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Project Gaiden Final Conflict (Fan Game)

New Demo is out Version 1.1.1! Full Chapter 2 Release

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Project Gaiden Final Conflict (Fan Game)

Postby LordOddEye » Thu Jun 08 2017 9:07pm

Welcome to the Official Project Gaiden Final Conflict Page

:thumbsup: Special Thanks to Chaoswizard98 and alex_man for all their help :thumbsup:

Patch Notes:

Goal for Next Release: Implement selling, Implement barracks, fix up vital bugs

Version 1.11:

Hotfix: Fixed an error allowing players to not continue after Battle07


Known Bugs: None. Please report them to me if you notice any via private message or through this forum.

Public Demo Release:

Stand Alone:
Main: https://mega.nz/#!BspTlAhJ!eN5oqWm8nqmFcq3wW2irQ9SmNoP8wM7twwx28JWDcl8
Mirror: https://drive.google.com/open?id=1G4TdHL7QMBZxGv6-luqdNHOQlArkhbhi

Installer Version:
Main: https://mega.nz/#!UtRV0TQC!gFZ2x02fxWNtdO1KLk7e9uqrJOngDUOltZ9XOzQWeiU
Mirror: https://drive.google.com/open?id=1axlriNKR23IGVEPBVXXqiteZOB51rNZv

NOTE: This is a huge update I hope you enjoy it I put lots of work to deliver this in a timely manner.

- Battles 07 - 11 added
- New enemies added
- Flying type force units added in.
- New force members: Kiddo, Sylvia, Julia, Eric
- Implemented SavingGame and LoadingGame Scripts that should be compatible across versions.
- Continue feature now implemented in main menu.
- New menu added for priest, save feature implemetned in this menu.
- New menu added for shop.
- Fixed a glitch causing "Leather Glove" to only say "Glove"
- Fixed Blaze II Glitch
- Shop 3 added
- All Chapter 2 Cutscenes done.
- New Backgrounds added
- Hawel may learn most of his spells
- Knuckles may learn most of his spells
- Cynthia has more prototype spells
- Ian may learn all his spells
- Addition of many music tracks
- Some stat balancing, especially making Ruburan weaker upon join and buffing up starting characters stat gains.
- Many new items added in.
- Chaos Breaker implemented into game along with New force member Max, and Oddeye who are not yet playable.
- Promotion implemented along with new battle sprites and new overworld sprites.
- Ian has a special sprite if Chaos Breaker is equipped.
- Detox added to the game
- Fixed a bug which caused the music in Battle04 to be bugged
- Fixed a glitch causing music to reset in the cutscene before Battle06


Version 1.10:

Known Bugs:

- Blaze II does not perfectly look like SF1 yet.

Public Demo Release:

Stand Alone:
Main: https://mega.nz/#!0wgRFLaD!TM3trezq13NFOjPka9oUMwxCoiqO3xFTccnHkaBwZCk
Mirror: https://drive.google.com/open?id=1DU-HX6sAQyJYcvWRbp79Agf59WACrdwf

Installer Version:
Main: https://mega.nz/#!E0oAWBia!fgXmRTPdr0aN5zuB5CGHrJApPqWIXkwc8ijUxis3E3w
Mirror: https://drive.google.com/open?id=1cWXTYPvIgSihUYDrpZdbieRpxwjQNvX3

NOTE: The player can save by pressing S in battle and you can load during the introduction by pressing J. This function is very buggy and certainly not complete. Also saves will not transfer between versions.

- Towns have been implemented into the game.
- Priest now available who can revive party members for a gold fee.
- Shops now implemented into the game, Only buying available.
- Shop 1 are 2 are available with new weapons
- Can exit town to return to previous fight.
- Yes or No Option now implemented.
- Egress now brings party to a town eliminating bugs from previous versions.
- Wooden Staff updated to be Bronze Rod
- Weapons now give proper stats
- Escape now called Egress

Version 1.09:

Known Bugs:

- Blaze II does not perfectly look like SF1 yet.

Public Demo Release:

Stand Alone:
Main: https://mega.nz/#!1wQ1FTCR!-G9ySwlikKZR8Gi7q9cRT8ABilArruVUxIRRLvgenyM
Mirror: https://drive.google.com/open?id=1nyT394rm-UsVukDF20aG4mlUNJzfEROn

Installer Version:
Main: https://mega.nz/#!5hI1mC5A!Jke1SzQToPkmBnW-sP0ZtOphaRHfIxFQMqaAZ4B5BAY
Mirror: https://drive.google.com/open?id=1eHDxzPk-4qfed4yWq4zNIUU1e8jaaCnB

NOTE: The player can save by pressing S in battle and you can load during the introduction by pressing J. This function is very buggy and certainly not complete. Also saves will not transfer between versions.

- A bug caused Blaze to previously be a single still frame, the bug is fixed and animation is now implemented
- Improved Ian Battle Sprite (Remember to add special thanks to Zephyr)
- Increased experience given by enemies that are stronger.
- Removed a Glitch causing Mischaela to appear as Knuckles
- Increased stats of Hunter Goblin to make it more on par with your force.
- Corrected worms stats
- Corrected an error causing the Brass Loaders max health to be less than current health.
- Bug fixed causing Dark Mage to not use Blaze.
- Fixed a bug allowing characters to go to areas they shouldn't in the Hassan Battle
- Battles now start using more diverse land effects.
- Fixed an error causing all Dialogues with Ian to not show chosen player name.

Version 1.08:

Known Bugs:

- Bug allowing characters to go to areas they shouldn't in the Hassan Battle
- An error causing all Dialogues with Ian to not show chosen player name.
- Glitch causing Mischaela to appear as Knuckles
- An error causing the Brass Loaders max health to be less than current health.

Public Demo Release:

Stand Alone:
Main: https://mega.nz/#!M05jTJ5L!AWr4_2Am5YDTGvSFK3nFOnJcS-LzUeJm52sm8EM5XH4
Mirror: https://drive.google.com/open?id=1wnoJ8gyoIa6XhZd7tEjU9kUOnS8OpoDn

Installer Version:
Main: https://mega.nz/#!x45UHS4I!xADaJi5ryGb_p9jFtAQtuGEnoeZ6xX0vrWfl6PUPoZw
Mirror: https://drive.google.com/open?id=1Xn8-eenfTTxO-mjyTY9yjKo8dyFW7a2t

NOTE: The player can save by pressing S in battle and you can load during the introduction by pressing J. This function is very buggy and certainly not complete. Also saves will not transfer between versions.

- Cutscenes in previous patch were in the game files but not properly triggered, now cutscenes trigger.
- Kraken tentacles and arms in 4th battle did not have proper stats. The new stats are now implemented and
the battle should now be more challenging.
- Brass Loader's stats corrected.
- Giant Bat was improperly named "Bat" the correction has been implemented and his proper stats were also
inserted.
- Dark Mage stats corrected
- Post Battle 04 Cutscene implemented
- Pre Battle 05 Cutscene implemented
- Post Battle 05 Cutscene implemented
- Pre Battle 06 Cutscene implemented
- Post Battle 06 Cutscene implemented
- The Waterfalls in Battle 06 are now animated.

Version 1.07:

Public Demo Release:

Stand Alone:
Main: https://mega.nz/#!lk50BJKL!SkdPc5i23uDHYCBav0tInrBmbXKhUGTt5HHgcOQINGc
Mirror: https://drive.google.com/open?id=15XGwpI5qzf6_kbQ9TwvKj1BkBfSicFiW

Installer Version:
Main: https://mega.nz/#!Fwoz1JxI!v_ioifUwUUOm4lRJPo8MxJWLhMD80pGWbw04JvkGEAY
Mirror: https://drive.google.com/open?id=1bJANuLC7Q10shtCXtvw3X7OQggftNQVD

NOTE: The player can save by pressing S in battle and you can load during the introduction by pressing J. This function is very buggy and certainly not complete. Also saves will not transfer between versions.

This demo did not change much gameplay but implemented a few more cutscenes

- Fixed errors with Pre-Battle 2 Cutscene
- Cutscene Post-Battle 2 added
- Cutscene Pre-Battle 3 added
- Cutscene Post Battle 3 added
- Cutscene Pre-Battle 4 added
- Fixed an error that would sometimes cause the wrong music to play in certain areas of the game.
- Blaze Changed from SF2 Style to SF1
- BOLT Changed from SF2 Style to SF1
- Dark Mage now Knows Blaze Level 2
- Hawel now learns Blaze Level 2 at the proper level, 8 instead of 2
- Hawel now learns Bolt at Level 4 and is implemented with SF1 style graphics

Version 1.06:

Public Demo Release:

Main: https://mega.nz/#!E0gWmb6J!qbbwgWpkHYG9uj_KHJ2afnhLgu5r-6OiRELZ7Opg9uw
Mirror: https://drive.google.com/open?id=0B3n-BtiwSG3mS3dLYUFNam5sWlk

NOTE: The player can save by pressing S in battle and you can load during the introduction by pressing J. This function is very buggy and certainly not complete. Also saves will not transfer between versions.

- Some AI bug fixes which caused battles to end too early and poor pathing
- Fresh rewrites of scripts to make them more fluid
- Music Bug Fix for Chapter Begin and End
- Bug fix for Ruburan
- Bug fix which caused Kraken arms and legs to have infinite defense.
- Introduction of some land effects.
- Fully playable first chapter without most cutscenes
- Addition of lots of new music tracks.
- Addition of many different battle backgrounds
- Different flashes for different spells
- Blaze Level 2 may be learned.

Version 1.05:

Screenshots:

WARNING: SPOILER!


- Prototype designs for almost every single battle created
- All Battles are playable 1-22 (Not all enemies designed however)
- 12 Playable Characters
- Many Different music tracks added in.
- Chapter Begin and End Screens added (New sound effect for both). :thumbsup:
- Battle Music Bug Fix
- 13 different enemies added to game
- Bug fix with Town of Hassan Graphics
- New heal animation (Still not finished)
- Flying and Aquatic type enemies introduced

Version 1.04:

Public Demo Release:

Main: https://mega.nz/#!phx3CJqL!erppTmho1y9UAxcj-b4-BWrfpGB8OcVS4KSY67OcKTQ
Mirror: https://drive.google.com/open?id=0B3n-BtiwSG3mVGExWTNMa0ZjYVU

A few bug fixes:

- Two Paiges in the cutscene xD
- Error with character status pages fixed
- A few graphical errors were fixed with Hassan overworld map.
- A few graphical errors with character sprites
- Errors with intro menu controller
- Dialogue bugs
- Battle01 ending early

Also I've implemented quite a few things:

- Demo Release Version 1.04 :thumbsup:
- Icon added for executable
- Backgrounds changed depending the battle
- The Hero and Enemy tracks now play during their respective battle scenes
- Long ranged enemies are now implemented which leads into the next point
- Two new enemies added
- The Kraken battle map, Battle04, has been created
- Battle17 Created
- Ian now appears in his first battle, Battle02, which is completed
- Battle01 now leads to Cutscene03
- A rough copy of Cutscene04 is completed
- Battle02 is completed
- Cutscene 5 - 8 dialogue completed and programmed, just needs the animations programmed.
- 14 characters added to game (Only 6 playable in demo).
- Cutscene 1 - 4 completed and ingame
- New Classes and Weapons added to game
- Level up system added with various features such as when they get stronger ex) Early game, mid game, and late game stat power spikes and their projected stats

Version 1.03:

Video Showing Features: https://www.youtube.com/watch?v=PD-H6qnvGEQ&feature=youtu.be

- First three cutscenes created and implemented
- The first battle is created with good functionality
- 5 Playable Characters, The main character IAN is actually playable as well but just not used in the first battle
- Magic Implemented
- Items Implemented with functionality
- Status page screen added
- Two basic enemies created, Ooze and Goblin Respectively.
- Town of Hassan completed

Version 1.02:

The accelerated progress of this version is directly due to the help of ChaosWizard98 and I'd like to give him full credit for all his help.

Video Showing Features: https://youtu.be/mBKW1bEKGME

- Name changed to Project Gaiden Final Conflict :thumbsup:
- The project is now confirmed to be a remake of a certain game ;)
- Dialogue improved
- Addition of many sound effects
- Combat System in Development
- Brand new introduction
- Title Screen Added
- First Cutscene Added
- Menu options completed: Search, Magic, Members, Items (Overworld Menu Completed)
- Ability to enter heroes name.

UPDATES TO COME FOR THIS VERSION:
- Full recreation of first city, Hassan, not yet completed
- Introduction of battle system

Version 1.01:

Video Showing Features: https://www.youtube.com/watch?v=dZfuAAb ... e=youtu.be

- Menu options created with animated icons
- Item arrays created
- Spell arrays created
- Character Profile Created
- Menu and Introduction Sound Effects Added

UPDATES TO COME FOR THIS VERSION:
- Enter your name in Intro
- Completion of Overworld Menu

Version 1.00:

Video Showing Features: https://youtu.be/vM-DJCxU3CI

- The movement system, for the overworld, has been created and the character automatically snaps to the grid.
- The Battle Animation Screen has been started
- Textboxes are finished, and NPC have been added
- Save, Load, and Delete Game Features Added
- Introduction created and all choices work along with scrolling through the options
- Music added
- Battle Overworld and Turn Based System Development begins.
Last edited by LordOddEye on Fri Feb 02 2018 1:07am, edited 70 times in total.
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Re: Shining Force Neo (Fan Game)

Postby Wulfunruh » Fri Jun 09 2017 12:35pm

What is this through? Like an RPGMaker program or?
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Fri Jun 09 2017 3:33pm

Wulfunruh wrote:What is this through? Like an RPGMaker program or?


This is being developed using GameMaker Studio if the production is successful I also wouldn't mind distributing the source code for people to make their own projects.
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Re: Shining Force Neo (Fan Game)

Postby Chaoswizard98 » Sat Jun 10 2017 2:49pm

Oh hey, nice to see a fellow GameMaker user. (Though I'm using the older version, 8.1)
What are your plans for the project? Are you re-mastering SF1 or do you have your own story planned?
Nonetheless, I can't wait to see how this turns out! :thumbsup:
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Sat Jun 10 2017 7:46pm

Chaoswizard98 wrote:Oh hey, nice to see a fellow GameMaker user. (Though I'm using the older version, 8.1)
What are your plans for the project? Are you re-mastering SF1 or do you have your own story planned?
Nonetheless, I can't wait to see how this turns out! :thumbsup:


Hey Chaoswizard98,

I'm a huge fan of your work it's really well done. Yes I actually love gamemaker I've been using it for quite sometime now having started with Gamemaker 6.0 way back.

For now I'm planning to get a basic engine down and then from there I actually do have ideas for my own story.

If I am successful in that I have had plans to transition into my own story. When I get to that stage in development I'll probably have to make my own assets due to Sega. But I'm thinking of trying to make a story related to the main Shining Force II / Shining Force III lines or maybe even recreate Shining Force Gaiden Final Conflict (A game I personally want to see remastered).

For now I'm putting in as much progress as I can I appreciate your positive feedback I could definitely learn lots from someone of your caliber.

Regards,

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Re: Shining Force Neo (Fan Game)

Postby Chaoswizard98 » Sun Jun 11 2017 3:31am

Yeah, GameMaker is a great tool to work with. I just wish they still had their older versions available as I personally like 8.1 better than Studio. (for most things)

For now I'm planning to get a basic engine down and then from there I actually do have ideas for my own story.


Getting the basic engine down first is definitely the best way to go about it. I've personally re-coded my entire engine twice due to figuring out cleaner and easier ways to implement things. It would have been a pain to have to re-code a bunch of cutscenes and such in addition to the core programming.

I'm thinking of trying to make a story related to the main Shining Force II / Shining Force III lines or maybe even recreate Shining Force Gaiden Final Conflict (A game I personally want to see remastered).


I'm all for the re-mastering of all the Gaiden games. :thumbsup:

For now I'm putting in as much progress as I can I appreciate your positive feedback I could definitely learn lots from someone of your caliber.


If you ever have questions on how I implemented things, I'll be happy to help.
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Sun Jun 11 2017 1:57pm

Chaoswizard98 wrote:Yeah, GameMaker is a great tool to work with. I just wish they still had their older versions available as I personally like 8.1 better than Studio. (for most things)


Yes! I would have liked to use GameMaker 8.0 but couldn't get myself a copy as it had been so long the good
news is GameMaker Studio seems almost identical well besides the fact that they got rid of triggers


If you ever have questions on how I implemented things, I'll be happy to help.


Thank you so much I appreciate that! :thumbsup:

I may need it soon I will be working on the combat system.

Regards,

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Re: Shining Force Neo (Fan Game)

Postby DiegoMM » Sun Jun 11 2017 2:42pm

C'mon, you two should work together! :O :D
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Mon Jun 12 2017 8:22pm

Hahaha DiegoMM you are a gem my friend :thumbsup:

I wouldn't mind working with him but first I should try to make as much progress as I can so I don't hold Mr. Chaoswizard98 back. I can't even imagine how much work he put into his own project.

Regards,

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Re: Shining Force Neo (Fan Game)

Postby Chaoswizard98 » Tue Jun 13 2017 12:20am

I wouldn't mind working with you either. I think the hardest thing though would be the fact that we have 2 different versions of GM. Both of which are no longer available for download. :damnit:

I did spend some time porting my game to GMS around 6 months ago so I probably have an old save that is compatible with your version of GM somewhere. I can go dig that up if you wanted to take a look at it.

LordOddEye wrote:I can't even imagine how much work he put into his own project.

Spoiler alert:
WARNING: SPOILER!
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Tue Jun 13 2017 12:26am

:thumbsup: I'd really appreciate that thank you!
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Re: Shining Force Neo (Fan Game)

Postby Chaoswizard98 » Tue Jun 13 2017 1:14am

Alright, I tested it out and everything seems to work correctly. This version is somewhat old (November 22, 2016) so it's missing some of the newer features and optimizations. Nonetheless, if you have any questions on how things work or why I did certain things, let me know. :thumbsup:

https://drive.google.com/file/d/0B-F-g- ... sp=sharing

Oh and the fonts might explode if you don't have them installed on your computer. If that's the case, bug me and I'll grab them for you.
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Re: Shining Force Neo (Fan Game)

Postby LordOddEye » Tue Jun 13 2017 1:16am

Chaoswizard98 wrote:Alright, I tested it out and everything seems to work correctly. This version is somewhat old (November 22, 2016) so it's missing some of the newer features and optimizations. Nonetheless, if you have any questions on how things work or why I did certain things, let me know. :thumbsup:

https://drive.google.com/file/d/0B-F-g- ... sp=sharing

Oh and the fonts might explode if you don't have them installed on your computer. If that's the case, bug me and I'll grab them for you.


OK thank you so much! One of my fonts is not working so this may help. Well it works but is not quite the quality I want. I really appreciate the help! This will certainly accelerate my progress.
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Re: Shining Force Neo (Fan Game)

Postby Chaoswizard98 » Tue Jun 13 2017 4:37am

Yeah, the two fonts I'm currently using are pretty much the exact SF fonts. The original menu font has a huge accent on it (which makes it appear way lower than where it should be) but I fixed that some time ago. I'm not sure if this version has the fixed version of the font or not, but either way, the only difference is the change in Y value when displaying the font.
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Re: Project Gaiden Final Conflict (Fan Game)

Postby LordOddEye » Fri Jun 16 2017 5:24am

Updates for Version 1.02 posted

Great thanks to Chaoswizard98 for all his help it is appreciated and full credit to him.

Thank you

Regards,

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Re: Project Gaiden Final Conflict (Fan Game)

Postby alex_man » Sun Jun 18 2017 1:52am

what a cool idea prehaps you can make lord oddeye to USE HIS MP lol, i remember that the mp on him was useless.
if you need a beta tester for your version count on me lol :thumbsup:
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Re: Project Gaiden Final Conflict (Fan Game)

Postby LordOddEye » Sun Jun 18 2017 10:45pm

alex_man wrote:what a cool idea prehaps you can make lord oddeye to USE HIS MP lol, i remember that the mp on him was useless.
if you need a beta tester for your version count on me lol :thumbsup:


That sounds like a really good idea, I'm definitely looking forward to that part of the game. And I'll definitely take you up on that offer for beta testing it'd be appreciated and really helpful.

Regards,

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Re: Project Gaiden Final Conflict (Fan Game)

Postby alex_man » Sun Jun 18 2017 11:06pm

and promise me to check the mp of lord oddeye, i remember he cast the spell by attacking and not using the mp lol

why he got mp then? :confused:

https://www.youtube.com/watch?v=YTIzd5Ctq2Y 23:59 no spell learned and 34 of mp why? lol :damnit: :)
at 29:01 attack with his laser eye, my suggestion i would do like use his mp with the laser eye spell.
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Re: Project Gaiden Final Conflict (Fan Game)

Postby LordOddEye » Sun Jun 18 2017 11:54pm

alex_man wrote:and promise me to check the mp of lord oddeye, i remember he cast the spell by attacking and not using the mp lol

why he got mp then? :confused:

https://www.youtube.com/watch?v=YTIzd5Ctq2Y 23:59 no spell learned and 34 of mp why? lol :damnit: :)
at 29:01 attack with his laser eye, my suggestion i would do like use his mp with the laser eye spell.


Yes that's definitely very possible and I was actually planning to do that.

It's very strange they did that.
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Re: Project Gaiden Final Conflict (Fan Game)

Postby alex_man » Tue Jun 20 2017 2:20am

prehaps is a bug who knows you will discover when you are on it.

I remember in another similar game FEDA EMBLEM OF JUSTICE OF SNES that Shelly got the special tecnique but didn't do anything cuz it was no mp enough to cast it lol. in the Saturn version worked it well with animation and all.

1.Shelly is supposed to have a special technique called Phantom Cut, but she doesn't gain MP at all :(
2. She loves Ain so, that they share the same glitch. She'll lose part of her HP at a certain level.

http://shrines.rpgclassics.com/snes/feda/shelly.shtml
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