Just reporting in that I am still actively working on this. :D
misterprmiller
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I feel like this is just begging to have state-based special sprites, and not just for the death state. This has so many potential applications.
Petrification: A gray-scale static battler when dead.
Poison: Green-skinned.
Piggy or Frog (like FF4): character turns into a pig or frog.
Or, literally, anything they want. If they could be attached to the actor on a per state basis... ...
Fystic Quest uses RPG Maker MV. Wun and Us Too use MZ. I already have a guy working on what I need, so everything will work itself out. As for opening the projects up, there are some paid scripts and assets which would break the license agreements on them so I can't provide the unencrypted versions. If you have a way to unencrypt them yourself, don't tell me. :P
hehehe Ouch on the ex. If it makes you feel better, the thief is objectively the worst class in the game. Their dominant stat is luck, which really isn't used for anything in the game at all - not even criticals. It should have been used for running away in battle, but the algorithm in 1987 was messed up, so mine is intentionally to match it. :)
Same goes the White Mage with the Wooden/Iron staff. No idea, especially because she can use the Iron Hammer without a problem. And yeah, Elfland is the really grindy part of the game in my runs. Once you're past Elfland, you should be fine. Buy some "Tents" from the item shop and use them outside of the Marsh Cave to save before going in. And save at least one Fire 2 and maybe an Ice 2 for the boss of the Marsh Cave. Things should go smooth if you do that.
Also, if you're unaware of how the player order works in FF1, the players at the top of the order have a higher chance of being hit. The bottom two slots only have a 16% chance (IIRC) of being targeted by enemies, so the bottom two slots are where your mages should be. If people get poisoned or die, it will also re-order your party, so keep an eye on it after every fight.
As for the Spider, the only one I remember using is WutFace from Twitch. The Shadow, IIRC, is Kappa.
Glad you're enjoying it. And "Meme Mode" is *very* different in terms of story - once you know what the original story is like, it's worth going back, if only because there are cutscenes all over the place in Meme Mode. I believe there are nine movie cutscenes. :)
Elfland is the first major grind spot in the game. I recommend buying a few tents to save outside of the Marsh Cave - they let you save on the field. You mana left in battle is one of those compromises I had to work with, but you should be able to see how much is left on the main menu outside of battle.
And I'm glad you're liking the "hand-holder" feature. It should work fine through the whole game, but it's not completely tested. After the first elemental boss, the game becomes quite "open-world," so I made some adjustments to allow you to pick which way you want to go. Let me know if it breaks - I can take a look. :)
No problem. Any NES walkthrough will get you through, but I wholly recommend 2 Fighters, 1 Red Mage, and 1 Black Mage. It is very balanced.
And I just completed 1 & 2 on Steam myself. Those versions use the GBA and PSP as a base and switch out to the old magic system of the NES. In a lot of ways, mine is a bit more of an authentic remake from 1987. :)
Let me know what you think.
:) Thanks! I completed my work on FFMQ and FF1, so I've proven I have the insanity part down. If you haven't tried them, you should. The first showcases my style of dialog. The second showcases my dedication to getting the algorithms right. This project will mix the two, hopefully. :) So far, progress is going great.
Found a fun little glitch that took me a few minutes to figure out. When running games on mobile phones in HTML5 (like through itch.io), when you encrypt your .PNG files on export, it encrypts the screen control pictures and the engine shows a broken picture link instead of the controls.
The work around is after exporting and encrypting, you copy the unencrypted mobile control pictures back into the exported project. Then, it works fine.
I know it's five months later, but I agree with the above poster. Dealing with the EXP to LVL curve system of MZ is getting tedious. I would love to have a formula that I could plugin that would adjust appropriately.
Also, I absolutely love the static idea, i.e., Shining Force style level up at 100 EXP. I could see myself using that in the future. :)
Thanks for the heads up. I hadn't heard of H before, and being a huge FF fan, I'm just disappointed I didn't! I'll see if I can get some time in the coming week to run through it.
Looking at the premise, it seems as if H and my project are actually different in more than a few ways. As you said ("faithfully"), I am interested in getting the formulas down to the number. Even the monster encounters, numbers (this won't ever be perfect because of engine limitations), and locations are as best as I can down to the same tile.
But, of course, those aren't the only differences. My other project is a good example of what to expect - dialog switching options, some Meme Mode exclusives. And, most importantly, MM-Wun is a stepping stone.
Isn't that always the way stuff like this works? :P
The encouragement I can give you is that Meme Mode changes every box of dialog in the story, so it should feel different. Also, my game undoubtedly runs faster, so it shouldn't take you as long. And, I will say (rather uncharacteristically of me) that I am very proud of those extras.