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- IDEAS MEGATHREAD - #390
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21:9 ultrawide support would be nice |
It's in the list, #186, I tried to add this feature recently, but I haven't found the right way to do it yet (couldn't make it stable and found that it multiplies the number of issues with specific backgrounds) and I put the idea aside as I think the benefits are debatable. Are you still able to select a 16:9 resolution on a 21:9 screen? I don't own one, I can only emulate that aspect ratio. |
What about having the possibility that the characters join at level 1 ? |
This wouldnt create problems with moguri mod? |
FFNx manages to do 21:9 on Final Fantasy 7 with AI upscale backgrounds. |
It depends what you mean by 21:9.
I don't see the problem with Moguri though, which is just texture replacement. I'm working on these features in Memoria to then update Moguri (which is coming soon too) |
Good to know, thanks for the explanation. 👍 |
Since Alternate Fantasy is the gold standard right now, my idea is about that, as there's no point in making multiple massive mods that change the difficulty of the game. However, it seems to me that to implement this idea, changes are required in Memoria: I would like to have a convenient framework for customizing all fights (especially boss fights) and using it to make the battles less standard. |
For my part, here are the ideas I'd like to implement for Memoria:
And maybe a few other things, but that's mostly what's on my mind right now. |
@DV666, do you plan to do some kind refactoring with QuadMist? :) I guess we can introduce // Memoria.CardGame.dll
public interface IQuadMistGameView
{
public TextMesh WinScore { get; }
public TextMesh LoseScore { get; }
public TextMesh DrawScore { get; }
public TextMesh CardTypeCount { get; }
public TextMesh CardStockCount { get; }
// ...
}
// Memoria.CardGame.dll
public sealed class QuadMistGameImplementation
{
private readonly IQuadMistGameView _view;
public QuadMistGameImplementation(IQuadMistGameView view)
{
_view = view;
}
public void OnStartMonoBehaviour()
{
// Moved spagetti-code
QuadMistGame.main = this;
InitResources();
preBoard.InitResources();
board.InitResources();
ClearHands();
ClearGameObjects();
ClearStates();
ClearInput();
FF9Snd.ff9minisnd_song_play(66);
StackCardInfo = new QuadMistCard();
StackCardCount = 0;
}
}
// Assembly-CSharp.dll
public class QuadMistGame : MonoBehaviour, IQuadMistGameView
{
private readonly QuadMistGameImplementation _impl;
public QuadMistGame()
{
_impl = new QuadMistGameImplementation(this);
}
private void Start()
{
_impl.OnStartMonoBehaviour();
}
public TextMesh winScore;
public TextMesh loseScore;
public TextMesh drawScore;
public TextMesh cardTypeCount;
public TextMesh cardStockCount;
TextMesh IQuadMistGameView.WinScore => _winScore;
TextMesh IQuadMistGameView.LoseScore => _loseScore;
TextMesh IQuadMistGameView.DrawScore => _drawScore;
TextMesh IQuadMistGameView.CardTypeCount => _cardTypeCount;
TextMesh IQuadMistGameView.CardStockCount => _cardStockCount;
// ...
} After we hide unchangeable Unity-code beyond the interface, we can start the refactoring of logic. // Before:
private void Start()
{
// Moved spagetti-code
QuadMistGame.main = this;
InitResources();
preBoard.InitResources();
board.InitResources();
ClearHands();
ClearGameObjects();
ClearStates();
ClearInput();
FF9Snd.ff9minisnd_song_play(66);
StackCardInfo = new QuadMistCard();
StackCardCount = 0;
}
// After:
public void OnStartMonoBehaviour()
{
var ctx = GetTetraMasterContext();
InitializeGameMode(ctx.Mode);
InitializePlayer(ctx.PlayerData);
InitializeOpponent(ctx.OpponentData);
InitializeBackgroundMusic(ctx.Music);
} Something like that. |
Just an idea: wouldnt be better to fix (if it's possible) or close all oldest issues before this one to give at least a feeling of closure to the ppl who posted them? Just some food for thought. ;) |
That is what @snouz did in the beginning of this thread. |
I've done the cleaning, but of course if an issue becomes a real project, lets reopen that thread. I'm myself opening ideas, adding them here and closing immediately, this way the ideas are here to be explored in the future by anyone, but the "issues" board stays usable as a "current" issue/progress tracker. |
I know but i'm talking about the other issues not mentioned there. ;) |
... Ugh... I'm very touched by your message my dear @Albeoris but you underestimate my level in C# ahahah xD I'm just doing some tweaking or small corrections... I'm doing my best for this Triple Triad feature ^^’. |
Fix the problem with the 3 forced battles in Pandemonium are not escapable; To have the battles not give any exp or to remove the monsters immunity to any status effects, so that we can have a full lvl 1 party without having to a level 30 Zidane or 3 member having level 22, 22,23. This is for lvl 1 runs |
Removing #250 as it was implemented in the latest update |
@snouz you can try to use Milestones for this. Not sure if it'll help but you can try. |
Request: I wish we could make just the battle music a little bit quieter. It's been bugging me for years and I'm sure I am not the only one, just chilling on one of the greatest soundtrack e... BAM! In some dungeons like Mt. Gulug with a chill music it's almost unbearable... |
Request: some way to manipulate the number of nobles impressed, and whether Queen Brahne is impressed in the sword play minigame. This could either just focus directly on the result or simply relax the constraints on mistakes or reaction time. Either is perfect IMO. |
Will there be a multiplayer mod at some point? |
Do you mean the one that was in the original? the setting of certain
characters to controller 2 like the PS1 ver did?
…On Tue, Oct 22, 2024 at 1:37 PM DennySunshine ***@***.***> wrote:
Will there be a multiplayer mod at some point?
It would be wonderful if I could play the game together with my girlfriend.
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Yes exactly, that would be really nice. Of course it would be awesome if a 2nd player could also run around in the world, but that's probably far too time-consuming or even impossible. (In general I'd think it would be cool if the whole party could run after the player, I still don't understand why this wasn't done in FF1-FF10, then you wouldn't feel so alone^^) I also want to say a huge praise, the Memoria Mod is really amazing :D Translated with DeepL.com (free version) |
Since I am playing this game in Japanese, in order to better study the language, I would love for a way to stop dialogues from automatically skipping. I understand this is done for style and they are generally not important dialogues, but it can be a little frustrating. :) The crazy thing is that such dialogues skip even if you pause the game, which is something I have never seen in any other game. If that could at least be addressed, I would just pause and read at my pace. Thank you for this wonderful project! |
This thread is compiling every general idea which has no owner and no current plan, and is not currently considered a "problem". This is to better organize issues. If someone want to work on some of these, you can re-open the related ticket.
GAME
CARDS
CHEATS
LAUNCHER
META
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