• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS


Everyone knows the story of Final Fantasy IV by now. Yet, I've always wondered what if things had gone a different way? What if, say, Rydia had never joined your party? Or Kain had stayed with you after the incident in Mist? These questions and more are what this game explores, and tries to give a definitive answer to.

This is not a scene-by-scene remake, but rather a re-imagining of what I think a "parallel dimension" Final Fantasy IV would have played like. For the graphics, I took a lot of inspiration from the PSP remake, though I did try to up the quality of the graphics at least a little bit (especially using Celianna's tilesets which are amazing). Most of the tracks from the original game have been replaced with remastered/remixed tracks from all over the internet, such as OCRemix, the DS version, Dissidia, and many Youtube artists.

I'd like to note here that I went for a blending of several prior versions of the game in terms of the actual 'feel' of the game. Such as the title screen, I went for the classic U.S. release on SNES and just upped the graphics as much as I could. Other areas will have more of a SNES feel while others will reference the PSP and even DS versions at times. The maps themselves are similar to, but not exact, replicas of the original maps from the SNES version. Dialogue is going to be a mix of the Gameboy Advance translation with original story by me.

Lastly, a huge shutout and thank you to the dev of Legend of Balance. Your game was an inspiration and tremendous guide for me, and it's awesome.

IMPORTANT - If you come up with an error stating that you are missing the xinput1_3.dll then you will need the following (safe download from Microsoft's site) DirectX Jun2010

**Do NOT enter the Moon's caves post-game or else you will glitch your game!**

Reverted the build to a previous one (in which there were no significant issues save for the lag on the Overworld). My apologies for the inconvenience, but it seems that trying to fix the lag present only caused more issues.


Features:


- Random Encounter Radar System
- You may go to fullscreen by pressing ALT + Enter
- Battle Rows similar to the original game
- Classic side-view Final Fantasy-type battle system (Modified Journey Battle System)
- New cut-scenes and dialogue depicting an alternate version of events from the original story
- 15 to 30 hours of gameplay
- Battle Difficulty options
- Enemy HP Bars (they're visible when an attack is made)
- D-Pad functionality on Gamepads
- New "Lunar Expanse" bonus area (Boss rush dungeon)
- New "hidden" Arena


Special Controls:

To enter Lunar Whale's control room:
Keyboard - Q key
Gamepad - L button



Scripts By:

Moghunter
MGC
Yanfly
Pacman
Elise-Chan & Enu
Fomar0153
Tsukihime
Ceodore
Soulpour777
Hime
Funplayer
Demintika
Shaz
ももまる
Dorkfr3sh
William Couillard
TheoAllen
DoctorTodd
Bigace360
V.M of D.T
Galv
modern algebra

And a big thank you to the devs of Legend of Balance:
RydiaMist
wotgAshiee

Check out Legend of Balance here on RMN!
https://rpgmaker.net/games/7777/





Latest Blog

Lag Killer & New Download

Hi peoples!

Got a pretty big update, and it's that I think I somewhat killed the L-A-G present on the Overworld (especially in late game). I've also fixed up a few passabilities in some areas, and I believe I fixed the whole post-game bug-whenever-entering-moon-caves-thingie. I've posted a new download for the game with these new updates (Google Drive) so I hope you'll take advantage. Oh, and you'll want to start a new save for the game after downloading this updated version. Old saves will work, but they'll be all wonky when going back and forth between Overworld and towns/dungeons.

Here's hoping the game performs better, and thank you all for your support! =)
  • Completed
  • Sphere
  • wotgAshiee (Contributor)
    RydiaMist (Contributor)
  • RPG Maker VX Ace
  • RPG
  • 09/20/2015 05:48 AM
  • 02/10/2024 07:11 AM
  • 06/20/2016
  • 403737
  • 60
  • 4184

Posts

author=Zadok83
author=Sphere
author=Zadok83
author=Sphere
author=Zadok83
@Sphere

Back at it again and I've found another bug;

After returning to Baron Castle using the Ancient Waterway, there is a major passability error around the entire castle. I can walk on the edge of the screen all the way around until you get to the original entrance, which takes you out of the castle. That means you'd have to go all the way back through the Ancient Waterway to continue on.


Maybe I shouldn't do so many things outside of the natural flow of the game, lol.
LOL it's okay, that's actually both an error and a purposeful one, because that passability being the way it is allows for folks to exit Baron Castle as you've seen. If I were to x out the passability, the transfer eventing out of the castle wouldn't work, as you wouldn't be able to step there. I did try the "through" technique, and while it does work, it also screws up later eventing. So yeah, it is an error, but a necessary one.
Sorry to say I broke your game again;

I defeated the Dark Elf in the "unwinnable" first battle (BTW I've been playing on Ultra difficulty the entire time) and the whole Rydia scene played through as though I'd lost the battle. Upon entering the 2nd battle with him, everyone but Cecil was paralyzed (even though the magnetic field had been lifted). Of course I used Remedys to get everyone in fighting shape and defeated the Dark Elf for the 2nd time.

After the event and grabbing the Earth Crystal, I left the room. I opened the menu and everyone (including Cecil this time) was still paralyzed. I tried leaving the cave on foot, but unfortunately got pulled into battle, which led to me watching as the enemies wailed on me until everybody was dead.


Another thing too;

I noticed that the Dark Elf in the first battle has 2 battle patterns. Pattern #1 has him use Tornado a couple of times. Then he gets serious and starts spamming Fira, Blizzara, and Thundara until you die.

Pattern #2 has him stuck in a loop of using Tornado repeatedly, which cannot kill you. Of course I took advantage of the opportunity and destroyed him.


My question is, how do I trigger Pattern #1? I have a feeling that if I do, I can continue the game as normal.

Edit: I was able to trigger Pattern #1, so all the following events took place as they should have. I'll just have to be careful not to win anymore "unwinnable" battles, lol.
Remind me to watch you play Dark Souls sometime. ^.^ The reason for the first instance occurring was that a switch didn't go on that's supposed to when you lose the battle. That's why those weird paralyzing glitches occurred.

And yeah, try to take it easy on the unwinninable battles there. LOL =)
Nah, I'm from an older generation. Action RPGs are too easily exploitable to me. I had my toughest battles with Shin Megami Tensei Nocturne and Digital Devil Saga 1&2.


Ooooo Digital Devil Saga! Love those games! I'm in the over 30 club myself LOL. Anyway, I do hope you're enjoying the game. =)
You might just want to consider having your "Unwinnable" battles have something happen if the player does win, rather than worry about making them absolutely unwinnable.

I have a couple of optional win battles in my game, and if the player wins they're given an item of some sort for winning. The enemy will then usually have some sort of dialogue acknowledging that they lost the battle proper, but it doesn't matter because cutscene power (LoB is pretty tongue in cheek, so I wouldn't word it exactly like that, haha), and they bust out some attack in the cutscene which knocks the party out and the scene proceeds as normal.

I was going to report the same issues with the bridge battle and the Lodestone Cavern, but seems you're already on top of them.

Thanks for the plug in the "RMN Room"! If you didn't elsewhere though, might want to give Ashiee a shout out too, as a lot of the stuff you used was her work~
author=RydiaMist
You might just want to consider having your "Unwinnable" battles have something happen if the player does win, rather than worry about making them absolutely unwinnable.

I have a couple of optional win battles in my game, and if the player wins they're given an item of some sort for winning. The enemy will then usually have some sort of dialogue acknowledging that they lost the battle proper, but it doesn't matter because cutscene power (LoB is pretty tongue in cheek, so I wouldn't word it exactly like that, haha), and they bust out some attack in the cutscene which knocks the party out and the scene proceeds as normal.

I was going to report the same issues with the bridge battle and the Lodestone Cavern, but seems you're already on top of them.

Thanks for the plug in the "RMN Room"! If you didn't elsewhere though, might want to give Ashiee a shout out too, as a lot of the stuff you used was her work~


Hmmm... I was thinking something along those lines, but I'll be totally honest, I'm actually very hesitant to go back into the eventing and do any more than fix reported glitches and so on and tweak a few things here and there. I have this innate fear of if I change or add more eventing to something I know that works, I'll totally screw something up in the doing of it and then I'll be up the creek for awhile LOL. I'm thinking I'm just going to have to make those battles as totally unwinnable as possible (more so they than are currently). I'm not nearly as confident in my game design skills as you or Ashiee. (I wish I was as talented as you two are =) ). I think once I've got a second completed project out there I'll feel much better about my own skillsets.

Oh she's in the credits and then some. I list you both rather prominently a few times at the end. =D
@Sphere

I really am enjoying the game. I'm getting all the challenge I need now due to;

The Battle Arena. I love all the remixed battle music from the other Final Fantasy games! I'm Rank H now, so I'm battling the FF8 monsters next. All on Ultra difficulty of course! I'm really looking forward to the prizes.


Somehow, I'm not surprised that you're also in the over 30 club too. I figured that someone who loves FFIV as much as you do had to have grown up playing it, much like myself. IMO, there was something... mystifying (for lack of a better word) about it. Your passion for that game definitely shines through in this one.

Thanks for the feedback. Time for me to get back to battle!
Whoa..you finished the project already? Well..guess it's time to download it!

(Well until everything checks out first regarding bugs).
author=Sphere
Hmmm... I was thinking something along those lines, but I'll be totally honest, I'm actually very hesitant to go back into the eventing and do any more than fix reported glitches and so on and tweak a few things here and there. I have this innate fear of if I change or add more eventing to something I know that works, I'll totally screw something up in the doing of it and then I'll be up the creek for awhile LOL. I'm thinking I'm just going to have to make those battles as totally unwinnable as possible (more so they than are currently). I'm not nearly as confident in my game design skills as you or Ashiee. (I wish I was as talented as you two are =) ). I think once I've got a second completed project out there I'll feel much better about my own skillsets.

Well, in the words of a great man, talent is a pursued interest. I don't think my game is anything special, but thank you for the kind words!

As far as eventing goes, better safe than sorry is a good approach to take. That said, for this, since the win/lose branch is just a simple if statement that ends at the same place (unless you specify otherwise), it should be pretty safe to play with if you wanted, so long as you don't make the "win" branch do something wildly different that will change later events. Just having a bit of different dialogue or a reward should be pretty safe.

Alternately you could just do like a lot of old games did and just copy the lose branch into win so that the game won't break and you'll just continue on as if you lost. Heck, the original FF4 did this, as I found out when as a kid I grinded DRK Cecil outside Fabul to a high enough level to beat Kain, and upon slapping the cocky little sh*t silly the screen faded out and Cecil proceeded to fall over.

I mostly just make this suggestion because especially with RM where people can just open the game in the editor and buff up their characters, curious people are going to want to see what happens if they win those fights. I know my first response when encountering an unwinnable fight in a RPG is to reload my save and grind until I can beat the guy, and if the fight is REALLY cheesy, to say "well the game cheated, so I will too"! Just copypasting the "if lose" branch will at least stop these people from completely breaking the game.

Leon in Tales of Destiny is a great example of this, if you're familiar with the game. Usually he kills you in seconds, but if you either cheat, grind, or cheese him with consumable items, you can win. In this case though, the developers actually added a secret ending upon beating him, that basically states that your characters went on to have their run of the world because nothing could possibly beat them. Not that I'd ever suggest going to THAT much trouble!
author=Kaliesto
Whoa..you finished the project already? Well..guess it's time to download it!

(Well until everything checks out first regarding bugs).

I hope you enjoy the game! =) 2.7 is pretty much the definitive version, as most of the bugs have been ironed out. Any future versions are just going to be re-balancing some enemies and minor things like that.

author=RydiaMist
author=Sphere
Hmmm... I was thinking something along those lines, but I'll be totally honest, I'm actually very hesitant to go back into the eventing and do any more than fix reported glitches and so on and tweak a few things here and there. I have this innate fear of if I change or add more eventing to something I know that works, I'll totally screw something up in the doing of it and then I'll be up the creek for awhile LOL. I'm thinking I'm just going to have to make those battles as totally unwinnable as possible (more so they than are currently). I'm not nearly as confident in my game design skills as you or Ashiee. (I wish I was as talented as you two are =) ). I think once I've got a second completed project out there I'll feel much better about my own skillsets.
Well, in the words of a great man, talent is a pursued interest. I don't think my game is anything special, but thank you for the kind words!

As far as eventing goes, better safe than sorry is a good approach to take. That said, for this, since the win/lose branch is just a simple if statement that ends at the same place (unless you specify otherwise), it should be pretty safe to play with if you wanted, so long as you don't make the "win" branch do something wildly different that will change later events. Just having a bit of different dialogue or a reward should be pretty safe.

Alternately you could just do like a lot of old games did and just copy the lose branch into win so that the game won't break and you'll just continue on as if you lost. Heck, the original FF4 did this, as I found out when as a kid I grinded DRK Cecil outside Fabul to a high enough level to beat Kain, and upon slapping the cocky little sh*t silly the screen faded out and Cecil proceeded to fall over.

I mostly just make this suggestion because especially with RM where people can just open the game in the editor and buff up their characters, curious people are going to want to see what happens if they win those fights. I know my first response when encountering an unwinnable fight in a RPG is to reload my save and grind until I can beat the guy, and if the fight is REALLY cheesy, to say "well the game cheated, so I will too"! Just copypasting the "if lose" branch will at least stop these people from completely breaking the game.

Leon in Tales of Destiny is a great example of this, if you're familiar with the game. Usually he kills you in seconds, but if you either cheat, grind, or cheese him with consumable items, you can win. In this case though, the developers actually added a secret ending upon beating him, that basically states that your characters went on to have their run of the world because nothing could possibly beat them. Not that I'd ever suggest going to THAT much trouble!

You BEAT Kain?! Yeah I'm not nearly as hardcore as that LOL. I just go with the flow of the game, I never try to break it or buff up my characters artificially through the editor even if it's a RPG Maker game lol. I don't think I took gamebreakers into account when I made the game heh. I'll keep that in mind for the next one, though. I'm going to take your advice and just copy the 'lose' branch to the 'win' branch, so that my bases are covered. Thanks Rydia!
Hello.
A strange thing is in Tower of Babil,if you press escape and fail you can`t fight back then.When the bars is filled nothing happens and the enemies hits and hits until you are dead.
author=kenlan
Hello.
A strange thing is in Tower of Babil,if you press escape and fail you can`t fight back then.When the bars is filled nothing happens and the enemies hits and hits until you are dead.


That is strange. Were you trying to escape during a boss or "unwinnable" encounter or just a regular enemy troop there? If just a regular enemy troop, do you remember what enemies you saw? I have it set that escape works 100% of the time (unless for boss encounters or unwinnable battles), so it should never fail.
I`m sorry,but i went back and tried again and now it works perfect.I really don`t know what happens.It was against regular enemies.
author=kenlan
I`m sorry,but i went back and tried again and now it works perfect.I really don`t know what happens.It was against regular enemies.


That's definitely strange. If it happens again let me know. I hope you're enjoying the game! =)
This got me rather intrigued as well and I finally found some time to start on it. I'm off to a good start and I just picked up Tellah in the underground waterways, and figured I'd mention some observations so far.

1 (bug). The waterways have a lot of passability issues. Nothing game breaking as far as I can tell, but in a lot of places you can walk off cliffs/bridges straight into the water. Think I found at least 10 or 15 spots where you can do that just by wandering around checking for potential secrets. I don't think you are supposed to be able to enter the water to begin with, considering the fact if you do get in a battle on those water tiles, the actual battle background would be that of the overworld.

2. As far as I can see you can't use the ice rod as an item to cast a low level blizzard spell on the enemies to conserve my mp this early on. Curious to if this was by design or just an engine limitation.

3. Noticed some enemies are a little different (such as the baron captain not running away when I killed his minions, and amoebas not casting heal when I nuke them with spells. Seeing as this is an alternate story I think it's fine altering things as you see fit. Not everyone would catch little changes to monster behaviors like I have, and figured I'd give you my thoughts on it.

I haven't gotten far to see much deviation yet. Also I had complaints so far, it'd be 2 of them:

First: I find npcs block my path a lot, and it's especially annoying when it's a one corridor hallway inside a house making me have to stand over to the side and wait. Granted this happens in other games too, but it is still annoying.

Second: From what I can tell you removed what would be considered secret passages that were in the original game. I can understand why you did it considering that they would be hard to do (walking through black tiles and things like that). My guess is that's why you cut out walking under bridges in the underground waterway too. Still..a part of me really wanted to go into one of those waterfalls for treasure (i think this is more manageable since its just a matter of transferring maps when you walk close enough to it). Perhaps I'm mis-remembering and it was baron waterway that had those instead. Either way damycian castle is much nicer in terms of those.

Ended up typing way more than I intended, but I figured I'd mention all my thoughts up to the point I am. Overall I'm enjoying it, and I'll probably mention some more as I get farther. Also liking the encounter radar since I can use it to avoid unwanted encounters.

Edit: Found another bug. I meant to go to save, but accidentally clicked quit instead. When I hit cancel it crashed with the error: Script 'Sprite_Base" line 33: RGSSError occurred. disposed sprite. Fortunately I didn't lose much progress.
author=demonlord5000
This got me rather intrigued as well and I finally found some time to start on it. I'm off to a good start and I just picked up Tellah in the underground waterways, and figured I'd mention some observations so far.

1 (bug). The waterways have a lot of passability issues. Nothing game breaking as far as I can tell, but in a lot of places you can walk off cliffs/bridges straight into the water. Think I found at least 10 or 15 spots where you can do that just by wandering around checking for potential secrets. I don't think you are supposed to be able to enter the water to begin with, considering the fact if you do get in a battle on those water tiles, the actual battle background would be that of the overworld.

2. As far as I can see you can't use the ice rod as an item to cast a low level blizzard spell on the enemies to conserve my mp this early on. Curious to if this was by design or just an engine limitation.

3. Noticed some enemies are a little different (such as the baron captain not running away when I killed his minions, and amoebas not casting heal when I nuke them with spells. Seeing as this is an alternate story I think it's fine altering things as you see fit. Not everyone would catch little changes to monster behaviors like I have, and figured I'd give you my thoughts on it.

I haven't gotten far to see much deviation yet. Also I had complaints so far, it'd be 2 of them:

First: I find npcs block my path a lot, and it's especially annoying when it's a one corridor hallway inside a house making me have to stand over to the side and wait. Granted this happens in other games too, but it is still annoying.

Second: From what I can tell you removed what would be considered secret passages that were in the original game. I can understand why you did it considering that they would be hard to do (walking through black tiles and things like that). My guess is that's why you cut out walking under bridges in the underground waterway too. Still..a part of me really wanted to go into one of those waterfalls for treasure (i think this is more manageable since its just a matter of transferring maps when you walk close enough to it). Perhaps I'm mis-remembering and it was baron waterway that had those instead. Either way damycian castle is much nicer in terms of those.

Ended up typing way more than I intended, but I figured I'd mention all my thoughts up to the point I am. Overall I'm enjoying it, and I'll probably mention some more as I get farther. Also liking the encounter radar since I can use it to avoid unwanted encounters.

Edit: Found another bug. I meant to go to save, but accidentally clicked quit instead. When I hit cancel it crashed with the error: Script 'Sprite_Base" line 33: RGSSError occurred. disposed sprite. Fortunately I didn't lose much progress.

Yeah that's a disposing bug I haven't been able to fix even with the debug script I put into the game, so I'll keep working on trying to fix it. VX Ace tends to be a bit limiting in a few departments. lol Thanks for the feedback! And you're remembering it as Town of Baron's waterway I think (which you CAN get to some hidden treasure in there in the water). I did just update some of the passabilities on the tiles in that dungeon (I hate that dungeon LOL), so hopefully that'll help some. As far as using weapons as items during combat, I had a script that did just that, but it was so buggy it never worked correctly so I nixed it. Glad to hear you're enjoying the game! =)
Yeah I remember the baron castle waterways being a pain to get through in the original. We'll see how yours stacks up when I get there! As for the script, that makes sense. Better to not have it if it's going to be buggy.

Mostly posting because I found another bug. During the attack on fabul castle, when you get to the battles in the throne room, you can see the king just relaxing in the background even though he was supposed to have left for a safe location. Also pretty funny how your party just abandons him due to that fact.
author=demonlord5000
Yeah I remember the baron castle waterways being a pain to get through in the original. We'll see how yours stacks up when I get there! As for the script, that makes sense. Better to not have it if it's going to be buggy.

Mostly posting because I found another bug. During the attack on fabul castle, when you get to the battles in the throne room, you can see the king just relaxing in the background even though he was supposed to have left for a safe location. Also pretty funny how your party just abandons him due to that fact.


LOL I never noticed that or had anyone else tell me either, good catch! I'll be uploading 2.8 fairly soon, so that should be fixed.
Couple of more observations I just ran into:

1. After the battles during one of his last lines of text in the crystal chamber: it is turn to assist you. Missing a my in front of turn.

2. After you rest at the inn and switch over to the scene with the king: his first line of text has: king:king:. You have his name twice essentially.

Better to get them out of the way before you upload.

A friend of mine caught something as well.I knew I should of backtracked so I missed it. Back at the first baron part, apparently if you backtrack and re-enter the area, cid reappears and you can walk through him.
author=demonlord5000
Couple of more observations I just ran into:

1. After the battles during one of his last lines of text in the crystal chamber: it is turn to assist you. Missing a my in front of turn.

2. After you rest at the inn and switch over to the scene with the king: his first line of text has: king:king:. You have his name twice essentially.

Better to get them out of the way before you upload.

A friend of mine caught something as well.I knew I should of backtracked so I missed it. Back at the first baron part, apparently if you backtrack and re-enter the area, cid reappears and you can walk through him.


Got all of'em! =) I'm now uploading 2.8 and already updated the latest Data Patch with the latest fixes. Thanks to you and your friend!
Made some more progress. The events on mount ordeals were interesting. I've also found a new bug.

After you return to baron using the devils road, if you visit cids house you can see him sleeping, and his daughter doesn't really act like nothings wrong other than him being overworked (he should be locked up at this point).
author=demonlord5000
Made some more progress. The events on mount ordeals were interesting. I've also found a new bug.

After you return to baron using the devils road, if you visit cids house you can see him sleeping, and his daughter doesn't really act like nothings wrong other than him being overworked (he should be locked up at this point).


I had it set so that he disappeared when you get the Baron Key after fighting a particular boss in town apparently. Easy fix, just used an earlier switch to disappear him heh.
Just got through the baron waterways.

1. Minus the passability thing you already know about (read it in an earlier comment) there are also two random airship workers who act like everything is fine over in the right side of the castle.

2. When talking to the imposter king he says I must save I've enjoyed impersonating him. Save should be say.