WCOUILLARD'S PROFILE
Final Fantasy Discovery
A faithful recreation of popular Final Fantasy systems blended into a single game.
A faithful recreation of popular Final Fantasy systems blended into a single game.
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Showcase # 1 "Let's Sail" !
You know, I actually had a blacksmithing script commissioned to work the same way as Suiko II, and I'm not sure if the author ever released it publicly. I'd be happy to pass that along if you want to try it. It may save you time if you haven't done that part of the coding just yet.
Showcase # 1 "Let's Sail" !
Suikoden is my favorite series ever (II being my favorite game ever). One would probably think FF was my thing! Ha! But, I respect the dedication to detail in this. Everything functions the same way. Really great stuff. Looking forward to playing it!
P.S. Try to get the post-battle working the same as Suiko II! Always loved the little bump on the portraits when they gained levels. :D
P.S. Try to get the post-battle working the same as Suiko II! Always loved the little bump on the portraits when they gained levels. :D
Shin_Zantetsuken.png
Meh, in motion, it's not at all confusing (or the same color). I think I mentioned in an earlier blog post that the HUD was still lacking some graphical elements because it's difficult to alter the Z layer of an image WITHIN a window (which is how this is displayed). If I do it differently, like, say, showing a sprite of the HUD in the scene itself, I can do layering easily, BUT, it would also show the HUD for all four members, even without a full party. That would look... dumb, I think.
In short, I'm still working on it (and everything else :D).
In short, I'm still working on it (and everything else :D).
Shin_Zantetsuken.png
Shin_Zantetsuken.png
author=Noel_Kreiss
Or are you're planning on the Limit gauge segment to be unlocked gradually and so the segments will move to the left as you'll be adding the new segments on their right?
They don't charge from right to left and there is no unlocking involved. Where did you get that idea from?
Beclem ready for battle, a tutorial, and something important!
Wrexsoul.png
In the original FF6 battle with Wrexsoul, a party member would be possessed by Wrexsoul at the onset of battle, and the boss would not appear again until the possessed party member was killed. His only attacks were a standard physical attack or casting Thundaga. His Soul Saver minions were weak defensively, but had passive Auto-Life to always revive over and over. They used elemental third-tier magic to wear down players.
What's Changed?
Wrexsoul has a wider variety of attacks to use against you once he's drawn back out into the battle, all designed to debilitate players with status conditions so he can survive until he is ready to possess a new party member. His most dangerous attack is a unique version of the Black Magick spell, Scathe. Wrexsoul's version of this spell multiplies the damage dealt by the number of dead party members, making it extremely devastating to parties who have even one downed ally.
Soul Savers come into the battle with a unique version of Auto-Life that cannot be removed by Dispel. They have extremely high HP and defenses, unlike their FF6 counterparts, so only using defense-ignoring abilities will do significant damage to them. When they have suffered enough damage, they will fully recover their HP and MP, at the cost of some of Wrexsoul's HP, if he is drawn out. If Wrexsoul is already possessing a party member when this happens, the Soul Savers will instead target that party member, draining their life force to restore their own, killing them instantly.
Possessed party members can act freely, but cannot have their HP restored.
What's Changed?
Wrexsoul has a wider variety of attacks to use against you once he's drawn back out into the battle, all designed to debilitate players with status conditions so he can survive until he is ready to possess a new party member. His most dangerous attack is a unique version of the Black Magick spell, Scathe. Wrexsoul's version of this spell multiplies the damage dealt by the number of dead party members, making it extremely devastating to parties who have even one downed ally.
Soul Savers come into the battle with a unique version of Auto-Life that cannot be removed by Dispel. They have extremely high HP and defenses, unlike their FF6 counterparts, so only using defense-ignoring abilities will do significant damage to them. When they have suffered enough damage, they will fully recover their HP and MP, at the cost of some of Wrexsoul's HP, if he is drawn out. If Wrexsoul is already possessing a party member when this happens, the Soul Savers will instead target that party member, draining their life force to restore their own, killing them instantly.
Possessed party members can act freely, but cannot have their HP restored.
Beclem ready for battle, a tutorial, and something important!
Wow... You pulled out all the stops on that Google Drive doc. I'm surprised actually. But it's good, you're making sure that things don't end up forgotten.
Eh, it's the right thing to do, is all.
Also, I'm listed as a playtester? I don't think I helped much at that, I'm more of a "sound hunter".
That's listed, too.













