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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Breath of Fire II: The Fated Child (XP)
author=Silently
Name change suggestions:
Rinpuu -> Linpu
Woren -> Huren
They happen to be リンプー (rinpuu) and 虎人/フーレン (fuuren) in the Japanese version which seem to be transliterations of Chinese. Huren (or 虎人) means tiger people.
Since the Woren clan is already established across every Breath of Fire game (unlike other mistranslations like Windia/Wyndia which seem to change from game to game based on the localization team), we're most likely going to leave it as "Woren." Ryusei's SNES Retranslation used "Lin" for Katt, and we don't want to use too much from that fan translation (first out of respect, he worked hard on it and we're not thieves, and second because we want this remake to be "our own" so we chose to go with the "Rinpuu" name. We MAY knock off that last "u" though. Thanks for your suggestions.
author=Asquianauthor=Zadok83I second this, also subscribed.
You know what would be really cool? Adding Patty the Phantom Thief as a playable character too!
I'm about to start tinkering w/ RPG Maker XP, I might be interested in helping once I've got some time under my belt with this version. I love BoF2 and the ability to add features to the game is something I've pondered many times. I especially like making the town recruitment more involved. I also have some ideas for some easter eggs...:)
PM me anytime. =)
author=Maxximum
Looks great, but you should be careful about remakes. Fan games are usually fine, but making a free alternative to a commercial game, as unlikely as it may seem, can actually get you a red light from whoever has the rights (in this case I assume its capcom). Especially if what you're offering is an improvement over the original.
That said, it really does look great.
Meh, I'm not really worried about this. It's the internet. If I can't plaster the game all over RMN or our own website, we'll still find a way to get it out there. Fear not.
Capture_45.PNG
Here's my idea: when someone isn't speaking, leave them opaque. The name showing in the message shows you who is speaking now, so there's no need to beat a dead horse with it. If there are a group of people speaking as there were in the last screens, then simply have the speaking character's graphic move to the foreground while the non-speaking character shifts to the background (easily done with Move Picture event). It'll look good in motion and it won't give the appearance that any character is intangible.
Give it a try, you might like the result.
Give it a try, you might like the result.
Blackfire OST Preview
I don't know Lena, but I know Lena has no right to say someone can't create an original work using her own as a guide or an inspiration (theoretically, let's not get nuts about it). =P
"Oh hi, this sprite looks like yours in some way even though I am making it myself from scratch, IS IT OK IF I FINISH DRAWING IT?"
Come on.
"Oh hi, this sprite looks like yours in some way even though I am making it myself from scratch, IS IT OK IF I FINISH DRAWING IT?"
Come on.
Blackfire OST Preview
Legacy simply said that was the characterset STYLE, not that they are using files from another game. Let's not jump to conclusions.
Oh noes, we've hit a wall (+ other updates)
The most physically dominant team in this version would be Ryu, Rand, Katt, and Ray.
Simply using their normal attacks and being lucky enough to deal critical hits with all of them would do serious damage.
Magically, it'd be Ryu, Nina, Bleu, Nimufu.
Using Thunderstorm (spell with highest base power) with Nina, Bleu & Nimufu against an enemy weak to lightning and dealing a critical hit with Ryu would be the best result for a round.
For pure damage output... it'd be Ryu, Jean (United), Katt (United), Rand (United).
At level 99, Jean has 434 Max HP.
So if you had a turn where Ryu dealt a critical hit, Jean used Cleave, Katt used Focus Attack, and Rand dealt a critical hit, you'd be dishing out some MAJOR damage. If you used the turn where Jean and Katt needed to wait for their skills to activate to inflict Attack Up on Ryu and Rand, it'd be even more damaging. :D
If you want to be a real jerk, use Grand or Kaiser Dragon with Ryu in any of those scenarios. Ouch.
Simply using their normal attacks and being lucky enough to deal critical hits with all of them would do serious damage.
Magically, it'd be Ryu, Nina, Bleu, Nimufu.
Using Thunderstorm (spell with highest base power) with Nina, Bleu & Nimufu against an enemy weak to lightning and dealing a critical hit with Ryu would be the best result for a round.
For pure damage output... it'd be Ryu, Jean (United), Katt (United), Rand (United).
At level 99, Jean has 434 Max HP.
So if you had a turn where Ryu dealt a critical hit, Jean used Cleave, Katt used Focus Attack, and Rand dealt a critical hit, you'd be dishing out some MAJOR damage. If you used the turn where Jean and Katt needed to wait for their skills to activate to inflict Attack Up on Ryu and Rand, it'd be even more damaging. :D
If you want to be a real jerk, use Grand or Kaiser Dragon with Ryu in any of those scenarios. Ouch.
Oh noes, we've hit a wall (+ other updates)
Jean is hardly useless. Using Cleave will undoubtedly ALWAYS deal more damage than his normal attack, since it uses a set formula that ignores defense to deal that damage. It just won't deal 999 damage and completely break the game unless you work for it.
At level 30, Jean has a max HP of 205. Since it takes a turn to activate Cleave, let's split that in half to 103. When is the last time you saw Jean's standard attack deal over 100 damage to any enemy on equal footing with your party in Breath of Fire II? =P
Cleave is an incredibly useful skill in this version, whereas it was broken to hell in the original version. Little known fact: although it displayed 999 damage in the original game, it actually dealt much more (in the thousands), but the game couldn't display it. Essentially, if not for the fact that certain enemies were immune to it, it would one-shot every enemy in the game. Make no mistake, the enemies that are affected by it in the original game all go down in one shot with it.
Also, think about this: Agility Up. This spell alone (which Jean has) makes him a threat. Unlike the original game where Agility Up/Down spells did absolutely NOTHING, they actually work this time, allowing Jean more EX turns... which allows more uses of Cleave in a shorter time span.
Jean's "Jab" skill (Reprisal in this version) deals 100% normal attack damage to all enemies. Simple.
At level 30, Jean has a max HP of 205. Since it takes a turn to activate Cleave, let's split that in half to 103. When is the last time you saw Jean's standard attack deal over 100 damage to any enemy on equal footing with your party in Breath of Fire II? =P
Cleave is an incredibly useful skill in this version, whereas it was broken to hell in the original version. Little known fact: although it displayed 999 damage in the original game, it actually dealt much more (in the thousands), but the game couldn't display it. Essentially, if not for the fact that certain enemies were immune to it, it would one-shot every enemy in the game. Make no mistake, the enemies that are affected by it in the original game all go down in one shot with it.
Also, think about this: Agility Up. This spell alone (which Jean has) makes him a threat. Unlike the original game where Agility Up/Down spells did absolutely NOTHING, they actually work this time, allowing Jean more EX turns... which allows more uses of Cleave in a shorter time span.
Jean's "Jab" skill (Reprisal in this version) deals 100% normal attack damage to all enemies. Simple.
Oh noes, we've hit a wall (+ other updates)
The original version was 100% damage JUST to cure sleep. This version is half the damage and cures many other negative states. Rand's weapons also have the lowest attack increases in the game, so unless you're on the verge of death to begin with, there shouldn't be anything to worry about.
Capture_16.PNG
Capture_16.PNG
SOLDIER Update
IIRC, enemy encounter rates in RM2k3 work on a mathematical equation that divides the number of enemy parties set to the map by the number of steps you set for the average encounter rate, or something close to that.
Therefore, for every enemy party you add to the map, you should increase the step rate. I used to use ten steps for every enemy party set to the map, and it seemed to work pretty well.
For example, if you have ten enemy parties set to the map and you set the step rate to something like 20, you're going to enter battle more than if you set it to 50. In this example, I'd use 100 as the step rate.
Therefore, for every enemy party you add to the map, you should increase the step rate. I used to use ten steps for every enemy party set to the map, and it seemed to work pretty well.
For example, if you have ten enemy parties set to the map and you set the step rate to something like 20, you're going to enter battle more than if you set it to 50. In this example, I'd use 100 as the step rate.













