PUDDOR'S PROFILE

Puddor
if squallbutts was a misao category i'd win every damn year
5702
aren't you tired of being nice? don't you just want to go apeshit?

there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
Nachtheulen
Two vampires. One plot to change all they know.

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Screenshot_20150318_022917.png

I'll probably make a blogpost about it, but I'll touch on it briefly here since I mentioned it in the tagline and I don't think I've been entirely transparent with the fact.

Cloud and Squall, as they are here-- aka, coming through the Feymarch, aware of factory resetting-- remember every single one of their Square Enix compliant appearances, up to certain instances of their own canon.

So for example, they remember what happened in Kingdom Hearts 1 & 2, and they remembered what happened in Dissidia & Duodecim, and they remember Chocobo Racing.

Cloud comes through from a point after Advent Children, so he remembers his whole FF7 compliant life, but does not know about Dirge of Cerberus.

This does create certain meta holes where Square Enix has changed canon, especially for Cloud, but to Cloud (and to Squall), who both have memory issues, it's not something they take much notice of.

This is why Cloud & Squall know each other so well. They have been on other adventures aside from Square Enix canon, which will be touched on, but so long as they come through the Feymarch and re-enable their "full" memories, they can do things outside of their own canon.

They have met each other's groups, for example, but cannot remember such unless they pass through here.

Hope does have other iterations (primarily Theatrhythm), but because of how Squall pulls him through, he doesn't have those memories. He's also not classified as someone who appears in multiple instances.

Most FF protagonists are thanks to Dissidia, but there are different levels of it. Thanks to Kingdom Hearts AND Dissidia, Cloud and Squall are pretty high in the rankings.

Eidolescence

Yeah battles were made in a rush. The only thing I really touched was Iron Giant's overall battle abilities, and even then I've ramped him up since (and may do so further-- I want the player to need to use Hope's Cura at least once. I may up the frequency of Cleave).

Squall's super athletic B) (and I wasn't aware of that). Jump in Ace is a pain and I probably won't be using it often. It was kind of a test to see if I could make followers realistically jump (and I can now, yippee).

The lag is something I'm painfully aware of and I'm trying to find a solution to. It's the face display script. I've checked the topic and so far the situation isn't looking good. There's a high chance I'll have to cut talking, because I can't think of a way to check if a character is talking or not via parallel process, unless I'm controlling switches inside message boxes, I suppose.

Eidolescence

Ah, sorry! Nessiah actually pointed this out to me last night. There's only four files that aren't .OGGs (two from ReStaff packs, curiously enough-- the other two are FF tracks). I've actually fixed this up now, orz. I can send you the replacements? (I've actually entirely reworked what's seen in this section of gameplay already so I can't re-upload, welp)

Eidolescence Prototype

Ah yes, that's them. I'm using PSP/Smartphone rips for some of the graphics that I don't have the energy to do myself. I'm still working on SLH and other games, after all, and SLH's monster sprites...sighs.

Changing classes in battle just isn't feasible because of the way they work in the core of RMVXA-- I'd have to find a very specific script for it, and I haven't seen any. The very likely outcome is I manage to fiddle until it brings about stat reductions and add passive abilities, possibly even passives that could tie into actual on-field gameplay.

Characters

These stats are loosely based on their Theatrhythm stats, and the fact that Re:Coded's Lionheart/Metal Chocobo are designed around supreme Speed/Strength respectively.

There is a high chance I will be fiddling with their stat tables a little, depending on how things go when they reach higher levels.

Eidolescence Prototype

The lag seems pretty consistent all around, so I'm going to have to ask the creator of the script, or find something else. I think I can do this manually, but it's going to be a pain in the butt to do. Again.

The icons are from a PSP FF title that I cannot remember the name of off the top of my head. They fit nicely with the game's overall style so I used them.

That was just a regular fairy sprite, yeah. I'll be making a proper moogle sprite and possibly a portrait because of their mechanic role.

I'm still thinking about what to do with roles. I don't want them giving exclusively boosts, I'd like equipping a role to be a double-edged sword: you can specialize, but it means your other stats suffer. That's the idea I'm going for. I feel like their overall skillsets are wide enough that people won't be playing the exact same way, so I wanted some specialization in the roles. I might look into Roles adding passive states or some such.

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Oh, the dialogue's real. I might edit out the swear word because it's not really IC for Hope, but this whole scene is written as comedic.

[Release Something! Day XIII] Feedback Thread

Ok, first the stuff I don't have to play, then I'll get to any demo/game stuff tomorrow. Possibly.


Photometric: Fantastic style. The concept is also really interesting and I'm curious to see how these gameplay mechanics will play out, especially in a 2D setting. It seems like the kind of design that would mesh better in 3D, so as a result I'm looking forward to seeing it pulled off in a 2D arena.

Mace Blue: This has great atmosphere just from the screenshots. I'm loving the palette and presentation of the game page. I haven't played any of the other titles, so I'll probably give this a miss for actual gameplay feedback, but it looks great and sounds super interesting. There however seems to be a few grammar errors in the description.

Myriad Cipher: I love mission systems to pieces, so this is really great! It seems to be all evented, which is great also-- I never have the patience for that kind of thing (SLH uses Modern_Algebra's quest system), so kudos to you for that. I have mad respect for people who still mostly do eventing rather than resort to scripts.

Dragon Reign: Hmm...your mapping isn't bad (though are some of those sample maps?). The main character's portrait is kind of a deterrent though. We've seen so many games with the titty window. The design is just so stereotypical and overdone, man...
Plot is kinda cliche, but it works nicely for an RPG. My only real gripe is with her design, honestly.



I'll do some more tomorrow. It's super late where I am.

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I need to stick a kill shadow script into SLH, but it hasn't been necessary for the most part because other maps are parallax. I decided not to parallax dungeons for...obvious reasons.

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Image updated.