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Update info on Final Fantasy Gaiden!
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KainMinter
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Joined: 10 Jan 2004
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PostPosted: Thu Jan 22, 2004 1:21 pm    Post subject: Update info on Final Fantasy Gaiden! Reply with quote

Halo!
Things have come along very well since Shaede posted our last update!
Here's some more exclusive screens for everyone to eat.



Here we are showing off some of the locations early on in the game. Moogles will be around in various areas to save your progress.



There will be many towns and villages in the game, with different looks and feels. (only a select few shown here though) Pleanty of diverse and interesting dungeons to explore in the game too. We cant show you EVERYTHING now.. you have to play to see them yourself. ^^



As you can see, there are enemies a pleanty. There are some familiar Final Fantasy monsters, such as the bombs here, and many new ones too.



Estimated, there are more than 200 enemies in the game, not to mention the bosses, the super bosses, and even "notorious" monsters.


There are some other noteable points to our game that cant be seen in the screens. The story is long and changes directions as it further develops into the game, and it will be enchanced by having the characters change emotion on the screen (FF6 style). There is an intricate ability system that allows you to have more choices on how you develop your characters. There are several fun mini games within the game if you decide to take a break from the regular story. Plenty of side quests and secrets, enough to keep any "do everything" RPG fan busy for hours.

I'll post up an entry in the game list with all of the key features bulleted if you would like to know more, or you could ask Shaede or me any questions.

We'll be posting more updates in the weeks to come! ^o^
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Iblis
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PostPosted: Thu Jan 22, 2004 2:43 pm    Post subject: Reply with quote

I don't really like the all-caps font, but I could live with it.
In the bottom right screen shot in the first group, the grass has a huge grouping of dark pixels giving it a major grid.
Mostly it looks great though.
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TMC
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PostPosted: Thu Jan 22, 2004 4:11 pm    Post subject: Reply with quote

The screens look pretty good, but I'm struck more than ever by how flat the tree tops look in the forest scene. You could probably improve that by using 2, 3, or 4 tiles instead of one. But it sticks out mostly because everything else isn't flat, so good job.
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Shaede
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Joined: 08 Jan 2004
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PostPosted: Thu Jan 22, 2004 4:55 pm    Post subject: Reply with quote

Quote:
I don't really like the all-caps font, but I could live with it.


Oh? Not suicide worthy?

But, about the repetition of tiles, we're talking about the OHR here. Tiles are going to be repeated. And often. Unfortuanatly, we have a very limited palette and tile sets to work with. Many of the complaints people have made so far have been on things that cannot be helped because of the limitations of the OHR... so please keep that in mind when you offer advice, 'kay? We really do appriciate your replies, though. ^^
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Lucier
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Joined: 06 Aug 2003
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PostPosted: Thu Jan 22, 2004 6:21 pm    Post subject: Reply with quote

The only things I find even mildly unattractive are things you guys probably can't help, so I've just got to say that overall, this game looks great. Everything looks nice, and those house interior maptiles and battle backdrops look especially excellent. I'm really looking forward to playing this game.
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CloudX




Joined: 08 Jan 2004
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PostPosted: Thu Jan 22, 2004 7:43 pm    Post subject: Reply with quote

So far this looks like one of the BEST ohr games ive ever seen. The graphics are incredible. This is going to be one of those get the the fridge and blankets ready, im going in! kinda games. This in turms of graphics, is worthy of being a playstation game. If only you could use 4-32 bit graphics, then we would have one hell of a game here!
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Flamer
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Joined: 04 Feb 2003
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PostPosted: Thu Jan 22, 2004 10:10 pm    Post subject: Reply with quote

the screenshots looks great, but griddy... you can improve them without using extra maptiles... but seeing as you are not willing to do such a thing, i think this is where your downfall will be.
the grass can be improved to not look "as" griddy.
i'm a bit disturbed by how the moogle looks, and how some of the characters resembles FF6 characters. but meh.

that's my critism, i'm still looking forward to this game, so if you feel offended don't be, i'm only pointing out the weaknesses of the game.
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The Wobbler




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PostPosted: Thu Jan 22, 2004 10:21 pm    Post subject: Reply with quote

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RedMaverickZero
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PostPosted: Fri Jan 23, 2004 2:38 am    Post subject: Reply with quote

Wow... Those graphics are very very nice. I'd say the battle backdrops look the best in my opinion, because of the fact that they look so detailed and all the enimies seem to look near perfect in that environement. Good job. But I guess I get a lil picky sometimes, but the walkabouts and hero graphics look a lil sketchy and the black outlines kinda make em stand out to the color outlined graphics. Other than those minor things, this looks like a very enjoyable game.
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Shaede
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Joined: 08 Jan 2004
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PostPosted: Fri Jan 23, 2004 4:48 pm    Post subject: Reply with quote

Flamer wrote:
the screenshots looks great, but griddy... you can improve them without using extra maptiles... but seeing as you are not willing to do such a thing, i think this is where your downfall will be.
the grass can be improved to not look "as" griddy.
i'm a bit disturbed by how the moogle looks, and how some of the characters resembles FF6 characters. but meh.


Alright my properly named friend, calm down. I never said that. I wholeheartily encourage you to upstage our game with your own, though, if you think our work is disturbing or will lead to our ultimate downfall and possibly bring forth the nine furries of the apocalypse.

PHC wrote:

To make this post more legitimate, I'll just say that the world map picture looks bland compared to the others, probably because the grass tiles in those forest pictures look great, and the world map's are just too plain when compared to them. I also do not enjoy those brown outlines between the grass and snow. Just make a couple "transition" tiles that are partially grass and partially snow, and it will probably blend together a lot nicer.


Yeah, the overworld was left a little bland in comparison because of it's overall size. We were actually forced to resort to sprites for many of the details, and even that didn't open much for us. Maybe we can add more to it, but as it looks now, that probibly isn't possible.
Sorry, though. The brown cliff outlines stay. So, um, there.

We focused a lot on the monsters, so its nice that you like them, RedMaverickZero. The battle backgrounds literally take an entire day to finish. The black outlines are there to give it an old school Final Fantasy feel, though. If you remember, all the FFs up to 6 had black outlines. I think its kinda grown on us.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Fri Jan 23, 2004 4:49 pm    Post subject: Reply with quote

Graphics look nice, but I'd like to hear more about the Gameplay (if you are willling to reveal that). Also, is the story a re-make of a FF game, or a continuation, or does it just take place in the Final Fantasy universe?

Graphics looks very nice though. A few things are annoying (some enemies, the world map, and those town rocks), but they don't need to be changed. I love the battle backdrops, especially the town one. Nice work so far. If your have gameplay and story to match those graphics, this will be an incredible game.
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Shaede
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PostPosted: Fri Jan 23, 2004 5:24 pm    Post subject: Reply with quote

Its not a remake or a continuation. Its it's own unique world. Unique characters. Unique story. Just like every Final Fantasy. The story itself is deep and involved. The one thing I take the most pride in is creating a good story. Also, the plotscripting for the game (and minigames) in itself will be impressive, I assure you. The cardgame's plotscipting alone is 36k, three times as large as even OHR Tactics. We're trying to create a game that is impressive in every aspect, not just one. Thats why you see us talk about it with so much pride.

I can say a few things about gameplay:
The gameplay is very simular to any Final Fantay (and even more simular to OHR games). The ability system revolves around cards, which you can either store up and create decks with to challenge NPCs to a card game with (and thus win new cards), use on your characters to teach them new abilities (consuming them), or equip to inprove various stats or abilities. In the end, it shouldn't feel like you're playing an OHR game.

I certainly don't want to spoil much about the gameplay, though. RPGs are at their best when explored by the player. With any luck, we'll be able to swiftly release this game. But, as it stands right now, it'll still be some time.

For those who like to know total size, I've estimated the game's final size to be around 96 MB. Its very sketchy, though. It could easily get larger. I know thats pretty harsh for an OHR game, but when its done I'll be hosting it, myself. So, apologies in advance to dial-up users.
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T-Master




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PostPosted: Fri Jan 23, 2004 5:41 pm    Post subject: Reply with quote

That is a ridiculous file size. The game I am working on possesses 300+ screens and is barely 27MB. What do you have that is taking up so much space?
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KainMinter
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PostPosted: Fri Jan 23, 2004 6:19 pm    Post subject: Reply with quote

Quote:
I don't really like the all-caps font, but I could live with it.
In the bottom right screen shot in the first group, the grass has a huge grouping of dark pixels giving it a major grid.
Mostly it looks great though.

I find the font hard to read sometimes as well, despite my fondness of it. Maybe ill play with it some more later to make it more legeble.
At far as the grass, i did my best, but making tiles "tileable" is one of my weak points. Oh well, eye sores for everyone! ^o^

Quote:
The screens look pretty good, but I'm struck more than ever by how flat the tree tops look in the forest scene. You could probably improve that by using 2, 3, or 4 tiles instead of one. But it sticks out mostly because everything else isn't flat, so good job.

I discussed this with Shaede, and came to the conclusion that 4 tiles would just variate the flatness rather than add another level of depth. In order to fix that problem all pretty like, id need to use at least another whole 13 tiles to make a new "layer" of leaves with all the required edges. If it wasnt for the fact that the tileset in question wasnt already full to the brim, We'd also have to hope that all the tree areas on the map have room for that extra content. Too bad though.. Ill make sure to spare the room in my next forest blockset and try this meathod out for sure. Thanks for the inspiration there!

Quote:
But, about the repetition of tiles, we're talking about the OHR here. Tiles are going to be repeated. And often. Unfortuanatly, we have a very limited palette and tile sets to work with. Many of the complaints people have made so far have been on things that cannot be helped because of the limitations of the OHR...

This is very much true. ^^;;

Quote:
the screenshots looks great, but griddy... you can improve them without using extra maptiles... but seeing as you are not willing to do such a thing, i think this is where your downfall will be.
the grass can be improved to not look "as" griddy.
i'm a bit disturbed by how the moogle looks, and how some of the characters resembles FF6 characters. but meh.

Ow my downfall! X_x I guess my griddy tiles will cause my untimely death after all. I knew it!

I seriously tried my best to "Ungriddy" the grass, but the task was just too much for me. I tried 2 meathods too, and this was the best i came up with ^^. If i figure out a better way later, I'll fix it though. Im "willing" to do that for you buddy!
And as shaede mentioned, the character sprites are tring to imitate final fantasy 5 and 6 style goodness, for that happy oldschool feel. Hope your eyes dont burn too badly from my ugly poo sprites there ^_~

Quote:
To make this post more legitimate, I'll just say that the world map picture looks bland compared to the others, probably because the grass tiles in those forest pictures look great, and the world map's are just too plain when compared to them. I also do not enjoy those brown outlines between the grass and snow. Just make a couple "transition" tiles that are partially grass and partially snow, and it will probably blend together a lot nicer.

Shaede was right about this one, it was meant to be a farther away view, so if i seperated the strands of grass it would just make it look kinda funny with those tiny little houses and trees. >.>
As far as the brown edges... we'll see. I never noticed how plain it was before, but Shaede already made the flow of the world map sort of depend a little bit around the snow being seperated by a cliff side.... mmmmm... oh well. maybe ill "upgrade" the cliff later.. saa..

Quote:
That is a ridiculous file size. The game I am working on possesses 300+ screens and is barely 27MB. What do you have that is taking up so much space?


300+ screens is a whole lot! wow! amazing indeed! It was just an estimate based on the current content and filesize compared to the planned content and filesize. We could be wayy off ^^;;

Well, thanks for all of the feedback everyone! I'll try to not disapoint everyone with the future updates. Jya! Im off to slave, er i mean work on the graphics some more. *Sigh* >.>
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Iblis
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PostPosted: Fri Jan 23, 2004 6:25 pm    Post subject: Reply with quote

Quote:
At far as the grass, i did my best, but making tiles "tileable" is one of my weak points.


It's a simple task to do. Simply find areas that are big chunks of once color and break them up with lighter colors. It won't totally eliminate the grid but it would look a lot better.
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