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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.

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Final Fantasy: Legend of Balance

Glad you guys were able to get it downloaded. Sorry about the PC though, Kaliesto. Honestly I am surprised you're able to even use the internet on a PC that old. Sorry, there's not much I can do to help here. ;;

@ZarethKnyght: I hope you enjoy the game! =)

Cid Margrace, Animal Lover

Moghan, and have them toss out a line from the FF6 opera at some point.

Final Fantasy: Legend of Balance

Hmm, you're the second person to have a problem with the download now. I just tried it and it was fine, so I'm not sure what's going on. I won't have time until late tonight, but I will see about getting a mirror up for people who are having download issues.

May I ask what browser and OS you are using?

Bug Reports

Hmm, it's probably just saying that because it's a .zip file. Sometimes browsers will just block .zip files as a safety thing. There's absolutely no malware or anything of the sort in the game. If there was, I'm sure that one of the 2500 people who downloaded it would have said something. =)

If you're unable to download it, let me know and I can link you a mirror that might allow it. Sorry for the trouble!

Final Fantasy: Chaos Demo

I think all you really need to do to fix some of the maps like the castle and perhaps the towns (though those aren't hard to navigate, really), is shrink the size of each individual map, and then combine them into a smaller number of maps. The castle especially feels disjointed because every hallway seems to have its own map, and they all look similar, so it's really easy to get lost.

I'd also suggest maybe putting a sparkle or something on the book Lucius is supposed to look at in the Library (or perhaps a NPC who says "I saw an interesting history book on a desk in the back. You might be interested, Young Master."), and for other points maybe have him be a little clearer about where he's headed, and give the entrances to his destinations a distinct look. Even just a guard or NPC in the hall outside who states "This is the Library", or something would be helpful. It might also be a good idea to have the various maids scattered around mention where in the castle you are. It comes off as hand-holdy, I know, but that's not a bad thing at the start of the game.

I was able to get through it fine, but from personal experience making a game, I find that players are a lot happier when they are given explicit instructions on where they need to go with detailed directions on how to get there, and who exactly they need to talk to next. The side stuff is what should take poking around/talking to every npc/etc.

Anyway, sorry if this came off as preachy or anything! Just offering an opinion/suggestions.

As for your other question earlier, my game uses Tankentai, so I don't know anything about Victor's sideview or the Yanfly state script, so I can't really help you there, sorry (though I think Victor made his own state animation script?). :/

Final Fantasy: Legend of Balance

Hmm, I never mapped anything to the analog stick because I figured people wouldn't really be using it for this type of game. I have been waiting to put out the next patch since I have been waiting for responses to questions about bug reports, but I have updated the xinput module to allow control with the left stick as well as the dpad.

Until I get the next patch out, you can download this file and place it in the Data folder of the game's directory:

https://drive.google.com/file/d/0B61JOkymARSaTTRvbzdsWmVPSUE/view?usp=sharing

Let me know if that works for you!

Jumbo_Cactpot.png

Looking good! The real drawback I can see to having the drawing be real weeks is that I am sure some people will blitz the game and realistically only get one attempt at the Jumbo Cactpot. I understand the reasoning of using real time besides to be authentic to FFXIV, as if it was tied to game time or step/encounter/zone count it could potentially be abused. Will there be ways in-game to get a finite amount of extra attempts? Or is this more just a system for long term players to passively make some gil?

Final Fantasy: Legend of Balance

Glad you were able to do it!

Hmm, some monsters in there will counter magic but it's not 100% so I think you may have just had some good luck. Bluff with Dualcast isn't unintended... Bluff is set up to work like in FF4, where it stacks and lasts a long duration. If it's overpowered though I can definitely scale it back a bit. Thanks for the feedback!

Final Fantasy: Chaos Demo

Hey! I played through the demo and figured I'd give a few thoughts.

-Story seems solid so far. I agree with Noel that "angels and demons" isn't FF-esque in and of itself, but the series has plenty of extradimensional/multiple world stuff so I am interested to see where you go with it. The intro didn't really bother me, as while there wasn't any immediate action, things got moving quickly enough. I think it's fine that Lucius knows he's a demon, but I'm not sure if having the fact that he has some other special power being revealed to the player so soon will take away from things later. Way too early to tell where you're going with things. =)

-Characters are good. Lucius is a dick and not especially likable, but I imagine you're going to be developing his character, so I'm sure it's intended. I like Kura and Claire, they give off a definite Palom/Porom vibe. Veillia isn't really around long enough to say much about her character.

-Battle system is very well done! Besides a few graphical errors everything seems fairly solid. I'll go into detail about those later. I absolutely LOVE your battler sprites and status animations! I can tell a huge amount of work went into those.

-Game balance is... weird. I think you should put a free healing spot at the entrance to the sewers as well, because enemies quickly drain your HP, and it is very, very possible for the player to get stuck in a situation where they have exhausted their supplies and are literally stuck and unable to continue. I'd also be a little generous and scatter around a few more potions in the castle/sewer since it's not like the player can retreat from the sewers and head back to town. After you get Claire, things balance out and are mostly fine, with a couple of exceptions. First, the turtle outside the second town. Carapace crits every time and can wipe out your party faster than you can heal. Second, I think the bosses might be just a bit off.

The Phantom Saber was fine, it just had perhaps a bit too much HP (only way to kill at a decent pace is to bring Lucius to critical HP and spam Minus Strike, the elemental shifting it did seemed to not give it a weakness and you can't spam Libra at that point to find what works, unless I missed a weapon). The Crystal Host might be a bit overtuned for such an early game boss. If you don't catch on immediately and get Barshade/Barlight up and keep them up 100%, he'll slaughter you unless you've grinded a bit. He also has a boatload of HP, and you're given a caster but the boss just spams reflect so you can't even try any of her spells out really.

All of this was on the default difficulty. I'd say make default a bit easier, and make the current difficulty a step up from that.

-I kept getting a crash outside the second town, in "Changing Battlebacks", line 68. Looked like an empty hash problem, you probably just need to add a line that loads the default hash again if the current is nil, I had that same problem.

-I'd say some of the areas might be just a bit too large for the early game, but I didn't really have any problems navigating or anything.

-There's some spelling and grammar issues, but nothing terrible or unreadable.

-There seems to be a slight ATB issue. After taking an action, the ATB bars remain empty for a time before starting to refill. I assume it's probably a display problem with the gauges, or you have actions taking more than max ATB. In any event, it's not game breaking but it makes it hard to get a feel for the speed of your characters.

-A cursor appears in the enemy window when selecting a target. If you created this window the way I think, you just need to go into that class and set cursor.visible to false, that should fix it. Also, I'd have an update be forced whenever an enemy dies, as their name often takes a while to vanish from the window.

-It was mentioned before but sometimes characters don't change poses when a status ailment is removed, or they enter battle with ailments that had been cured. I don't know what sideview system you are using, so I'm not sure what to suggest.

-I'd suggest having some way to tell what status ailments are on your party and the enemy besides looking at the sprites, as you can have more ailments than are displayed. I understand why you removed the icons from the status window, I did the same thing because it is not something classic FFs did. If you are using Victor's target arrow, there should be an option to have a targeting window pop up that will show what statuses are on the target. FF4 DS and others have used this, so it's not totally inauthentic. You could also create a window that displays the statuses on the party when targeting a spell like the classic FFs did, but this takes a bit of scripting know-how.

That's about all I can think of for now! Looking forward to seeing more, I think you're off to a real great start! =)

Final Fantasy: Legend of Balance

Just press the confirm button and it should return you to the world map with a clue. If it doesn't, let me know. A few people have had some trouble with it.