ILLY'S PROFILE
Some Kind of Staff of RMN
Formerly Cecil Beoulve
Also Izlude
And Ashe
Formerly Cecil Beoulve
Also Izlude
And Ashe
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RPG Game focusing only in battles
author=LockeZ
Final Fantasy Record Keeper battles are mostly very simple, but they release a new very difficult superboss each week, and most of these are actually more complex than almost any of the bosses in the original Final Fantasy games. I would love to play a version of it that didn't have all the filler content, and also didn't have a time limit on when each boss disappeared forever. If I were basing a game off of it, that would be my starting point, personally.
Ahaha, you know after playing FF:RK like I have I was considering taking a crack at something like this myself.
But as far as your plan goes Ghaleon, giving players goals is a good way to keep them attached too. Like having your earlier levels have options as they progress, but say at the beginning the options not of main progression could be too difficult of a challenge that they could come back and complete for some reward later.
The ban wagon
Featured in Siliconera!
That's really cool! Congratulations on your success, I can only hope to one day reach this kind of achievement myself! XD With the amount of effort you must of put into this, it's well deserved.
What RMN Members do YOU want to work with?
I had this topic idea hit me earlier, when I realized how awkward it can be to just walk up to people and say "Hey! I think you're really cool! We should work on something together!" So I figured maybe I could start a thread here where people talk about which members of RMN they'd like to do some joint operations with either on a gam, or some other project.
I'll start off! Judging from what I've seen around the site (in both game design and forum/chat activity) I think I'd find a lot of fun working on a project with either Liberty, Unity, LockeZ, Ratty, Ziggy, or Jeroen.
I may need to expand on this list once I can remember everyone.
I'll start off! Judging from what I've seen around the site (in both game design and forum/chat activity) I think I'd find a lot of fun working on a project with either Liberty, Unity, LockeZ, Ratty, Ziggy, or Jeroen.
I may need to expand on this list once I can remember everyone.
Delve into the Dungeon: RMN Plays!
Chapter 1 of Final Fantasy: Sky Warriors has been released!
Thanks for the critique! There's definitely some issues here I could look into fixing for the next chapter.
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.
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!
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.
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.
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~
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.
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.
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.
Final Fantasy: Sky Warriors
Ah, I just noticed! I'll see if I can replace the download with one that doesn't require the RTP to be installed~
Edit - Fixed! The download should now work without needing to install the RTP.
Edit - Fixed! The download should now work without needing to install the RTP.
Just Do It! - Anti-Procrastination Initiative
Hooray! My testers really pulled through with a lot of helpful feedback, and I was able to get FF:SW released on time! Check+!
Just Do It! - Anti-Procrastination Initiative
author=Marrend
I think I've spent, like, about an hour on it thus far? Forgive my lapse of memory on this point, and there's no time-stamp that I can refer to either. Anyway, I'll do my best!
I don't want to rush you guys, I just think it'd be cool if we all managed to knock it out by this Friday to meet the goal :D














