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VALO'S PROFILE

I play games, I build systems, I sometimes build game systems.
My current project is a computer-themed RPG.
Not enough for a project page yet.

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Aaaaa!! We smaaaああああああああああああshed the 3DS goal for Omori! Thank you everyone for the support <3

Congratulations! =D

Alter A.I.L.A.

While the chance of a fixed pack being released is low, I figured it could use some mention.

The zodiac fights are a ton easier this way anyway, as without the statcreep they're practically impossible until level 45+ without spamming items.

...In my first playthrough I didn't notice the bridges since they're so hard to see. Was only the second time that I noticed the action did anything. (besides the obvious scene significance)

Final Fantasy Blackmoon Prophecy

After opening up some of the music in Audacity, I've noticed that a few of them show up with a very short (around 0.02 seconds) section of loud noise. Use of a diagnostic tool showed that nearly all of the music has compression corruption at the start of the file.

So yeah, it can be fixed by resaving/reencoding them using audio editors.

Final Fantasy Blackmoon Prophecy

On this computer the sound is sharp and over twice the volume of the music itself, so it's very grating.

Some songs (ie Terra's theme, Slam Shuffle, Spinach Rag Opera, Arena music) don't have it at all though. Later today I'll see if I can identify the factor using audio software.

Final Fantasy Blackmoon Prophecy

First off, this game looks amazing.
I am however experiencing glitching with the music. At the start of most tracks (loops as well) there is a very loud scratchy sound when played during the game. It doesn't happen when playing the files using music players, but I have found it happens when I play them using the RPG Maker editor.

edit: after playing around a bit more, it does occur when I try playing them in media player classic. So it may be a codec/encoding issue.

Alter A.I.L.A.

Found an interesting glitch in the game.

First stumbled on this when noticing odd stat gains (especially speed). When switching guns, the game seems to do some juggling with remembering stats and changing classes and such. Unfortunately, the steps are a bit out of order.

What happens is the character's total stats are remembered and applied after swapping classes... Including weapon, armor, and bolsters. This leads to power creep if you switch weapons strategically, and can lead to insane stat boosts if you switch to combat specific types (like in the sewers, against mutants and robots). It also seems to happen semi-randomly on its own, so it might be intentional? (Some battles would be extremely difficult without it)

This can be avoided partially by unequipping all nonweapons when switching weapon class (since it re-equips all nonweapons at menu exit anyway), but the amount gained by the weapon will still be added to the base stats. Can otherwise screw with the ingame events to remove the equipment, then reequip it after the stat jump.

edit: Tested and confirmed easy fix in editor. For each character's Weapon Check common event, paste in a "Change Equipment: (Event's Character) All Unequip" command in each weapon branch before the class change. These can easily be copied from the "Unequip Everyone" common event.

Seems it's a RM bug in the "no stat change" flag making it include equipment stats. Doing the fix this way as opposed to doing stats of current class level also preserves enhancers, which is good.
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