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The All Stars Mod [Revived!]

Shall I recall the soul? Only 200G!

Discussion about this classic Genesis/Mega Drive game.

Re: All-Stars

Postby Wetwille » Mon Apr 29 2013 2:35am

I personally prefer the SFI Domingo sprite to the SFCD one.
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Re: All-Stars

Postby Noma » Mon May 27 2013 5:21pm

Will be streaming some more play testing today for those interested.

Most likely around 2-3pm (GMT -5).

Twitch link in my signature.
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Re: All-Stars

Postby RastaOddeye » Thu May 30 2013 7:04pm

Unfortunately missed the stream. How's progress going man? :)
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Re: All-Stars

Postby Noma » Sat Jun 01 2013 2:16am

RastaOddeye wrote:Unfortunately missed the stream. How's progress going man? :)


I didn't end up doing it since no one seemed interested. Maybe tonight I'll do a short one.

Things are still moving slowly. Updated some of the FC characters portraits but that's about it.
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Re: All-Stars

Postby MXC » Sat Jun 01 2013 4:52am

Don't get discouraged about the streams; we can all be quite busy!
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Re: All-Stars

Postby merdakai » Sat Jun 01 2013 8:17pm

Can't wait for you to finally finish this piece of art. Itll be nice to see all those characters on a team, I'll probably drool through the whole thing.

ALthough I'm more excited about the Boss and Enemies All Star games, but I can wait almost an eternity for those.....almost.
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Re: All-Stars

Postby RastaOddeye » Sat Jun 01 2013 8:34pm

Definitely the biggest prospective mod since Stordarths Milestone hack.
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Re: All-Stars

Postby Wetwille » Sat Jun 01 2013 10:30pm

Or nightshade's Battle Royale
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Re: All-Stars

Postby RastaOddeye » Sun Jun 02 2013 1:07am

True that.
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Re: All-Stars

Postby Noma » Sun Jun 02 2013 2:25am

The amount of work I put into this doesn't compare to either of those hacks, but thank you.

And I know people can get busy, I didn't have a problem with it, there was just no point in a stream that no one would watch so I'll save it for when people are available.
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Re: All-Stars

Postby DevilKnightHawk » Sun Jun 09 2013 4:55pm

Do you have any idea how long this will take ? :D
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Re: All-Stars

Postby Noma » Fri Jul 05 2013 8:00am

Haven't worked on it much recently, did a bit more playtesting but it gets tedious, especially when you get to a certain point and get errors and have to replay from the start again.
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Re: All-Stars

Postby Mormegil » Fri Jul 05 2013 8:39am

i volunteer for play testing o.o
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Re: All-Stars

Postby Noma » Fri Jul 05 2013 12:57pm

Ill add you to the list. There are a few others but ill have to reconfirm them (again) once i get this finished, which, at this point, could be who knows when.
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Re: All-Stars

Postby Earl » Sat Jul 06 2013 5:43am

Hey Noma, I was going through the church promotion code today, and... well, this is kind of obvious, but it'll try to wipe the base class spells for whoever's promoting into the SORC class's slot, and it'll try unequipping weapons if promoting to the MMNK or NINJ slots (since those classes can't use their base class's weapons).

With all the shuffling you're doing, that kind of thing might be annoying.
I can point out where those class indexes are called so you can change them (dunno if it'll accept IDs for classes that don't exist, though) if you're interested.
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Re: All-Stars

Postby Noma » Sat Jul 06 2013 7:52am

Earl wrote:Hey Noma, I was going through the church promotion code today, and... well, this is kind of obvious, but it'll try to wipe the base class spells for whoever's promoting into the SORC class's slot, and it'll try unequipping weapons if promoting to the MMNK or NINJ slots (since those classes can't use their base class's weapons).

With all the shuffling you're doing, that kind of thing might be annoying.
I can point out where those class indexes are called so you can change them (dunno if it'll accept IDs for classes that don't exist, though) if you're interested.


Thankfully, the positions of most of the classes have remained the same. The ones that have changed are ones like Tort, Mnst, Rbt, and Glm, and a few others, but none of those that you listed. Sorc, ninj, and mmnk still occupy the same slots and those effects from the vanilla game are still necessary, so it doesn't matter too much.

The only problem I had was some shuffling that moved classes into what was previously the brass gunner slot, which would give that class the extra damage to flying enemies and I didnt want that. At the time I didnt even realize archers had that effect on flying.

That has since been remedied though.
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Re: All-Stars

Postby Kioki » Thu Jul 11 2013 4:01pm

Don't stop your great work :) I can't wait to play this hack! :)
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Re: All-Stars

Postby bleu7384 » Wed Jul 31 2013 8:43pm

Hi everyone, this is my very first post so i'm a bit nervous so here goes...

Hi Noma, I had a few questions and suggestions about the gameplay of the hack I think might add to the fun and challenge

1: poison damage at 10%
2: Heal 4 increased in range and reduced in cost
3: Atlas increased in range
4: Aura 4 increased in cost
5: Possibly including new spells, in the shining force challenge mod, Doomblade used Inferno, Hail and Storm which are Lvl 4 elemental spells but with an AOE.
6: Music wise will you be using a variety from the other shining games and/or other games altogether?
7: Including Domingo!!! Domingo was an icon in SF and spread its legend over to SFCD
8 This is a selfish request and I know it prob won't be heeded but include Kiwi, but beefed up like in Obob's challenge mod.

Thanks for listening and good luck with the rest of the hack, Can't wait to play it :thumbsup:
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Re: All-Stars

Postby bleu7384 » Fri Aug 02 2013 6:05pm

Hi everyone, this is my first post so i'm kinda nervous so here goes....

Hello Noma, I've got a few suggestions that I wondered if u were going to use and questions about the mod:

1: Increase the range of Atlas
2: Increasing the range and decreasing the cost of Heal 4
3: Increasing the cost of Aura 4
4: Poison Damage at 10%
5: Where u including any new spells? In Doomblades mod for shining force the spells Inferno, Hail and storm were added, these are Lvl 4 elemental spells with an AOE
6: Where u including music from the other shining games and using any different battle maps at all?
7: Include Domingo!!! Domingo was a icon in the original and carried over the legend to the cd games
8: this is a selfish request so pay no heed but I would love it if u included Kiwi, but beefed up.

Thanks for taking the time to listen, can't wait to play the mod and keep up the good work :thumbsup:
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Re: All-Stars

Postby Noma » Sat Aug 17 2013 3:59pm

I'll address all your points, sorry for the late reply. I didn't notice it til now.

1: Atlas will likely remain the same, I have yet to make any changes to it, but that may change. I'm not too sure yet.

2: Heal 4 is exactly the same as vanilla SF2.

3: Aura has changed drastically in cost, ranges, and amount healed, at least for levels 3 and 4, anyway.

4: Currently, no enemies cause poison passed a certain point in the game. I had considered making poison % based, but later in the game the challenge is ramped enough without it, really.

5: I have added several new spells, and what would be considered 'skills' to some characters. Read the following only if you don't care about spoiling the surprise!

WARNING: SPOILER!


6: I'm not sure what's happening just yet in terms of music, that will likely be the last thing I work on.

7: Domingo will be included.

8: Kiwi likely won't be included. For an something called 'All-Stars', he's far too low in terms of worth when put in with characters from so many other games. That said, I guess it depends on whether you consider 'All-Stars' to mean the strongest characters, or the most iconic, or both. Kiwi is definitely pretty iconic and has a sort of gimmick going for him, so I guess it's sort of a matter of opinion.
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