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Messages - Ultimate Chicken

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1
I just looked in Steam today and was surprised to see Ether Vapor Remaster, release date 28th Septenber.

2
General Discussion / Re: There will be Fortune Summoners 2?
« on: July 22, 2012, 10:26:02 PM »
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Do you really want two goons making Fortune Summoners 2?

2 guys from Andromeda gave us Space Quest.
A husband and wife team gave us Quest For Glory.
Therefore my response to this is "why not."

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I wonder if Sega will let you guys touch Phantasy Star Generations...

4
Dark Crystal? It's charge attack, when it hits, steals health from enemy to you.
If you hate its stat debuffs, learn to swap equipment on the fly. You can do this in story mode, just not time attack mode.

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General Discussion / Re: So... do we have any idea what project #4 is?
« on: March 20, 2012, 05:53:26 PM »
I have to admit, if it is Territorie and the english release is simultaneous with the japanese one, I will be suitably impressed.

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...hm, my mistake. Catacombs was when I started making sure I always had one before heading in.

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I otherwise agree with these criticisms, but a few notes here:

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Can't escape dungeons unless spend 10% of money: The wind temple entrace is flooded with water so if you enter with sana and then, while exploring the dungeons, sana is defeated by enemies (something very common for a character with low HP) then you are trapped. You can't go forward because sana ability is needed and you can't go back because...sana ability is needed to escape. Which means that need to spend 10% of money for escape.

Just commit suicide by kamikaze and restart the current room for absolutely free. There are a handful of situations where this can't be done (no holes in the ground, f'rex, or your team is already seriously wounded/down one when you enter anyway), but the point of subtracting 10% for an escape is to offset the free retry-room you get.

I'm not too happy with Recall Lamps only appearing when you get to the catacombs and Teleportation being one of the very last things Sana learns, but still, many other ARPGs just outright subtract 10% $ from you *upon death* if you don't have a resurrecting item. You're getting a pretty generous deal here, considering that for some reason fewer people can play this sort of game these days.

Edit and PS: It's actually not possible to be trapped between 2 water bodies in the Wind Temple. Sana would not have learnt Mermaid Cloak by then (so it is impossible for Arche to follow Sana into a position where she cannot make it back on her own). And, switches do not reset: if you pulled the entrance switch it will remain pulled; the water level will not be reset.

You should be able to exit the dungeon safely with Arche if Sana gets KO'd halfway. I lost Sana there many times, I should know. <_<

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Expensive items: basically any armor that may make exploring a little easier cost 500 coins+.

Funnily enough, I agree with this - because every time I buy gear from the shops, up until the last 3 days, I find *that very same item* whilst exploring the dungeon, then hit myself for deciding to buy it because I just wasted half the price of the item. >.>

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  Harpies and Bees are rather painful to encounter since they either put you to sleep or  confuse Arche into beating up her friends.  Receiving anti-status items in the appropriate areas as enemy drops would be nice.

To be honest the only way to deal with status in this game seems to be pumping up MDef. Even the "Earrings" which Colm and the boys claim to protect against Confusion (and you'll get one for free) seem to just increase MDef.

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3)  Save/Load extra dungeons - I would like to have the ability to replay the extra dungeon(s) that are available from the load menu, just in case I missed something.

I think the bonus demo dungeon isn't in the full game...

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Characters AI is not smart: This is specially annoying with sana, that only uses shield and runs around the map instead of use her ice magic.

You'll need to micromanage her (and Stella) a little if you want her not to use certain spells. Turn the abilities off in the abilities menu, and AI Sana won't use them until you turn them back on (bad thing is, you can't either). When you get more than 9 spells you'll start seeing the entire point of disabling spells, since they all can't fit into the same "spellbook", and you'd want to turn off the L1 versions of any L2 spells you get.

Now, the fact that they can't jump on moving platforms with you, I agree.

Note: AI Sana will NOT cast Mermaid at all, so you can safely keep it active.

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Hi Baughn, I just tried it with mom, then every possible in town. This doesn't stutter the game for me.

What I did: Cast Unision right in front of her, then attempt to talk to her after the spell is complete...

No long pauses here. The Unision particle system disappears until the convo is over, but that's about it. I get the convo and no game freezes at all. Same for when attempting to talk to a shopkeeper while Unisoned.

By the way, this is the Postgame, although when you do get here the game and townsfolk pretend as if the saving of the school hasn't happened yet, so it *should* be the same state as yours.


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Yeah, so next time translators should ask for the source code as well. This is like fans asking me to rewrite Evangelion after translating it because the fans don't like the way it ends, including redrawing comic frames directly in the author's style. To CF's credit, they DID patch Recettear and Chantelise soon after release because EGS way paying attention, so guess what? CF "does do it when it CAN".

Capcom has a full dev team and its THEIR GAME, so yeah they can patch SFIV within days easily. Valve does this with TF2 too, because they own the code. SquareEnix too, because once again they own the code. CF is a third party, I can't guarantee the same thing for them. Same with Atlus for games that aren't theirs. I warned people about this before right in this very forum, but apparently someone didn't get the memo.


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This crash issue is one of the bugs programmers FEAR. The bug that is NOT reproducible on test platforms, that isn't a language, hardware or driver issue.

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Note to self: don't accept white day chocs from these girls. Stella for one LOVES to pull a Jokey Smurf. >_>

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Fortune Summoners: Secret of the Elemental Stone / Re: Memory Photo 1
« on: February 12, 2012, 03:49:34 AM »
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Thanks Ultimate Chicken, however, that is the location for the 3rd Memory Photo not the 1st.

Whoops, sorry, there's supposed to be 2 in the very first dungeon and I mostly collect chests without seeing which is which. The spike trap hint should be the correct one.

Get to the boss room of the First Cave System/Dungeon. Head the *other way*. That'll deadend in a room with 2 chests. ONE of them will trigger a spike trap (if you've opened both chests before, take note that trapped chests reset and will be closed when you enter the room again). Ride the spike trap up to reach an area with 3 chests. One should contain the photo you're looking for.



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Heheheh, am I glad I tried to rob Towarin - the same thing I did to pretty much everyone else in the game. Remember, like in Ultima, the key to survival is serial kleptomania! <_<

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Fortune Summoners: Secret of the Elemental Stone / Re: Memory Photo 1
« on: February 11, 2012, 07:11:40 PM »
It's in the very first cave system you come to in the game. There's an area with brambles you should've come across if you've explored enough; take Stella in there.

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Fortune Summoners: Secret of the Elemental Stone / Re: Slowdown and crashes
« on: February 10, 2012, 02:30:28 AM »
Well I must admit I'm at a loss =.=; I can't seem to dupe any crash bugs on any of my ends. The only thing left is that I don't have a 64-bit operating system.

The desktop running an AM2 3600+ w/9500GT runs this in all conditions flawlessly, so I'll exclude that from now on.

The Netbook, tho, stops randomly pausing as soon as I force FS to run on the Intel IGP rather than use the Nvidia ION in any form.

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