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FINAL FANTASY: RECORD KEEPER
The game works a lot better on my actual phone, but the Ranger class tempted me, so I've been neglecting Record Keeper for the addictiveness that is FF5. Played the mobile version up to the Lonka Ruins, got sick of the touch controls and new sprites (although I like the crispness of their battle animations) and started over on the GBA version. Doing a concurrent Four Job Fiesta practice run alongside my main save, which may be premature considering I haven't actually finished the game before.
So that's where I stand on Record Keeper right now.
So that's where I stand on Record Keeper right now.
THE MVLYMPICS! {Sign Ups Ended}
Is it worth signing up for this with no scripting knowledge and very limited RPG Maker knowledge in general?
I mean... hey, I might learn something. Sign me up, I guess.
(But I need to get the program first, so I'll bow out if something gets in the way of that.)
I mean... hey, I might learn something. Sign me up, I guess.
(But I need to get the program first, so I'll bow out if something gets in the way of that.)
New Developer Mapping Help Thread
author=Sated
The roofs of your houses should probably be larger. They should be at least as high as a building is tall. If you don't do that then it makes the buildings look really thin, which looks weird.
This a good example of what makes sprite work difficult. You would expect two-tile tall roofs to work because the idea is that it's sloping up, then down again on the other side, but from the overhead angle it really does make the whole building look thin.
2D pixel art, especially low resolution stuff, is much more about shorthand suggestion than it is about accurate representation. I've recently started on both pixel art and tile mapping and it's been a difficult lesson to learn. Trying to use the shadow tool has been particularly frustrating because putting them where you think they should go often just makes a weird mess.
That's not to say maps and sprites shouldn't be accurate, of course. It's just there's a fuzzy shorthand that can be difficult to get down. And I guess that's why this topic is a good idea! I'm sure I'll be making use of it myself.
FINAL FANTASY: RECORD KEEPER
author=Archeia_Nessiah
Guys FFT Agrias, Ramza and Mustadio are out in Japan. Ramza's Throw Stone is like Throw Boulder w.
NEW FAVOURITE PARTY. I don't need slots 4 and 5. Wouldn't mind Delita, though.
So, I'm enjoying the game more now, and starting to encounter the "where did those hours go?" that comes with addiction. The performance is mostly bearable, except when I'm selecting a realm, and at least battles are quite fast. But I could still do without all the various bells and whistles that slow things down, such as the little cutscenes when you combine equipment.
I don't yet feel that it's as customisable or as free as I'd like. Even after the lengthy condescending tutorial you have very few options, but they're gradually opening up as I do more dungeons and earn more characters.
Currently using Ranger, Rydia, Kain, White Mage and Wakka. I'm happy with the team for now, but I wish I could hurry up and earn more ability components so I can make the abilities that I want. My White Mage is great for prayer, but has very little to do in battle usually.
FINAL FANTASY: RECORD KEEPER
author=Deltree
The performance is pretty bad all around. I play on a Galaxy Note 4, and the menu for choosing a realm is barely functional.
That's disappointing. It seems a little irresponsible of them to make a game so dolled up that it can barely run. I had assumed it was an issue related to trying to emulate Android in Windows, but I guess it'd be the same if I switched over.
Character abilities are divided into types and ratings, rather than specific spells. So, Thunder is a Black Magic skill, which is a category that Cloud can't use. Don't worry; he doesn't need the help - he can use Spellblade abilities, which are elemental attacks based off of physical instead of magical stats.
Here's a big old list of who has levels in what: http://ffrk.kongbakpao.com/character-usable-abilities/
Typically, characters fall into a role in FFRK, even if they were more or less "open" in their respective games. The game is a bit inconsistent in how well or poorly certain characters were adapted (Rinoa is one of the best black mages, for instance, while oddball "jack of all trades" characters like Kimahri suffer greatly from the lack of specialization). For all but the highest-difficulty content, though, you're pretty safe in using whichever characters you like the most. The rest of us in this thread are just crazy min-maxers.
Thank you for the information! I was confused, because it told me what the White Mage and Black Mage could use, but I had no idea how to locate that information for my other characters. There are probably other places where I'll disagree with their interpretation of a character, but I can get past it. I'll probably be min-maxing alongside everyone else, soon enough!
author=Craze
If you long-press over anybody in almost any menu (including the party menu where they don't look like a button), you can press "Usable" to see everything they can do.
I get excellent performance on my Nexus 9 tablet, but it's also a large tablet.
Cloud is one of the top 3 characters in the game, and like Deltree said he gets Thundara Strike. He is very capable =P
I figured I was probably just looking in the wrong place, and that they wouldn't be so silly as to not include that information. And I'm glad I have some potential recourse for the performance.. there is a tablet I could make use of, but I'm not so sure of its stats at the moment. Thanks!
FINAL FANTASY: RECORD KEEPER
Is it just because I'm using Bluestacks or does this game suffer from really bad performance?
I started on it yesterday, and I can see why it could be considered addictive, but I didn't have a great first experience with it. Among other things, it felt a bit condescending and simple, and I was pretty annoyed that Cloud couldn't use lightning magic, given he starts with it in FF7. In fact, I can't seem to find any information on what abilities characters can use and what they can't, and that combined with the awkward interface and chugginess is somewhat dampening my enthusiasm.
Definitely willing to give it another try, though.
I started on it yesterday, and I can see why it could be considered addictive, but I didn't have a great first experience with it. Among other things, it felt a bit condescending and simple, and I was pretty annoyed that Cloud couldn't use lightning magic, given he starts with it in FF7. In fact, I can't seem to find any information on what abilities characters can use and what they can't, and that combined with the awkward interface and chugginess is somewhat dampening my enthusiasm.
Definitely willing to give it another try, though.
Fiddler on the Airship: The Best Traditions in RPGs
I wouldn't call them integral to my experience, but I can see where key items can feel satisfying if they're given enough of a presence and not just "key to dungeon", "key to attic" ad nauseam.
On the other hand, I'm an adventure gamer at heart, so when item-based progression is given a strong focus I find it pretty enjoyable. It was probably a big part of why I liked Resident Evil, although that's not an RPG.
I'll think of my own example when I'm not procrastinating on work, but along the lines of key items, I'm a sucker for character or plot-relevant equipment, especially if it's visually or mechanically unique. Brotherhood from FFX comes to mind, at least for the part of the game where you get it. And the ever-fabled Master Sword, at least when it was still a pretty cool and unique thing, and not a stale inevitability.
On the other hand, I'm an adventure gamer at heart, so when item-based progression is given a strong focus I find it pretty enjoyable. It was probably a big part of why I liked Resident Evil, although that's not an RPG.
I'll think of my own example when I'm not procrastinating on work, but along the lines of key items, I'm a sucker for character or plot-relevant equipment, especially if it's visually or mechanically unique. Brotherhood from FFX comes to mind, at least for the part of the game where you get it. And the ever-fabled Master Sword, at least when it was still a pretty cool and unique thing, and not a stale inevitability.
9/10, but still terrible? About game-killing features
author=SolitayreI appreciate your leniency, but also, I am so sorry. It's been a while since I last visited, and I forgot I was checking back a couple of pages.
I know this is a four month old thread but I don't care.
I'm sure if I were to take another look I could see your point about KH2 being a significant improvement, but I suppose I just found the first so charming and complete that most of the changes 2 felt unnecessary and equated to a reduction in the overall experience for me. Except the forms. Those were great. But I am sometimes very picky for very illogical reasons.
That's not to say I didn't thoroughly enjoy it between the frustrating beginning and the frustrating end (Atlantica being the exception), but it didn't gel as much for me. Now I want to replay them and find out why.
I did have a pretty good time with Birth By Sleep when I played one third of that recently, but I wasn't expecting all that much to begin with and I wouldn't put it on par with the first two in terms of overall experience.
author=GreatRedSpiritServed me fine in KH2 Proud Mode. Add your favorite liquor for helping understand the story because whatever your drunk ass invents whole cloth is way better than the chickenscratch that they actually wrote.
(I'll forever hate KH for being such a dissapointment. Anything but horrible abridged versions of Disney movies, Sora and Rikku's unresolved sexual tension, and pure strain shit for everything original. What a waste of a concept.)
Thank you; I'm sure this will... help?
Aside from the novelty and nostalgia, the dumbed down Disney aspects didn't really do all that much for me (neither did the dumbed down FF elements, actually) but I just found it such a bizarre, appealing package overall. I'd call it a guilty pleasure, but I'm not altogether sure that I don't actually consider it a really good series, despite its flaws.
The story, though, has just become a horrible, resolution-witholding mess.
9/10, but still terrible? About game-killing features
Kingdom Hearts II. I was incredibly mad at that game for years and I'm still not entirely over it.
First of all, I found the introductory area to be interminably long. It's not like it was all exposition and no gameplay, but I still felt like I was waiting far too long for the game to get started. It didn't have the relaxed, exploratory feel that Destiny Islands had in the first game, but maybe that was the weight of my expectation causing that.
That's not the real problem I had with the game, just an introductory gripe. No, my real problem was the way the game pitted me against several hours' worth of final boss content without a save point when I was trying to finish it on a weeknight.
It just kept dragging on, and then it cheesed me to death with a really stupid timed section. It had already employed obnoxious mid-battle game over timers earlier in the game, as anyone who's played it will attest, but to do it after several hours of story and fighting with no chance to save, simultaneously introducing a new mechanic, and then allowing the boss to stunlock me so I couldn't win? Rage. Absolute rage. I haven't touched the game since.
So that's what killed the game for me. Pacing and general cheap boss bullshit that has a complete disregard for the player's time.
It also just wasn't as good as the first game, generally. Every new mechanic and story element it introduced just felt like it overcomplicated what had previously been a winning formula. Like, not that I object to them building upon a formula, but it felt like it was starting in an obnoxious direction in its attempts to one-up itself.
First of all, I found the introductory area to be interminably long. It's not like it was all exposition and no gameplay, but I still felt like I was waiting far too long for the game to get started. It didn't have the relaxed, exploratory feel that Destiny Islands had in the first game, but maybe that was the weight of my expectation causing that.
That's not the real problem I had with the game, just an introductory gripe. No, my real problem was the way the game pitted me against several hours' worth of final boss content without a save point when I was trying to finish it on a weeknight.
It just kept dragging on, and then it cheesed me to death with a really stupid timed section. It had already employed obnoxious mid-battle game over timers earlier in the game, as anyone who's played it will attest, but to do it after several hours of story and fighting with no chance to save, simultaneously introducing a new mechanic, and then allowing the boss to stunlock me so I couldn't win? Rage. Absolute rage. I haven't touched the game since.
So that's what killed the game for me. Pacing and general cheap boss bullshit that has a complete disregard for the player's time.
It also just wasn't as good as the first game, generally. Every new mechanic and story element it introduced just felt like it overcomplicated what had previously been a winning formula. Like, not that I object to them building upon a formula, but it felt like it was starting in an obnoxious direction in its attempts to one-up itself.
Buying powerful Items near end-game without making the player OP
Personally, I feel that just limiting the stock would be best. But rather than leave the player potentially unable to buy more if they run out, you could let them buy, say, ten of each before the stock runs out. Or there could be ten initially and they have to put in some extra effort to make more available - do a sidequest for the shopkeeper so he'll let them buy from his personal stockpile?
Alternatively, you could the price increase for each item of that type the player buys, or according to how many they already have.
I've had a thought regarding the Resistance Orb. Could you make it so it only protects against the first five or so status ailments in battle, or so the resistance lowers each time it protects the user in a given battle?
Or perhaps it could block a status effect with 100% probability, but only one at a time. So if the boss tried to poison the character wearing it, they'd gain a "Blocked: Poison" status, and the item wouldn't block any more statuses until the poison was cured?
(I'm probably going to use that myself, now.)
Alternatively, you could the price increase for each item of that type the player buys, or according to how many they already have.
I've had a thought regarding the Resistance Orb. Could you make it so it only protects against the first five or so status ailments in battle, or so the resistance lowers each time it protects the user in a given battle?
Or perhaps it could block a status effect with 100% probability, but only one at a time. So if the boss tried to poison the character wearing it, they'd gain a "Blocked: Poison" status, and the item wouldn't block any more statuses until the poison was cured?
(I'm probably going to use that myself, now.)














