RYDIAMIST'S PROFILE
RydiaMist
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Final Fantasy: Legend of...
A Final Fantasy fangame that faithfully recreates the mechanics of classic Final Fantasies, with a light-hearted feel.
A Final Fantasy fangame that faithfully recreates the mechanics of classic Final Fantasies, with a light-hearted feel.
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Final Fantasy: Legend of Balance
I very strongly suggest that you not just pull scripts from LoB, because I have edited many of them for compatibility or have tweaked them to function differently for our game. If you like a script LoB uses, I'd suggest you get a clean version from the original creator.
As far as a sequel goes, while Ashiee and I have tossed around ideas such as a parody version of the FF14 ARR story featuring the LoB characters (the humor being how they would muck up the story), right now our efforts are focused on another FF Fangame. While it won't be directly related to LoB, the gameplay will be very similar. However, instead of having a boatload of characters, we will be going with the job system to allow a ton of customization. We'll be talking about that soon, as we are ironing out the spriting and back end stuff before we get to making maps and events.
I also have another patch for LoB planned to fix lingering minor bugs and to make the Hard difficulty a little more exciting for people who want a challenge. A lot of work on it is done, I just haven't had time recently to finish it up and push it out. It was originally supposed to be done at 5000 downloads, and now we're over 6500... I feel pretty bad about that tbh. ;;
As far as a sequel goes, while Ashiee and I have tossed around ideas such as a parody version of the FF14 ARR story featuring the LoB characters (the humor being how they would muck up the story), right now our efforts are focused on another FF Fangame. While it won't be directly related to LoB, the gameplay will be very similar. However, instead of having a boatload of characters, we will be going with the job system to allow a ton of customization. We'll be talking about that soon, as we are ironing out the spriting and back end stuff before we get to making maps and events.
I also have another patch for LoB planned to fix lingering minor bugs and to make the Hard difficulty a little more exciting for people who want a challenge. A lot of work on it is done, I just haven't had time recently to finish it up and push it out. It was originally supposed to be done at 5000 downloads, and now we're over 6500... I feel pretty bad about that tbh. ;;
Final Fantasy: Legend of Balance
The script is called Input EX by GaryCXJk. It adds xinput support so that most modern gamepads will work. It also lets you customize keyboard controls for things like WASD movement. It's a great script!
Final Fantasy: Legend of Balance
Grats on beating the game! The bonus dungeon is located at the cave to the east of Emerald. You have to have completed the sidequest from the masked man in Memoria to enter.
Final Fantasy: Legend of Balance
@semolous29: Press and hold Q and E to run away from battle. If you are using a gamepad, the L and R buttons do the same thing, just like the classic FF games. All of the controls are in the readme file that comes with the game, and NPCs inside the school in Rosalia explain a lot of basic controls and mechanics.
@whitewizard: Thanks for the compliments! Good luck on your game! =)
@whitewizard: Thanks for the compliments! Good luck on your game! =)
Final Fantasy: Legend of Balance
Final Fantasy IV Alter Destiny
author=SphereYou don't have access to any other airships when you get the Lunar Whale. I'm using CSCA's Vehicle Interior script. If there's a way to disable that key until you get the Lunar Whale via a switch that'd be great. I've already got a switch for it too for when you get the Lunar Whale. I tried for hours trying to disable that key, looked around in forums, and nothing. You have NO idea how awesome you are for offering to help. =)
PMed you a fixed scripts file~
Final Fantasy IV Alter Destiny
author=Sphere
I fixed the first one easily enough, and the 2nd thing is a known bug and nothing I can do about it. It's literally a limitation of the engine and the vehicles script I'm using. The only thing I can tell people, is if you don't want to glitch your game, don't press Q key or L button on your gamepad while in a different vehicle. =P
This could probably be fixed by simply disabling that key via a switch in the vehicle interiors script (I could do this for you if you'd like). Simply have that switch turned on when you get the Lunar Whale to enable the interior function. I'm not to that point yet so I don't know if you still have access to your old airship once you get it. If so, you'd have to initialize a separate vehicle for the Lunar Whale and it'd get into some more difficult scripting (this is what I had to do for the Black Chocobo in LoB so that it could have the ability to land in forests, but the regular airship could not).
Final Fantasy IV Alter Destiny
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!
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Final Fantasy IV Alter Destiny
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.
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~













