle pattern (this was added for testing purposes and was neglected to be removed before).
* Conjurer no longer casts Break as part of its battle pattern (this was added for testing purposes and was neglected to be removed before).
* Ectopudding no longer casts Protect as part of its battle pattern (this was added for testing purposes and was neglected to be removed before).
* Unknown no longer drops Ectoplasm.
* Party members are now fully restored following the battle against Rubicante.
* Wyvern has a new field sprite, with similar coloring to its battle sprite. It also no longer casts a shadow against the open air.
* A missing portrait in Cid's dialogue aboard the stolen airship has been fixed.
* Initial ATB charge at the start of a normal battle increased from 0-50% to 0-80%. Initial ATB charges for preemptive (100%) and pincer attacks (0%) remain unchanged.
* Party members no longer animate while escaping a battle, eliminating a graphical bug.
* The ALT key now fast-forwards through message windows, rather than the SHIFT key to avoid skipping through message while dashing.
Couillie, are you planning to include a screenshot script with the patch, or it might break something?
author=Noel_Kreiss
Couillie, are you planning to include a screenshot script with the patch, or it might break something?
You could always press the print screen button on your keyboard, and save the screen using microsoft paint.

author=WCouillard
There are some things players must find out for themselves, grasshopper. If I hold their hand through every fight in the game, there's no challenge to Mission Mark battles, and that's their purpose.
lol, Kay.

--

Hey, Couillard. I was wondering something.

Do you find me skipping to certain parts of the project inferior to a Let's Play format?
Is the 'CC's Feedback' format more convenient to you as a dev?

author=Clareain_Christopher
author=Noel_Kreiss
Couillie, are you planning to include a screenshot script with the patch, or it might break something?
You could always press the print screen button on your keyboard, and save the screen using microsoft paint.
I know that, but I don't want to cut the images for the perfect edges, and I need that for the Wiki. Yep, you can call me 'lazy', but there's need for lotsa images. In EotP I use a screenshot script which makes it all easy and work with like every resolution of the window.
It's actually very easy to cut a screenshot and it takes seconds? Even better, if you play fullscreen you'll have the whole screenshot with nothing else.
First: I hate fullscreen as everything is pixellated then. Second: there's a time difference between cutting one image and fifty (I presume that at least fifty images could be screenshotted from the current demo).
author=Clareain_Christopher
author=Noel_Kreiss
Couillie, are you planning to include a screenshot script with the patch, or it might break something?
You could always press the print screen button on your keyboard, and save the screen using microsoft paint.

author=WCouillard
There are some things players must find out for themselves, grasshopper. If I hold their hand through every fight in the game, there's no challenge to Mission Mark battles, and that's their purpose.

lol, Kay.

--

Hey, Couillard. I was wondering something.

Do you find me skipping to certain parts of the project inferior to a Let's Play format?
Is the 'CC's Feedback' format more convenient to you as a dev?



Personally I like LPs but your videos are always very helpful to me either way.
Well, 2D games are pixellated by default. Plus you can overlook taht.
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