Lockirby2

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Posts posted by Lockirby2


  1. 1 hour ago, A Dummy said:

    I suppose I could actually try to participate in the community after 2+ years of lurking around you guys.

    Though as a warning I don't really have much creative skills beyond "I can play video games" so I'm not sure what I can do exactly, but to my understanding part of the point is doing something past what I'm used to doing. (Even if it doesn't end being very outstanding.)
    Plus, hearing that even some of the regulars around here didn't always finish their Secret Santa does make me feel a little better.

    So yeah, I can give this a try and throw my name in the hat, even though I don't have a lot of confidence in my ability to contribute.

    Well, one year I made an LP for somebody.  So "I can play video games" is enough, if you want to do something like that. :P

     

    I'm in.

    • Upvote 3

  2. On 11/6/2017 at 10:58 AM, BTB said:

    It would be much more elegant to, say, take one of the rooms in Ebot's Rock and edit it into an actual underwater room.

    Unfortunately, map editing is not our strong suit. @Lockirby2 is the person I'd consult about that.

    Unfortunately, I only did overworld stuff for ROTDS.  I could probably learn how to create indoor maps as well, but anybody could arguably do just as good a job.  It's a whole different ballgame because the indoor maps use multiple layers, and the tiles interact quite differently.

    Because Ebot's Rock's rooms are mostly on the same map, and it's randomly chosen whether the rooms have passageways between them, you couldn't just take one of the rooms and make it watery.  You could add in another map for 2.0 with some of Madsiur's expansions, and we could make a new room (or set of rooms) on that map.

    Alternatively, we could make a clone of the original map.  Then we could set the event code to have a 50% chance of sending the player to the flooded version of the map (which would presumably have the Serpent Trench palette and possibly a ripple effect), and a 50% chance of sending the player to the normal version of the map.  I'm not sure if that would enhance the mazelike effect of the place, or come off as a lazy/transparent trick.  It would certainly require less effort, and I don't think it would require applying expansions to duplicate a map (if you want to avoid that).

    PowerPanda from FF6Hacking was working on the scenario changes.  I liked his thought process on it, so I suspect the result is good, although I haven't tried it.

    • Upvote 1

  3. This game wasn't explicitly designed for an LLG, but it wasn't designed against it either.  Many of these changes were made for good reasons, and reverting them to benefit LLG/NRB players does not make sense because LLG/NRB players probably constitute 1% of the mod's following, if that.  Furthermore, I personally find these sorts of challenge runs more interesting when the developers *didn't* have a way to complete them in mind.  Instead of just putting together the developers' clues on what to do like in most other games, you can make your own solution.  Since both NRB and LLG are doable in BNW, I'd find those challenges to be less fun with twenty extra levels.


  4. When I am on the Unread Content page, and I hover over the thread title, it says "Go to first unread post" in the tooltip (which makes sense).  However, when I click on it I am taken to the OP in the thread.

    If I click on the date/time when the reply was posted (for example, "Wednesday at 06:36 PM"), it will take me to the first unread post (or maybe the latest reply, I'm not sure), so there's a workaround anyways.


  5. Hey guys, Bahamut is my favourite Esper.  Do you mind if we allow him to be equipped on everybody now?  We can rebalance Flare a bit to make it a bit weaker.  Then we just need to weaken Holy to maintain their duality, buff Magic Celes to account for this weakness, weaken Cure 2 because now it's OP on Magic Celes, lower the HP of undead enemies to make sure Cure 2 is still effective coming from the other characters, make Sabin's Fire Dance weaker to avoid him destroying Cave of the Sealed Gate, give Sabin more offensive magic to give him a magical option against enemies that Fire Dance doesn't hit weaknesses on, and...

    ...

    take all of Shadow's Espers away to make sure buffing Throw isn't too OP, and

    ...

    make a new Relic for Strago that turns his Ice spells into Fire Spells because we removed Raze, and

    ...

    and finally, give the Zantetsuken an extra 10 Evade to make everything perfect.

    • Upvote 2

  6. Hmm, this sub-forum's looking a bit bare so far, so I guess something should be added to it.  I said I'd do this months ago, but I finally got around to it recently.  Looking forward to seeing where else you go with this!

    This stage is a lot longer than the original, but more forgiving to make up for it.  There are no longer any tight jumps over holes, and you won't be forced to commit suicide because an enemy damaged the stage, which happened very easily before.  Other than an enemy knocking you down the hole, it's unlikely that you'll die in one hit.  Because the main threat is a large number of small enemies, the health powerups should keep the player alive unless they make some big mistakes.  This seems ideal to me for giving the player some close scrapes (this is Hard Type after all) while still easing the player into the game.  The larger stage also provides more time to introduce different enemy types.

    The level layout also feels a lot more involved, rather than being essentially a flat highway.  The level looks great as well, and doesn't feel romhacky.

    There's one path that I was confused about in the video, and I realized afterwards that there is a health powerup hidden at the end of the path.  This area seems like it's a little too long with too many enemies for the health powerup to feel like a reward for exploring it.  Instead, it feels more like the camera tricked me into going down a dead end with a bunch of enemies.  From a design standpoint, I feel like this area is supposed to introduce some non-linearity, but from a player standpoint it's weird.  This is the sort of area that feels like it would have a 1-up down it if lives were still a thing, but that's not an option for you, so I'm not sure what else to do with it.

    Also, at 12:16, when you touch the left wall here, a wheel guy spawns from behind.  This seems weird to me because it feels wrong for an enemy to spawn from the right when I'm moving left.  My guess is that if you move that wall one tile to the left, the wheel won't spawn from behind like that, but I'm not really sure.  Maybe this is intentional and you want to surprise the player though, IDK.

    Spoiler