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Everything posted by Emmy
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That is something that exists in vanilla, and to my knowledge no one has attempted to remove it in any mod. It's not so much intentional as it is likely a pain in the ass asm hack to write to fix vanilla's bug.
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I think it has something to do with an ai hack I was using, which is supposed to make characters ignore Golem's processing if Golem isn't present, along with increasing frequency of stat changing moves; but it seems to have other negative consequences. Not sure if the hack was busted or if it just doesn't work alongside other changes that I have made, but I'm going to be reverting those changes in 3.01. Thank you for letting me know.
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final fantasy 9 Mod FF9DangerFire 1.2 (PSX Only)
Emmy replied to Tedrainbow's topic in Development Discussion
No new commands for Quina? 0/10, will not play -
new feature Short links -- perhaps with rebrandly.com
Emmy replied to Kaffe Myers's topic in Site Suggestions & Questions
This would be excellent for the people who use Twitter. I don't, but people who do could bring us traffic. -
Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is not complete (about 1/4 - 1/3 done) but the part that is done is fully playable. http://jmp.sh/hSQ54Mw
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Now have an official download section! Thanks Kaffe! Version 0.04 up. Change logs of this and subsequent versions will go there now.
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Version 0.06
170 downloads
Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is a long player level (20x20 map) with internal scripting. Version 0.04 changes: 1. Game is now 99% stable! All sections have been tested except for part of a very hard secret section. Everything works as intended in these sections except for one cutscene which just doesn't show up for some unknown reason, and some weirdness with a scene in the secret section. 2. Toned down a lot of stupidly difficult rooms, such as those in the green ? section. 3. Fixed a few rooms that were impossible due to broken scripts, poor platform placement, etc. Everything in the normal part of the game is now possible. 4. Hellevator section is now possible! Moderately hard but loads of fun. Unfortunately the special scene (which is supposed to trigger upon beating it) doesn't show up and the characters just stand there. 5. First part of the secret section has been confirmed as possible. This is HARD (I died 1767 times in testing this). Haven't tested after that point in the secret section yet though.-
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Version 0.03: http://jmp.sh/kouav0D Changes: 1. Areas 2-7 focused on in this update. Most of the rooms in these areas have been cleaned up a bit in appearance. Warp Zone/Branching Out are now numbered. 2. Several rooms that were impossible before due to buggy scripts or bugs from the original game are now possible. Notable examples: Jaws, Meet Me Halfway, On A Pedestal, Pushing My Buttons, Perseverance, On A Tangent. 3. Several rooms have been toned down in difficulty. Notable examples: Son of Beast, Arctic Conquest, Don't Close Too Many Doors, This World Will Do A Number On You, Long Division, Now Think Outside The Box. 4. Several rooms that were a bit boring were just remade. Notable examples: Cosine Wave, Go Bananas, Verruckt, Ahead Of The Curve, Gemini. 5. Several rooms that have poorly synched enemies or odd enemy behavior due to room scripts have been reworked. Notable examples: A Slight Detour, Hope You Made The Right Choice, Foreclosure, Carve Your Own Path.
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Just in case you're not familiar with VVVVVV: http://store.steampowered.com/app/70300/VVVVVV/ Due to the way the game works, I had to wait until my map was completely filled before testing again, otherwise trinkets/crewmates might disappear. This is version 0.02, which is a filled map. It is only partially tested. http://jmp.sh/kouav0D Screenshots:
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Replace Tetra Master with Triple Triad
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Auxillary downloads section for mods
Emmy replied to seibaby's topic in Site Suggestions & Questions
Good idea. This could also be useful for new projects that aren't established enough to get their own download in the main section. Such as if a new user came to the site and wants their mod hosted, or established user is working on a different mod. -
New FF8 Mod (New Threat) - Discussion Thread
Emmy replied to Sega Chief's topic in Development Discussion
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1. You need a game that isn't run by one of our community members, otherwise it'll be a blowout. Probably either a short category or a short game in general also, since a longer game/category will be a huge time investment to learn and watch the tourney for. 2. I like the modding contest idea better. Something with an intuitive enough editor that a beginner modder could create a stage of a game in a day or 2.
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Is the Water Rondo still missable?
Emmy replied to Echoherb's topic in Final Fantasy VI: Brave New World
Any chance maybe of having some random location be considered water tiles? Such as Dinosaur Woods, or putting a random oasis in the middle of the desert? -
Monster Tactics : Augestein Adventure
Emmy replied to Augestein's topic in Final Fantasy Monster Tactics
You'd have to know the base raw values and growths, and how to level them to whatever level you want. These have been changed from vanilla. Otherwise it's pretty much the same. -
Monster Tactics : Augestein Adventure
Emmy replied to Augestein's topic in Final Fantasy Monster Tactics
Sent you an edited save through Discord. I tested it, so it should work on 3.00. -
fft 1.3 NORTH WALL OF BETHLA GARRISON YA'LL!!! (after 3 years in the making)
Emmy replied to Xios's topic in General Discussion
Welcome to ngplus. I forgot that topic existed, and had moved onto bigger and better things since then.- 15 replies
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Weird formatting on your post, so I'm going to find/address as many of these questions/concerns as I can find: 1. woah Thieves are powerful. Or lucky? He one-shot Ramza with a Throw Stone. - Throw Stone was changed to randomize between higher values so that it's more usable throughout the game. Sounds like you just got unlucky. 2. Also, looking at Delita, what's "Arc" range on last couple attacks? - Arc range = targeting is the same as a longbow. 3. What's the equation on Potions? - 50% max HP, capped at 999. Does not reverse on undead. Ethers are also fractional (50% max MP). 4. though a duo of Self Destructs comes to mind; I tried to use one to take out all three Goblins when they grouped up, and it did... like 15 damage, though when one of the Bombs used it on me it did like 78 or something. - Self destruct's formula = Max HP - current hp. 5. Also, what's with Floatiballs and their Counter Magic damage? Mine randomly did like 172 damage on a counter attack? - Counter magic (also counter) recalculates the damage using the Flotiball's stats. Flotiballs have 255 ma multiplier, which is much higher than anything else. 6. Wait, they're Immune to ALL non-Dark damage types? They're immune to Nanoflare, even, which is non-elemental, but not Repel. - Jellies have Runic (like Blade Grasp, but for spells). They also have high magic evade and magic damage reduction. Repel is physical and non elemental, so it goes right through all that. 7. On the second try, I managed to scrape through, though I'm not honestly sure how to get around guys with MP-Switch and Move-MP Up, or Auto Potion. - Status effects are very important. Petrify and Frog don't care about the Move MP up/MP switch combo. Even minor statuses like Poison, Rasp, and Don't Act can help with that and more. 8. Also, am I supposed to not be able to see enemy monster skills? It's either blank, or it'll say whatever they have in vanilla which I assume are changed to FFMT values. - This feature was new to 2.53: Display improved to go along with random ability code and to make it easier in ch 1. On baby units that have no randomized/additional abilities in battle and are player controlled, the innate abilities appear instead of the action abilities, so that the player can tooltip these. Going to Unit List, the action abilities still appear so that the player can tooltip these. If randomized abilities exist, these will appear instead of the innates. Full example in the change log: http://ngplus.net/index.php?/files/file/19-monster-tactics/&changelog=17
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Not sure about Patty, but in case you missed it, Panga World was another fun couch. https://www.twitch.tv/videos/157295442?t=28h33m04s
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As was said before, maybe mention it in general or development. Also, maybe try to get its creator as part of the community? The more, the merrier!
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Copied from the FAQ: Mind Shield - Damage taken by this unit is reduced by 1% for every 2% of MP is lost by the unit. This is fractional reduction based on mp current to unit (it does not stack with itself). Division truncates, so the case of odd numbers in calculation will give the additional point of damage to the attacker. Only affects XA*YA based formulas. So for example, you have 800 max mp, and 600 current. You've lost 25% of your mp, so damage is reduced by 12.5%. If the damage dealt would have been a fraction, such as 90.4 damage, it will round up to 91.
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Looking forward to Saturday's runs for a couple reasons: 1. Super Metroid is on Friday so no more kill/save donations. 2. My 2 favorite non-MT streamers are running then. Unfortunately I'm working and will just have to catch the vods. My main recommendations are for the Panga World and MM runs on Saturday.