PUDDOR'S PROFILE
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
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
Search
Filter
RSW Prototype Feedback
RSW Prototype Feedback
Yep I hate those too, and I'll admit completely that the teleports are screwed up in this version (the deling path should lead to the shorter of the two Arch maps, since the long, downward facing road leads to the fountain.) I have to redo the teleports anyway (no choice! problem when a demo is developed out of the main game, hurr) so that and the right to left issue will be fixed.
Yeah I think limit breaks are kind of a standing point and representation of FF's broken nature as games. They've been slowly phasing them out or substituting them for high cost skills of the same calibre (Quickenings used an entire MP bar if done to the maximum damage point and things like Army of One and Highwind used 5 ATB charges in FF13). That's pretty much the same approach here, except they also have the additional cost of taking up one of your command slots.
Yeah I think limit breaks are kind of a standing point and representation of FF's broken nature as games. They've been slowly phasing them out or substituting them for high cost skills of the same calibre (Quickenings used an entire MP bar if done to the maximum damage point and things like Army of One and Highwind used 5 ATB charges in FF13). That's pretty much the same approach here, except they also have the additional cost of taking up one of your command slots.
RSW Prototype Feedback
-I'll be redoing all the teleports, however so long as it is only 90 degree turns (say, running left and going into a downward or upward direction, but not right) I don't see a problem, and there's not much I can do about it anyway unless I'm expected to redo all those maps.
-Ok, thanks for that. Sometimes the parallax dimensions are a little off by one pixel (I don't know why) so I'll fix those up.
-???? is level 89 and intentionally overpowered for this sequence. The scene at the end resulted in him being de-levelled back to beginning-of-game status.
-I'm redoing attack, but the animation was based on his Dissidia opening slash; I.e if you attack as a battle starts he'll perform an upward swing.
-Animations are built for actor use, not enemy use; I'll need a way to get around that with direction specific animations (which will most likely NOT be 'redoing the whole animation and just flip every frame')
-Majority of animations were placeholder, the only one really not being so was the cast one (and that will be different for enemies).
-Death to Limit Breaks.
(his limit break skills are now regular skills with MP costs and cooldowns and etc. His build for this part is meant to have Beat Fang and Fated Circle, but neither animation is finished, nor is his victory pose.)
-Ok, thanks for that. Sometimes the parallax dimensions are a little off by one pixel (I don't know why) so I'll fix those up.
-???? is level 89 and intentionally overpowered for this sequence. The scene at the end resulted in him being de-levelled back to beginning-of-game status.
-I'm redoing attack, but the animation was based on his Dissidia opening slash; I.e if you attack as a battle starts he'll perform an upward swing.
-Animations are built for actor use, not enemy use; I'll need a way to get around that with direction specific animations (which will most likely NOT be 'redoing the whole animation and just flip every frame')
-Majority of animations were placeholder, the only one really not being so was the cast one (and that will be different for enemies).
-Death to Limit Breaks.
(his limit break skills are now regular skills with MP costs and cooldowns and etc. His build for this part is meant to have Beat Fang and Fated Circle, but neither animation is finished, nor is his victory pose.)
Release Something Weekend
Final Fantasy VIII: Sleeping Lion Heart
I'll be fixing up the open-menu glitch; I was sure I disabled it but apparently not.
The spell names were done that way for the demo and are made with spaces; in the final version they'll be centered automatically instead, since this way is unintiutive and can result in too much discrepancy between skill help.
All pre-emptive and back attack glitches have been fixed now since I mentioned it to Mako straight after I got the first error report.
Status screen isn't final (nor is item or equip)
Yeah, some of the sprite animations need a bit of adjusting speed-wise, it's a lot of fiddly details we didn't end up having time for. I had an assignment due as well, and getting it to this point was a grind and a half!
Glad you enjoyed it though! Getting this out has really motivated me for more of the game, hehe.
The spell names were done that way for the demo and are made with spaces; in the final version they'll be centered automatically instead, since this way is unintiutive and can result in too much discrepancy between skill help.
All pre-emptive and back attack glitches have been fixed now since I mentioned it to Mako straight after I got the first error report.
Status screen isn't final (nor is item or equip)
Yeah, some of the sprite animations need a bit of adjusting speed-wise, it's a lot of fiddly details we didn't end up having time for. I had an assignment due as well, and getting it to this point was a grind and a half!
Glad you enjoyed it though! Getting this out has really motivated me for more of the game, hehe.
RSW Prototype Feedback
Yeah I have no idea why that is and it's actually pretty infuriating. He has a Hit 100% permanent feature on his character profile in the database, and yet he can still miss? wtf RMVXA.
Hopefully we'll be able to fix that, since we've also fixed the pre-emptive and back attack functions now, and it's probably something like adding the ability to ignore the EVA stat of enemies in attack calculations.
Hopefully we'll be able to fix that, since we've also fixed the pre-emptive and back attack functions now, and it's probably something like adding the ability to ignore the EVA stat of enemies in attack calculations.
Final Fantasy VIII: Sleeping Lion Heart
Yep, I've fixed it in the current download. If you want to avoid it (in the second download), just clear a map besides that one to get the bonus Elixir; the event is present on a few other maps, too, even if you don't get the initial tutorial indicator.
RSW Prototype Feedback
Wow, thanks for playing! This is all super helpful; some of it I knew about, some of it I didn't.
About attack: I will probably revise it slightly, but it is like that for a reason: The added cut ability will eventually fluidly chain into a multiple attack string, ending with his original FF8 attack. However, I'm seriously considering just switching to his FF8 attack sequence and only having the chained version play if Added Cut is equipped.
Some of the runs were hastily made; I will definitely be revising up and the 3/4 runs a bit.
A few teleports are weird; Deling City in FF8 is actually weird, too, but it becomes a lot more obvious in RM. Pretty much there's a map missing from the Galbadia Arcade which I will be adding when I have time.
I considered adding some events and other details but I ran out of time x-x; Galbadia Arcade has evidence of where I was going to add some evidence of bombing, but yeah time constraints =-=;;
X-ATM092 is actually from Cosplay Crisis and is going to be replaced with a new mech (X-ATM174) that's in the works and will actually be animated. It did get touched up a bit before being put in but yeah, OLD (and pixel traced orz)
But I'm glad you enjoyed this! It means a lot for other fans to get something out of this game ^^
About attack: I will probably revise it slightly, but it is like that for a reason: The added cut ability will eventually fluidly chain into a multiple attack string, ending with his original FF8 attack. However, I'm seriously considering just switching to his FF8 attack sequence and only having the chained version play if Added Cut is equipped.
Some of the runs were hastily made; I will definitely be revising up and the 3/4 runs a bit.
A few teleports are weird; Deling City in FF8 is actually weird, too, but it becomes a lot more obvious in RM. Pretty much there's a map missing from the Galbadia Arcade which I will be adding when I have time.
I considered adding some events and other details but I ran out of time x-x; Galbadia Arcade has evidence of where I was going to add some evidence of bombing, but yeah time constraints =-=;;
X-ATM092 is actually from Cosplay Crisis and is going to be replaced with a new mech (X-ATM174) that's in the works and will actually be animated. It did get touched up a bit before being put in but yeah, OLD (and pixel traced orz)
But I'm glad you enjoyed this! It means a lot for other fans to get something out of this game ^^
Final Fantasy VIII: Sleeping Lion Heart
It should say 'non announced upload' on the download page, eheh. Turns out I missed one of said events when I reuploaded the first time on the map outside the Presidential Palace.
The reupload also gets rid of the first title screen, so only the correct one appears.
The reupload also gets rid of the first title screen, so only the correct one appears.














