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Messages - cold_spirit

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1
I think dropping the "that" and "has" sounds the most natural.

“I still can’t believe one
  of theirs joined a group
  like Avalanche!”

Just me though.

2
Can't wait. Thanks for the update!

3
What I am seeing here is more a buttercuping that people can't get the best score. People cry when they don't get the grades at school they wanted too.

No where in my posts have I said how far I'm willing to go to get 100% in FFVII (for the record, I don't care at all). I'm simply trying to put forward a perspective on game design about when it is best to challenge players. Reading your previous post it's clear that you're having an emotion reaction to people's frustrations to the point where you're justifying their behavior by calling them whiners with "bruised egos."

And on point of the snowboarding minigame, in its instance at the Gold Saucer getting 100/100/100 is completely optional. However, the Junon parade is a mandatory story event. For the third time I'll say it: In my opinion the entire story sequence would flow better if the minigame was more accessible. That's all I'm trying to say. You disagree, that's fine.

4
It's amazing me that so many people are complaining about this change.  As if their lives depend on getting the best score. Toning down the difficulty will simply make it so everyone can get the best score easily - and that's pointless.

This is less of a problem with people caring about the minigame and more a problem with people disagreeing with your attitude towards game balance.

In my opinion, making this minigame easier/accessible is better for the overall sequence. Your mentality seems to be that a "handout" is always bad. Had this topic been about an important story boss I would agree with you. However, handouts can be a good thing in game design. Great game flow is a constant push and pull of challenge and ease. This minigame is not something that I think is important to be difficult. Your mentality is great for designing formidable bosses, but it's a bit overkill for this minigame.

If multiple players are saying to you that this minigame is needlessly frustrating, then it's undeniably affecting player's experiences, and you should take note (which I see that you are, so thank you). You need to ask yourself as a game designer "Is this something that is important to be challenging? Does challenge here add to the overall game?" If not, things should be adjusted.

5
Just gonna throw in my two cents on the topic. As a one-time minigame, the goal shouldn't be "it needs to feel realistic." I would say it's most essential for the minigame to feel accessible, not challenging or frustrating, especially considering how insignificant it is to the overall game. By toning down the difficulty it allows the player to pass the event without disrupting their cognitive flow or experience so far. It comes up, it's done, we move on.

6
Yeah, the shop menu is supposed to change for d3 and due to error did not.

Interesting, I wasn't aware of this. What was the cause of it not changing? Is there an in-game explanation for the new products? I'm reminded of the weapons shop in Junon that had a delayed shipment.

7
After some testing I've found that the overlap seen here:

http://i.imgur.com/aIXowyB.jpg

is caused by the Menu Enhancement mod. This problem isn't exclusive to Barrett's arm as other objects overlap the battle menu as well (such as the enemy Formula's tail).

Also, not sure if you've seen this article, but I though it was relevant:

http://www.pcgamer.com/why-the-hell-do-they-have-mouths-a-final-fantasy-7-pc-retrospective/

Looking forward to the next release!

8
Please upload a screenshot of this problem.  Thanks :)

Here ya go. Happens when you use Mind Break:
http://imgur.com/aIXowyB

Also,
Code: [Select]
LATEST CHANGES (R05c)
...
10. 'Incorrect places' option will also change Midhir to Mideel, and Nibl to Nibel.
This is the last compromise on naming that I will make.

:>

9
Is there anyway you'd consider adding town names to the "Canon Names" option of Beacause in the installer? I really enjoy Beacause, but I do play with canon names, so I've always found it was odd that town names like Niblheim and Midhir aren't reverted back as well. I would really appreciate it. What are your thoughts?

10
That's actually on purpose I think.  I already know about it - but I figured it was done to give the illusion of a trailing target.  Clearly it is drawing two target's one after another. It makes it look like the target is trying to follow the enemy... a cheap way to make a trail effect.  On other hand... it could be that they drew it twice by mistake.  It isn't related to The Reunion changes.

There isn't a "trailing" effect in the PSX version. A single Target symbol follows each enemy.

11
Yeah that scene above doesn't have it - but as he's walking about he does. At least in the walkthrough I saw.  I think it's safe to say that a mouth was intended but accidentally left out in places and on certain models. They also buggered up the blinking a lot too.  Some models only blink with one eye and so on.

Cloud doesn't have a mouth walking about in the PSX version. Here's a screenshot from me:
http://imgur.com/DU3KnQM

Here's another example I found online:
https://html5img1.s3.amazonaws.com/f_7j_ScreenShotFF7.jpg

And you can also check by running Cloud towards the camera in the Junon Harbor.

The only special scene I can think of when a character is given a mouth is Tifa outside of the Highwind at the end of Disc 2.

12
Nope. PSX versions have a mouth.  I've added Sega Chief's fix :)

There are no mouths in the PSX version. To confirm, you can boot up the game and have Cloud run towards the camera after he jumps off the train. It's also clear to see that Sephiroth and Hojo don't have gapping holes for mouths.

Glad to hear you used Sega Chief's fix.

13
In other news, I tried that open mouth fix mod and it's not very good because all it does is completely remove the mouth rather than close it.  The result is worse than having open mouths.  If someone can fix that and make the mouths look closed - then I'll add it.  If not, I won't use it.

You probably already know this, but Sega Chief made a Mouth Replacer mod that simply swaps open mouths with mouths for the main cast. It looks great, I never play without it.

http://www.mediafire.com/file/dn4ujcbgglxuzj4/FF7+-+Mouth+Replacer.exe

14
Which maps have graphical issues?  There's only small things left I believe - like red dots on certain maps?  I remember Chocobo Farm having one.

There's also one in North Corel on a crate by the vendors.

15
Will R05 include centered fields? I'm really looking forward to that and the bug fixes.

Also, is there anyway to make the leaves that fly up when Cloud is walking through a forest more noticeable on the world map? It's lacking when compared to the PSX version so naturally I'm bothered by it.

16
You've centered the pre-rendered fields? That's awesome man! It's unhealthy how much that bothered me in the PC release. Thanks again for all the effort you've put into this. I really enjoy checking up on this mod everyday and seeing how hard you're working.

17
2.
Here's the PC version (sorry you have to listen to the Yamaha soundtrack):
https://www.youtube.com/watch?v=8P_2DchUeXg&t=27m24s
Here's the original:
http://www.youtube.com/watch?v=mh_t28uzp9U&t=22m2s

3.
PC:
http://www.youtube.com/watch?v=ZZFFMCDGSRQ&t=7m55s
PSX:
http://www.youtube.com/watch?v=_RzRjvpdsUg&t=34m48s

I'm trying to find documentation of my old solutions. I installed Reunion over them  :-P

EDIT:

Solutions:
2. In blin67_3, I changed the 'Init' script by putting 'Play music #0' inside the conditional 'If $GameMoment != 275 (else go to label 1)'. I can't test it but I believe I fixed it so "Infiltrating Shinra" no longer plays, but "Who are you?" will still cut out too early.

3. In mtnvl6b, I changed the 'Init' script by putting 'Play music #0' inside the conditional 'If $GameMoment != 376 (else go to label 2)'. Again, this logic could still cut off "Those Chosen by the Planet" too soon.

Hope that helps! Gosh, you're gonna make me play through the whole game again and document what I notice...

18
Thank you so much for looking into that music issue! I'm seriously stoked that it's being recognized and addressed. Cloud's revelation is my favorite scene in the game and I could never get into the PC version solely because that scene was off (I'm picky, I know).

I'd like to address other music issues between the PC and PSX release here:
1. "Turk's Theme" quits playing during the scene where Reno walks over the flowers in Aerith's church. In the PSX version, it plays continually without any interruptions.
2. "Who are you?" is replaced by "Infiltrating Shinra" when Cloud sees Jenova in the Shinra Headquarters. "Who are you?" plays briefly when Cloud is looking into the chamber, but then immediately quits once he falls over. In the PSX version, it played until Cloud, Barret, and Tifa were done talking.
3. "Those Chosen by the Planet" is replaced by "Under the Rotting Pizza" when Cloud runs into the mako reactor during the Nibelheim flashback. Having "Under the Rotting Pizza" interrupt it seriously messes with the mood between the scenes.
4. Opening a chest in the Cargo Ship causes the sound effect of the ship's motor to stop playing.

I was able to fix issue 1, 2, 3 by simply editing the game's script with Makou Reactor. If you're interested I can post the solutions here, but they aren't particularity interesting. Most can be solved by simply moving the line that calls for the music to play.

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