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Chapter 1 of Final Fantasy: Sky Warriors has been released!

  • Illy
  • 06/18/2016 01:12 AM
  • 3558 views
Hello everyone! It's been a long year, but with the help of Ocean's Dream and my quintet of testers (pianotm, PentagonBuddy, Gredge109, Marrend, AceOfAces) we've managed to crack this guy out in time for the Anti-Procrastination Initiative! I couldn't of done it without their help, so here's a big shout out to all my crew on this project!

Yaaaay!

Posts

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Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I'm giving this a shot.
Cap_H
DIGITAL IDENTITY CRISIS
6625
author=Corfaisus
I'm giving this a shot.
author=Cap_H
author=Corfaisus
I'm giving this a shot.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Ouch, nevermind. Some critique:

1. If you're going to use the opening and closing sound effects, make your own message system to slowly appear and disappear to match. Right now (much like the rest of the game game) it just seems thrown in for the sake of seeming "authentic".
2. There's no excuse in this day and age why you can't have NPCs be passable or to construct your towns in a way where you won't have to wait for them to pass before you can leave.
3. I'd highly recommend using multiple switches for your room appearing thing so that only the room you're entering opens instead of every room on the map. The lack of polish is noticeable.
4. The battles are slow and uninspired - which is already a negative in itself - but mix this with the army of pirates that you face later and it becomes a fatal flaw. This is where I quit.
5. Either lower the encounter rate or make your own encounter system that ensures you only hit a random encounter after so many steps. Walking two tiles and hitting another slow battle is too much.
6. I don't know why you lowered the tempo of all the songs to 90%.
7. You might even consider upping the walking speed back up to normal. Doing so made Blackmoon Prophecy actually playable.

If you want a game that managed to pull the old school vibe off well, look at Dragon Fantasy. What bugs me most about this game is just that it feels clunky and unpolished, like it relies too heavily on the Final Fantasy brand to sell it.
For some reason my Panda-Antivirus was treating the runtime item as infected. Not sure what the deal was with that.

Also..isn't that the point of this game to have authenticity? Flaws, and all like the original had? I don't think that should be held against him.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Kaliesto
For some reason my Panda-Antivirus was treating the runtime item as infected. Not sure what the deal was with that.

Also..isn't that the point of this game to have authenticity? Flaws, and all like the original had? I don't think that should be held against him.


What I said was to match the slow sound effects from the original with an equally slow message box that appears and disappears in sync. One without the other - specifically how it's done here - is an attempt to capture authenticity where there is none.
Thanks for the critique! There's definitely some issues here I could look into fixing for the next chapter.


author=Corfaisus
1. If you're going to use the opening and closing sound effects, make your own message system to slowly appear and disappear to match. Right now (much like the rest of the game game) it just seems thrown in for the sake of seeming "authentic".


I'm not really sure how to make a fix for this short of literally using picture files for all of the text in the game... If there's a mod or something I could use to slow the appearance speed of the text boxes, I could remedy this.

author=Corfaisus
2. There's no excuse in this day and age why you can't have NPCs be passable or to construct your towns in a way where you won't have to wait for them to pass before you can leave.


I've rebuilt the towns with the accuracy of the original, but I could incorporate more 'invisible event blocks' which prevent NPC overlap, this could help keep them out of crowded areas!

author=Corfaisus
3. I'd highly recommend using multiple switches for your room appearing thing so that only the room you're entering opens instead of every room on the map. The lack of polish is noticeable.


This is actually something that happens in the original release of the series, all "indoor" rooms become visible when you enter any of them, even if they aren't a part of the room you're in on the screen.

author=Corfaisus
4. The battles are slow and uninspired - which is already a negative in itself - but mix this with the army of pirates that you face later and it becomes a fatal flaw. This is where I quit.


I'm not sure how to approach this question. Perhaps if I could get some more specific details I can work on making the battles more interesting? My goal here was to match the canon FF1's battle system as closely as possible.

author=Corfaisus
5. Either lower the encounter rate or make your own encounter system that ensures you only hit a random encounter after so many steps. Walking two tiles and hitting another slow battle is too much.


I honestly can't say I had that much difficulty with the random encounters... I'd average around 10 steps per encounter, I only had like 4 step encounters twice in my entire play through. I could up the steps if they really do occur too often~

author=Corfaisus
6. I don't know why you lowered the tempo of all the songs to 90%.


I was actually really on the fence about this; My reasoning behind it was that the music just felt too fast paced with the original graphics and the pace of the music from the original. After looking back over it again it doesn't really seem like it makes sense, so I will probably correct all the tempos back up to 100% for the next chapter.

author=Corfaisus
7. You might even consider upping the walking speed back up to normal. Doing so made Blackmoon Prophecy actually playable.


I tried to match the walk speed out out of the original game, and I tried to make the maps not as huge to compensate for the low walk speed. It's possible I could add an option for players to switch their move speed if enough people are toting for that.
Marrend
Guardian of the Description Thread
21781
The way I understand how the RNG of the default encounter system works is that it generates a random number from 1 to the number of steps specified in the map properties. Thus, for the sake of example, "rolling" a 1 is just as likely as "rolling" any other number that is in that range. So, upping the steps will technically make "rolling" that 1 less likely by virtue of there being a greater chance of it hitting any specific number, it does not remove the possibility of getting that 1. Which, I think, is what Corfaisus is talking about?

Saying that, I do not recall there being a way to store the number of steps into a game-variable in TsuK3, and I assume it's not possible in 2K3 either. If this is, true, it would probably involve having two sets of X/Y coordinates that check against each other to see if the player has moved.
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