FF6 Tactics - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Discussion Forums (https://www.ff6hacking.com/forums/forum-5.html) +--- Forum: Dragons' Den (https://www.ff6hacking.com/forums/forum-13.html) +--- Thread: FF6 Tactics (/thread-1735.html) |
RE: FF6 Tactics - daemoth - 07-18-2012 To anyone checking the sound files, im trying to identify the Cure spell sound files. 66 CB Cure1 Edit Cure1 is 2A C5 99% sure. 7D Cure2 2A 7D Cure3 And wtf is 77 and A7, and where can they be heard in FF6? i guess they are played with a song or other sound. Also, im blue Da ba dee da ba dam... In FF6, you can change the background design of the menu and the font color.... well in FF6T too! I was trying to make it look a little bit better and it would be really easy to implement that RE: FF6 Tactics - Abel.Emporia - 07-27-2012 Dear God. Do want. O_O! RE: FF6 Tactics - daemoth - 07-28-2012 (07-27-2012, 12:57 PM)Abel.Emporia Wrote: Dear God. Do want. O_O! Me want too! Please try it and give me your commentary about the look and feel, and if you have any ideas, share it too Btw, im "officially" searching for a spriter to make some of my animation. I could do it myself but i look at what i still need to do on the programming part and its overwhelming enough. By making, i mean adapting the FF6 anim under the restriction of my game. Help me push this baby! so it can see the light... one day! Also, anyone know how to to scale up a picture in Gimp without having a washed effect? I scale *2 some 16bit picture and they dont look 16bit anymore. Edit: To anyone that wonder, i found a way to scale correctly. The 'Transform Tools' 'Scale' function is no good, it will always have the same washed effect. However, if you use the the 'Scale Image' function ( which will scale the whole image file ) theres an 'interpolation' option, and by putting it to 'None', the image will be unmodified. I wonder why they didnt put the same option in the 'Transform Tools' 'Scale' function... RE: FF6 Tactics - daemoth - 08-03-2012 New Version available! Download FF6T V0.85 Changelog: Code: -Animation/Casting Animation: The animation itself isnt complete, however, every tech can be assigned its own animation in the scenario editor and they are displayed correctly It would really be appreciated if i could have some feedback, cause, up to now, only 1 person has given me some. Specially what you dont understand and your ideas! Btw, ive been working on this baby for more than 4 years. Program NOS ( number of statement) : 16369 RE: FF6 Tactics - daemoth - 08-08-2012 Derpy derp me, the sound issues i was having was because i poorly edited the sound files. There were a lot of silences at the start of each file which was screwing my timing. They should be far better now. Download FF6 Complete Sfx V3 Also, in order to make it easier for ppl that want to help with the identification of those files, i made a little video in which every sound file is played, so you dont have to download the whole file. RE: FF6 Tactics - daemoth - 08-17-2012 I was reviewing what to be done and here what the main campaign would look like. Note that, the letters (A,B,C) next to the scenario number mean that the party is forced to do the scenario in that order, with the same party as the scenario before. A number mean that the player can choose between two scenario. For example, at scenario number 5, you can choose between, 5.1A, 5.2A or 5.3A which are Sabin/Locke/Terra story after the the fight with Ultros on the raft. But if you choose, 5.1A (Sabin), you must then do 5.1B and 5.1C. Code: 1.0Moogle Rumble And here, the sprite/portrait of the characters i would need to complete my game. (Thx to this site, some of them already have been done, and has been marked as Database) Code: Sprite Needed: Code: MagitechFactory Also, i thought i could make each tech have its own level ( Max level 10) so you could end up being able to control Mog Dance or Relm Sketch would get stronger and faster. For example: Code: AbilityName ( MaxLevel) Here are other random stuff im searching for - Elemental Symbols, im guessing these would be easy to screenshot them, but if someone has them ripped... (Edit: Found them 5min after i made this post.... ) - Setzer Slot machine - and, of course, plenty of battle animation... So, again, if you have any ideas/commentary/gameplay feedback, feel free to share it! RE: FF6 Tactics - Zeemis - 08-17-2012 Very nicely done with obtaining the sound effects! Now that I can hear them more isolated and not in-game, did they always have that echo? RE: FF6 Tactics - madsiur - 08-17-2012 (08-17-2012, 12:17 PM)Zeemis Wrote: Very nicely done with obtaining the sound effects! Now that I can hear them more isolated and not in-game, did they always have that echo? Yes.They always have that sound. They are taken from a custom event playing them separately with no background music. RE: FF6 Tactics - daemoth - 08-17-2012 Thx Zeemis! Indeed, i havent made any modification to the sound files and they should be as played in the game. RE: FF6 Tactics - daemoth - 09-08-2012 In the next update, there will be about no restriction to the animation size(558x531). Which mean big ass esper attack, huge magic like Ultima, Meteor and Level 3 spells. (Edit: I just made the Ultima's animation and..... omg.... about 125 frames!!!! Size 6.45 MB !!!! ) To anyone that may want it: Also im wondering how to implement Setzer slot, cause randomness and strategic gameplay doesnt go well together. And, of course, the FF3 way to handle the slot randomness is totally out of question, (Animation number determining the randomness... silly) So im thinking to make it more skillbased than random. For example, i think im gonna put a time limit in which the player has to stop the wheel or it will stop randomly so the player dont just wait to be absolutely sure to get what he want. Also, the second wheel will go slightly faster after the wheel has been stopped, and the same for third ones. Furthermore, there will be no Instant kill attack. ( 7-7-7 could be an attack like Ultima that hit every enemy, and 7-7-Bar could be a stronger Lagomorph) Im still wondering if i should help the player to get what he want, like in the original. Maybe putting the "Help" as an ability to the Slot Tech ( at level 5 or 7 for example). Also, somes little thing that i always hated in the FFT, and that, most likely, will never be present in my game: -Raise/Life: If you can bring back a character to life, as long as you have a character that have the spell/ability, you can still win. Which is really overpowered. - Instant Death / Comdemned, Demi /Quatr: If you can defeat an enemy in a single hit, even if the percentage is really low, you could restart the battle until you succeed. And it defeat the strategic value of the game, again random doesnt go well with tactical games. - Nothing is hidden, every stat must be shown: So it means that every stat of a tech/Character must be shown (Doesnt include the enemies of course). For example, the FFT Geomancer abilities, you know that "Grass Ivy" can do "Dont Move", however, theres no way to know whats the percentage of chances that it can be inflicted. Or, Strago "Aquarake", you have no idea how stronger or accurate it is compared to the other spells. I know that it may be a little bit confusing for the new players to see all those stats instead of just "Fire 2 - 20 Mp", but then again, ppl that will be playing my games will, most of the time, have some experience and so, the learning curve should not be too hard to handle. Again, if you have any ideas, commentaries, questions or if you want to help, don't be shy! MOG FTW |