The edited break animation is neat. Though I rarely used it only because so few enemies could be breaked. Break is a spell I definitely use during the battle against kefka at the transdimensional gate to defeat the vanguards. If I recall, the animation can be described as starting with a edit of the delta attack triangle being multi colored in a very unusual and not describable fashion. Followed by flashes and lightning in a blackened background as the triangle spins towards its target slowly and upon reaching the target shrinks and spins, which then ends the animation and the target either dies or has "miss" display.
RotDS v1.5.5 is ready to party!
#22
15 June 2016 - 12:21 PM
Shinryu, on 14 June 2016 - 08:55 AM, said:
The edited break animation is neat. Though I rarely used it only because so few enemies could be breaked. Break is a spell I definitely use during the battle against kefka at the transdimensional gate to defeat the vanguards. If I recall, the animation can be described as starting with a edit of the delta attack triangle being multi colored in a very unusual and not describable fashion. Followed by flashes and lightning in a blackened background as the triangle spins towards its target slowly and upon reaching the target shrinks and spins, which then ends the animation and the target either dies or has "miss" display.
Like Shinryu said, difficult to describe but it looked really cool
#23
16 June 2016 - 06:45 PM
Also Gi, was wondering if you would consider lowering the cost of the MP induced critical hits? Early game the Rune Blade is nearly useless because it drains so much MP. Brave New World has it scale with the party level. Not a huge deal but it'd be nice
#24
17 June 2016 - 10:59 AM
That's a good idea, perhaps I'll ask Synchysi if he'd be willing to share his code for that.
#25
09 August 2016 - 05:03 PM
Hi--I put off looking at this hack for awhile, but I really like the changes you've made to it! I'm personally not a huge fan of the cross-series cameos, but I'm interested in a number of the changes you've made, and want to give it a shot.
Before I dive into a play through though, just 2 questions I can't seem to find addressed:
--What are the chances that there's an optional patch for the GBA-looking text can be changed back to the SNES text? I can deal if it's not doable, but I just really dislike that font.
--is there an incoming update somewhat soonish? I don't mean to be "that guy" popping in and demanding info, but I'd definitely wait if there's a new patch coming out soon.
Seriously though, it may have been awhile since I peeked in on this patch, but the amount of quality work on this since I last looked is really, really impressive, and I'm really looking forward to giving it a go!
Before I dive into a play through though, just 2 questions I can't seem to find addressed:
--What are the chances that there's an optional patch for the GBA-looking text can be changed back to the SNES text? I can deal if it's not doable, but I just really dislike that font.
--is there an incoming update somewhat soonish? I don't mean to be "that guy" popping in and demanding info, but I'd definitely wait if there's a new patch coming out soon.
Seriously though, it may have been awhile since I peeked in on this patch, but the amount of quality work on this since I last looked is really, really impressive, and I'm really looking forward to giving it a go!
#26
10 August 2016 - 10:03 AM
Hey there magictrufflez, thanks for giving it a shot! Your name looks very familiar, though I can't place it exactly.
I can include a patch with the next update within the hack package that reverts the font back to original, sure. The only issue that will happen sometimes is that the dialog boxes might fill up & run over into another one, as the GBA font is more compact... so the original font might fill up the whole dialog box and need another one to continue the dialog, which might look a bit bad - I made it a point to keep each dialog within its own box without having it bleed over into another, unless I had to sometimes then I'd put a ... at the end and a ... to continue it, but it's no biggie.
There is a large update coming out here very soonish, I'm in the middle of testing the different difficulty selections at the moment, which is the main thing about this update, to v1.6, but there are a bunch of other nice things as well. I'd definitely recommend waiting for it yes. I am hoping to get it out this weekend hopefully, I've just been busy with RL work (I'm a house painter) lately which has been hindering the release date, but all the work is done I just gotta test a bit more, but so far all is looking good!
I can include a patch with the next update within the hack package that reverts the font back to original, sure. The only issue that will happen sometimes is that the dialog boxes might fill up & run over into another one, as the GBA font is more compact... so the original font might fill up the whole dialog box and need another one to continue the dialog, which might look a bit bad - I made it a point to keep each dialog within its own box without having it bleed over into another, unless I had to sometimes then I'd put a ... at the end and a ... to continue it, but it's no biggie.
There is a large update coming out here very soonish, I'm in the middle of testing the different difficulty selections at the moment, which is the main thing about this update, to v1.6, but there are a bunch of other nice things as well. I'd definitely recommend waiting for it yes. I am hoping to get it out this weekend hopefully, I've just been busy with RL work (I'm a house painter) lately which has been hindering the release date, but all the work is done I just gotta test a bit more, but so far all is looking good!
#27
10 August 2016 - 10:26 AM
Hmmm actually it seems the original font is tougher to re-instate than I first thought, due to the more compact GBA font from some tests here I'd have to rewrite or rework many, many dialoges. The worst issue though is with the custom intro which is automatic, if the text bleeds over into the next one like I was describing, it will mess up and not go to the next box since it is timed out... It's rather hard for me to explain at the moment but it's an ugly side effect indeed. I'll see what I can do, though, but I'd very much like to avoid re-writing/re-structuring a bunch of dialog for this. The GBA font just allows for much more text in one box which I definitely used and took advantage of I see now, and formed all the dialog around this fact.
#28
10 August 2016 - 03:02 PM
Thanks for the quick response! On this forum, I was somewhat active for a bit on the BNW board, and I've been somewhat active on RHDN, so...you might've seen me around either of those places
I'll wait for the 1.6 update, but definitely don't fret over the font issue for my sake if it gets in the way of the update! I totally understand if it might be more than a quick fix, it was just something I wanted to mention. TBH, if my biggest complaints about your hack end up being odd cross-series cameos and text fonts, I will not be disappointed at all!
I'll wait for the 1.6 update, but definitely don't fret over the font issue for my sake if it gets in the way of the update! I totally understand if it might be more than a quick fix, it was just something I wanted to mention. TBH, if my biggest complaints about your hack end up being odd cross-series cameos and text fonts, I will not be disappointed at all!