The RPG Duelling League

RPGDL Games => Game Design and Modifications => Topic started by: Meeplelard on April 21, 2008, 09:11:44 PM

Title: Meeple Fantasy 6
Post by: Meeplelard on April 21, 2008, 09:11:44 PM
Yes, it still exists.  No, it doesn't have an update publicized yet.

For those who don't know, its a big Meeple Fan hack...as in, yes, its a hack of FF6 dedicated to myself, but its made in such a way that most can enjoy it!  Anyway, a slightly not fully updated version exists here; there were some changes since its linked to but whatever.

For a quick recap...well, nearly everything in some way that isn't related to map editting!  Be it something minor like "Terra now wears Black instead of red" to "Shadow is now Tir McDohl from Suikoden" to "Wait, why is Altima a High Godlike now?"  is in this game.  Complete skillset overhauls exist too for the most part!  Yeah, its easier to play and see what I mean <_<

Anyway, here's THE GAME ITSELF! (http://www.mediafire.com/?pz2ds742b642koj)

Its an FF6 Hack, mind, so you'll need an FF6 rom...by which I mean "FF3 SNES"; some stuff MIGHT be compatible with FF6j, but it sure as hell won't work for FF6 Advanced....just use an FF3us Rom and make your life easier.

To patch if you don't know...just go Google "LunarIPS" and the instructions are pretty straight forward from there.  I'd tell you the shortcut method but that doesn't seem to work much, so yeah, just use LunarIPS.

EDIT: IMPORTANT DETAIL REGARDING PATCHING!!

When patching the game, make sure it is a version with the Header.  The way you check is simply check the file size of the rom.

The Rom should be 3,146,240 bytes large.  This apparently will not be different between the 1.0 version vs. 1.1.  This is apparently the cause of the Item Bug where Item Command becomes unusable.  So please, before complaining about this, be sure to check your rom size BEFORE patching the game.
Title: Re: Meeple Fantasy 6
Post by: superaielman on April 22, 2008, 03:46:19 AM
Hades Gigas=Kongol.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on April 22, 2008, 04:05:39 AM
Which would logically make Borras = Ayne.
Title: Re: Meeple Fantasy 6
Post by: Anthony Edward Stark on April 22, 2008, 05:42:18 AM
I propose that the Bomb be renamed "Sack."

And the Grenade? "Blacksack."
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on April 24, 2008, 10:03:28 AM
Could add more VP characters as randoms?

Like... Yumei might be a fun substitute for any of the water monsters you're looking to replace. Her sprite's a little complicated on colors, but that can be reduced without much loss, I would think.

Alternately, steal your favorite one and start replacing magic-using monsters with a "VP Mage" random - could use a Mystina sprite, perhaps. Might run into the same color issues, but they aren't hard to reduce to the correct specifications with most image programs. Hell, even paint could do most of it.


You could replace some of the insect randoms with Faeries from RPGs. Take your pick - BoF, Growlanser, even Zelda if you allow that to be considered an RPG in any sense. They could be joke-style enemies that only heal you, a la Wild ARMs and DQ games.

Anyway, that's what comes to mind based off of what I remember of the original enemies from this list. I'll look into it more carefully later, this is pretty interesting, though I'm not fully familiar with the limitations.

-Djinn
Title: Re: Meeple Fantasy 6
Post by: Cmdr_King on April 27, 2008, 03:58:49 AM
MF6 requires 100% more Crisis Core hype, in the form of random Clouds and Zacks!
Title: Re: Meeple Fantasy 6
Post by: Cotigo on April 27, 2008, 07:13:04 PM
I do not second this motion and bring forth countermotion A: CK smells and his opinion should be ignored.  Can I get a second?
Title: Re: Meeple Fantasy 6
Post by: SageAcrin on May 08, 2008, 10:04:09 PM
*Ipooh, Ursus, Slatter, Prussian, Gold Bear (8 colors, 64x64)

---

Fanbird, Black Chocobo, Red Chocobo, Blue Chocobo, Gold Chocobo.

Order change as you see fit, it worked off the top of my head.
Title: Re: Meeple Fantasy 6
Post by: Tonfa on May 08, 2008, 10:18:54 PM
Beakor, Sprinter, Kiwok, Abolisher (16 colors, 64x64)

Gorem, Assashin, Y Burn, Clarken
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on May 17, 2008, 03:30:45 AM
Ok, ideas I've accepted:

Hades Gigas -> Kongol, and likewise, Borras -> Ayne.

The Cloud/Zack Idea, they replace Cruller and Enuo.  Unfortunately, "CK Smells" is not a valid reason to ignore an opinion, ESPECIALLY when the person making a "They smell" comment is Zenny.

The Chocobo Idea has been accepted...except I made them from different enemies.  Namely Chickenlip/Cluck, and Anemone+its two palette swaps.  Reason? The Chocobo is a small sprite and I didn't want to waste it on something that's 64x64
(also, this means there won't be any fanbirds.)

Lastly, Tonfa's Engrish Names have been accepted!  The enemies aren't having anything done to their sprites, but their stats and scripts are going under minor tweaks based on their name!

Anyway, keep the ideas coming...or at least, I can pretend you're throwing a bunch at me <_<
Title: Re: Meeple Fantasy 6
Post by: Grefter on May 17, 2008, 06:39:39 AM
Ahhhh dammit I can't remember the weird move name the Gorems will have to have, Mokujinken or something?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on June 20, 2008, 01:48:33 AM
Just noting that I'm still open to ideas! Also reminding myself to actually cross off randoms as I keep killing them off.

A few more things died recently and such, such like Bombs are now Shy Guys.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 04, 2008, 04:24:35 AM
ok, more things have been replaced!

Beavers and Psyduck have replaced stuff in the Lete River.  Yes, there are Spyducks too.

Goldfly replaces those weird hornet look alikes, Bunny replace those stupid plants, Vultures are replaced with...well, something remotely interesting!

Anyway, yeah, I'm still open to ideas and such! <_<;
Title: Re: Meeple Fantasy 6
Post by: Xeroma on July 04, 2008, 04:35:50 AM
Are there any random enemies left to change?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 04, 2008, 06:52:29 AM
Check the list, and see what isn't crossed out.
Title: Re: Meeple Fantasy 6
Post by: Clear Tranquil on August 22, 2008, 05:10:06 AM
SO3 noble quotes -

My money, my money ... ohhhh ... my money!

What ... what do you think you're doing!

Oh please ... if you'll only spare my life!

I won't forget this!

I HATE you

Just what I remember off the bat >.>

Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 16, 2008, 04:28:37 AM
Ok, a roughly complete version is finally up!  All that's left are minor tweaks here and there!  You will have to find the link yourself in the first post; it is cleverly HIDDEN!
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on February 13, 2009, 06:24:49 AM
Random update or something to MF6!

Now I thought I was done, but then I decided to put Dissidia References to all the characters from that game in!  These are primarily minor things like renaming equips but yeah...

...someone than mentioned "Shame you couldn't do FF6a and make even MORE ENEMIES!" or something, ending with this idea...

...then it occured to me "Wait! What about more Super Boss randoms, running off the same idea of fighting the 8 dragons all over again?"  It also occurred to me that I liked FF6a's Kaiser Dragon, so figured I should give a nod to him.  So I present to you, FF6's 10 new Super bosses!  Also, a few older ones just to remind you they exist <_<

First off, the RETRO ONES!!! ...not including the Trinity since I lack a file that they're not dead in at this point, and besides, they're not randoms!

Pokemon's version of Jesus (http://img19.imageshack.us/img19/9885/finalfantasy6300009ce6.png)
...now if only I could get the "Wall Change at start of every fight" thing to work properly, instead of it only working on his first fight...

Cause of much pain and suffering for all the wrong reasons in BoF3! (http://img150.imageshack.us/img150/3049/finalfantasy6300010hi9.png)
Not really a super boss, but figured I'd toss them here since they're fought in the same area, and no slouches.

...self explanatory... (http://img27.imageshack.us/img27/8826/finalfantasy6300011zr5.png)
These two were the original super bosses of MF6, but...well, they're still probably better than most of the Super Dragons, but they're not intended to be #1 anymore.

EDIT: Picture is out of date; one of the two has been replaced with something that was more in demand!Namely Marill -> Piplup.

All of these are fought in the former Dinosaur Forest.

Now for MF6's version of Dragon's Den!  Note that a few of the older Dragons got punted for fresher, new ones.  No, the ORIGINAL Dragons didn't die, just the Upgrade forms got them replaced with something else.

Elfboy Fanservice (http://img25.imageshack.us/my.php?image=finalfantasy6300007wa1.png)
Location Fought: Forest South of Domremy (formerly known as Kohlighen)

The Dragon Maiden (http://img14.imageshack.us/my.php?image=finalfantasy6300006jf2.png)
Location Fought: Desert on Solitary Island.
(She replaces Zog, if you care)

Badass from FF6...THE RETURN! (http://img502.imageshack.us/img502/7977/finalfantasy6300000yc7.png)
Location Fought: Desert south of Galia (formerly known as Maranda)

Draco Meteor Not Included! (http://img26.imageshack.us/my.php?image=finalfantasy6300001rx9.png)
Location Fought: Forest/Plains West of Filgaia (formerly known as Thamasa)

NOTE: Plains and Wasteland are in fact different terrains, despite the same background.  Basically, Plains are where its still green.

EDIT: Out of date pic.  He has been replaced with a more original idea, rather than a cheap "upgrade of previous boss." Namely Godzilla. 

Golden Haired Bishie! (http://img14.imageshack.us/my.php?image=finalfantasy6300002gb7.png)
Location Fought: Big Ass Desert where the Wrecked Ship (aka Figaro Castle) is...and I mean BOTH Deserts.

Pink is Styling now! (http://img6.imageshack.us/my.php?image=finalfantasy6300003id5.png)
Location Fought: Deserts near Yorkland (aka Tzen).  This was actually planned cause its near a mountain, see, which is said character's native area!

Be Happy He's Not in Drakkhen (http://img7.imageshack.us/my.php?image=finalfantasy6300004xc8.png)
Location Fought: Triangle Island.  Not limited to the forest, despite how this pic may give you that implication.
(he replaces Dragonite, if you care)

Three Heads are better than one (http://img22.imageshack.us/my.php?image=finalfantasy6300008gi8.png)
Location Fought: Forests near Galia (aka Maranda)
(he replaces Ice Drake if you care)

EDIT: Like Specsmence, out of date pic, replaced with a different idea.  Note the enemy is still in the game, just downgraded to a generic random elsewhere, instead of a super boss.  The Super Boss still uses this sprite, just different coloring. Yeah, its King Ghidorah, what about it?

And the dummied guy from FF6 whose the "leader" (http://img18.imageshack.us/my.php?image=finalfantasy6300005nv4.png)
Location Fought: Solitary Island Wasteland.

All these encounters are 1/16 chance if you're in the right spot.  Note that you can run from most of them, barring two of these random encounters.

And finally, not themed with the above, I credit CK with this boss as he came up with the idea and said something like "It'd be the perfect ultimate enemy for MF6!" and I really couldn't argue, so I decided to actually go through with it!  So I present to the ...

MF6 Ultimate Enemy! (http://img9.imageshack.us/img9/1917/finalfantasy6300012fa6.png)
Location Fought: Where there are Beaks (aka Dark Winds) and Rabites (aka Leafers) in the World of Ruin...and no, I don't mean the Veldt.

Where did I find that sprite?  Was randomly looking at art on Deviant Art and happened to stumble across it and went "Wow, that's perfect!"  It was actually different color in the hair (take a guess what color <_<), but after having to lower its size to half (initially too big) and decrease color depth to 16, the hair color just HAPPENED to end changing to the same color as said character's default anyway (or very reminiscent of it), so in the end all ended up well!

I have one more idea for a super boss, and might go through with it, but...debating.  That idea being Super Boss Ultros.  Opinions on this idea couldn't hurt <_<
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on February 13, 2009, 11:41:18 AM
Request for stats on the new enemies! I wanna know what the Ultimate Enemy's skillset looks like at least.

-Djinn
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on February 13, 2009, 03:45:05 PM
Most of them are suped up versions of their original selves, possibly with a few extra quirks.  I'd rather not give them away, since you know, that's kind of the fun part!

I had to be careful not to go overboard with "lol MT OHKO ITD damage" especially in a game with limited Auto Life, so don't expect much of THAT.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on May 10, 2009, 12:41:40 AM
UPDATE UP AND SUCH! Also, now that its up, if my computer explodes, DATA WON'T BE LOST! BWAHAHAHAH!

...uh, yeah <_<
Title: Re: Meeple Fantasy 6
Post by: PKNintendo on May 10, 2009, 02:42:32 PM
Cool, can't wait for the final product.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on August 19, 2009, 02:07:20 AM
So... is this the most updated version of MF6?

Now that I have some of the tools, I've been looking at the sprites and such.

I'm noticing that when I edit sprites using the FF3SE v2, and then upload the same edited file with Lord J's FF3US SpriteEd that not all sprites are edited by both programs.

Notably, the 'getting hit' sprite from FF3SEv2 is different from the 'getting hit' sprite in FF3US SpriteEd. Also, FF3SEv2 doesn't include a 'profile KO'd' sprite, whereas FF3US SpriteEd does.

This is all highly important to me because I have no idea how Meeple managed to edit those two sprites using FF3US SpriteEd, because frankly that program makes no sense as an editing tool.

Also, now that I've looked through all the sprites: Jeez, Meeple, think you have enough Pokemon?!

Question on skill editors: Is there any way to increase the rate that Desperation Attacks activate?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on August 19, 2009, 04:16:04 PM
FF6 Sprite Editor does not get all the sprites no; you have to manually find the sprite in the other one and change the tile set there.

Also, outside of minor tweaks, this is pretty much the final version.  Minor tweaks being alterations in balance, AI tweaking on monsters that aren't functioning properly, potential name changes, possibly fixing up not working sprites (There...are some awkwardness with some of the capes I would like to fix, for example), but nothing major.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on August 21, 2009, 12:58:10 AM
I actually started working on fixing up some of the sprites...

Specifically the capes you mentioned on Ike, the trenchcoat on Yuri, the bottom of Virginia's dress, adding Rolf's bandana, adding color depth to the solid blobs of red/green on some characters. I also redrew Laharl and Tir from scratch because they looked too much like Gau/Merchant. I'm also working on redrawing Lina into Millenia, but that's more for me than anything you'll be able to use for 'real' MF6.

Once I have intarwebs in my house, I should be able to send those to you.

Note that when I initially tried loading them into MF6 myself, the palette realigns itself in FF3SEv2. To circumvent this problem, one must manually edit the first 16 pixels of the sprite sheet to the same palette order for each spriteset on the palette, otherwise, the colors load incorrectly in the program. Once the sprite set is loaded with the correct palette, it's trivial to change the top sixteen pixels of one sprite to the correct design within the FF2SEv2 program itself.

This is important because I do all my sprite editing in Paint and import into FF3SEv2. Since I can't seem to forcefully extract the missing sprites into a Paint-editable format, I'm probably not going to mess with the missing sprites outside of color editing.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on August 31, 2009, 07:46:44 PM
Late, but just wanted to chime in that I think it is super-awesome that you are working on sprites for this, Djinn. Not that Meeple's were bad, per se (better than what I could do!) but there's still clear room for improvement and getting someone with your artistic talent in on it is, I think, a great idea for making an already impressive overall hack appear more polished and professional.
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on August 31, 2009, 07:50:35 PM
^^^

I pretty much agree with this. The Laharl one is fabulous.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on August 31, 2009, 11:36:52 PM
Sprite work is appreciated, but you better NOT TOUCH LINA if you actually want me to "officialize" it (unless its genuinely improving her, though I don't think there's a lot of room for improvement on Lina?  She was one of the less awkward ones.) 

(IOWs, no, not Millenia.  Give up on getting her in any form of MF6; once you replace Lina with someone else, its not MF6 <_<)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 02, 2009, 01:27:13 AM
I will NEVER give up! MWAHAHAHAHA!!

But yeah, Lina's sprite is probably your best one. Don't worry, conveniently I've been making sure to keep in mind which PC sprites use which palettes when it comes to changing any colors around. Hopefully this doesn't mess things up.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 02, 2009, 04:17:40 AM
You should be able to keep characters with their current palettes fine.  Only Ginny and Vyse, for other reasons, are going to have screw ups in game (they'll randomly swap between the Palette I want and the one Relm/Setzer initially had; battles work fine, on map works fine if you get them in a fresh save (as in, if you patch a game with save files, and open an old save, it won't work), the Party Screens, however, are not fine, and I can't seem to figure out how to change those.  Oh, some plot scenes involve some screw ups due to the "Use Character Model vs. Use an NPC 'clone' which FF6 is completely arbitrary about deciding who is used where.)

I'm pretty sure...Jelze aside who was a 100% "I don't give a shit, and no one else does, cause he's a fucking Umaro clone" thus doesn't count, that the general coloring for each of the 13 characters is fine.  I mean, yeah, Lina's hair is a little off, but that's cause changing that = loss of much needed brown in other characters, and I figured "Brown Haired Lina isn't less big deal than fucking with characters like Ryu", so it was the best option.  Its mostly stuff like "Capes are ugly" or, ewll, your avatar portrays Laharl's problems (and glancing at it, looks like Laharl needed 0 color changes, just more detail.)

So yeah, I think its just best to avoid changing colors.  If you want, you can play around with the colors and offer suggestions (even go as far as to say the exact "dimensions" of the colors), and I can play around myself and see if I agree, but don't get too bold.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 02, 2009, 05:14:58 AM
Laharl has an extra shade of dark red in his palette to make his clothes look not-crappy (very important with the amount of detail I added to it). It replaced an extra shade of green/grey that literally none of the other PCs on the palette were using, so I think it's a safe change.

I'm hoping to add an extra shade of Purple to Tir/Virginia's palette (there's plenty of unused colors on that one, it seems?) to add some depth there, but apart from that, the only big color changes I made were for Millenia, which only effects MF6:ME anyway (That's MF6:Millenia Edition, obviously ::)).

There shouldn't be any other palette changes necessary, though I have yet to go through and add all the color depth changes I'd like to make (The Rolf/Fayt palette has enough blues that I should be okay, though I'm a bit concerned about Ike's cape since I think there's only one shade of red there).

Looking at the tileset sprite editor, it looks like there's more sprites using the same palettes than I had realized. The NPCs are all using the same palettes, it seems?

Is there anyway to get the tilesets of all the sprites out of the tileset editor (so that I can edit them properly with Paint/Adobe?) and then imported back in? The tileset editor is far more flexible about what sprites I can edit and how I can rearrange palettes than the spriteeditor (the one that only seems to allow me to edit the PC sprites... and even then, it misses some of their sprites *grumbles*)

Double-checking one more time that this is the most recent version of MF6, because I don't want to do all this palette-rearranging/sprite-editing and then send you a copy of the game without all your most current revisions.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 02, 2009, 09:37:33 PM
You do remember that the last 4 colors on a given palette are to be avoided when possible, right?  They don't work 100% properly, and it leads to some bad scenarios, and best used only for minor details on a character, and even then, the things can stand out (Yuri's eyes/shirt come to mind; when the game decides to change the color to something like bright yellow, it really standsout.)

Edit: And no, there's...really no way to do that.  Well, there kind of is a way, but its dangerous, risky, and usually ends up fucking around with everything but the one thing you worked with.  Its not worth the effort, IOWs.

Oh, and I'm pretty sure that all the colors were used for Ginny/Tir, considering Ike is in the same palette, and he has a lot of different colors than those two.  Again, if you have to go into the last 4 colors in the palette, I urge you to NOT do that; I've already played around with them on a few characters like Yuri, and again, its dealt some bad results.

Also, no, I refuse to let anything that puts Millennia in over the 14 designated MF6 characters "MF6"; I don't care what subtitle you add it in, if its not Meeple Approved, its not MF6 <_<

Edit the 2nd: Actually, it might be easier to discuss this stuff first hand through actual conversation, rather than the forums.  I don't care if its IRC PMs, AIM, MSN or Skype, just something that would allow back and forth conversations so we can insure we're on the same page!
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 03, 2009, 08:18:24 AM
Really? I didn't know that about the last 4 colors of the palette... that's pretty weird...

Now I have to wonder if the Laharl sprite will even work... There might not be enough colors...

I was under the impression I have 16 colors to work with... but 12 is a bit more constraining. Not to mention needing a transparent color, too... *grumblemutter*

I've already made the Laharl sprite, is there anything you can do about adding the dark red color to the palette?

The Millenia sprite requires too many extra colors to work anyway.

 ;DI still won't give up - How about an Esper Millenia?! I can draw the sprite, of course. Could replace... Asellus? Or one of the thousands of Pokemon espers... >.>;;

Also... I wish I could talk to you more easily, but until I actually get both internet in my home and a day off to be awake at the same time as you, there's really no chance of setting up a real-time conversation.

Also, once I get those things, I suspect I'll be distracted by internet things and stop working on sprites all the time... >.>;;

I'll still check the Ike/Tir/Ginny palette to see if there's a potential spot for a dark purple...
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 21, 2009, 04:44:01 AM
FINALLY updated the game!  Basically, a few new enemies changed, tossed in the updated look of Laharl, some minor text shenanigans, etc.  Note only the patch is up; prepatched rom is still unupdated and I'll work on that some time!  Just thought I'd say ths and such.

To Djinn: No, this isn't a "STOP WORKING ON THE ROM!", thing, I just felt an update was necessary now.  I still plan on using your updated sprites when you finish those in the future, and will have an update with them at some point.  So don't worry, not that I expected you too <_<

Edit: Oh, character rebalancing too.  Specifically, Yuri got boosted a bit (ultimate weapon got better) and Lina got a pretty significant nerfing that makes her not suddenly obsolete half the cast.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 21, 2009, 05:29:21 PM
A lot of equips in MF6 have hidden factors that I can't fit into the item description and can't be looked up.  This was always the case in FF6, except most equipment didn't get as complex as the shit in this game, so a simple item description was often all that's needed...not the case in MF6 however, so something like this is required:

If an item has a trait not listed here, its cause it can be found in game, either through its description or through the equipment stats.  Items listed on Item Value, hence the "random" order; just Ctrl+F an item (I listed items in their full name and their in game name (if different) for convenience) if you want to see if it has a hidden effect; if an item is not on the list at all, assume its effects are all public (either via item description or can be checked on the items stats by selecting the equipment in the Item menu.)

Note that many (but not all) "unique" weapons are used by Laharl too, so if a weapon is Character/Laharl, its still "unique."

Weapon effects function like FF6 variants, unless specified otherwise, eg. "Random Casts" is still 25%, "Counter Attack" is identical to Black Belt etc.

All Rolf Uniques give +25% HP
All Fayt Uniques give +25% HP
All Tir uniques give +25% HP
All Ryu uniques give +25% HP and Counter
All Yuri uniques give +25% HP
All Shady weapons offer no HP Boost
Ginny's 2 Guns give no HP Boost
All other Weapons give +12.5% HP
NOTE: Naturally, there's an implied "unless specified otherwise" for the above.

Levantine: Random Casts Fire 3, Ignores Defense
Silver Sword: Counter
Rekscalibur: Randomly casts Black Shadow
Silvance: Teaches Divine Blade x2
Dragon Blade: X-magic, Magic Cost Half, MP Criticals
Divine Avenger (DivineAvengr): MP Criticals, randomly casts Ethereal Blast, teaches Etheral Blast x1, Enhanced Jump
Apocalypse: Randomly casts Dark Holy, MP Criticals, 255% Hit rate, teaches Ultima x1, Ignores Row
Golden Lion: Random "Slicing" instant death, Counters, randomly casts "Muddle"
Azelf Weapon: Auto Haste, Atma Weapon Effect
Beast Spear: +25% HP, Atlas Armlet Effect, Auto Siezure
Gungnir: +12.5% HP, Earrings Effect, Turns Fight to Jump, randomly casts "Tandle", 255% Hit
Onion Armor: Grants immunity to Poison and Imp
Bantorain93r: Halves MP Cost, Genji Glove effect, ignores Row, teaches Shield x10
Holy Sword: Teaches Divine Blade x3
Soul Eater: Earrings Effect, +12.5% MP, Instant Death immunity
Elysdeon: Offering Effect, Auto Safe, Gauntlet effect
Regal Sword: Counter Attack
Ragnell: +25% HP, Auto Safe, Hawkeye effect (random Throw for extra damage), Counter Attack, randomly casts Drain, ignores Row
Sky Fang: MP Criticals
Ranger Blade: Teaches Ogre Slice x15
Ruby Maser: Randomly casts "Fire 2", teaches Crimson Raid x12
Sapphire Master (SapphireMasr): Randomly casts "Ice 2", teaches Death Bringerx10
Plasma Maser: Randomly casts "Tandle", teaches Discharge x10
Gorun Nova: MP Criticals, randomly casts "Tyranitar", halves MP cost, raises Pre-Emptive Attack rate, No Back/Pincer Attacks, raises Steal rate, Sprint Shoes effect, doubles GP gained
Masamune: Teaches Tera Break x10, raises Pre-emptive Attack rate
Violet Blade: MP Criticals
Love Charm: +12.5% HP, +12.5% MP
Glance Reviver (GlanceRevivr): MP Criticals, Hero Ring effect, Counter, randomly casts "Osmose"*, teaches Nibelung Valesti 3 x1
Simple Sword: Teaches Divine Blade x1
Long Sword: Teaches Divine Blade x2
Rapier EZ: Teaches Protect x5, Halves MP Cost, Genji Glove effect, ignores Row, Valiant Knife effect (includes Defense Ignoring),
Broad Sword: Teaches Divine Blade x4
Veinslay: Teaches Divine Blade x5
Soul Sword: Ignores Row**
Wolf Fang Staff (WolfFangStff): Ignores Row
Heaven Fang Staff (HeavenFangSt): Counter, Ignores Row
Flamberge: Offering Effect
Diabolic Sword: Man Eater effect, Offering Effect, Gauntlet Effect
Last Fencer: +25% HP, Auto Regen, ignores Row
Falcon Punch: SOS Safe, SOS Shell, Earrings Effect, Auto Float
Regirock Block (RegirockBlck): SOS Safe, Blind Immunity, Auto Cover,
Regice Shield (RegiceShield): SOS Shell, Blind Immunity, Instant Death Immunity, Berserk Immunity, Sleep Immunity
Registeel Guard (RegisteelGrd): Blind Immunity, Poison Immunity
Arredoval: Auto Float
Stan's Shield: Auto Condemn, Auto Mute, Auto Muddle, Auto Berserk, Auto Seizure
Splinter Helm (SplinterHelm): +12.5% MP (just specifying for sake of stackability)
Judge Helmet: +25% HP (see above)
Captain's Hat (Captain'sHat): Atlas Armlet effect, Counter
Prism Crown: SOS Safe, SOS Shell, Auto Regen
Dragon Helm: Grants Immunity to following status: Blind, Zombie, Poison, Imp, Petrify, Instant Death, Mute, Berserk, Muddle, Sleep
Drifter's Coat (DriftersCoat): Offering Effect, doubles GP gained
Minerva: +25% MP, X-magic
Radiant Garb: Halves MP Cost
Quantum Cape: Auto Float
Seraphic Garb (SeraphicGarb): 1 MP Cost
Life Armor: HP Stroll, Immunity to Seizure
Aqua Wisp: Earrings Effect, +12.5% HP,
Firery Rage: Atlas Armlet Effect, Poison Immunity
Terra Roar: +12.5% HP
Bolt Materia: +12.5% MP
Ice Materia: +12.5% MP
Fire Materia: +12.5% MP
Gale Claw: Auto Haste, Counter
Vaynard SKirt (VaynardSkirt): Blind Immunity
Clive's Specs (Clive'sSpecs): Atlas Armlet effect
Drakkhen Tear (DrakkhenTear): Auto Condemn, Sprint Shoes effect
Fake Egg Ring (FakeEggRing): Allows for "Storm" spell
Hurly Glove: Allows for "Character Toss"
Buster Glove: Auto Regen, Auto Cover, SOS Safe, SOS Shell, Half MP Cost, Raises Pre-emptive attack, No Back/Pincer Attacks,
Joachim Belt: +50% HP (listed for stacking purposes)
Youthful Spirit (YouthfulSprt): Auto Regen, Sprint Shoes effect
COsmic Cog: Instant Death immunity, SOS Safe, turns "Steal" into "Capture", No Back/Pincer Attacks
Tyrant Fist: Atlas Armlet Effect***
Moon Spark: Sleep Immunity,
Cai's Book: Earrings Effect
Lance's Crown: +50% HP, Counters,
Dragon Orb: Halves MP Cost, Earrings Effect, +50% MP, grants immunity to Zombie, INstant Death, and Petrify, Auto Float
Dryst's Hat: Lowers Encounter Rate, Sprint Shoes effect, +25% HP, +25% MP, Auto Regen, Raises Pre-emptive ATtack
Quartz Charm: Auto Safe, Auto Shell, Raises Steal Success Rate
Lyonese Flail (LyoneseFlail): Atlas ARmlet Effect, +25% MP,
Flash Hit: +12.5% HP
Cardboard Box (CardboardBox): Auto Berserk, Auto Muddle
Ivory Charm: Auto Regen, Grants Immunity to Following: Blind, Zombie, Poison, Imp, Petrify, Instant Death, Condemned, Mute, Berserk, Muddle Siezure, Sleep
Hammer: Its the Back Guard
Cure Materia: +12.5% MP
Cupid's Lyre: Auto Regen, Siezure Immunity

*Osmose in this game is an HP Drain move that has 100% Instant Death attached; fails against those immune.  There is no access to this move other than through random spell casting so I didn't bother changing its name.
**These are not intended and will likely be removed in a later update
***Likely to change to Hyper Wrist effect in future

Level up Chart, cause its different than in FF6!

Terra:
Level 1 - Cure
Level 3 - Fire
Level 6 - Antdt
Level 8 - Ice
Level 12 - Drain
Level 18 - Life
Level 19 - Fire 2
Level 20 - Break
Level 28 - Heal
Level 32 - Holy
Level 33 - Life 2
Level 34 - Fire 3
Level 36 - Ice 3
Level 40 - Quartr
Level 50 - Merton
Level 98 - Ultima

Note: A few of these spells can be learned through various equips.

Lenneth:
Level 1 - Nibelung Valesti
Level 4 - Analyze
Level 9 - Shield
Level 12 - Protect
Level 18 - Life
Level 20 - Nibelung Valesti 2
Level 22 - Heal
Level 29 - Remedy
Level 33 - Mute
Level 45 - Reflect
Level 51 - Nibelung Valesti 3

Note: A few of these spells can be taught via equips.

Yuri:
Level 10 - Die Scumbag!
Level 12 - Demon Rays
Level 13 - The End!
Level 15 - Hell Fire
Level 30 - For Tommorrow
Level 39 - Revive
Level 45 - For Everyone
Level 70 - For The Child (can be gotten via Plot sequence)

Vyse:
Level 1 - Incremes
Level 6 - Counter Stance
Level 12 - Pyres
Level 15 - Cutlass Fury
Level 24 - Skull Shield
Level 30 - Rain of Swords
Level 35 - Pirate's Wrath
Level 40 - Blue Rogues

NOTE: he's intended to get all these by the Falcon, but for some reason the Plot Trigger doesn't work right; I think he still gets them when Cyan would learn all his sword techs.
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on November 23, 2009, 07:21:10 PM
Djinn, the Tir sprite is really great. I thought Meeple did a fine job with it, I like a lot of his sprites in fact, but Laharl and Tir are very awesome.

Meeple, so you and I talked yesterday about nerfing the defend Bacon portion of the game, and I played it over and I think it may be a little overnerfed. The Daien Soldiers feel outright bad now; you reduced their damage and took their counters? Maybe just reduce their damage and keep the counters or something, but right now they don't feel potent at all. As for Kefka himself, you basically just replaced Petrify with Ice? I was thinking maybe you could throw in something like Drain instead, because Drain is 2HKO damage not (whatever Ice is) and it makes him bitchier to kill to boot. The spamming Petrify was just x.x but Ice seems a little too wussy.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 26, 2009, 12:37:02 AM
An idea has arrived to get more DLers into the game!

I have 10 "Shady" that retain their original names.  These are generic PCs who are place hodlers and...you know how they work.  Anyway, I can change their names!  I figured why not name them after random DLers?  

Note that if you're already in the Helpers Room, you cannot participate in this; I am not giving multiple nods to a single DLer (with...some very few potential exceptions, namely people who helped out IMMENSELY on this.  You know who are you.)  Anyway, I'm just gonna do a first come, first serve thing.   I'll let you even choose the Shady in question you wish to replace!  Note the only thing being changed is their names; their weapon and stats (the latter of which is too similar to care anyway) won't change.

The Shady Thousand are:

Kupek (Iron Spear)
Kupop (Mateus Mace)
Kumama (Knuckle Blade (this is a claw, if you can't tell))
Kuku (Tarutaru Mace...note this character is TECHNICALLY female, since apparently, this was suppose to be Mog's lover in FF6.  No, this isn't really going to matter much for like anything <_<)
Kutan (Iron Sword)
Kupan (Simple Sword)
Kushu (Two Handed Sword)
Kurin (Iron Spear)
Kuru (Iron Sword)
Kamog (Long Sword)

Also, note you will have to provide me with a name.  I say this cause FF6 caps names at 6 letters, so you'll have to abbreviate your own damn name (contrast to randomly named NPCs where I can just spell the name out directly, thus no restriction.)

EDIT: And all names are taken, thank you to the 10 who volunteered!
Title: Re: Meeple Fantasy 6
Post by: dude789 on November 26, 2009, 12:45:43 AM
Can I be Kupop? Dude works for the name.
Title: Re: Meeple Fantasy 6
Post by: Shale on November 26, 2009, 12:53:58 AM
Kushu, because a tangential SRW reference is better than any other reason I can think of to choose one.
Title: Re: Meeple Fantasy 6
Post by: Magetastic on November 26, 2009, 01:04:26 AM
Any chance I can hop in as Kamog (Name change to Mage)?
Title: Re: Meeple Fantasy 6
Post by: VySaika on November 26, 2009, 01:07:13 AM
I'll take Kumama(Moogle PAWNCH). Gate for the name, of course.
Title: Re: Meeple Fantasy 6
Post by: Excal on November 26, 2009, 01:08:47 AM
Moogle Kupan.

My nick is already five letters, allowing me to mock character limitations.
Title: Re: Meeple Fantasy 6
Post by: Yoshiken on November 26, 2009, 02:02:21 PM
Kurin, please. And Yoshi, of course. ^_^
Title: Re: Meeple Fantasy 6
Post by: Magic Fanatic on November 26, 2009, 02:22:17 PM
Magic the Kupek Moogle!

...I can still opt for this, right?  Magic and Mage...  Yeah, that'll get confusing quick.
Title: Re: Meeple Fantasy 6
Post by: Bardiche on November 26, 2009, 05:28:33 PM
[18:27] <Bardiche> >_> CAn't I just say it here?
[18:27] <Mettaur> no <_<
[18:28] <Bardiche> ffffff
[18:28] <Bardiche> y
[18:28] <Mettaur> its for documentation purposes!
[18:28] <Bardiche> >:\
[18:28] <Bardiche> Just change Kuru to Bard~
Title: Re: Meeple Fantasy 6
Post by: Taishyr on November 26, 2009, 05:37:15 PM
Kuku claimed! ...what, Hatbot said so, not me.

Tash works for the name. Or Toro. I consign my name to the whims of Meeple.
Title: Re: Meeple Fantasy 6
Post by: Random Consonant on November 26, 2009, 05:43:32 PM
Sure, I'll take Kutan, and rechristen him Random.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on December 01, 2009, 08:30:10 PM
It was brought to my attention that the 3 elemental swords (formerly Thunder Blade, Flame Sabre and Blizzard), which now are just generic elemental swords with +2 Magic Power (had to remove the random spell casting cause there is no more Bolt, spell that replaces it is WAY stronger), are fairly bland and not really worth using.  So I was thinking of changing them to slightly more original ideas.

The Glare Sword (former Break blade), which is just "randomly casts Break" might also change, but at least that's niche, so that's less priority.

The idea was turning them into unique weapons for Terra, Ike and Lenneth; as in, only usable by those 3 specifically.  These 3 are generally lacking in truly unique weapons; they have their Ultimates, Ike has the Regal Sword, Terra has 2 flails (technically shared with Lina, but she joins too late to matter here), one of which is obsolete by the time she rejoins, and Lenneth has Levantine which she shares with Fayt, and its really late.  Some of these are shared with Laharl, others are not; assume he is a non-factor for the rest of this, cause his equipment is suppose to be "really damn versatile", as far as Weapon's are concerned.

The idea with Ike is pretty simple; an improved Regal Sword.  Someone suggested "Mani Katti" on grounds that "Ike and Lyn were both added to Brawl, thereby Associated!!! And Mani Katti > Regal Sword"...but name is unimportant.  Basically, its stronger, it counters, deals double damage to Humans.  Easy enough.

Lenneth and Terra...are a bit harder.  I want these equips to serve a purpose, but also not be broken.  Lenneth can be better than the others mind, cause she's going to get it just before she leaves, so her getting a damn good weapon at this point wouldn't be too bad, cause she's got like one dungeon to make use of it, but I'm unsure what to do with it; I don't want it to be broken by the FC standards though, so nothing like "WEAKER ENHANCER!" or some such.  Basically, any ideas that would:
A. Fit Lenneth as a niche based on VP1/2(/DS?)...or even RS if someone thinks they can be cute <_<
B. Not be absurdly broken in any long term benefit; being really good for the Factory isn't too bad, but it should at least show signs of balance by the FC.

Terra...I was thinking of a Soul Sabre-like weapon; as in a weapon that drains MP from the enemy and restores it to her.  This would give another means to deal MP damage (thus maybe can form a super boss around this idea in the future if I feel someone is too bland), and its a totally unique niche.  My only reservation is that it makes MP a trivial factor for Terra, rather than a genuine restriction, which may compensate balance in some manner.  unsure if I'll apply the random Instant Death (25% chance of casting Deadly Fingertips in this case), but...yeah.  Basically, I need the same ideas for Terra that I did for Lenneth; a niche that sort of fits her for a unique weapon.
Title: Re: Meeple Fantasy 6
Post by: Cmdr_King on December 01, 2009, 08:40:13 PM
Hm.  How's your ability to add status to a weapon outside rando-casts?  Is it limited to death, or could you do something cuter?  Just a thought for token RS Lenneth reference.

Random ID also fits, but feels overrepresented anyway.  Offering Effect is viable (given how VP2 combat works) but a) I don't remember if you can toss that on a weapon and b) Feels like there's too much abusability potential in that, though certainly the weapon itself could be scaled for it based on BP and so on.

Hm.  Rando-cast one of the Nibelung Valestis perhaps?
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on December 01, 2009, 09:57:21 PM
Terra: I'm fine with her getting an MP-drain weapon. In vanilla FF6 she can use Osmose to regain MP; a Soul Sabre/Osmose Blade/whatever would be a reasonable reflection of that. Keep it with the +2 Magic of the old Ice Brand/etc. to give her a slight boost over the other magic users (Fayt isn't the attack mage Terra is, after all).

Lenneth: I was struggling to come up with something, but I really feel CK hit the best idea here. Sword that randomly casts NV2. Maybe the Ruin's Fate, which I mainly remember because it has a cool name, but it allows NV2 and is Dark elemental (an underrepresented element in MF6 at the moment). It'd be a nifty niche. Make it similar to the Masers in power.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on December 01, 2009, 11:50:13 PM
Quote
Hm.  How's your ability to add status to a weapon outside rando-casts?  Is it limited to death, or could you do something cuter?  Just a thought for token RS Lenneth reference.

Its pretty much limited to that, yeah.  FF6 doesn't have any strict status weapons, instant death aside, so the best you'll get is random spell that casts status, and you can only apply one spell per weapon in such a manner, so that really limits the options.

Quote
Random ID also fits, but feels overrepresented anyway.  Offering Effect is viable (given how VP2 combat works) but a) I don't remember if you can toss that on a weapon and b) Feels like there's too much abusability potential in that, though certainly the weapon itself could be scaled for it based on BP and so on.

I think I specifically made Lenneth unable to use the Tyrant's Fist (offering clone), such that Fayt would gain an extra niche; both can use Levantine, which is like Valiant Knife+ (also randomly casts Fire 3, but that's meaningless with Offering), but only he can pretend he's Locke with it.  Givnig her an offering weapon with WoB Power would be akin to an Auto Crit weapon, differences being:
-I can be more flexible with regards to special effects, like Man Eater or Drainer
-I CANNOT apply random spell casts that aren't Wind SLash, which works differently, due to Offering's nature
-Doesn't cost MP
-Splits damage randomly against multiple targets
-Makes Lenneth's Bows suck; if you have any equip that gives Offering effect, it halves ALL physical damage done by that character, not just fight.  Lenneth's NVs are magical, so they'd be good, but her Bows would become fairly bad.

So in the end, it wouldn't really be that broken that early, depending on its power, and it'd have an obvious cap, cause well, if you've ever used a Normal weapon in FF6 with Offernig, you'll notiec the damage isn't very good <_<

Bare in mind that just about every Relic effect in FF6 can be duplicated on a weapon or armor, for the most part, so yeah, just assume it can be; if its something undoable, I'll just state it.

The abusability factor wouldn't be so bad, outside of MAYBE gnig Lloyd's Logic + S-Power Ring; Offernig Effect applies to the character as a whole, so Lenneth equipping a 2nd, stronger weapon could make use of it, though that's a total niche scenario that more or less limits her options and...yeah, typiacl "Genji Glove + Offering sucks" scenario, for all that it'd be slightly better here thanks to Atlas Armlet effect MAYBE!?

Regardnig Dark being under represented...

Its not as much as it use to be.  In the past, it was basically Tir, T-tar summons (and by extension, Lina's rando casting of it on Gorun Nova), some of Shady's Dances, and like an odd weapon here and there...oh, and Terra's Poison Mist <_< >_>
However, I did recently add the spell Dark Holy into the mix, which can be learned by all Materia users; spell is quiteliterally just what the name implies; Dark elemental version of Holy.
I think Lenneth's GR might be Dark Elemental, but I honestly can't remember.

Though, if you mean "Darkness is underepresented early in MF6", then yeah, that's something to consider, since outside of Tir and unreliable Shady (and RANDOM T-TAR FROM SLOTS!!1!!1), its practically non-existent in the first half.

Still the Ruin's Fate idea (or whatever I name it) wouldn't be a bad idea.

Oh, ingeneral, I want all equips to show some sort of remote sense of worth.  IOWs, nothing like FF6's Crystal Sword, a weapon gotten the same time as the Falchion but is worse in everyway (nevermnid the Falchion itself is useless, but that's more nature of FF6 kicking in, where as Crystal Sword is just flat out statistically pointless.)  IF you see an equip that seems meaningless, like cause its totally obsoleted by options at the time or whatever, please speak up; if you are unsure if it has any special qualities, refer to the earlier list.

...that reminds me, another means of Dark damage comes from Rekscalibur random casting Black Shadow <_< >_>
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on December 03, 2009, 01:37:27 AM
So I made the 3 weapons, and to FOIL SUSPENSE, I shall reveal their stats here!  Names subject ot change...stats too if people think something needs changing:

Listing in order of weapon numerical value, etc.:

Dark Sword  (Terra):
125 Battle Power, +2 Magic Power, Drains MP (note that attached to this effect is also "Hits Magic Defense", for some strange reason), randomly casts "Osmose", teaches Warpx5
NOTE: While this weapon is stronger than the two below it on raw battle power, keep in mind it does MP damage, so its not really fair to compare this to the other two in that regard.

Gram (Lenneth):
120 Battle Power, 25% chance of Nibelung Valesti 2, Dark Elemental, Auto Regen
(Auto Regen was tossed on as a nod to RS, where she had Parasitic Healing with all her attacks, but the amount she healed was laughably bad and its impossible to make a true Parasitic Healing effect without forcing the HP limitations)

Ettard (Ike):
108 Battle Power, Counter, 2x damage vs. Humans.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on December 08, 2009, 03:06:29 AM
New version uploaded and such!  This one adds in the 3 new equips, the minor tweaks mentioned by others up til this point, etc.

Also, another significnat change: Terra's spell list has been altered slightly.  Warp was moved to her unique equip, Dispel was already on an equip usable by her and Ginny only, so that was taken off her spell list.  Added on are Ice and Ice 3 in appropriate points.  Why these 2?  Cause they still exist and no PC learns them, and figure its a better extension of Terra's overall worth that she has SOME elemental variety beyond "Level 2's = good!" section (ok, so she has access to Holy and Darkness alongside Fire late game, but hush.)
IT also makes Mt. Moon a little easier, given...well, if you played that section, you know why.  And hey, anything that murders Zubats (who are not what I was referring too) cannot be considered a bad thing, right...RIGHT!??!?!
Title: Re: Meeple Fantasy 6
Post by: Magetastic on December 08, 2009, 03:18:44 AM
Given that Zubats were randomly doing between Miss/0-99 damage, killing them quick is nice.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on December 10, 2009, 01:20:11 AM
It's not random; they use draining, which is capped at the healing they can receive. i.e. they're much more dangerous when beaten up. It's a bit of an FF6 staple (draining attacks are often rather brutal at full power).
Title: Re: Meeple Fantasy 6
Post by: Drifloon on December 12, 2009, 06:04:43 PM
Having Ice for Geodudes sounds awesome.

If it hasn't been nerfed already, I'd nerf the raft ride with Bacon, since they can OHKO anyone not named Bacon very easily.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on December 12, 2009, 11:30:52 PM
Alright, I nerfed Beavers a little bit; I lowered their Magic Power to 7, which is roughly 30% damage loss on their magic, and they now use a level 3 special instead of Instant death, so Bacon Dying hax is much less likely.    The Veldt aspect will probably make me gimp them, and the other 2 enemies, more, but that seemed to be the big deal (the instant death)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on December 16, 2009, 04:07:05 AM
Did you implement Tir'd new sprite? I'm curious what it'll look like in action.
Title: Re: Meeple Fantasy 6
Post by: Grefter on December 16, 2009, 07:31:06 AM
Did you implement Tir'd new sprite? I'm curious what it'll look like in action.

This sentence doesn't make sense.  Fuck internet memes.

Edit - So the one that finally pushes me to the point of incomprehensible rage is actually a typo.
Title: Re: Meeple Fantasy 6
Post by: Hunter Sopko on December 16, 2009, 08:44:59 AM
HEY KIDS! IT'S TIME TO PLAY "HAVING FUN OUT OF CONTEXT!"

Alright, I nerfed Beavers a little bit
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on May 27, 2010, 02:09:30 AM
Ok, I decided to do something with a few equips, and would like input on these ideas.

Namely, all of Kratos' gear.  They're accessible via random drops and such in the 2nd half of the game, mostly cause I didn't want to accidentally make inaccessible equips that required Colosseum, but I figured these things should have a genuine use for the main 14 characters other than being arbitrary trophies.  I doubt I'll be changing their stats.

So...here's what I have so far:

Flamberge is usable by Laharl; not, its not particularly special, but its a viable weapon before he gets his ultimate, so I figure that's enough.  Basically just Offering w/ Man Eater effect, not much else.

Arredoval, I'm thinking of making it a shield an upgrade to Rune's Bracers.  As it stands now, only some characters (Terra, Ike, Fayt, Lenneth, Vyse, and Laharl; Shady and Lina are arbitrarily on and off here) can use most of the late game shields.  The exception to this is the Mystile, which is usable by everyone.
The Arredoval's stats are still worse than the Zircon Shield's, which is the best storebought shield, outside of having Auto Float, so it wouldn't rob the Shield users that much, but it'd make Non-Shield users a bit less gimped in game defensively.  Note that Ginny will not have access to this either way; she's specifically banned from equips that aren't her default guns in her hands.

Sigurdis a helmet with the same defense as Legend Casque (2nd best defense of all helmets, best is Ryu-unique), while having better Magic Defense than most storeboughts (25); I'm thinking of just making it universal, so it can be a Poor Man's Legend Casque, considering that Legend Casque is limited in quantity as is.

Brunhilde, I'm thinking of just making that a step up from Vegas Armor, which is the best storebought Heavy Armor; its a small upgrade on defense and a moderate one on Magic Defense.  Also thinking of letting a few others like Ike use it who are barred from Vegas Armor.

These aren't major changes in balance, but figuring the little tweaks wouldn't hurt.  Thoughts?  If someone has a better idea of how to implement these (without altering their stats), feel free to speak up!
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on July 11, 2010, 08:50:43 AM
MF6 characters:

Terra- The MVP of the endgame. Combining her with Minerva, Ultima, and a Nirvana/Spirit Ring makes her crazy potent. There is definitely a time before she gets Fire 3 that she lulls a lot though, which makes me a little leery to call her the MVP of the game as a whole. It’s very possible that she is though. She’s quite good after learning the Level 2’s as well, and she gets HEALING! And has Life and later Life 2. She’s a nice revive/healing monkey, though not as good as lategame Ginny or Yuri.

Yuri- He certainly has spots in the game where he is really great (right after he learns the MT Flame), spots in the midgame where he lulls because that’s all he has for a looong time, and then he comes back with a vengeance in the lategame with FtC and Revive. The best healer for the final boss besides maybe Ginny (his doesn’t cost MP but hers heals status~)

Fayt- Fayt is quite amazing right after you get Double Jump; for a long time he’s your main healer (Terra prefers to use that MP on her attack magic~) and his attack is quite high. He gets quite a bit worse as the game goes on but he is still Top 8 material (top 8 is what I refer to because I am stupid and play the final dungeon wrong. Okay maybe not this time, but still~).

Rolf- He… it’s hard for me to say, since I barely used him and when I tried to pick him up again he was awful. I feel like that’s a huge disadvantage because a lot of his good spells aren’t trivial to track down and I am lazy. I didn’t use him in the WoR beyond where he was required. His defense also kinda sucks, iirc!

Tir- ID whore. Hey, this really IS true to in Suikoden I~ ~~~ D.Fing is pretty awesome on certain annoyances for basically ever until you get the hax version of doom. Tir’s damage is a little on the strug side until you get Judgment which is WTF. Dragon Orb, Nirvana Tir basically eats the final dungeon (but not Kefka; good thing I switched that setup to Lenneth and Terra respectively.) Black Shadow is solid as well; pretty decent MT. Healing is decent too.

Ike- Um, he’s a Fire Emblem character. He’s really good when you get Short Axes, otherwise… deserved to be dumped out of the Top 8, but I like (FE9) Ike!

Laharl- Jeigan. I suck at Slots so he wasn’t even great at that. Um, really bad in the WoR. Not too much to say here.

Lenneth- Her ST damage is pretty solid a while after you get each of the NVs (uh, well, forever in 3’s case), she has Protect and Shell and healing and 1 MP so she’s a healbot and Summon whore. Bows are pretty good MT damage for a while although they suck in the lategame. I think she’s quite good, and she was basically my damage dealer for the final boss, which is definitely different than her role throughout most of the WoR. ALSO HAS SCAN!!

Roger Bacon- DESTROYS WORLDS!

Vyse- Vyse is an interesting one. It’s a case of trying to salvage an awful awful awful skillset into something kinda cool that rewards you for the terrible drawback of time. I think Vyse is a pretty successful implementation of it. His Level 1 and Level 5 are fun anti-physical stuff (Protect and Image). Level 3 is okay, but it’s not really worth using too much unless the enemies are weak to fire. Level 4 and 7 are four-hit damage and I liked both a lot (for all that Level 7 makes me soooooooooooooooooooooooooooooooo impatient!! And I can’t even zone out because it will go back to the beginning if I do too much!!). Level 6 is pretty good too, but on average ya might as well wait for the 7 unless there are like six enemies. I was planning on not using Vyse because I had never played his game! But I liked the design well enough to use him anyway.

Ryu- Uh… didn’t really use, but his Doublecast Tera Break ate holes into poor poor Ghaly. Ryu is too lame to use. >_>

Ginny- Amusing. She seems fairly mediocre when she first joins, she gets buffs and stuff but her damage kind of blows. Then she gets the Drifter’s Coat, which makes her an unholy killing machine as long as you are at the right HP. :) Ena in particular absolutely loathed her; mwahahaha! She also gets Mystic which is amazing, makes her the healer of doom, and she also gets Impulse, which isn’t that great but it’s her best damage when she’s at full HP so whatevs~ Final dungeon she is not too great; REGEN MAKES HER WORSE!! GRRR!!! I am displeased!!! Uh, anyway, she did a lot of healing vs. the final boss and that was pretty good. Super-evasive! Grr, why must Ginny be so good. I hate you Meeplelord.

Shady- Can’t really comment here too much, I didn’t put much effort into him and as a result he kinda sucked. HAS HEAL THOUGH!!

Foomy- Didn’t get.

Lina- Objectively awesome, but WHAT THE HELL EVER! Crushed Ghaly into fine paste at least, her only job in the game~

To conclude, I feel like most of the characters are a decent representation of their original game selves with a few liberties taken (with Rolf in particular). Love it.
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on July 11, 2010, 08:52:17 AM
Also *punts Meeple* Kefka needs less Meteo hax in his life. I didn't think Meeple's fantasy was to make FF6 more like Shin Megami Tensei~
Title: Re: Meeple Fantasy 6
Post by: OblivionKnight on July 11, 2010, 01:38:55 PM
It's Meeple's SECRET fantasy to turn it into Shin Megami Tensei
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 11, 2010, 03:46:50 PM
You commented on Roger Bacon, but ignored PRINNY!??!
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 11, 2010, 03:58:23 PM
Also *punts Meeple* Kefka needs less Meteo hax in his life. I didn't think Meeple's fantasy was to make FF6 more like Shin Megami Tensei~

Well, sorry! I'll adjust that in a later edition or something.  Remember that lack of play testers = bullshit scenarios occur, so you being the first real one for a completed version like this...

Anyway, Ciato is automatically +10 in awesome relative to all of you for finishing MF6 and actually helping fine tune it!  For that, the next update will include another arbitrary Ciato fanservice push or something!

(...get your minds out of the gutter, NOW! Especially YOU)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 11, 2010, 04:01:06 PM
Ciato fanservice patch: All the male characters are shirtless!
Title: Re: Meeple Fantasy 6
Post by: Excal on July 11, 2010, 07:41:35 PM
Shirtless Tir?  HAWT!

On another note, when should we expect Shin Meeple Tensei?  I'd especially like to try the Djinnsona series.
Title: Re: Meeple Fantasy 6
Post by: Grefter on July 11, 2010, 10:52:46 PM
Do you really want to drive around a track that replaces a giant Sonic carved into the wall with a giant stone scuplture of Djinn?  And I don't think Djinn has the 3D modelling skills to pull it off.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 12, 2010, 01:45:51 AM
If we were to make it, it would be called Djinn Megami Tensei, obviously.

Note to Meeple: Finished Prinny and touched up Ike's sprite and re-did Rolf's... everything. I also finished a full Millenia sprite if you can use that for something! >.>;;

I'll have everything uploaded on my photobucket account for you by this evening, but the Prinny sprite is already up.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 12, 2010, 02:08:51 AM
Quote
Finished Prinny

Yay!

Quote
touched up Ike's sprite

Didn't you already do this?

Quote
re-did Rolf's... everything

IOWs, he looks a lot less like Sabin now I take it?

Quote
I also finished a full Millenia sprite if you can use that for something! >.>;;

Keep Dreaming <_<
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 12, 2010, 02:22:08 AM
On Ike: Yes, but it still looked crappy, so I fixed it -more-.

On Rolfsabin: He still looks a lot like Sabin, but his hair and armor make sense now.

On Millenia: ...but it's such a -good- sprite ;_;

I can't decide which one I want to work on next. >.>;;
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 14, 2010, 01:01:32 PM
Playing around with the editing tools.

I made a Seraphic Radiance sprite. Bonus points if you know the base sprite!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/SeraphicRadiance.png)


And more playing around, I added him into the game to see how it looked. Screencap!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/SerRadSS1.png)
Title: Re: Meeple Fantasy 6
Post by: Grefter on July 14, 2010, 01:21:07 PM
That is way to manly.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 14, 2010, 02:32:04 PM
From Celes with a Feathery hat into Lenneth!

I even managed to cut down on the number of colors used so that we can ease up the pressure on the palette changes.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 14, 2010, 04:15:46 PM
Yeah, Djinn, I wouldn't bother even thinking you're gonna make progress on fixing up any animations, ESPECIALLY if they require sprites.  Like I said, animations are not simple, especially ones with sprites involved, and you have very little flexibility there.  So if you're trying to make hack improvements through this, then I'd just give up on the idea.  The Seraphic Radiance Yuri one I can tell you already would NOT work for reasons I won't get into (I can tell how you got it into the game just for a screen cap, so people wondering how he pulled that off, its not something that's applicable in the actual patch itself.)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 14, 2010, 04:50:19 PM
Well, it's perfectly applicable if you don't mind changing up which Espers you're using in the patch.

I wish you wouldn't treat me like I have no idea how this whole hacking business works. I have just as much access to the internet as you, and there's a lot of information out there on how this stuff is done, specifically FF6 even!

So, I'd actually like to know the 'reasons you won't get into'. Trust me, I can understand the explanation.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 14, 2010, 05:20:26 PM
Quote
Well, it's perfectly applicable if you don't mind changing up which Espers you're using in the patch.

This is exactly why it won't work.  We've been through this.  You tried to get Millenia in through that, I explained "No, we're keeping the Espers as they are."  I'm not futzing around with that.

I can't simply add a random pointer that doesn't exist to a new arbitrary sprite, and I have NO sprites to spare.  The Esper sprites are linked to specific spots, and specific molds; simply going "Oh, you can use a new sprite!" doesn't work.  Only specific sprites falling in a specific set will actually be called upon properly.  The rest lead to a cluster fuck.

I think you're assuming I'm a little more lenient on this stuff than you are.  I hand picked everything (Sans Siebzahn, but that's more a case of "Oh fuck, the sprite is way too delicate to mess with, like hell am I screwing with that" ...and then there's Garland, which technically CK picked and I just approved, but that was more "Ok, I have an 8 color sprite Esper that needs replacing, which means my options are limited since replacing 8 color wit 16 color = someone else gets fucked along the way! Any ideas?" "Easy! Use Garland! Make him use status!" "That's brilliant!", as opposed to "well...I guess..."), for the most part, and I like to keep it that way.

Its like I said; you're getting a little too ambitious at this stage, and I like to keep things the way they are.  Changing stuff like battle animations is not a particularly wise idea, especially if you're gonna try forcing a sprite to something that doesn't use one (it'd be one thing if there were Esper Attacks I wasn't using, but that's NOT the case here, so that idea is gone.)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 14, 2010, 05:43:51 PM
Oh, well if it's just a case "I don't want to, that's why", then that's fine. I just didn't like the idea that you were refusing to explain hacking mechanics.

It's your game after all, you can choose to have whatever you want in it.
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on July 14, 2010, 05:53:24 PM
Meeple, can you please abstain from treating Djinn badly when he's just trying to help you? >_>
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 14, 2010, 08:09:37 PM
Ah, but when he signed up for the job, part of the contract said I can treat him however the hell I damn please!  Not my fault he didn't read the fine print until after I hit him with a truck <.<
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 15, 2010, 08:28:04 AM
Anyway, more 'making the sprites not suck'!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/YuriMF6.png)

In addition to making him not look like a hunchback, I made Yuri a unique casting animation since all of his abilities are 'Fusions'.

So now his casting animation makes him look like he's doing his pre-transformation screaming. And he's glowing cause I think it looks cool. I can't make it flash due to how the program reads the sprites, but it should still look fine.

I'll test it before I send in the finished spritesheet.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 15, 2010, 08:53:47 AM
Oh hell, disregard the above image, the colors are all fucked up thanks to the horrible monitor I was using before.

I will have correctly-colored sprites shortly.

Fixed the colors, but accidentally saved the preview as a JPEG. Argh.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/YuriMF6.jpg)
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 15, 2010, 01:36:23 PM
Hmm...sprites look good and I suspect they'd be usable, but I have one issue with the casting ones.  This one isn't really your fault, just putting it into perspective relative to the game:

It wouldn't be used in areas you'd think.  Yuri's casting animation will only kick in when he's using a Summon, or during very specific animations.  And one of them, Demon Rays, his original casting animation actually tended to work better (since it looks better for a Hadoken style attack.)  Fusions unfortunately, just like Blitz, using the standard "Ready" position ala fight.  I'd have go to through each of Yuri's attacks and see which uses the Casting Animation.

So yeah, the only issue, perse, is not something that's your fault, and not something you're screwing up, just a quirk of the game that may have made your hard work a little less significant than it should be (I'm not attacking you at all, IOWs.)

Regarding the flash, could you possible just change the color of the glow each frame, or remove and put it back on?  This logic is what applied to, say, Gogo's hands, for example.  I figure you may have tried this already, but just making sure you "exhausted options".
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 15, 2010, 08:54:40 PM
Due to how FF3 Sprite tiles work, there's only one tile that alternates during casting, so any kind of flashing aura around an entire sprite is impossible with just sprite manipulation (obviously the game has its own ways of making flashing characters ala Safe/Shell/etc).

As for casting animation not being used during Fusions/Blitzes... I actually think you can alter this using the latest version of FF3ME (6.7 beta). You might want to look into it, it's got a lot of newer features for playing around with animation sequences.

Oh, and I made Rachel into Alice.

I'll get you the tileset.bin file once I've finished fixing your palettes for you.

This sprite is totally dedicated to ClearTranquil.
Title: Re: Meeple Fantasy 6
Post by: Jo'ou Ranbu on July 15, 2010, 10:42:10 PM
The Alice sprite looks gorgeous.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 16, 2010, 02:17:02 AM
Hmm...sprites look good and I suspect they'd be usable, but I have one issue with the casting ones.  This one isn't really your fault, just putting it into perspective relative to the game:

It wouldn't be used in areas you'd think.  Yuri's casting animation will only kick in when he's using a Summon, or during very specific animations.  And one of them, Demon Rays, his original casting animation actually tended to work better (since it looks better for a Hadoken style attack.)  Fusions unfortunately, just like Blitz, using the standard "Ready" position ala fight.  I'd have go to through each of Yuri's attacks and see which uses the Casting Animation.

So yeah, the only issue, perse, is not something that's your fault, and not something you're screwing up, just a quirk of the game that may have made your hard work a little less significant than it should be (I'm not attacking you at all, IOWs.)

Regarding the flash, could you possible just change the color of the glow each frame, or remove and put it back on?  This logic is what applied to, say, Gogo's hands, for example.  I figure you may have tried this already, but just making sure you "exhausted options".

Clearly it's time to reassign the animations/effects to Skills and let someone else utilize the Fusion/Blitz mechanic. It's not like Shadow Hearts has any kind of fighting-game-style inputs like Blitz anyway. ...Maybe Fayt, being from an ARPG would be a good candidate to use the Blitz slots?

It's just a matter of switching around animations, which is much easier to do with the new FF3usME release! (Well, okay, it would also involve switching around which weapons teach which spells/blitzes for Fayt/Yuri, but that's fairly simple too.) Also, we should totally take advantage of the new 'change the Blitz inputs' feature so that it's easier to do the Blitzes on a keyboard.

Title: Re: Meeple Fantasy 6
Post by: Jo'ou Ranbu on July 16, 2010, 03:06:16 AM
Blitzes are quite easy to do on a keyboard, though. The input recognition is lenient beyond belief, even Bum Rush is hardly a problem to do.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 16, 2010, 03:28:50 AM
Maybe with your fancy South American keyboards, but I get frustrated trying to do any Blitzes with a diagonal input on a keyboard.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 16, 2010, 03:32:27 AM
I'm not changing the characters on the fundamental level; gameplay wise, I'm not fucking with MF6 as its been handled delicately thus far.  Outside of a few minor tweaks, the characters are not changing.  So yeah, you can forget THAT idea.

Yuri using Blitzes works anyway cause half the animations/effects were already well crafted to him, especially since the Blitz user was Sabin who also was a Fist Fighter much like Yuri!  

Changing Blitz inputs is a bad idea, though; I made them with the idea of Blitz inputs being remembered (sans...For Everyone, a Blitz Input even I can't remember cause well, I NEVER USE SPIRALER, and half the time, I don't even get Sabin high enough level to learn it, so I never had a reason to care!)  And yeah, Snow's right; Blitz inputs are easy on a keyboard if you know some tricks (double tapping is the big one, since it allows you to bypass diagonals, which is the big Keyboard problem.)

Fayt's handled well enough in a way that I like.  He starts the game kind of weak (just like SO3), gets much better starting midgame, when Multi-jump starts kicking in, which is akin to when he starts getting ACTUAL MOVES ala Side Kick.  Never gets really bad after that, always remaining fairly competent.  It apparently ended up working nicely just going with the idea of "Better weapons to use Jump with!"  as well as a few gimmick options (He's the only character who can use Levantine *AND* X-fight at the same time, leading to a Valiant Knife-like scenario.)

I dunno, Ciato's assessment apparently has stated that, beyond some tweaking, it sounds like the characters are reasonably well balanced and representative of themselves.  Things that are hard to work around are stuff like Rolf who by nature, is tough to make work well due to the variety of factors involved (in that he CAN end up good, but there's no guarantee that someone will use him enough for that.  I've since tried to alter enemy scrips to give more chances to learn significant stuff, like changing various instances of Fire 3 to enemies using Nafoi instead.)

Speaking of tweaks, one such one I made was giving Tir Ice 3 (learned via his ultimate weapon, which now serves a slightly more significant purpose by extension!).  This gives him SOME form of offense, if significantly worse than his best, against things that resist darkness.  It occurred to me that its a dick move making Tir get totally screwed by Dark resistance and he's one of your best cannons, so I should give him at least a half decent fallback.  Considering that Dark Resistance was not really a hindrance to Tir in his home games (S1, Soul Eater was TECHNICALLY Non-elemental, and in S2, he could use other Runes due to more Rune slots, so he had potential fallback options), felt like it wasn't really hurting the mold of his character (and he can learn the level 2's as is, so he does have Elemental Variety mid game, just yeah, stuff like FIre 2 aint gonna last the entire game.)
Why Ice 3?  Well...
A. Outside of Terra and ONE Summon (Zero), Ice is an under-represented Element.
B. Tir's only B (relative to all his Cs...and his A in Darkness) in Suikoden 2 was Water, which in Suiko-verse, covers Ice spells for offense...at least from S3 and on but shut up!
C. Tir already has Silent Lake, so clearly he already HAS a Water/Flowing Rune!  <_< >_> (and the fact that he can use Healing from Materia is further proof that HE HAS SOME FORM OF WATER RUNE IN MF6!)

He also got Drain added to his skillset (learned from Dragon Fang Staff), just for the whole Darkness Rune thing, as well as a nod to Suiko 4 where the Instant Death became Parasitic Healing.  No, doesn't really do much to make him better or anything, just an added bonus that felt appropriate to his skill set.

Tl;dr: No to changing skillsets around on characters (beyond minor tweaks within the skillsets themselves), no to changing animations cause I like them how they are, and no to changing Blitz inputs!
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 16, 2010, 05:02:57 AM
I'm not changing the characters on the fundamental level; gameplay wise, I'm not fucking with MF6 as its been handled delicately thus far.  Outside of a few minor tweaks, the characters are not changing.  So yeah, you can forget THAT idea.

Yuri using Blitzes works anyway cause half the animations/effects were already well crafted to him, especially since the Blitz user was Sabin who also was a Fist Fighter much like Yuri! 

Changing Blitz inputs is a bad idea, though; I made them with the idea of Blitz inputs being remembered (sans...For Everyone, a Blitz Input even I can't remember cause well, I NEVER USE SPIRALER, and half the time, I don't even get Sabin high enough level to learn it, so I never had a reason to care!)  And yeah, Snow's right; Blitz inputs are easy on a keyboard if you know some tricks (double tapping is the big one, since it allows you to bypass diagonals, which is the big Keyboard problem.)

Fayt's handled well enough in a way that I like.  He starts the game kind of weak (just like SO3), gets much better starting midgame, when Multi-jump starts kicking in, which is akin to when he starts getting ACTUAL MOVES ala Side Kick.  Never gets really bad after that, always remaining fairly competent.  It apparently ended up working nicely just going with the idea of "Better weapons to use Jump with!"  as well as a few gimmick options (He's the only character who can use Levantine *AND* X-fight at the same time, leading to a Valiant Knife-like scenario.)

I dunno, Ciato's assessment apparently has stated that, beyond some tweaking, it sounds like the characters are reasonably well balanced and representative of themselves.  Things that are hard to work around are stuff like Rolf who by nature, is tough to make work well due to the variety of factors involved (in that he CAN end up good, but there's no guarantee that someone will use him enough for that.  I've since tried to alter enemy scrips to give more chances to learn significant stuff, like changing various instances of Fire 3 to enemies using Nafoi instead.)

Speaking of tweaks, one such one I made was giving Tir Ice 3 (learned via his ultimate weapon, which now serves a slightly more significant purpose by extension!).  This gives him SOME form of offense, if significantly worse than his best, against things that resist darkness.  It occurred to me that its a dick move making Tir get totally screwed by Dark resistance and he's one of your best cannons, so I should give him at least a half decent fallback.  Considering that Dark Resistance was not really a hindrance to Tir in his home games (S1, Soul Eater was TECHNICALLY Non-elemental, and in S2, he could use other Runes due to more Rune slots, so he had potential fallback options), felt like it wasn't really hurting the mold of his character (and he can learn the level 2's as is, so he does have Elemental Variety mid game, just yeah, stuff like FIre 2 aint gonna last the entire game.)
Why Ice 3?  Well...
A. Outside of Terra and ONE Summon (Zero), Ice is an under-represented Element.
B. Tir's only B (relative to all his Cs...and his A in Darkness) in Suikoden 2 was Water, which in Suiko-verse, covers Ice spells for offense...at least from S3 and on but shut up!
C. Tir already has Silent Lake, so clearly he already HAS a Water/Flowing Rune!  <_< >_> (and the fact that he can use Healing from Materia is further proof that HE HAS SOME FORM OF WATER RUNE IN MF6!)

He also got Drain added to his skillset (learned from Dragon Fang Staff), just for the whole Darkness Rune thing, as well as a nod to Suiko 4 where the Instant Death became Parasitic Healing.  No, doesn't really do much to make him better or anything, just an added bonus that felt appropriate to his skill set.

Tl;dr: No to changing skillsets around on characters (beyond minor tweaks within the skillsets themselves), no to changing animations cause I like them how they are, and no to changing Blitz inputs!

Well, at least it sounds like you actually considered my ideas before dismissing them this time. >.>;;

I can understand not wanting to drastically change skillsets, that is indeed a lot of work for perhaps little payoff.

However, while the animations are pretty good, as an artist I can't be satisfied with a blanket 'no' to all animation changes, so I would appreciate it if you could at least consider any future animation changes I propose.

Still think changing Blitz inputs isn't a bad idea, and I would appreciate some elaboration on why keeping them how they are is in any way a boon to the game or even thematically appropriate. Simplified Blitz inputs would at least differentiate Yuri from being so much of a Sabin recolor. Since the Blitz mechanic is so uniquely Sabin-ish, making them much simpler would take some of focus off of the time spent inputting the Blitz, and more focus on the actual changes you made to the Blitz skillset to make it resemble Yuri's skillset and build.

Edit: Note to self so that I don't forget - Download this utility when you're free from work. No frills but less hassle for simple tile-editing. http://www.romhacking.net/utils/109/
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on July 16, 2010, 05:17:47 AM
What sort of inputs for Yuri would you propose, Djinn?

I'd support changing them if they're really simple, I think.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 16, 2010, 05:45:25 AM
Hmm... Eight Blitzes?

-> -> A Blitz1
<- <- A Blitz2
^  ^  A Blitz3
v   v  A Blitz4

-> -> X A Blitz5
<- <- X A Blitz6
^  ^  X A Blitz7
v   v   X A Blitz8


Something like that would be my recommendation. Easy to input and easy to remember, and not so short as to cause input problem either.
Title: Re: Meeple Fantasy 6
Post by: Grefter on July 16, 2010, 08:44:31 AM
For those having trouble doing diagonal inputs in ZSnes, you want to setup unique diagonal keys and use the numpad  for directions (Unless for some reason you feel the need to keep wasd for emulation, then you are weird and on your own).  Don't hold buttons just tap around in a circle 478963214 in a smooth motion and you won't have an issue doing blitzes.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 16, 2010, 08:50:41 AM
No Numpad on my laptop... ;_;
Title: Re: Meeple Fantasy 6
Post by: Grefter on July 16, 2010, 08:56:48 AM
kiop;/.,k instead then.

Edit - aqwedcxza also works I guess.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 16, 2010, 04:01:48 PM
Or just do the double tap strategy.  Its been proven to work 100% of the time.

So take Aura Bolt for example.  Instead of the usual Hadoken to the Left Presses, just do Down Down Left. 
Or for Fire Dance? Left Left Down Right Right

I'd rather not change Blitz inputs cause people actually remember them, and many people do not have problems with them once they learn of "Double Tap."  Having a Laptop is no excuse in this case since yes, it means you can't do Grefter's idea, but I just proposed an alternative that proves successful and completely bypasses the diagonal scenario entirely.

Basically...no, I'm not changing Blitzes.  MF6 has enough new stuff as is, changing Yuri's attacks, even if simple, is just one extra thing to remember and would only further complicate things.
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on July 16, 2010, 04:04:46 PM
I played MF6 on my lappy and it works. I think it would be nice for the non-FF6 nerds to point out somewhere in the game that this works; I had to have it explained to me.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 16, 2010, 04:12:05 PM
I can easily make a simple note of it in the game (or at least, attached to a Readme file which I can direct too, if I feel it needs to be more in depth), just to get the idea out there.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 20, 2010, 04:51:58 PM
Finished Virginia's sprite. Now in Palette 3 so that her in-battle and world-map sprites are the same color!

I'm personally fond of her 'Tough Guy' pose (Row 4, Column 1). I have her brandishing her gats all gangsta-like.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 20, 2010, 05:03:28 PM
Finished Virginia's sprite. Now in Palette 3 so that her in-battle and world-map sprites are the same color!

I'm personally fond of her 'Tough Guy' pose (Row 4, Column 1). I have her brandishing her gats all gangsta-like.

NO! ITS NOT! You didn't actually fix it, you just made it worse.  I had already fixed it such that her out of battle sprite and in battle one matched up (it just required NOT loading a file before Thamasa, cause of how the game treats it.)  What wasn't working was some of her plot sprites, and the Save Menu ones.  I told you not to do ambitious things cause you didn't know what's what, and scenarios like this will occur.

Fixing it won't be easy cause I had to ask someone specifically to find that spot and tell me what it is, someone I do NOT have contact with anymore.

Also, not fond of the Guns in the sprite now, mostly cause of how the game uses that sprite, it really just doesn't fit.  Its not really a "Tough Girl" sprite, but an angry one.  Typically used as such too; the guns just look awkward.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 20, 2010, 05:22:53 PM
I think it'll be fine. Just let me play with it until I have it all worked out. You're always so quick to assume the worst.

Also, you should tell me when you've made such edits to things like palettes, especially since I've specifically asked you about stuff like this before.

If you would tell me what you've actually done instead of just giving me vague warnings like 'don't do anything ambitious!', I'll bet this would go a lot more smoothly.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 20, 2010, 08:20:42 PM
No, actually, I told you EXPLICITLY in chat "Do not swap the palettes."  I remember having this conversation with you.  You were asking cause you wanted to do this very thing, I said "Don't do this.  The way palettes work, its not going to fix anything."  When I say "Don't do it", I didn't mean "Play around til it works!"  This was before I said the ambitious statement.

Either way, I told you not to do something, and you did it anyway.  Whatever the reason, you shouldn't jump to assumptions like "Oh, it'll be better, so he'll approve."  I know I told you "Don't mess with swapping palettes", so the reason should be irrelevant.  Banking on the "you were vague" won't work here cause I remember what I said, and told you not to mess around with things.  I thought I made it clear "Only work on sprites and nothing else."  Changing Palettes around is obviously something else.

And regarding the gun thing...I dunno; it looks like you're trying to be a little too cute and it doesn't really look good.  The whole "Gangsta" thing doesn't even really fit her as a character.  Virginia wasn't one to flaunt her ARMs out unless she explicitly meant to use them. That's kind of what she was explicitly taught in fact and one of the bases behind her character; only use her ARMs to protect others, not threaten or harm.  Its a minor detail, but it does kind of contradict and its more one of those "Oh look, its cool!" things that I'm just not really fond of.

Heck, of the 4 PCs, Virginia is the ONLY character to keep her ARMs out of sight in battle until she uses them; granted, being Pistols means the whole "Quick Draw" thing is a lot more viable than the other larger, heavier, more technical guns (probably the logic why she's game best speed) but the fact remains that she rarely takes her ARMs out for instances where she's not using them, and I'd prefer to reflect this.  Her angry/tough/etc. moments in WA3 generally involved her having more of a "Get tense" or "Steadfast stance" type reaction, and I'd prefer to reflect this.  You were always talking about how characters needed more nuances to reflect themselves, rather than just look like altered FF6 sprites...

Well, here's a case where an action being taken actually detracts from the character, not works with it.  Its trying to add a dimension to Virginia, perse, that is unlike her, and that should be a good indicator why not to do it.

Now what WOULD be cool, regarding her ARMs?  If you changed her "ready" position to include them, most notably in the Cross-shot manner she holds her guns.  That would be pretty neat, and I always liked the way Virginia fired her guns in WA3.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 01:33:56 AM
Virginia: I didn't figure you'd react so strongly to the 'brandishing her gats all gangsta-like' line so much. In actuality, I made her sprite holding her guns in an attempt to replicate her most well-known character art, not to make her gun-happy.
 (http://shrines.rpgclassics.com/ps2/wa3/virginia.jpg)


>.>;;


Palettes: Look, I know you don't care about what the NPCs look like, but I want to edit some of the NPC sprites and make them all look better as a whole, which will make MF6 look a little more professional overall. This requires changing some palettes, and I have all the necessary knowledge to make this work from a clean FF6 rom, the only thing I need from you is what you've changed in MF6, and then both the PCs and NPCs will look nice. And looking nice is the only thing I'm trying to do for you and your game here.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 01:46:04 AM
So wait, you took a calm, placid, happy shot where she's holding one gun and applied it to a Tough girl Angry shot?  There's an obvious logical inconsistency here <_<.  Either way, she never does anything like that in game; the shot really feels like a "We want the guns to look like this" and not much else.

So really, I don't get what the point is, and honestly I personally completely forgot that shot existed, and it doesn't really represent her well at all.  It really does look kind of awkward, and silly, and again, your reasoning behind it kind of contradicts the logic applied, let alone I don't think anyone would put two and two together, since its not that famous an art shot.

Its also a bit of a jump to say "Her most famous art" cause WA3 had a lot of in game art shown for character dialog, so...

---

I don't have the info you want to change all that, cause as I said, I got it from someone who I no longer have contact with (or alternatively, others who WOULD have this info), so you can really just forget about me getting it back, and I can't tell you exactly what I changed.  You're asking for things that I can't supply, and while trying to make this hack more "professional", somethings just aren't reasonable.  Again, this is why I don't want you changing stuff without double checking with me first.

A lot of this info was lost when my hard drive crashed; I was lucky enough to salvage the amount I did.  Basically, the resources you want just don't exist anymore, and you might as well just back out.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 01:58:52 AM
So wait, you took a calm, placid, happy shot where she's holding one gun and applied it to a Tough girl Angry shot?  There's an obvious logical inconsistency here <_<.  Either way, she never does anything like that in game; the shot really feels like a "We want the guns to look like this" and not much else.

It was mostly because that particular pose isn't used in very many places. For a lot of the sprites, changing them to reflect the new character's personality would effect how certain animations look in story/battle, but this pose is used rarely, though memorably, so I wanted to put something Virginia-ish into it.

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So really, I don't get what the point is, and honestly I personally completely forgot that shot existed, and it doesn't really represent her well at all.

It's the image you ripped for her portrait in MF6... >.>;; I also believe it's her character art for the DL.

---

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I don't have the info you want to change all that, cause as I said, I got it from someone who I no longer have contact with (or alternatively, others who WOULD have this info), so you can really just forget about me getting it back, and I can't tell you exactly what I changed.  You're asking for things that I can't supply, and while trying to make this hack more "professional", somethings just aren't reasonable.  Again, this is why I don't want you changing stuff without double checking with me first.

A lot of this info was lost when my hard drive crashed; I was lucky enough to salvage the amount I did.  Basically, the resources you want just don't exist anymore, and you might as well just back out.

You don't need to have every little bit of notation, I know how the palettes work well enough that I can do the hex-editing myself. I just need to know the general gist of what you did, and I can reverse-engineer it back to how the original FF6 programming was.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 02:27:40 AM
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It was mostly because that particular pose isn't used in very many places. For a lot of the sprites, changing them to reflect the new character's personality would effect how certain animations look in story/battle, but this pose is used rarely, though memorably, so I wanted to put something Virginia-ish into it.

Its not Virginia-ish though; it looks like she's taunting, which is something she didn't do (Maya did it all the damn time, and Maya's suppose to be Ginny's polar opposite in many ways, to give you an idea.)  And she does go into the pose in...just half the scene's she's in.  You'd be surprised how often Relm donned her 'Angry' pose.  It really does look out of character for her to be looking that way, and "resembling" that art shot would make ti look REALLY AWKWARD considering when its used.

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It's the image you ripped for her portrait in MF6... >.>;; I also believe it's her character art for the DL.

It is, but that still says little, especially since half the images that use that are cropped and cut out her guns.  I believe I just grabbed a cropped version and used that.  The point is, you're just labeling it "Her most famous image" when you have no basis behind it.

Its a bad reason to jump behind that anyway.  Again, the fact that I completely forgot the image was used DESPITE using it in MF6 is telling, and its hardly reflective of Virginia as is.  Keep the guns out of that shot.

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You don't need to have every little bit of notation, I know how the palettes work well enough that I can do the hex-editing myself. I just need to know the general gist of what you did, and I can reverse-engineer it back to how the original FF6 programming was.

Which is what I don't have?  The amount of shit changed is all over the place, and simply making it from a "clean rom" isn't reasonable, and you're randomly assuming its going to be easy.  The number of stuff I've had to reference, cross reference, what have you, even for simply getting palettes to work right, was a lot.  Again, this task you're asking isn't reasonable, and that's why I held back on explaining everything.  I really get the impression you assume its a simple case of "Check a few values, alter them!", but that's NOT what's gonna happen, as that's not how it works.

Again, you're asking for resources about info that doesn't exist anymore.  I can't provide what isn't there.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 02:54:22 AM
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It was mostly because that particular pose isn't used in very many places. For a lot of the sprites, changing them to reflect the new character's personality would effect how certain animations look in story/battle, but this pose is used rarely, though memorably, so I wanted to put something Virginia-ish into it.

Its not Virginia-ish though; it looks like she's taunting, which is something she didn't do (Maya did it all the damn time, and Maya's suppose to be Ginny's polar opposite in many ways, to give you an idea.)  And she does go into the pose in...just half the scene's she's in.  You'd be surprised how often Relm donned her 'Angry' pose.  It really does look out of character for her to be looking that way, and "resembling" that art shot would make ti look REALLY AWKWARD considering when its used.

...Okay. I can understand your concern. If you really think it detracts, then I'll take the guns out.

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It is, but that still says little, especially since half the images that use that are cropped and cut out her guns.  I believe I just grabbed a cropped version and used that.  The point is, you're just labeling it "Her most famous image" when you have no basis behind it.

You pick weird things to argue about. Type 'Virginia Maxwell' in GIS and see what comes up... >.>;;

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Which is what I don't have?  The amount of shit changed is all over the place, and simply making it from a "clean rom" isn't reasonable, and you're randomly assuming its going to be easy.  The number of stuff I've had to reference, cross reference, what have you, even for simply getting palettes to work right, was a lot.  Again, this task you're asking isn't reasonable, and that's why I held back on explaining everything.  I really get the impression you assume its a simple case of "Check a few values, alter them!", but that's NOT what's gonna happen, as that's not how it works.

Just tell me what you do remember, then. Specifically about any palette changing you did with a hex editor. I'm not intending to make 'changes all over the place', just trying to make your NPC and menu sprites look as they are intended.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 03:00:46 AM
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Just tell me what you do remember, then. Specifically about any palette changing you did with a hex editor. I'm not intending to make 'changes all over the place', just trying to make your NPC and menu sprites look as they are intended.

And I've told you HOW many times? I don't know! I don't remember what I changed.  I don't know what I did change; this was done a while ago, and I was walked through.

Again, I can't emphasize this enough: You're dealing with things that involve resources that don't exist anymore.  What you asked for is one of the big major things I can't provide at all.
Title: Re: Meeple Fantasy 6
Post by: Shale on July 21, 2010, 03:01:52 AM
You pick weird things to argue about. Type 'Virginia Maxwell' in GIS and see what comes up... >.>;;

Eeeeeeeeeeeeeeeeew.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 03:19:43 AM
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Just tell me what you do remember, then. Specifically about any palette changing you did with a hex editor. I'm not intending to make 'changes all over the place', just trying to make your NPC and menu sprites look as they are intended.

And I've told you HOW many times? I don't know! I don't remember what I changed.  I don't know what I did change; this was done a while ago, and I was walked through.

To be fair, you haven't told me anything but a blanket 'I don't know, someone helped me.' I didn't realize that you were walked through the process so much that you didn't know anything at all about what you were doing. You could also provide me with whatever information you -do- know. Such as... which sprites did you alter palettes for? (I suspect just Setzer and Relm, but..) Or... who helped you in the first place? It may be possible to find him or someone who knows the same information he does. Did you use a hex editor for all these changes? Which hex editor? Did you run it through FF3se first? Where did the problems occur such that it made decide you needed to get an elaborate fix like this?

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Again, I can't emphasize this enough: You're dealing with things that involve resources that don't exist anymore.  What you asked for is one of the big major things I can't provide at all.

I'm not asking for a translated data table, just what you -do- know. I realize you don't know much about what I specifically want, but if you tell me the details you -do- know, I can find what I need to fix.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 03:35:26 AM
EDITTED TO NOT SOUND LIKE A COMPLETE AND TOTAL ASS.  APOLOGIES IF YOU READ THIS BEFORE.

Djinn, I'm sorry, but I'm simply just asking you to just drop it, and back out of your recent change.  I know you're proud of your actions and think its good, but what you did actually had negative side effects and I can't get you what you need to reverse this.  Shit happens, unfortunately, and there's not much you can do about it. 

So we can either go around circularly and get nowhere, as we have been doing in the last few posts, or you can simply just back up and try to find some other solution that doesn't go against my instructions.  It sucks, I know, but I had already taken steps to work around your concern (same goes for Vyse), and you took steps that completely reversed those actions.  What you're asking isn't a simple manner, and the solution isn't something I can simply provide.

It sounds like a simple request, but there's more to it than that, and I really don't want to get into the specifics.  In fact, I remember reading an entire document on why changing things to that depth, and explained how its not a simple solution.  What you're requesting just isn't as simple as a few Hex Edit changes and combined with the fact that I did this a few years back means I don't have full memory of what I did anyway.  It wasn't a simple task though.

I just can't stress this enough, and again, you can ask as many times as you want, but I'll keep producing the same answer.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 04:02:58 AM
I appreciate that you want to keep things simple for me, I do. But this is something that I'm interested in learning about anyway. Also, there's been a lot more information about event editing shared since you made these changes, so it's not as scary and mysterious to me as you think.

Your comparison of this problem to Gold in a Copper Mine is pretty off. Considering that I'm trying to change something back to what it was before you changed it, a more appropriate comparison would be trying to find Gold in a Gold mine where someone tossed a bunch of Copper all over the place to throw you off. Clearly it is not impossible to find what I'm looking for, and your good-hearted attempts to keep things simple is just making the process of fixing it more time-consuming.

I'll try to be more specific with what I'm asking, then.

Who walked you through the event editor? On what site did you meet this person?

What sprites have you done palette editing for? Did you use a hex editor or some other program?

Did you do any other event editing besides palettes?

What was the original problem that caused you to seek help to fix it in the first place? Which sprites displayed with the wrong palette (World map? Town maps? Plot scenes? Battle sprites?) ?

How long ago did you make the changes? Did this affect any other (non-NPC/PC) graphics (such as monsters, spell effects or map tiles)?

If you can't remember, that's fine, but can you estimate about how many events you edited the palettes for?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 04:29:55 AM
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Who walked you through the event editor? On what site did you meet this person?

Someone on a message board and I can't even give you his name.  It was someone whose name I don't even recognize if I see it.  Note this message board doesn't even exist anymore.  I've even checked other forums that mentioned the board and they say "Sadly, it seems to have died, and the info it had is basically all gone."

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What sprites have you done palette editing for? Did you use a hex editor or some other program?

Just Ginny and Vyse.

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Did you do any other event editing besides palettes?

Bum Rush, a few triggers here and there that I can't remember.  Basically, I actually changed stuff, and it really is not as easy as it sounds, as you have to know exactly what you're doing.

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What was the original problem that caused you to seek help to fix it in the first place? Which sprites displayed with the wrong palette (World map? Town maps? Plot scenes? Battle sprites?) ?

I can't remember since it was a long time ago, but I did check and the info still isn't easily accessible.  You claim "New info since I last worked on it!" but truth, I'm finding all the same stuff that is there, and I'm finding that things that USE to exist don't anymore (one was this big hacking resource; you click on a link...you get a non-existent URL.)

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How long ago did you make the changes? Did this affect any other (non-NPC/PC) graphics (such as monsters, spell effects or map tiles)?

I honestly have no clue, but fucking with it is not something you should be doing.

Altering this is a very precise thing, and you really don't want to delve into it.  Again, no new info has actually been revealed like you claim it has; its the same stuff, and its not a simple case of a few pointers.  TO give you an idea, since one example I found...

One instance of Edgar in FF6 is *NOT* Edgar, as far as the event goes.  Its actually Terra, but they give her his Sprite and Palette for the scene.  Why FF6 is programmed this way, I don't know, may have to do with character values and what not, and easier to just alter the sprite/palette for the scenario, then adjust it back, than make a whole script adjusting which character is called upon.

Either way, its a lot of event hacking, and it really is delving into something that one minor futz up could really screw everything up.  This is why I really don't want you getting into it, and why I'd prefer you just didn't.

Do you understand now what I mean by you're asking for resources that don't exist anymore?  Some quite literally have been purged as the forum that this info came from is in the graveyard, the person I talked to I quite literally cannot contact anymore cause I don't remember who it was, and looking for the info myself, I came up with nothing other than "Fix things manually through event hacking."  I once almost screwed the entire game up changing one trigger of redundant useless data (one of those "End event" things used twice in a row), and I was lucky enough to find a way to fix it.  The instance it gets into event hacking, I'm just gonna have to decline the idea, and that's what you're getting into.

Also, unlike Battle Sprites, event, over world, NPC palettes, etc. can't be easily tested, cause of how the game loads data.  So something could seem like its fine (or alternatively, something seem like its not fine), and the reverse is actually true.  That's probably why Ginny seems to be working in your case when in a fresh genuine file, she'll suddenly have a color change that you did not intend.  There's a lot of crap to work with, and I'd really just appreciate you didn't delve into it.  I spent time to rectify a scenario, and you're putting it back into a state that is more likely to have adverse side effects I'd definitely prefer to avoid it.

(Sprites, unlike Palettes, are pretty much exactly as you see on the tin, so if it looks fine in a sprite editor, there's a 99% chance it'll look fine in game.  Its usually animation nuances that are hard to tell, and only trial/error works that away.  Palettes...are a totally different story though)
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on July 21, 2010, 05:01:47 AM
Okay, I have a few ideas about how to go about fixing it. Yes, it involves playing around in the CA and CB event banks, since I suspect that's the only portion where you had to play around with palettes for Relm and Setzer in the first place (I suppose it's possible that you may have changed their map sprites, but that doesn't seem to be a problem on my end).

Let me give it a try, and if it's really too hard for me to fix, I'll revert to my back-up copy of your masterfile and scrap my changes. You really don't have anything to lose, right?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on July 21, 2010, 05:16:10 AM
There is something to lose actually; its the fact that changing stuff can alter stuff elsewhere if done improperly, and it may not be noticed and could have a subtle long term effect, and there's little to actually test in this regard as far as working vs. not working other than play the entire game through, or know the exact part of the game you're changing and testing it there and then.

So its possible you could send me back an unworking rom and I don't know it cause the testing is not as easy as it sounds.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 02, 2010, 11:40:55 AM
Update to show that I've been actually getting some work done.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/YuriPreview.png)

Recolored hair, eyes. Coat redrawn. New casting sprite.


(http://i167.photobucket.com/albums/u137/DjinntoTonic/VysePreview.png)

Recolored clothes. Redrawn Hair, Patch, Scarf


(http://i167.photobucket.com/albums/u137/DjinntoTonic/VirginiaPreview.png)

Recolored dress. Redrawn hair. New sprites all around. Removed the guns, as asked.


(http://i167.photobucket.com/albums/u137/DjinntoTonic/TirPreview.png)

Redrawn the bandana. Fixed the outlining on his clothes. Soul Eater rune in the casting sprite is now the correct color.


(http://i167.photobucket.com/albums/u137/DjinntoTonic/PrinnyPreview.png)

Yes, that's a textbox in the sprite itself that says "d00d"...


(http://i167.photobucket.com/albums/u137/DjinntoTonic/LinaPreview.png)

Despite my lack of interest, a recolored Lina!


(http://i167.photobucket.com/albums/u137/DjinntoTonic/LennethPreview.png)

Man, this one was rough. Took forever, but I'm mostly pleased with the result. Finished her riding/fallen sprites too.


(http://i167.photobucket.com/albums/u137/DjinntoTonic/FoomyPreview.png)

Foomy. He be bubbles.


I could use these for the the wiki entry on MF6, too.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 02, 2010, 01:34:16 PM
I appreciate you posting them except...I can't see any of the sprites...at all.  Is this just me or are others having this problem too?
Title: Re: Meeple Fantasy 6
Post by: superaielman on September 02, 2010, 03:11:09 PM
Just you.
Title: Re: Meeple Fantasy 6
Post by: OblivionKnight on September 02, 2010, 03:39:08 PM
The irony that Meeple can't see the sprites for his own patch >_>

Anyway...those look awesome.  Can't even tell (with the exception of Celes...er...Lina, and I don't even know what she looks like normally, so that may be appropriate!) that they were originally FF6 sprites.  The Prinny and Lenneth in particular are badass.  Niiiiiiiiice!
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 02, 2010, 05:34:10 PM
Most of those look fine, but I still really don't like that Virginia "angry" sprite.  It looks silly, awkward, and kind of out of character (why would she be flexing her muscle like that?).  I know you removed the guns but...I dunno, it just looks off.  Something I don't really seem fond of myself.
Title: Re: Meeple Fantasy 6
Post by: Yakumo on September 02, 2010, 05:37:56 PM
Looks more like she's shaking her fist at something to me, but hey.  Though... where's her other arm? <_<
Title: Re: Meeple Fantasy 6
Post by: OblivionKnight on September 02, 2010, 06:33:47 PM
It's Djinni - do you REALLY want to know where that other arm is?
Title: Re: Meeple Fantasy 6
Post by: Luther Lansfeld on September 02, 2010, 06:36:17 PM
I personally think it's cute and kind of sassy. I like it.
Title: Re: Meeple Fantasy 6
Post by: Scar on September 02, 2010, 11:31:12 PM
One of these days I'd like to try out this game, but it always seems to be getting better and I really want to try out a finished or the best version out.

By the way, I dig the new sprites!
Title: Re: Meeple Fantasy 6
Post by: Bardiche on September 02, 2010, 11:43:37 PM
One of these days I'd like to try out this game, but it always seems to be getting better and I really want to try out a finished or the best version out.

By the way, I dig the new sprites!
Title: Re: Meeple Fantasy 6
Post by: VySaika on September 02, 2010, 11:47:39 PM
Yeah, what Yakko said about it looking more like she's shaking her fist.

Also, love Yuri's new casting sprite. That's badass. Tir's is great too.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 03, 2010, 12:28:10 AM
Yeah, she's supposed to be holding her fist up as if she were going to shake it.

Her other arm is supposed to be behind her. Perhaps I didn't convey that she's standing slightly at an angle well, but you can see the tip of her white glove there. I suppose I can try to fix it up.

Finished Foomy. Working on Ike now (again). I just can't get him to look right and he still looks too much like Locke. After that I'm going to fix up Rolf (again), and then I'll be able to move on to finishing everyone's riding/fallen sprites, which is an extra 40 steps due to the way the editors work.

After the riding sprites, then I can finally finish up the custom NPC sprites. Odin, Zed, Songi, Fina are the only ones I have planned (I don't think I missed any?), and I then I can release the file to Meeple.

I'm not sure what to do about Roger Bacon, that's a billion extra sprites that I -really- don't want to redraw. I can just recolor Banon and call it day, I suppose. Note that Banon's sprite is also used for Duncan/Ben Hyuga with a palette swap, so that's an extra challenge to try to incorporate into this problematic sprite.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 03, 2010, 05:40:51 PM
The thing about the Angry Virginia sprite is that its EXACTLY like Angry Sabin's, where there's really no doubt its a "Bring it on!" style flex, and the two characters nothing alike.  I don't see the "She's shaking her fist!" thing personally, for reasons I won't get into, but the resemblance to Sabin's just can't be ignored, and that's what really stands out to me.  Its something I definitely didn't want, and I tried to elude to it before, when you made the guns (I didn't want the sprite changed much to begin with.)   The fist thing just really seems weird, and Virginia clenching her fist in that manner AT ALL seems weird.
Title: Re: Meeple Fantasy 6
Post by: Taishyr on September 03, 2010, 05:52:26 PM
/me shrugs. I like the Virginia sprites as well. I can see what Meeple's saying, but... eh, Iunno, it works/looks just fine to me.
Title: Re: Meeple Fantasy 6
Post by: OblivionKnight on September 03, 2010, 06:37:38 PM
The thing about the Angry Virginia sprite is that its EXACTLY like Angry Sabin's, where there's really no doubt its a "Bring it on!" style flex, and the two characters nothing alike.  I don't see the "She's shaking her fist!" thing personally, for reasons I won't get into, but the resemblance to Sabin's just can't be ignored, and that's what really stands out to me.  Its something I definitely didn't want, and I tried to elude to it before, when you made the guns (I didn't want the sprite changed much to begin with.)   The fist thing just really seems weird, and Virginia clenching her fist in that manner AT ALL seems weird.

I'm sure if she were constipated she'd be clenching her fists like that.  Otherwise, I...honestly don't see a resemblance to Sabin's sprite there at all.  I think if possible the back hand could be made more prominent, but think it works fine the way it is.

As I said, the one that looks most like an original character is Celes...Lina...blah.  Is there any way to make it look less like Celes without sacrificing it currently?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 03, 2010, 07:34:38 PM
If you guys think it looks like shaking a fist...it really does not fit the context Virginia dons that sprite in ever then.  I really can't stress this enough.  The sprite just isn't very Virginia like, the pose doesn't fit half the time she dons that in game.  I really don't like it at all.  And the for the record, it is identical to Sabin's "Angry" sprite, don't kid yourself.  If you can't see the resemblance, its very clear.  Oh, so Sabin's RIGHT arm is being raised instead of his left, and he's got his other fist in front...

Come on, you know very well that OTHER fist is a minor detail and you know very well you're reaching to just try and contradict it.  Its very obviously the same general pose.  Disagree about liking the sprite if you want, but don't go out of your way to lie about it just so you can try and discount my claim.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 04, 2010, 12:42:12 AM
Well, actually... Even taking into account the different colors used and -only- looking at the pixels that form the forearm despite the effect the rest of the body has on the perception of the arm...

It's still different by.... 10 pixels. That's practically the whole thing... >.>;; Yes, it's kind of similarly placed, but the fact is that even a single pixel can make a difference in sprites of this size. This truth is why I took on this job in the first place.

So while I appreciate that you hate the sprite, "stop lying to support your claim."
Title: Re: Meeple Fantasy 6
Post by: Cotigo on September 04, 2010, 05:10:32 AM
I like how Meeple's constantly going "No leave my stuff the way it is," Djinn's constantly going "No wait let me toy around with it.... here, toyed around with," and then either it has blown up the file Djinn was working with, or it works and Meeple finds bad reasons to not like the results.
Title: Re: Meeple Fantasy 6
Post by: Excal on September 04, 2010, 05:48:02 PM
Yeah, Meeple does have a lot of bad arguments.  But Djinn's got a lot of posts here where the subtext of what he's saying is "I know you don't want this, but I think you're an idiot and therefore aren't worth listening to despite having worked on this thing for years.  So I'm just gonna do whatever the hell I want because I know you can't stop me.  Good day, and fuck you."

Title: Re: Meeple Fantasy 6
Post by: Bardiche on September 04, 2010, 05:53:34 PM
To be fair, Meeple isn't exactly cordial either, Excal.

Both sides are sort of hostile, I think? Djinn has a lot of ideas he wants to try and do, and some general fixes, Meeple has a lot of DON'T DO THAT without much explanation and now you're fighting over a sprite everyone but Meeple likes.

To be fair, it's Meeple's mod, so he should have free reign to decide whether something goes in or not. You can disagree with him (I know I do. Try mimicking the pose and having a fist in front or not really matters) but in the end he can basically say "Screw it, it's Meeple-service, not for the entire DL!" and he'd be absolutely right. (I recall he made it for himself and not for the DL in the first place, correct me if wrong)

*shrug* In the end this is an issue of interpretation and so long as Meeple does not see it the way everyone else does, then there is really nothing you can do. Djinn. It'd be best to just drop the issue and leave Virginia's poses alone.
Title: Re: Meeple Fantasy 6
Post by: Clear Tranquil on September 04, 2010, 06:00:55 PM
I don't think Virginia's worth everyone calling each other liars over  ;-)
Title: Re: Meeple Fantasy 6
Post by: Random Consonant on September 04, 2010, 06:07:28 PM
In fairness, I don't like the sprite in question that much either (it looks... rather odd), but I just can't be arsed to care about it much.

Have to agree with Excal, the whole subtext of a lot of Djinn's posts is... unsympathetic, to say the least.

Quote
I don't think Virginia's worth everyone calling each other liars over  Wink

What she said.  Seriously people, it's a freakin' sprite, get over it.
Title: Re: Meeple Fantasy 6
Post by: Cmdr_King on September 04, 2010, 06:16:14 PM
Clearly everyone is missing an important fact.  Djinn is an artist.  Even if not all of his work is liked, he's still going to argue in its favor.  Meeple just sets a ranty tone that comes off as all "fuck you I'm right" (this is not what is meant; Meeple simply argues that way by nature and means nothing by it except being thorough) and thus both sides adopt it.

Re: Ginny sprite- I think the arm pump has a "alright, let's get fired up!" vibe to it, which is good, but Ginny's mouth here makes her look angry.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 04, 2010, 06:22:04 PM
I like how Meeple's constantly going "No leave my stuff the way it is," Djinn's constantly going "No wait let me toy around with it.... here, toyed around with," and then either it has blown up the file Djinn was working with, or it works and Meeple finds bad reasons to not like the results.

Actually, it has never blown up the file I was working on. We already established this. There was a display error in the editing program, and it worried me because I didn't get a chance to test it. Meeple confirmed that his original file had the same editor-display problem. And I spent 4 hours testing the sprites on my own file after that just to make sure.

It's important because I've spent a lot of time researching this shit and I know exactly what I'm doing, and it seems like the only time I ask for help (from the person who -should- be most able to support my endeavors), people instantly decry my ability to do game-hacking. And it's really starting to erode my patience.

I'm not angry with Meeple for wanting his game the way he wants it. And by God if I haven't let him have everything the way he wants it. But I'm trying to be creative. Sometimes he may not like what I come up with, but I get defensive when someone comes out and says "OMG you changed it, it sucks now" when changing it was kind of the point.

At any rate, Meeple and I have settled our differences. He gets MF6 however he wants it, and I'll do whatever the fuck I feel like with my test file (DF6?). It's a little more work, but honestly, I was always intending to keep playing around with FF6 hacking after I finished cleaning up MF6.

It has been a great learning experience, and I simply got exasperated with my teacher.
Title: Re: Meeple Fantasy 6
Post by: Excal on September 04, 2010, 06:28:14 PM
And then Random comes along and says basically everything I was trying to, but does so diplomatically and without profanity.

Honestly, I'm of the camp that this isn't the kind of thing that should be spilling out into the DL proper.  Neither of you are being entirely civil about this, and my post is more about Djinn coming across as less civil than Meeple, even if his words are nicer.

I don't think Virginia's worth everyone calling each other liars over  ;-)

But...  but...  That hair, that flair, that true to herselfedness!  What is more worthy of lying over than the perfect visage of womanhood!?

Edit: And then Djinn pre-empts me.  Glad to hear things are cooling down.
Title: Re: Meeple Fantasy 6
Post by: Grefter on September 04, 2010, 10:46:46 PM
It is almost like they are working in different time zones and wanted somewhere that they can leave messages for each other to read later.  Like on some kind of virtual message board somewhere that they can both read.

If only we could find something that works like this.

Now stop whining and get to the fucking,  porn with plot is always so tedious.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 05, 2010, 08:26:14 AM
Well, on another note: I made a bunch of new portraits to replace the old ones that Meeple was using.

BUT, as per our new understanding, I won't load them into the MF6 file until I get confirmation that Meeple likes/doesn't mind new portraits.

I mostly just used the same images that Meeple originally had, but took the original art and resized the image to avoid the ultra-closeup effect that the old MF6 images had. I also used a few different images where I couldn't find the original art easily or the resizing made the image look terrible.
Title: Re: Meeple Fantasy 6
Post by: Cotigo on September 05, 2010, 08:45:16 AM
Well, you can still show us the work even if you haven't edited the master file, right?
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 05, 2010, 12:21:13 PM
If the forums weren't being finicky, yes, that was the idea.

Here they are now.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/YuriPortPreview.png)
Used the Chaos Wars art due to it being less monochrome.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/VysePortPreview.png)
The previous image had the extreme closeup issue. I specifically chose this image because it matches the colors in his sprite.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/VirginiaPortPreview.png)
Same image as Meeple used, but with less extreme closeup.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/TirPortPreview.png)
Chosen because clean, high-quality Tir images are rare (well, official art anyway).

(http://i167.photobucket.com/albums/u137/DjinntoTonic/TerraPortPreview.png)
I figure Meeple will dismiss this one out of principle, but I thought it looked really nice and I wanted to make it.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/ShadyPort1.png)
Forgot to make a zoomed-in preview image, so here's the raw actual-sized portrait.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/Ryu5PortPreview.png)
I couldn't find the original image Meeple used, but all Ryu5 pictures look the same anyway. This one has less zOMG IN UR FACE-ness.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/RolfPortPreview.png)
Remake image because I couldn't find a high quality version of his original art.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/PrinnyPortPreview.png)
The previous image suffered from severe closeup syndrome, but that might have been intentional in this case? Either way, I liked this image better.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/LinaPortPreview.png)
No change!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/LennethPortPreview.png)
Same image, but less zoomed-in, and slightly recolored.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/LaharlPortPreview.png)
Used his Dis2 art due to the colors translating into 16-bit easier (it's less washed-out). Another 'less-zoomed-in' change.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/IkePortPreview.png)
No changes! This one looked pretty awesome to begin with!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/FaytPortPreview.png)
The same, but less extreme close-up-ness!

(http://i167.photobucket.com/albums/u137/DjinntoTonic/FoomyPortPreview.png)
This is technically fan art, but if you saw his previous art, you wouldn't care either.

I didn't mess with Biggs', Bacon's, or Kratos' portraits either.

Thoughts?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 05, 2010, 02:51:30 PM
I'll do image by image!

Yuri: Keep the one I have.  Mostly cause its his SH1 art, and that's the design Yuri has in MF6, so consistency!  I don't care if FF6 portraits were inconsistent (Gau's hair anyone).

Vyse: Looks fine, just looks like there are some disharmonies around the hair?  Looks like it could use a bit of touching up.

Virginia: Works.

Tir: The image is fine, but I specifically chose the Suikoden 1 art cause it was crappy Suikoden 1 art used in the game itself!  Tir should not look half decent as a result :(

Terra: Don't use her Dissidia art, keep the FF6 one.

Shady: Yeah, Shady was probably the big "Dear god this needs fixing up" cause it was a quick crop -> lower to 16 colors (which lost a lot of quality) -> post in.  Kept meaning to ask if you could fix that up.

Ryu: Don't use.  I always hated that shot of Ryu5, and actually wanted the one I used.   Heck, it was that shot that made me despise Ryu5's design at first (I've since warmed up to the design, obviously, but I still hate that shot.)

Prinny: Fine.

Lina: It sucks! You suck for the massive changes you made! Go die in a ditch! This is a joke.

Lenneth: Looks like a little more work could be done with that one since it looks a little too...pixelated? I know, FF6 portraits, I don't know, hard to put my finger on it, but something about the coloring is a little off.  MIght just be the base picture leads to that problem and there's not much you can do with it.

Laharl: I used the shot of his I had since it gave more of that "Evil Mad Dark Prince" look, rather than a generic emotionless face from his Dis 2 art, so...wanna keep the image I used, if fixed up.

Ike: See Lina.

Fayt: I'm...sure that's NOT the image of Fayt I used.  Cause I'm sure he was looking a little to the side and what not, this one is clearly looking out.  I'm pretty sure I used a shot of him where he was rendered.  You sure about that?

Foomy: I liked using his actual sprite as his portrait, cause that's what Lufia 2 did in its character portraits.  Granted, if you wanna replace Foomy's sprite with a DIFFERENT Foomy sprite (like a lesser level), that's fine.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 05, 2010, 06:23:20 PM
(http://i167.photobucket.com/albums/u137/DjinntoTonic/FoomyPreview.png)

Foomy. He be bubbles.

Already did Foomy's lesser level for a sprite...
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 05, 2010, 06:55:55 PM
I meant for his portrait.  The current Foomy uses the same sprite in his PORTRAIT as his boss form.  I meant replace the Sprite used for his PORTRAIT with a lesser level Foomy in the menu screen.  The actual PC Sprite had nothing to do with this.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on September 05, 2010, 06:57:49 PM
I really like the old shot of Tir better. It's iconic, being the one you see from S1, and I like it better anyway since Tir doesn't look 12. I don't have the MF6 shot in front of me right now so it's possible it could stand to be cleaned up, but consider this a vote for using the old one.

The rest vary from clear improvements (e.g. Fayt) to changes I have no opinion on. Good work overall certainly.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 05, 2010, 07:31:13 PM
...I just realized I didn't say anything actually opinionated about Fayt's shot, just kind of rambled about something completely technical that says absolutely nothing worthwhile!  It could also be read as an implication towards being negative response to that shot, when...well, you get the point!

I guess I'll say I have nothing against this new shot, and it looks decent enough.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 06, 2010, 03:06:37 AM
(http://i167.photobucket.com/albums/u137/DjinntoTonic/TirPort3Preview.png)

I managed to find a clean version of this image. I still can't find a clean version of his S1 in-game portrait's original art, so I'm hoping this will be acceptable.
Title: Re: Meeple Fantasy 6
Post by: Nephrite on September 06, 2010, 03:56:07 AM
(http://i167.photobucket.com/albums/u137/DjinntoTonic/TirPort3Preview.png)

I managed to find a clean version of this image. I still can't find a clean version of his S1 in-game portrait's original art, so I'm hoping this will be acceptable.

http://suikosource.com/images/chars/t/tirmcdohl05.gif ?
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 06, 2010, 04:13:19 AM
That would be the sprite, yes.

I'm looking for the original /art/.

The sprite is pretty useless to me as it artifacts like crazy when I resize it. I appreciate the attempt, though. :)

Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 06, 2010, 04:23:58 AM
Sprites and stuff:

(http://i167.photobucket.com/albums/u137/DjinntoTonic/IkePreview.png)
Ike, now with 100% more non-crappy cape and hair.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/Ryu5Preview.png)
Ryu5: I didn't change anything, I just made a preview image so I thought I'd post it. Meeple did a good job on this sprite.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/RolfPreview.png)
Rolf: I've redrawn this one like 4 times, but I'm still not happy with it. This is the least terrible one, and I just don't have the energy to play with it anymore. Call it final.

(http://i167.photobucket.com/albums/u137/DjinntoTonic/VirginiaPreview2.png)
Virginia: I made the left arm on the Angry sprite more prominent, but I haven't gotten the inspiration to change it to anything more 'Virginia-like'. I -did- get inspired to change her Casting sprite to resemble her WA3 animation, though! It was a Meeple request, I hope it turned out okay.

Title: Re: Meeple Fantasy 6
Post by: Nephrite on September 06, 2010, 07:09:52 AM
That would be the sprite, yes.

I'm looking for the original /art/.

The sprite is pretty useless to me as it artifacts like crazy when I resize it. I appreciate the attempt, though. :)



I think they must have burned all the art for his portrait because I can't find any of it. The Card Game's McDohl looks good, though, if you can find a decent shot. http://www.konami.jp/gs/game/genso/gallery/gallery1.html There's the few shots of him from here too, but I think the other one looks fine. :)
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 06, 2010, 03:58:52 PM
Rolf's hair is a little too light.  I seem to recall that in PS2 (which is what I'm basing it off of; fuck the remake <_<), his hair was the same color as his armor.  The light contrast just really stands out and makes him look less like himself.  So yeah, just might wanna darken the hair; if you have to reuse his armor colors, then well, you get the point.

In fact...

(http://media.giantbomb.com/uploads/0/7666/291499-rolf_large.gif)

Just for reference.  Using the "Remake" art seems to clash with this idea, and I...wait, I didn't comment on the Rolf image!

Yeah, I'd prefer you stayed to the original art; I believe I used his portrait in game.  The remake looks less like him (for all that the DL uses it), and well, its a bit more iconic of him cause again, its what's used in game.  I'm sure its possible to make Rolf look presentable enough based on the shot I showed (I'm sure there are ones that isolate his face from the background.)

An alternative shot to use, this one shows EMOTION!!! ...which is probably why it shouldn't be used cause Rolf's whole point is to be the personality lacking, bland character, but quiet you!  If you think it works better for a portrait, then yeah:

(http://www.camineet.net/camineet/ps2cast/rolf.gif)

Either way, I would prefer you darkened Rolf's hair, cause that's how he looks in Phantasy Star 2, at least the version people have played.

...and eyeing the shot you used, his hair seems to be significantly darker there too!  Honestly, I think the big problem here is, at least to me, that Rolf's using Lenneth's Hair Dye <.<

Also, for Tir's in game shot:

(http://suikoden.neoseeker.com/w/i/suikoden/a/a5/TirPortrait.jpg)

Best I could find thus far.

...and looking at GIS, it seems we even used a cropped image of Tir's S1 In Game Shot, which should be clean enough.

EDIT:
Regarding the Virginia casting sprite...

Well, I appreciate the effort, though, it looks like she's looking outwards or something.  I'm gonna assume that's a "Crap, limited space, best I can do" scenario, and not much else.  Though, you brought up the whole "Distiniguishes her from looking like Terra" once before regarding a different sprite, so for that purpose, I suppose its good (this is a sprite you'll be seeing a lot of both Terra and Ginny using, so it actually matters.)

I think you've already explained the issues regarding this, but getting Ginny's "Ready" sprite to resemble her WA3 cross-shot isn't realistically doable, right?

EDIT 2:
Speaking of Ike, his casting animation thing!

I could totally understand if this is too hard to make, but figured idea tossing wouldn't hurt.  Could maybe making him do an animation akin to his Eruption attack from Brawl be usable? It'd be fitting for a casting animation, and a nice little touch, but again, I totally understand if its not realistically viable.

EDIT 3:
BAH, just realized Neph already beat me to it.  And Djinn, you may not FIND the in game art in anyway BUT as in game, cause I think that's the only case its used.  Nevertheless, I stand by I want that, even if it "artifacts like crazy"  Isn't it a 40x40 image or something needed for the in game shots?  Cause the DL uses that for his image.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 06, 2010, 11:15:50 PM
Sprites and stuff:

(http://i167.photobucket.com/albums/u137/DjinntoTonic/RolfPreview.png)
Rolf: I've redrawn this one like 4 times, but I'm still not happy with it. This is the least terrible one, and I just don't have the energy to play with it anymore. Call it final.

Also, I'll just leave the portrait as you have it. It's good enough.

I think you've already explained the issues regarding this, but getting Ginny's "Ready" sprite to resemble her WA3 cross-shot isn't realistically doable, right?

EDIT 2:
Speaking of Ike, his casting animation thing!

I could totally understand if this is too hard to make, but figured idea tossing wouldn't hurt.  Could maybe making him do an animation akin to his Eruption attack from Brawl be usable? It'd be fitting for a casting animation, and a nice little touch, but again, I totally understand if its not realistically viable.

Ginny's ready sprite: The kind of foreshortening needed to make this work is way outside the scope of this kind of sprite.
Ginny's casting sprite: I'm not sure what you mean by 'looking out'... But I watched a youtube vid of her WA3 casting pose a few times before I drew this. She doesn't have much of a particular pose so much as a series of motions before casting... This was the position she held for the most time during the animation.

Ike: Eruption attack? Does Ike even have any time in MF6 he would use a casting sprite?

Tir: Kay, leaving it as you have it.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 06, 2010, 11:37:24 PM
Ike can use Summons, so that would be when he goes into Casting animation.  Honestly can't remember if he (Cyan) jumps into casting post at any point during the game, outside of "generic" moments where the party leader does it (like when you grab a Ramuh's magicite.)

What I mean about Virginia is when someone puts their hands on their foreheads, in an attempt to block out light and focus their view, if that makes sense.  I'd try to find a shot of someone doing it, but dunno how to word it on GIS and what not.  I understand what you were trying to capture, just saying what it looked like; I did acknowledge that the sprite limitations may be at fault here.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 17, 2010, 03:04:06 AM
Okay!

Finished all Riding and Fallen sprites (the longest endeavor so far, really)!

Technically, I could just give the game back to Meeple as-is, it's finally presentable again.

Things that I -could- do, but don't care too much about, in order of caring:

*Change S.Radiance sprite back to Rayquaza
Clean up Dog sprites
Palette/Sprite swapping more NPCs to get more cameos!
Prof Oak sprite
Zed sprite
Fina sprite
Songi/Sten sprite
Allen sprite
Roger Bacon/Ben Hyuga sprite <-Here is the *please God, no more* line
Make Kefka's hair not-blue
Kid sprite
King Sei sprite
Fayt sprite cleanup
Shady sprite cleanup
Ryu5 sprite cleanup
Lina sprite cleanup
Rolf sprite cleanup


Highlight which things are important to you and I'll re-prioritize my checklist.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 17, 2010, 06:24:09 AM
well, how's this for an option:

We just say "Good as is", you hand game back, and when/if you feel inspired to work on it more (I'm guessing you're on a bit of a burn out), then I'll tell you what I care about?  I kind of want to do work on it myself, and I can't while you have the file <_<
Title: Re: Meeple Fantasy 6
Post by: Drifloon on September 28, 2010, 03:52:28 PM
Okay, I just had a random urge to replay this game >_>

Do you plan on releasing a new version of it in the near future, or should I just go ahead and play the current version?
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 28, 2010, 05:07:17 PM
Some technical difficulties have occured and sprites need to be redone for reasons we are not sure how it occurred; this is more just an annoying delay than anything actually serious, so uh...patience <_<?
Title: Re: Meeple Fantasy 6
Post by: Drifloon on September 28, 2010, 05:11:33 PM
Wow, weird that I checked this topic right after you posted >_>

Cool, I will wait for the next update then. The new sprites look freaking awesome, by the way.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 28, 2010, 07:48:28 PM
Give me 2 days and I should have the sprites re-imported into NeoMF6
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 28, 2010, 09:21:16 PM
And just for calling it NeoMF6, I'm going to have to give you a %5 Pay cut!
Title: Re: Meeple Fantasy 6
Post by: VySaika on September 28, 2010, 09:24:59 PM
You know, you'll have to start paying him before you can give him a pay cut.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on September 28, 2010, 09:26:18 PM
Shhh! I'm trying to lower his self esteem damn it!
Title: Re: Meeple Fantasy 6
Post by: Jo'ou Ranbu on September 29, 2010, 12:55:07 AM
Just tell him Dhyer will never love him and you'll go places.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on September 30, 2010, 03:59:00 PM
http://www.rpgdl.com/wiki/index.php?title=Meeple_Fantasy_6

Meeple Fantasy 6 wiki page has been updated with GRAPHICS!

Also, the latest version of the game.

Meeple may want to do a few more last-minute changes, but it's playable as-is and I'm officially done with it.

Notes to Meeple:

All previously updated PC sprites were re-implemented. (Aka, all but Terra, Bacon, Kratos, Fayt, Shady, and Ryu5)
NPC sprites updated (Gestahl, Alice, Zed, Prof. Oak, Dogs)
Handful of monster sprites cleaned up. (T-elos, Zack, Garuda, Chocobo, Thief, a few more)
New Monster sprites for Dante and Zed.
New portraits for the few that you approved (Fayt, Lenneth, Virginia, Shady, Vyse, etc)
Hex-edited out Celes' chained sprite, and switched Ben Hyuga's sprite from Banon to Yuri.
Fixed spelling of "Genesis" esper. (It was bugging me.)
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 02, 2010, 09:59:59 AM
Yaaaaaaaaaaaaaaaaaaaaaaaaaay~

*goes to download*

Edit: Okay, why do Alec and Noish have a bunch of ????? skills that don't do anything and show up as a blank message when used? >_>

Edit again: Are you sure you uploaded the right file? Because Rolf still has his old sprite, and looking in FF3usSpriteEd, Ike does too. And Fayt still has his old portrait as well.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 03, 2010, 03:01:18 PM
Hmm... it's possible that I linked to the wrong MegaUpload file.

I re-uploaded a new one to be sure.

Does that work now?
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 03, 2010, 04:01:10 PM
Nope, it's the same as the last one =/ Maybe something is wrong on my end? I don't have to patch it with anything, right? It seems to be pre-patched.

Some of the new sprites are inserted (Laharl for example), but most of them are still the old ones, and Fayt's portrait is still the old one (haven't seen any of the other characters with updated portraits yet).
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 03, 2010, 05:36:27 PM
I updated it one more time with a new name just in case MegaUpload was doing something weird with condensing uploads that have the same filename or something.

...and it turns out that it does!

This explains why when I downloaded it from Meeple before I ended up with an outdated file.

I switched to Rapidshare, so hopefully that won't be a problem anymore.

http://www.rpgdl.com/wiki/index.php?title=Meeple_Fantasy_6
http://rapidshare.com/files/422895327/MeepleFantasy6_MasterFile.smc
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 03, 2010, 05:50:51 PM
Hooray~
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 09, 2010, 07:01:30 PM
Wow, the weirdest bug happened just now >_>
Lenneth was confused and she used 'Terra Roar' (which I had in my inventory). It didn't do anything and I still had it after the battle, but it was really weird.
And I just noticed that Ike uses Vyse's moves during the part where he's an NPC. Lol, I know that's probably unchangeable, but I'm surprised he's never done it to me before (he used Incremes twice in a row this time...)
By the way, does Ramza's Ring apply to Techs? I'm wondering whether Techs are officially 'magic' or not since I've not seen a noticable increase with it.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on October 09, 2010, 10:23:51 PM
Ramza's Ring applies to pretty much everything, physical or magical. (Not fixed damage like Terabreak, though.) It is awesome.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on October 10, 2010, 03:48:08 AM
Yeah, Ramza's Ring is just a renamed Hero's Ring.  I was considering changing it to do more than that, but remembered that the Hero's Ring in FF6 Proper was good enough as it stands, so elected not too (though, part of the reason behind considering this decision is some equipment come with Earrings and/or Atlas Armlet effect as is, but those are generally gotten much later.)
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 10, 2010, 09:03:24 AM
Ah, I see. Rolf's techs must just not be all that good then >_> (I'm determined to get him to learn all of them this time though!)

Wow, the last scene of the Opera House gained +20 awesome points with Yuri's new cast pose XD

Edit: Okay, I have Nafoi and Gires now and I'm starting to realise Rolf is actually pretty awesome >_> Nafoi with two Arcane Books is the best damage anyone can do right now. Never used him before because getting the techs was such a pain, so this time I made sure I took him to Highfort and Cipher to get as many as possible.

More importantly, though, I just got Vyse and his palette is glitched in most of his scenes, and when he's the walking sprite as well. Wasn't this fixed in an earlier version? Because I'm sure that I used him as my walking sprite for a while in once before and he looked right.

Edit 2: Bug - Fayt is holding a Hawkeye-looking thing instead of a sword when he Jumps with a Broad Sword equipped

A more minor bug - the hidden Gale Claw in the ground in the Cave to the Sealed Gate calls itself an Inviz Edge, and the Alshaline calls itself Puipui Grass.

Title: Re: Meeple Fantasy 6
Post by: Meeplelard on October 10, 2010, 10:13:30 PM
That's not a bug; that's just Jump animations are independent of Attack animations, and going through each and everyone of them is a pain in the ass, and its not really worth changing for something so minor.

The invis edge you refer to there was ALWAYS a bug in a sense anyway...actually, all the items there are.  They're all -1 in their character value relative to what they are listed as.  The Invis Edge claims to be a "Water Edge" for example.  I forget the exact reasons.  Also, most people totally ignore that cause most people don't even know it exists <_<
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on October 10, 2010, 11:49:45 PM
Hmm, I agree that it's probably not worth changing for every weapon, but I'd suggest it is for the weapons Fayt is highly likely to use, especially his uniques like the Broad Sword.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 11, 2010, 11:18:18 AM
More importantly, though, I just got Vyse and his palette is glitched in most of his scenes, and when he's the walking sprite as well. Wasn't this fixed in an earlier version? Because I'm sure that I used him as my walking sprite for a while in once before and he looked right.

This is a thing. Meeple got someone to change palettes for him in some version of MF6 or another, and then didn't take notes. I changed them in the first version of MF6 that I cleaned up, but when it turned out that I had gotten an outdated one, it seems that more palette reassignments had been made.

So I'll have to find them again. *sigh* Sorry.
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 13, 2010, 01:10:32 PM
Ah well, it's not game-breaking or anything, just that Vyse's new sprite looks awesome and would be cool to use outside of battle >_> But the battle sprites are the most important thing.

About the Inviz Edge etc in the Cave to the Sealed Gate, doesn't the fact that it still says 'Inviz Edge' indicate that the items are determined by a dialogue box? So it should only take like one minute to fix those dialogue boxes to give the right item names. It doesn't really matter but there's not really any reason not to do it either. (And I only knew it existed because I'm using a chest checklist for this playthrough to make sure I don't miss any new items and such)

Edit: Dang it, Ginny has the same thing? T_T Two of my favourite characters...
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on October 13, 2010, 03:52:39 PM
No, it doesn't.  Again, it actually says "Water Skean" there, if I remember properly, despite how:

A. There is no "Water SKean" in the game (its called Water Edge)
B. You get an Inviz Edge there.

Other things exist like how I think you get a Soft instead of a Remedy.  Or even odder, you get 213 GP instead of 2000.   The Dialog boxes have nothing to do with it, just Square programmed it weirdly, and screwed up consistently in that manner (with Woolsey translating according to the Dialog boxes).  Considering how relatively obscure these items are, and how meaningless they are in the long run, I just don't think its worth bothering.
Title: Re: Meeple Fantasy 6
Post by: OblivionKnight on October 13, 2010, 08:19:03 PM
THAT REMEDY COULD BE THE DIFFERENCE BETWEEN DYING OR NOT FROM STATUS - IF SOMEONE REALIZED THEY WEREN'T GETTING IT, THEY MIGHT LEAVE TO SAVE!!!!!
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 14, 2010, 05:06:26 AM
Setzer:
CA/945A: 37    Assign graphics $09 to object $09 (Actor in stot 9)
CA/945D: 43    Assign palette $04 to character $09 (Actor in stot 9)

Relm:
CB/DAE9: 37    Assign graphics $08 to object $08 (Actor in stot 8)
CB/DAEC: 43    Assign palette $03 to character $08 (Actor in stot 8)

Lalala, I went through the event disassembly. I just need to hex edit the values $04 and $03 at these addresses and it should fix the Vyse/Ginny palette problem.

Recorded here so that this doesn't happen again.
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 14, 2010, 07:24:50 AM
Hehe, the character in stot 8.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 14, 2010, 07:36:43 AM
Yeah, I dunno what a 'stot' is, either. But he's pretty consistant about using it, so I figure it's some computer programming term I'm unfamiliar with.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 20, 2010, 01:29:05 AM
So I recently figured out how to reassign music to different scenes.

Clearly it's time change all the serious music into the Chocobo theme.
Title: Re: Meeple Fantasy 6
Post by: Talaysen on October 20, 2010, 02:03:22 AM
Clearly it's time change all the music into the Chocobo theme.

Fixed that for you.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on October 20, 2010, 02:12:09 AM
Cool. Would it be possible to use this to make the Phantom Train music play in the appropriate portion of Cyan's Dream? I was always bothered by the fact that it seemed to be missing there.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on October 20, 2010, 02:23:40 AM
I'll check if there's room there for a music change command.

EDIT:
Hmm... that's weird. There's no command telling the game not to load the Phantom Train's normal music along with its map data, so I'm not sure why it doesn't play already. But, I can probably replace some sound effects with a music fade-in command. I'll double-check the map data when I get home too, it might be that the Phantom Train actually has separate music prompts depending on whether the "Being in the WoR" bit is set or cleared.
Title: Re: Meeple Fantasy 6
Post by: Drifloon on October 21, 2010, 06:34:51 PM
Oh, that's really cool. I can't think of any scene that particularly feels out of place with the music it has now, but it's still great that it's possible anyway.

Though if it's possible to change area music as well as scene music, stuff like changing the Crashed Ship theme to something more technological-y (like the Magitek Factory music or something maybe?) could work well.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on November 05, 2010, 06:32:49 AM
Haha, someone posted an ancient copy of MF6 from XolarDark over on http://ff6hacking.com . I didn't spend 6 weeks spriting so that people would play the version that still had -Roy-, so I kindly pointed them to the RPGDL wiki page.

People there seem interested in it and the majority of them are sprite artists, so Meeple you may want to look into getting a few more graphical updates since they're offering and I'm burnt out.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 05, 2010, 09:38:13 PM
Just noting I do NOT want the Phantom Train music playing in Cyan's Soul.  I know Elfboy wants it, but I preferred the lack of it there; the silence and train had a better effect given the dream-sequence nature than the Phantom Train's song, which was more haunting and fitting of something like that.  Feel free to disagree, but this is something I outright do not want changed.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on November 05, 2010, 10:59:17 PM
I'd agree with you if the rest of Cyan's Dream didn't have music, but it does, so it feels like a glitch. Especially since the Phantom Train theme is far more haunting (and hence, effective for the mood the sequence appears to want) than the generic dungeon theme that gets used for the other parts (save the ending which appropriately gets Doma, of course). Now, if you wanted to use silence for, say, the cave part, that would feel more appropriate.
Title: Re: Meeple Fantasy 6
Post by: DjinnAndTonic on November 06, 2010, 03:17:30 AM
Uh, just noting that I'm not changing anything to MF6 anymore.

The 'master copy' is currently with you, Meeple. And until you've done whatever changes you're going to do to it and 'hand it to me', I can't do anything to it.

This includes the palette fixes for Vyse and Ginny, though you should be capable of fixing those yourself with the offsets I listed.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 06, 2010, 05:03:00 PM
I'd agree with you if the rest of Cyan's Dream didn't have music, but it does, so it feels like a glitch. Especially since the Phantom Train theme is far more haunting (and hence, effective for the mood the sequence appears to want) than the generic dungeon theme that gets used for the other parts (save the ending which appropriately gets Doma, of course). Now, if you wanted to use silence for, say, the cave part, that would feel more appropriate.

The first section of the dungeon isn't really Cyan related at all; its "Regroup, beat the fuck out of the stooges."  Generic dungeon music is appropriate.  The "Haunting" effect is NOT what I feel works for the Dream sequence, is my point; for starters, the "Horror" element is mostly gone on the Phantom Train; there's like 2 instances where Ghosts appear?  You're kind of observing the scenario, not being in the middle of it, if that makes sense.  I imagine the scene with the Phantom Train music and just...something feels off.  Its hard to explain, but its a case where I feel the simple ambiance is better than actual music.

The Phantom Train music is very much based around that Ghostly theme, which is mostly gone on the Dream Version; without the Ghosts, the theme sort of loses its appropriateness.
Title: Re: Meeple Fantasy 6
Post by: Dark Holy Elf on November 06, 2010, 05:11:51 PM
Those are valid points, although it doesn't change the fact that the silence feels like a glitch to me (kinda like the actual known glitch where the Phantom Train music will fail to load in the WoB version, except it always happens). Though, are you okay with the cave part of the dream having generic dungeon music, though? That really seems to misfire on the ambience you're talking about. It doesn't help that said track invokes "just another dungeon" in an area which really shouldn't be.

I always felt Cyan's Dream was quite badly executed, and music is certainly a significant part of that to me, though not all of it.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on February 07, 2012, 08:04:14 PM
Ok, finally got off my ass and updated the latest version!

...I really should log what was changed, but ultimately the big one is the TRINITY OF DOOM!!! was replaced with a completely different, more Meeple-style (for reasons not related to insanity) trinity. 

Yeah, I'm doing minor tweaks here and there and such.  I've also changed some minor early game stuff that I saw was a bit off here and there, but nothing major.
Title: Re: Meeple Fantasy 6
Post by: Minori121 on February 24, 2012, 08:26:32 PM
Newest version appears to have a gamebreaking glitch of not being able to use items in battle.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on February 26, 2012, 02:12:13 AM
Odd, that's the first I've heard of that.  Just tested it and they work fine.
Title: Re: Meeple Fantasy 6
Post by: Zidnox on August 18, 2012, 11:26:34 PM
I'm having the same problem of being unable to use items in battle. I was using the 1.1 version of FF6 so I tried the 1.0 version but there the patch not even worked. 
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on August 19, 2012, 05:25:51 PM
Since people seem to be having this problem and I can't seem to replicate it in my computer thus I have no clue what's causing it...

http://www.mediafire.com/download.php?iddecccri8z0kc8 (http://www.mediafire.com/download.php?iddecccri8z0kc8)

Link to the rom itself. 
Title: Re: Meeple Fantasy 6
Post by: Zidnox on August 19, 2012, 07:50:59 PM
The rom is working! The problem probably happened when you created the patch
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on November 08, 2012, 11:41:27 PM
Alright, found out the problem with the patching of the rom.

It has to do with the rom size.  No, not a version 1.0 vs. 1.1 scenario, but sometimes when Roms are made, the rom Header is removed.  This normally doesn't matter but when it comes to patching, it can have some undesirable effects.

The Rom size SHOULD be 3,146,240 byes large when you check it.  This is important.  If it's smaller, then the rom is likely going to have the "can't use items" problem.  As in, yes, I used a Header Rom as my base.

I am referring to the rom BEFORE patching FF6.
Title: Re: Meeple Fantasy 6
Post by: DragonKnight Zero on March 28, 2013, 11:58:07 PM
Picked this up out of curiosity and like it enough to sink 40+ hours in. Some things appear to not work as intended and the game has been otherwise stable.  Some of this I've already brought up in previous correspondence and repeating it here is only for ease of cataloging.  The praise takes even longer.

- Exploder restores targets MP.  Adds unintentional depth since I would try to get the monsters that could use it to cast it on characters that had depleted MP.
- Athos gives working +2 Strength on level up
- Lenneth using Fiery Rage, Aqua Wisp, and Terra Roar while under AI control such as Monster Pit.  Which reminds me, S Lake works without a compatible weapon under AI control (which is an existing bug from the original game)
- Fou-lu targeting himself with Reinfleche and Deadly Fingertips.  Not complaining given his strength, just guessing this isn't intentional.
- Life Armor's HP Stroll appears not to work.
- Vyse never learns all S Moves by any plot trigger.  Already addressed.
- Osmose still appears in a few counter scripts and cast by a Confused enemy.  Pack Mute.  The confused enemy thing has little effect either being that A) inflicting the status involves an element of randomness and B) this only occurs in random battles

MP not being refilled at defend Lugia caught me on my blind run.  This is not a hack specific bug; the original game also does this.  However, Rolf and Lenneth have a reason to use MP before this point in their scenarios (Terra too, except that she gets a full heal here) and will have no chance to recharge in the snowfield .  Nothing broken here, it's more of an side effect of the character changes.

Really liking the twinking options in the WoR.  There's rarely a clear best weapon; the statistically strongest weapons usually have some tradeoff whether with automatic MP criticals in a game without easy access to MP restoration, elelmental attack which can be snuffed by resistance, or something else.  Great stuff.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on March 29, 2013, 04:09:59 AM
Will cover point by point!

Exploder: Ok, it seems I spontaneously assigned the Pep Up special ability to that and uh, bad move on my end!  Seems modern versions of FF3usME label one of the side effects of a spell as "Caster Dies" without requiring to go into the special bytes, so yeah, gonna go with that.  OOC, which enemy uses Exploder offhand?

Athos: Weird because he should be giving +10% MP when I checked him!  But seriously, yeah, goof up; he shouldn't give anything, and will fix.

Lenneth: Looking into this, because it seems Tools don't remove themselves from the Confusion list when not in the inventory.

Fou-lu:  Simple enough fix since it's me just goofing up his targetting on the AI, thanks for the heads up

Life Armor: Ok, so when the editor says "Item #229 ALWAYS heals HP when walking", it also meant "ONLY Item #229!"  It's hard coded for some stupid reason.  Thankfully, a patch exists to unhardcode and fix the issue (since tested, it works.)

Osmose: Noted and addressed.
Title: Re: Meeple Fantasy 6
Post by: DragonKnight Zero on March 29, 2013, 11:07:26 PM
Shyguys and their variants use Exploder in their counter scripts.  Groove Guys may randomly use it on turn 3 if they retain Balloon's AI script.

Prinny classes also seem to use Exploder randomly (dood).  Prinny Sgt didn't in my few encounters and is actually more dangerous for it.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on March 30, 2013, 01:01:34 AM
Oh, Prinnies, right, duh. 

Shyguys and variants shouldn't use it, so gonna have to double check that.  Probably an oversight on my end because I can't fathom why I'd have Shyguys detonate (Prinnies, I'd have been shot if they DIDN'T detonate)
Title: Re: Meeple Fantasy 6
Post by: DragonKnight Zero on April 06, 2013, 09:14:39 PM
Few more oddities/headscratchers

Arc Knight can use Hell Wave.  Intentional or is it supposed to be a Ghaleon-only move?
Shuma can use Prism Crown (earliest I've seen it is turn 2).  What happens is the wall of ice from Ice 3 appears for about 10 seconds, then it takes another 15-20 seconds where no one can act before one target on the enemy party takes about 3000 damage.  The battle proceeds normally after that.
Found some interesting things from equipping a weapon or shield with auto-Float and changing to a different equip in the middle of a battle.  Want to test a little more before saying more.
Update: I beat final Kefka.  Found a bug in the ending where no text displays for Ginny, Tir, and Ryu.  For me the game stopped in Ginny's ending scene while the music kept going.  Pushing A got the ending going again. (music desync as a side effect)

Subjective character impressions: These are based on my initial playthrough in which I miss or skip a bunch of stuff (like not uncursing the cursed shield).

Terra: Magical offense is what she does best.  MF6 provides some opposition with high magic defense, high magic evasion, or both.  WallChange using opponents also shut down her offense.  Ultima would laugh in the face of these disadvantages, except I don't have it (this is partially intentional).  She has healing and revival so she's never a bad character though there were those situations where I felt a different character would be more effective.  Minerva is still awesome and even more so in a blind run when I don't know what's coming.  Dark Sword seems to trivialize resource issues for the most part.  I think I made the final dungeon harder by choosing to leave her on the airship.

Yuri: High damage output without consuming resources.  I haven't learned any supportive/recovery Fusions (sitting at final save points with lv 37-38 characters), so he's all offense and parasitic healing for me.  He has piercing damage that can't be dodged as well and competent MT that gets scary in the WoR.  Held in check by For the Children being subject to magic defense so it no longer obseletes the rest of his skillset and low defenses, especially from magic.

Fayt: Interesting.  He starts out slow with the only defining feature being superior defense.  Jump leads to my weaker characters taking extra damage.  Then he gains enhanced Jump though he still is hurting for means of fast damage which I value in early game randoms.  His worth spikes in the WoR.  Jump becomes more useful with more durable enemies and MT attacks being more common.  His equipment options give him access to potent fast offense (Levatine), and defensive builds (can reach 255 defense or 128 MBlcok).  He soloed the boss at the top of the cultist's tower in my game.

Rolf: Quirky.  He runs out of MP really fast when using his attack techs often, just like in Phantasy Star 2.  Early on, I found myself using his unimpressive physical often to conserve resources.    Being the only male character to have a revival ability gives him niche utility.  Res flies past Reflect and Runic which has situational utility.  His armor options leave him somewhat lacking on the defense front.  I tested a hunch and got Nazan in the WoB which is fun yet didn't find much application for it before retrieving the airship.  Gires, Gigra, and Nathu are all rather elusive.  Most of the game, he failed to impress though he did have some moments to shine.  He doesn't like foes which null his elements and is deadweight in situations with enemies with high defenses (was total deadweight at Ena except as a target).

Lenneth: Her role starts with mowing down cannon fodder with her bows.  In the WoR, more durable enemies and her unique equipment shift her towards a more defensive role.  She makes a fantastic medic and also contributes non-elemental damage and buffs when free.  While she had little damage output against late game bosses (didn't learn Nibelung Valesti 3), her defensive and supportive attributes put her in my top 4 and the harder challenges I faced were overcome with her presence on the team.

Tir: The instant death specialist.  At first, all he has is a few casts of Deadly Fingertips which I'll throw at any enemy that does heavy damage.  Then he gains access to Materia for actual damage options against ID immune and Heal with a tradeoff of more thought to spend his limited casts.  Judgement is freakishly powerful but will also run Tir out of resources fast if he goes on full offense mode.  Sitting around with Silent Lake active to regain MP from enemy spellcasters actually makes sense in some situations.  On the defense, he has Dog Block. more situations where Silent Lake is useful (he was a key asset in getting Terra back into active duty in the WoR), and some perks from his unique equipment.

Ike: He's a Fire Emblem warrior.  Therefore, he's very one dimensional: physical damage and counters.  No MT whatsoever except for summons (and nothing else to spend MP on which is situationally useful).  Very average on defenses and is rather vulnerable to magic.  Having barrier and evade piercing targetable damage is valuable in some battles.

Laharl: Very average on defenses, damage output is bad.  I like using him when there's something useful to be stealing (such as Union Plumes, Shelters, and early Chaos Egg).  He's awful in the WoR when it comes to reducing enemies' HP to zero what with improved damage options out there and his haven't improved much.  Being able to equip most weapons is a nifty niche.  I parked him in the back row and stuck with Steal and Slots so it ends up going unused.  Oh, he can equip materia for elemental defense, wooo...

Vyse: Interesting implementation of skillset here.  At first, his lack of fast damage is a drawback to clearing randoms.  Then the bosses and longer battles roll around.  Repeatable Image?  Yes please.  Some battles probably felt easy because Skull Shield was there to snuff nasty physical counters.  Timelord easily became his summon of choice though sometimes a damaging summon would work better (again for that fast damage and that he's not using his MP on anything else).  Pirate's Wrath is powerful enough to wait for anytime I can avoid slowing down the rest of the team.  I've actually given the skillset to Lina and made use of it, a clear improvement over SwordTech.  Average defense and low magic defense lead to him getting killed fast.  Takes lots of judgement to use but actually feels satisfying to use.  He did a lot of the damage against Kefka in my game, the lucky bloke.

Shady: Is essentially Mog in function with a reduced magic skillset.  Dance feels slightly worse due the higher proportion of monsters resistant to ID, much as it appeals to my playstyle as it doesn't consume resorurces.  It's when I acquire his ultimate armor that his worth spikes.  By adding a RegiSteel Guard to his equips, he reaches 255 defense while keeping a Relic slot free.  This feature, along with the elemental immunities, allow me to win Colliseum battles I wouldn't win otherwise which allow me to obtain equipment to break the game even further.  Sure, his offense is awful and Fight is garbage but when the opponent's entire skillset is negated, Shady comes out on top.

Ryu: His niche for me is slaughtering single enemies with sword skills.  Burns through MP even faster than Rolf and Tir (unless factoring in his low speed).  His equipment draw allows him to be a physical tank and the status immunity is a nice bonus.  He's able to reach 255 Defense with a bit of work in acquiring the goods to do so.  I pretend D Dive doesn't exist so prefer not to use him in the arena except for Legend Blade + Tyrant Fist shamanigans.

Ginny: Fragile as heck but evades a lot more than that dinky 13% would suggest (it's quite a bit later that I discover the evade bug is still in effect).  Has access to revival and stealing, which I like.  Being able to nullify elements with her unique equips but not all at once makes for interesting strategic choices.  Didn't finish learning Mystic or Force Charge and probably missed an ability or two completely.  She stayed on the airship in the end though out of randomness rather than other factors.

Jelze; Puny.  Takes damage worse than Umaro and needs both relic slots to immune the big 3 elements.  He's slightly more useful in a blind run with access to barrier piercing damage that doesn't have resource woes.  Better than Eternal Crystals' Sabin.  Still prime benchwarmer material.

Lina: Look at that evade, oh it doesn't work. Has better equip choices than Gogo which separates her from its defensive issues.  Versatility is quite the boon here.  It's an interesting design choice too, making her unable to use any offense boosting relics.  Minerva is incredible for blind runs too.  She's the fourth member of my Cultist's tower team because of her combination of strengths.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on April 08, 2013, 04:48:08 PM
Arc-knight Hell Wave:  Gonna look into this one.  I have to see the entire script to determine if I had a specific reason for it, or if it was just a goof.

Shuma: Noted.  Should be easy to find the source of it now that I know what causes this flub.

Ending: Gonna have to look into this one then.  That's weird.
Title: Re: Meeple Fantasy 6
Post by: PinkMawile on April 08, 2013, 06:57:56 PM
I joined the forums because I loved this hack so much. I just wanted to give thanks to Meeples 8D
Title: Re: Meeple Fantasy 6
Post by: DragonKnight Zero on April 24, 2013, 07:20:15 AM
I've been replaying this going for some stuff I skipped or missed on the first run and maybe actually challenging the optional superbosses.  Somehow I lost Dog Block.  What has Rippler changed to now?  It would just beat all if equipping Arradoval (or obtaining Float status in any way) robbed Tir of Dog Block.  Not certain what the cause is though having it intact with my first game narrows down possible culprits.

Magus' second form lacks instant death protection.  I'm guessing this is unintentional.  Is he lacking Silence immunity too? (didn't check though that would be hilarious)
The Mousse enemy (in Ike's dream sequence) seems to only cast Shield on my party.  Curious.
Megid feels really pointless since it misses anything with instant death immunity.  Would allowing it ignore ID immunity wreck the balance?  Seems the fact it hits allies would keep it from being too abusable.
May have stumbled upon another itemcast (Lance's Crown in this instance) but it resolved so quickly my eyes may have been playing tricks.  I believe Mithros' lair is where this particular enemy resides.

Random praise: The solution to winning against Hamster in the WoB  Very creative.
Title: Re: Meeple Fantasy 6
Post by: Meeplelard on April 26, 2013, 09:49:11 PM
Just letting you know that while I haven't commented on each thing specifically, I am NOT ignoring your points.  I just have to get around to checking these.  Might take a while due to a number of reasons (especially with the music quiz staring at me and requiring starting...), but either way, your input is indeed being read!