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About MysticLord

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  1. Recent posts?

  2. Recent posts?

    Is there a page which has a digest of the most recent posts that I can scroll through to quickly get up to speed on what's new here?
  3. Hello from MysticLord

    Software Repo: My interests include programming, disc image i/o, and reverse engineering. I'm currently on hiatus due to work, but I can answer questions to help you with anything I know. I took over the editor for SaGa Frontier from a friend and improved it. The disc image input/output code he and later I wrote should be very useful to anyone working on a disc based game. It was designed to be very easy to adapt and extend (once you grasp it) by moving the locations of files and data to be edited to text files. You can write an editor by changing these files, then writing a GUI editor and the logic for editing the data structure used to hold the data. Once I am done with work I intend to finish the SaGa Frontier editor, extend its disc capabilities to include file and directory interaction, port it to C, and develop editors for other disc based games.
  4. What happened to FFT+?

    I don't post there and would rather not so I wouldn't know.
  5. What happened to FFT+?

    Dome dissppeared too.
  6. Hey I've been meaning to catch up to you, do you have addresses and specifications for the data you found?
  7. [X1] Stage concept - Design Discussion

    I'm not sure what low-hanging fruit are available with the MMX scripting systems, but in vanilla there are several instances where conditionals occur based on what happens in previous stages. If this can occur while you are in a stage (defeating a miniboss drains changes water levels in another area) doesn't seem possible, but it would be cool.
  8. Vagrant Story Rebalance Mod

    Does the auto-healing buff still cancel on damage?
  9. [X1] Stage concept - Design Discussion

    The Launch Octopus stage should be thematically all about water. Fighting in shallow water, deep water, underwater, the surface near water, and (if the game allows it) around moving water like streams and waterfalls are all different. A good interstitial zone would be a cave system with submerged areas, air bubbles, varying water depths, and moving water that shoves you in different directions effectively limiting you to one-direction movement in some cases. If the starting area is this central zone, then you can implement metroidvania mechanics and actually finding the boss (as opposed to a miniboss or a dead end with a hard to reach item and lots of enemies) is difficult. Note that these dead-ends should be conditional, there should be a reason to come back later when you have mobility upgrades (double jump, gliding/floating, dash, dash jump, head bash, a buster upgrade/weapon that can destroy some class of obstacles, limited flying/hovering ability). Geysers that push you up in the air would be interesting too. A vertical area with platforms sticking out of a waterfall and streams that are blocked/diverted in some places by other platforms (in terms of fluff, they lead to caves in the background or foreground) would be cool. Falling wouldn't be lethal, but it would be annoying. The Chill Penguin mountain you shared above could use a cave system in that empty space, or maybe some floating platforms leading to who knows what. Your option is either single-path with middling difficulty or multiple-path with higher difficulty but in different ways on each path.