Canceled [Demo] Tales of Fantasy I

Project is halted prior to completion and will not receive further updates.

What should the normal battle theme be?

  • http://www.youtube.com/watch?v=zxrLjWJYfv8 [Current one]

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=HHd5yvbBCHw

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=c4Cwc3u0Rng

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=pvXrsqi7Ggc

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=UChIIyqJ2gI

    Votes: 1 16.7%
  • http://www.youtube.com/watch?v=TuVdLHjUp80

    Votes: 1 16.7%

  • Total voters
    6
Pierwolf said:
i like very much the sprites, but something in the battle system seems wrong to me, maybe the 2D battle on a so large background doesn't fit well, and there is very little variety on the background itselves.

other than this, i've tried the fighter and you can simply beat the majority of battles only button mashing the attack button, making the use of special moves unuseful. but i know this is only a demo, so i expect this problems will be fixed

Funny you mention the backgrounds being off; they come directly from the source game! See this image for an example. But maybe because in the real game they are placed in a 3D manner, and that's why 2D looks off... Hm.

I never realized your second point until now, though. What if I reduced the amount of damage normal attacks do, and increased the amount of damage the specials do? That should give players more incentive to mix and match the specials, I think...
 
NickyP said:
Funny you mention the backgrounds being off; they come directly from the source game! See this image for an example. But maybe because in the real game they are placed in a 3D manner, and that's why 2D looks off... Hm.

why don't you try to make battles like your old ff demo? you can use some other way to simulate crouch, maybe you can use a special button, and make the special arts to be performed by simply combinations of buttons. after all, is a beat'em up, even if with rpg elements ;)



NickyP said:
I never realized your second point until now, though. What if I reduced the amount of damage normal attacks do, and increased the amount of damage the specials do? That should give players more incentive to mix and match the specials, I think...

this, and add button combinations for special moves (down forward + attack and similiar), maybe.

but most important, take this only as suggestions; the game is yours and you  and you only have the last word for deciding what fits your tastes well.  :)

i tell you this 'cause the majority of times i post suggestions only on the topics of the games who really meet my tastes, so keep up the good work!
 
Man, I wanna play this. Too bad my charger got ruined so I don't use my laptop to play. I will test the betas including this when my charger gets fixed.
 
NickyP said:
I never realized your second point until now, though. What if I reduced the amount of damage normal attacks do, and increased the amount of damage the specials do? That should give players more incentive to mix and match the specials, I think...

I agree with this. Special moves should do more damage since they costs MP.

Anyways, I have played the demo and it's nicely polished and good one! Though I have to agree with Thief about lousy gimmicks. The confusing part which enemy to beat is one thing but once players know the correct enemy to beat, it becomes easy and straightforward since player can just pick the best path.
Though I don't have a solution for this ATM :-[.

Are you going to add walls to block oceans? Walking on mountains and city walls might be tolerable but I find it odd if players could walk on water like this.
 
Finally had the chance to try this demo, it certainly has potential due to cute characters, a quick-paced and fun battle system and a great sense of humor. There are issues but both Pierwolf & Bloodbane have already pointed them out. I definitely will be on the lookout for any future updates!

All in all, I really enjoyed this demo! Good job! :)
 
Alright! I got a new charger now (thanks soniczxblade for commenting me :)). I will try and test this baby.
 
Bloodbane said:
Are you going to add walls to block oceans? Walking on mountains and city walls might be tolerable but I find it odd if players could walk on water like this.

I could, but it's not really a priority of mine right now. I'm thinking of revamping the battle stages. The characters are extremely over-powered, and outside of bosses, there's zero challenge whatsoever. You could argue that's the way it should be, as official Tales games operate in the same fashion, but...

I also don't know how to make White Mage useful for single player in any real capacity. I could make her barrier the damaging one from ClaFan, but then she'd be the cheapest character in the game. I don't know. Maybe I should take a break from this and get back to ClaFan. Usually when I put a mod away and work on another one, I end up getting better ideas for the previous one. I guess I'm just funny like that.  ;D
 
Hmmm... what about not having White Mage as playable at all? and instead she always appear in any battles as supporting NPC, just like Mint in Tales of Phantasia.
 
Bloodbane said:
Hmmm... what about not having White Mage as playable at all? and instead she always appear in any battles as supporting NPC, just like Mint in Tales of Phantasia.

Because my policy with modding is to have more characters, not less!  ;D

Actually... you just gave me a great idea, Bloodbane. Why not make a Single Player mode? Player is restricted to using Fighter, and the other characters are NPC's. You'll have three of the other characters join you in battles, and I'll change the party around depending on the battle stage. I like this idea. Now I just need time to implement it...
 
Droppin' new ish on us as usual NickyP. I gotta say, looking at the title, the gameplay was just as I expected. I've actually played a lot of a certain title called "Tales of the world" for GBA, which is a big crossover of Tales of characters, but I think I told you about it before. Would love to play it, but I've really fallen behind on my own work. I'll at least download it though.

x)
 
I used to be stuck on Tales of the World 2/3 on GBA for months. It's still good today.

If you still have a PSP, try to snag yourself a copy of Tales of the World: Radiant Mythology 3. Even without the english patch, the game is too good. I wish there was a console port so I could co-op with my bros.
 
My PSP is long gone, but I got myself a VITA, but I have discovered that PS1 roms run good on my laptops, do you think I have a chance at emulating PSP titles? I tried once but could never get the emu to run the games.

x)

 
NickyP, why do your games have to be so damn cool and fun to play? I'm not gonna lie, I still like Clafan more, but this game is frickin awesome too man, nicely done. Definitely some nice work and a cool idea. You and Pierwolf are blowing my minds lately. Good luck on all your projects too. Please don't give up on this or Clafan, they're too cool.
 
An idea crossed my mind yesterday!
Since the battleground is 2D, why don't you add moves with Tales of style command? I'm referring to Up+Button, Forward+Button and Down+Button commands.

You can have more moves with this and I have the script for this ;).
 
DJGameFreakTheIguana said:
My PSP is long gone, but I got myself a VITA, but I have discovered that PS1 roms run good on my laptops, do you think I have a chance at emulating PSP titles? I tried once but could never get the emu to run the games.

x)
Emulating PSP? Not any time soon... I don't even think the PC PSP emulator can handle a game yet. Of course, I never bothered to try as I have a PSP... but considering that PS2 emulation is still hard to accomplish, I imagine PSP would be the same.

shulbocka said:
NickyP, why do your games have to be so damn cool and fun to play? I'm not gonna lie, I still like Clafan more, but this game is frickin awesome too man, nicely done. Definitely some nice work and a cool idea. You and Pierwolf are blowing my minds lately. Good luck on all your projects too. Please don't give up on this or Clafan, they're too cool.
Thanks, and I won't.  :)

Bloodbane said:
An idea crossed my mind yesterday!
Since the battleground is 2D, why don't you add moves with Tales of style command? I'm referring to Up+Button, Forward+Button and Down+Button commands.

You can have more moves with this and I have the script for this ;).
PLEASE share the script for this! I'd like to utilize it in ClaFan as well; lately I've felt the gameplay in that game is a little stale, and a few more moves would do it good.
 
Alright, I'm preparing the animationscript :)

(couple hours later)

Here you go, it's attached below.
It's the generic scripts I shared some time before but I have modified the animationscript adding one function and updating keyint function.
1st of all, after unrarring, declare animationscript with this in header:

animationscript data/scripts/script.c

For my suggestion above, here's an example of how to make Up+button attack:


anim freespecial2
delay 1
offset  114  114
bbox  111  74  9  31
frame data/chars/char/47.gif
delay 7
@cmd  keyint "ANI_FREESPECIAL4" 0 "U" 0
@cmd  limiter 15
frame data/chars/char/47.gif
@cmd  floater 35
@cmd  mpcost 15
@cmd  spawn01 "MagicSeal" 16 29 0
@cmd  shoot "fb01" 16 29 0
sound data/chars/char/sp1.wav
frame data/chars/char/48.gif
frame data/chars/char/49.gif
frame data/chars/char/50.gif
frame data/chars/char/47.gif
frame data/chars/char/48.gif
frame data/chars/char/49.gif
frame data/chars/char/50.gif

This is Charlotte Aurin's fireball spell from CV Collab. FREESPECIAL2 is performed by pressing Attack2 button.
See @cmd keyint above? this function changes FREESPECIAL2 animation to FREESPECIAL4 (defined in keyint) if Up key is held when the former animation is played.
With this combination, we can also say that the command for FREESPECIAL4 is Up+Attack2.

Other functions in that animation are also available in the animationscript.

[attachment deleted by admin]
 
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