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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Blue Magic (and other "missable" skills)
author=LockeZ
So, let's quote two of my friends from the Unofficial Squaresoft MUD.
Dana: Blue mages are, hands down, my favorite type of character in any game.
Omicron: Blue magic is an awful outdated system and I can't think of any justification for using it.
Whoa whoa whoa, who are you on UOSS? :D
Improving Your Title Screen
battle_interface_wip4.png
Forgot to mention, all characters that were previously non animated in their idle stances now have animated stances.
battle_interface_wip4.png
author=Liberty
Looking sweet. Just a question, but do the sprites still do the small animations they did in-game - like Katt's tail-twitch and Nina's wing-flap?
Yes.
This week in blogs, week #11 2011
I believe a record low 2 pages of blogposts this week. I attribute this fully to the fact that both WCouillard and WolfCoder have been busy with other things this week.
Indeed. While we're all scrambling on adding things to the battle system, I have also been distracted here and there by Homefront (multiplayer in this game is REALLY fun).
newskin_battle1.png
Battle Testing is a slow process
To clarify: We cannot use the hand-drawn art in the battle scene because we do not have hand-drawn art for every monster in the game (nor are we going to even presume that we have the time to create all of it), and having pixel art alongside hand-drawn art in the turns window would look very inconsistent.
The hand-drawn art will be used in messages, the main menus, and the battle report window.
The hand-drawn art will be used in messages, the main menus, and the battle report window.
Battle Testing is a slow process
Honestly, we were going to add in a custom naming option for every character as well, but certain scripts and files rely on a call of the actor's name, so we didn't want to mess anything up. Changing it to call from their ID would be an easy fix, but in the end, we ran out of space on the options menu screen anyway, heh.
Battle Testing is a slow process
author=narcodis
Your next goal should be consolidating all of your GUI to the same resolution. The mixture looks really bad x_x
Oh, look. This post again. Listen, this has been brought to our attention at least a dozen times or so at this point, and as you can see, we're slowly making graphical changes to accommodate that. Rome wasn't built in a day (or maybe it was, I wasn't there). If that came off as rude, I apologize, but it's going to be hard sifting through feedback if we're all repeating ourselves.
author=Clyve
Also, Rinpuu is a stupid name.
That's why you have the option to change it on the fly back to Katt (speaking of, scripting that was no easy feat... that held up completion of the options menu for about a week, huge pain in the ass). Thankfully, when merging the battle build of the game with the other one containing menu and gameplay scripts, nothing broke. :D
Battle Testing is a slow process
author=Versaliaauthor=WCouillardCute!! The white pixel border around their faces on the right menu is too thick though. Makes it hard to see the pixels contained within. I'd thin it out by 1 pixel, but not the outside pixel - the inside pixel. Puts 1 pixel of blank between the face and the box.
I made it 2px because most everything else is 2x resolution and 1px seemed too thin. But I can work on something with that. Lots of battle updates forthcoming. We're working on it a lot now.














