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Gameplay / Re: (WIP) Final Fantasy VII Ultimate Edition (PSX Version) Jumbo Cact vid added
« on: 2009-08-07 12:54:16 »
You will hear more on this soon i promise im so glad someone revived this because i really lost hope for it.
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It's good to hear that you're going to keep on with this
And what kind of help do you need?
im starting to think were never gonna see this
haha, thats cool... there's no rush cuz if u rush it, it wont be like u want it to be.. take ur time and we will have our patience. i just know the mod will be AWESOME! dont worry ur doing good, no ur doing great. well keep up the great work
hey ff7rules! how's it going? how's the mod coming along?
BTW,what about Jumbo Cactuar idea?Will it be in the final patch?Or you not use him?
Maybe you'll make him visible like in FF8?
That isn't hard, it's completely impossible. With 255 vit and mdef all attacks except for ones that ignore defence will do about 100 damage or less (and physical ones will miss with that evade stat).
With 100 million HP you'll need to cast KotR 1000 times to kill him. Even if he didn't fight back, the battle would take days to finish. Since he does fight back (and he'll have more goes than the player with such a high speed stat) you'll run out of recovery items long before then, even if you have 99 of everything.
On the other hand though, SE faces a certain dilemma. Copyright only means something if the holder enforces it, otherwise they risk losing their copyrighted material to public domain.
In anycase I'm definitely keeping my projects off the radar until release now.
It seems obvious in retrospect of course, but the thing is, the Chrono Compendium had actually released a smaller-scale modification over a year ago -- also virally advertised -- without making waves, not to mention a retranslation before that, plus the demo for the work that ultimately garnered the C&D. I think the real kicker this time around was the existence of CT:DS; Square's apparent fixation on copy protection in the C&D order suggests to me that they thought we were modifying CT:DS (a recent product with heavy copy protection), whereas we were really doing an SNES-era modification. Crimson Echoes wasn't all that different from modifications that have been happening for a decade now, though it was certainly an ambitious modification.