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FF6 Tactics
08-03-2012, 05:07 PM
New Version available!
Download FF6T V0.85
Changelog:
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
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
-Sound/Casting Sound: Same as above. However, theres still some issue about the timing
-Background: The log, abilities panel, targets panel have its background.
-Shield: Every animation is associated with its own shield. The only exception is Shadow which can have interceptor instead of the shield.
- Tech type symbol: Added a symbol ( Sword or Rod) to determine if the Tech is either Magical or Physical.
- Tech List 2.0: When an ability is selected in the list, it expand to see the statistic of the tech which allow the player to see every Tech of a character.
- Cooldown: Tech can have a cooldown, if a Tech is used and it have a cooldown, the Tech cannot be used for a number of turns equal to its cooldown ( see Terra's Morph)
- Pause function: pressing the 'P' key during a fight will pause the fight
- Grid Function: Pressing the 'G' key removes the grid
- DebugAi Function: Pressing the 'D' key show the AI statistics of its current turn
- Counter Attack System: Any Tech can be assigned as a counter attack
in the Scenario editor.
-Rotated Animation: Some Tech can have its animation rotated depending of the position of the attacker and defender ( see Shadow Shuriken)
- Always show animation: Some Tech can have its animation always be displayed, even if theres no target. ( See Sabin Aurabolt)
- Persistent Effect: Tech can have effect that stays on the battlefield, if a character step on it, the attack is done on him.
Trap: Same as Persistent Effect, but cannot be seen by the other player/Ai. Note that the Trap and Persistent Effect, although they work correctly, they haven't been added to the default scenario since i have yet to find a way to make the Ai use them intelligently without doubling their thinking time.
- and, of course, fixed a lot of little issues.
- Also, theres one really annoying bug that i cant resolve for now, sometime the game will crash when the Ai doesnt move and try to target himself.
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
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