Hart-Hunt

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Everything posted by Hart-Hunt

  1. Exactly. The upgrades will have different locations and orders (haven't decided on the specifics yet), but the whole habing Dash from the beginning is meant ro tell the player about the non linearity of the game. The stages will try to keep a more homogeneous difficulty as well (that doesn't mean easy though) instead of the old Hard Type, where difficulty varied quite a bit more. Bosses will be as tough as they come, though. You will have to earn every single thing.
  2. Update time! This is going to be a somewhat lengthy post. Something that's helped me get back and started was to replay vanilla's levels and analyze certain aspects of their theme and design. This is all for personal reference and it's not supposed to be "right" or "wrong", but it's just what I was trying to analyze within the stage. Chill Penguin: Theme: Infiltrate base of Chill Penguin in the mountains. Enter a back entrance to the Maverick's factory within the base of the mountain, which leads to a main ascending path leading to Chill Penguin. First section: - Exterior - Horizontal - With small hills, playing around with enemy combinations and types of attacks - Enter Cave Second section: - Cave Little room to menuver - Descending, bats chasing you slowly - Combining bats and spikeys, ascending with falling spikeys - Tight wall jump and ascending section to make sure the players knows the mechanic well - Get capsule Third section: - If you die, you get to do the whole level again: To re-experience the level again with dash, or to change levels and use dash in them if you Game Over - Horizontal section - Small jumps to learn how to dash - Combining dash with enemies you already know (Jammingers) - Introduce Flammingers - Use them with elevated platforms to get in their range - Descend with combination of Flammingers and Jammingers - Checkpoint Fourth section: - Get Ride Armor - Branching path: Either jump off the Ride Armor mid-air, or get into the lower path - Higher path rewards you with no enemies - Lower path has pits that require dashing - Ride Armor awaiting after a pits: If you don't dash jump, you get punched into the pit - All combined with firefly enemies - Get into ascending mountain Fifth section: - Ascending horizontal section - Jumps get harder - Introduce snowballs - Introduce snowball thrower. He has a blind spot under him - Introduce combination of the two - Get to boss room Now! with that said, and after doing the same for another stage (which I'll post some other day) I decided I had a solid idea for what to do on Chill Penguin's stage. In New Hard Type, I'm thinking the theme will be to climb a smaller mountain, get to a cliff at the end, then make a leap of faith jump to a second mountain, which you'll climb, either from the exterior of the mountain or by going through caves. At the peak of the second mountain, Chill Penguin waits. Here's an alpha preview of the second, bigger mountain. This would be after making the leap of faith jump, and there would be a checkpoint after said jump. You'll notice the cave in the middle that gets you further up. Note the red tiles are spikes. Tell me your thoughts, and let me know if that gives you ideas like these for this stage or any other in the game! Your ideas help me create better stages!
  3. I was actually given a very similar idea, I want to say it was by Yuyu or Nowea in chat, for Flame Mammoth's stage. A stage that's about descending, starting as a factory, and transitioning into a lava filled volcano (Very Mega Man X / Mega Man Zero like). And it could end up as you propose, in the "core" of the volcano / factory.
  4. Discord Shenanigans

    Quick edit with mouse all over the place to make you all cringe, for bonus points.
  5. Final Fantasy 5: the brainstorming

    Prepare for a guy who's never played FFV to destroy, or be destroyed by your mod.
  6. Will Insane Difficulty Come Back Online?

    I applaud Kyrios decision to share it.
  7. Will Insane Difficulty Come Back Online?

    Given the nature of how ID went down abruptly, if any of you see someone ask for ID, I'd ask anyone reading to reach them (with prudence) anf spreading the word on NG+.
  8. This hack is independent from"Old" Hard Type, but I don't mind (and would be neat) if some of the new designs are sort of inspired by Old Hard Type. Same deal with vanilla, it would be cool to take a concept for a stage from vanilla and expand on it. There are literally no preferences there. It sounds lame, and it kind of is, but figuring this out in a way that the whole game wraps and explores all of the cool ideas is my main roadblock at the moment.
  9. Hurricane Harvey Relief

    That's really good to hear. I didn't actualy know that, about the uncommoness of several landfalls.
  10. Final Fantasy IX - Work In Progress!

    The reason to not have all buffs be party-wide is related to character sinergy. For these things you have to consider that you play with a full party, each one fulfilling different roles. Zidane, for example excels at speed, which makes him useful for quick reactions to different situations. When your party is pushed, he can quickly recover the team with item spamming. Then you have to consider that in FFIX, you have two basic acts in a battle: You either deal damage to be closer to ending the battle, or you heal or buff or debuff the enemy, to gain tempo to theb do the former. Every action fits in one of those two categories. Considering that the White Mages in this game are not really White Mages, but Red Mages (because they can fulfill every role that is not tanking: Damage, Healing, Buff and Debuff to an extent), then having party-wide buffs offsets their role, makes them too powerful. The balance of a jack-of-all-trades cones when each action loses power. Also, garnet is crazy fast. Even more powerful. My solution? Keep Dagger as is, lower her damage. Lower slightly her HP. Lower slightly her speed. Consolidate her as a Red Mage Have Eiko be equipped with party wide spells. Protectga, Hastega, Shellga, and so on. Make her really squishy. Make her really slow. Consolidate her as a pure White Mage. In conclusion, whenever you're discussing a certain character design in a RPG, you always have ti consider its role in a battle. Vanilla FFIX did it wrong, where they made two identical characters with the same role. Which is terrible if yoy consider the richest thing about FFIX is that it forces you to play with vastly different clases.
  11. Weekly Tabletop Game

    I approve of this. I might google the games and see how they play, so if I join I know what to do to play them correctly. Cheers.
  12. As you might know already, the bad thing about romhacks, is that the creators have to do this on their spare time. These past few months were filled with a lot of adulting for me. School, job and my family took a lot of time from me and from being on the site. With that said, I will be catching up, slowly on this. Thanks for understanding, and I hope you all have a good day.
  13. Back from a needed vacation

    Thank you! I'm a long time regular, so you'll be seeing me around. And I'm the maker of the Mega Man X: Hard Type series. Welcome to you to NG+!
  14. New Hard Type Alpha Test/LP (v.0.0.5)

    It's been months, and this post was so well made, I feel bad for not having answered it. Thanks Lock, it's great to read this and it gave me a much needed feedback about the design. Given the structure of the game (Intro Stage -> 8 Stages -> Sigma 1, Sigma 2, Sigma 3, Final Battle) the intro stage was designed to have a lower raw difficulty than the rest of the stages. That said, you described it just as I intended it to be. More involved design, no more tight jumps, smaller threats slowly chipping you instead of big ones (Mega Man has a life bar, right? Otherwise it'd be something like Mario). There will be times to have different approaches, but this overall felt good to read. About the two things you mention. The one you mark at 12:16, the Spikey actually spawned from the right because you scrolled the screen a bit to the right, you simply missed it because you were moving left and right and thought the left scroll caused it. The non-linear part is there to introduce the concept of less linearity, as you figured, so the player thinks "Oh hey, levels might do this". And since I thought about the player "getting lost" I put a consolation health pick up. I might at some point in the future put an arrow or something that points to the right, so the player knows which way to go. That should easily solve the issue. Again, thanks for the feedback Lock.
  15. Short answer: It's not in my plans, but it might happen in the future. Only time can tell. Long answer: NHT is supposed to have a more reasonable difficulty, simply because of the superior design (all of this compared to HT). So, New Hard Type, despite its name (which I love because 1 Tradition, and 2 to make it clear it's not easy) should be more than enough to attract fresh blood to the scene. However, the non-linearity of Mega Man games is always an issue for a difficulty mod, because it's a lot more difficult to make a good difficulty curve when the game is not lineal. If the game ends up being too difficult, be might see. One last thing, NHT is supposed to be easier than MMX2HT and MMX3HT. So again. Time will tell.
  16. NG+ Member Pictures

    We all know you're the evil one. Btw, those pics look awesome Elric. Already saw your ninja ofc. And I always love that pic BTB rofl.
  17. NG+ Member Pictures

    It's like seeing my evil twin.
  18. NG+ Member Pictures

    Random pic of me at my bedroom.
  19. Randomizers can be insane

    Nice, the MMX one is included. That list should include the FFT one that's been uploaded here, which I was gonna say looks insane, and I really want to try out.
  20. I have similar feelings, but they're a bit more negative, yet constructive the same. The changes that were done were good and refreshing, but for the mod to feel like a complete experience worth playing (especially on a pretty long game like IX), then more and radical changes should be done to the enemies / bosses / equipment / skillsets (which is the main scope of the mod, a reimagine / rebalance of the original). In general, I felt like I was playing the same game, except for some ocassional moments, and I wish those moments weren't so ocasional.
  21. Well, if EVERYONE'S gonna say hi

    Hey everyone, name's Hart-Hunt. I'm the average guy who's not afraid to say it out loud. Talk to me about anything - From platformers (Mega Man X is my passion) to strategy / RPGs, to music, to what you ate last sunday. Reach me via PM if you need anything in regards to the site. Ignore me if you think I'm boring - But wait to see me pop up in Discord at say 3 am after a few drinks, and I might change your mind. What I like the most about this site? Its logo. It is a huge plus.
  22. Lurker checking in

    HI! WELCOME TO THE-- He's gone x.x
  23. Hello All

    Welcome guys! And in behalf of the FFT community, thank you for all of the tremendous work you've done over the years! We're happy to have you around. I'm a lurker of FFH as you may have deducted.
  24. Tip on registration

    Reading all of the stuff bots do just to ultimately spam people makes me rage really bad. The insight is appreciated from someone who knows nothing about it.
  25. Who's your MVP?

    Ninja is my MVP. Jus' sayin'.