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Messages - Rekhaizen

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1
I would, however, love to hear an answer to my question. Roughly how many Japanese characters would you estimate the game has?
If your concern is whether there are "enough Japanese characters" in the game to warrant keeping the names of the items you mentioned intact it's irrelevant because they are inherently Japanese in nature. Along with any others that have retained their Japanese descriptor in Beacause. This is backed up not only in how they are written, but by artwork/renders from the developers themselves.

Omamori - http://shillatime.org/finalfantasy7/accessory/amulet.jpg
Hachimaki - http://shillatime.org/finalfantasy7/accessory/headband.jpg

There is no official art/render of the サイン色紙 key item, but 色紙 are not simply paper one signs an autograph on. They're certain kinds of boards or paper that originally have been used for calligraphy, but now see a variety of uses in the modern day: parting messages, illustrations, and including autographs [from celebrities/famous figures].

Some words or ideas from other cultures you can't just  translate to to whatever closest resembles it in your own. I can recall DLPB and Luksy going over this very issue a long time ago. Whether it was this thread or the old one I forget. Should Beacause change the Sushi Plate meal in the Wall Market to Rice Roll or something to that effect because it isn't distinctly clear to an English player or one not familiar with Japanese cuisine?

As for your worries of unnecessary word changes due to being synonymous, or losing intent or flavour... Last Elixir, Bomb, Pike, Rod, Hammer, and Neck Hunter are literally that when you translate the katakana. The question here isn't why they were changed for the sake of it, but why did the original localization change them at all?

I don't know why this is still a topic of contention as DLPB has defined his rubric countless times before. I can't defend or explain every outlier case that doesn't follow it (ex. Hyper to Stimulant), but the vast majority do. Remember, the project isn't intended to outdo the flair or pizzazz of the original localization. The actual relocalization aspect of Reunion applies mainly to the dialogue anyway. Everything else: terms, weapons, names, etc., has already been explained to take a more literal approach.

I understand your concerns, as I was originally on that boat before, but you have to face that's just how it stands. If all else, you can always revert the things you dislike with the appropriate tool as suggested before. I know someone has done so with Green_goblin's PS1 port of Beacause on RHDN.

2
http://imgur.com/a/peUNf
Is that a treasure box instead of a switch...?  Seems really similar to the gold treasure box model to me.
The platform switch was depicted with that as well in the PS1 version.

3
What you do is use ReShade Frameworks/SweetFX with the OpenGL backend, and then enable a CRT/LCD filter/dotmask with whatever settings you prefer.

Here's some comparisons (right click and view):
I'm slapping myself for never thinking to use SweetFX before for FFVII. I love the dotmask effect and the colours you used here. Is it possible to share your config?

4
Ideally one would read the readme beforehand which I think is more imperative when installing a mod as you want to know exactly what it is changing. And the readme is pretty clear it is, well, an option.

Quote
Options

   ...

   'Series canon'
   Those things which have been consistently named the
   same in the series will be unchanged. These are:
   Moogle, Hi-Potion, Megalixir, Phoenix Down, Ramuh.

   Incorrect character names
   Character names will retain their original form (apart
   from 'Aeris', which will always be changed to 'Aerith').

   ...

Not to mention it's hard to miss when selecting which components to install. As condescending as it might sound, I'm not sure there's really any helping those kind of people. Perhaps there's a way to make it more obvious, I don't know.

5
It's frustrating seeing them argue and speculate changes you may have made when there's a document outlining it all (which someone finally linked on the second last page or so). It's already explicit in the project information that you weren't taking any established "series canon" into account, yet they still complain. You even give an option to keep all that for crying out loud. It just boggles my mind, honestly.

It's nice to see there are some sane people there who are looking at Beacause objectively. A couple even playing through it!

And I can't believe the Aeris/Aerith debate is still even a thing these days...

6
Also doing missions would get you town karma/faction points (the three main factions would of been Shinra, Jenova (aka followers of Sephiroth, as he is sort of the real leader) and AVALANCHE).
Ah, I forgot to ask about the faction points. Could you go more in depth in what you had planned for that mechanic? Would points you earn be granted to your party as a whole, or to each individual character? I'm guessing certain quests or areas would open up depending on which town or faction you have more points of.

Yes, the Unreal Engine RPG is very early in development (programming/design wise) - though the story/world is pretty well developed. I wanted to prototype with FF7 a little as it has existing assets :D
I'd be very interested in seeing this once it's in a presentable state; especially if it's similar to what you've done here!

7
Great idea! I especially like what you've done with those field skills. It would be interesting to see how they would help to progress through the game. Those rogue and assassination mission options look very intriguing as well. Just from the video alone it shows you've put a lot of time and effort into this so I hope one day the necessary tools will be available for you to complete it.

And is this other RPG of yours still quite early on in development?

8
Downloaded just fine. Installed the 60 FPS option but entering a battle forces me into 15 FPS for some reason. The result is a very slow and jerky battle.

I can attest to this. Battles become much slower than the original, and none of the memory patches work. Both Beacause and Menu Overhaul appear to install just fine. This is using a fresh '98 install.

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