Zaptruder said:Just a short question...
the game supports 16:9 480p yeah? Sounds good, I'm there.
Bebpo said:Can you or maskrider tell me what's a good bitrate and codec to use for HQ game videos? My capture card is average quality and captures in MPEG2 files that are around 130megs for 2 min clips and I've just been using Xvid (deinterlace [blend fields] + resize [640x480] + crop) with around a 1500 bitrate which knocks them down to about 20megs. What would you guys recommend for higher quality?
Bebpo said:Random battle video. No real spoilers. Also note the game isn't that easy; I was just going through an old area with lvl.1 type enemies at the time of capture
http://www.youtube.com/watch?v=NscE_D7OqZ0
I have some videos in nicer quality but I think maskrider will take care of all the high quality awesome encodes. I'll just do the quick and dirty ones![]()
maskrider said:
duckroll said:Can I use that as a reference placeholder on my FFXII guide site? ^^;
duckroll said:In fact, are you interested in helping out in general? We're just 3 guys at the moment, and Bebpo is providing captures for all the detailed maps. If we had more people it would be easier to spread out of the work more especially for the databases and such.![]()
Blimblim said:I can host your videos too if you want![]()
Bebpo said:Random battle video. No real spoilers. Also note the game isn't that easy; I was just going through an old area with lvl.1 type enemies at the time of capture
http://www.youtube.com/watch?v=NscE_D7OqZ0
I have some videos in nicer quality but I think maskrider will take care of all the high quality awesome encodes. I'll just do the quick and dirty ones![]()
Diablos said:Please make it still come out by August, Square.
maskrider said:Sure, no problem.
Let me know what you need, I'll try to help.
Matix said:-(Source: *Famitsu*)-
FINAL FANTASY 12 (PS2): New (?) Japanese Launch Video:
http://www.famitsu.com/game/news/2006/03/16/103,1142471099,50083,0,0.html
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Zaptruder said:What what??! Serious?why Square why?!
ghibli99 said:The one bummer is that when this game comes out in English, it's going to be Kung-Fu Theater dub time, since all the lip movements are synched to the Japanese dialogue. Looks fantastic here, but it'll probably look pretty silly once it's localized. Based on the look, tone, and setting of the world, I hope they get British actors and actresses for the VOs. American English would sound kind of silly, IMO.
WTF? She sings Corgan songs? :lolBrandon F said:Did she belt out any more Corgan hits?![]()
ghibli99 said:I hope they get British actors and actresses for the VOs.
No way! Awesome!Reno said:Nah, she didn't. I was hoping she would though! I bought Kokoro No Senshi just for the Today cover. I brought to the performance, but they wouldn't let me get it signed by her.![]()
Well, I can speak for FF10, since that's the most recent one I played, and my buddy assisted in some of the ADR sessions... the lip movements remained synched for the Japanese language track, so the American voice actors had to kind of awkwardly time their speaking to try and best match the lip movements and timings. In some cases, it looked alright, but for the most part, I thought it was rather distracting.BluWacky said:I thought Square resynched the lipflaps for FFX, X-2 and Kingdom Hearts, so I have no reason to suspect they won't do so again for FFXII.
Absolutely agree with you. It very much reminds me of how blown away I was when I first witnessed the Vagrant Story cutscenes. Man, gives me goosebumps just thinking about those.BluWacky said:...the actors behind the characters are really doing an excellent job and the cutscene direction is sublime.
Bebpo said:I've got a gameplay question for those playing. In terms of using gambits, what the heck is the point of the ones that are just names or "yourself"? I mean its not letting me put two things so I can't do "yourself" + "MP > 50%" = "Fire" which is what I'd like to do for my mage Vaan and then have "enemy in front of you" = "Attack". Is there some kind of way to combine them?
Srider said:The names are to target the named character. Each character has their specific gambit menu, so if you want Vann to cast fire, just do "target enemy in front + fire." Remember that the order of each slot is important. For example, if you put "target enemy in front + fire" infront of "target enemy in front + fight," that character will cast fire until he/she runs out of MP. If you want the character to heal in mid battle, put that gambit slot at the top or the character won't do it until the battle is over. The target gambits are either blue or red (can't remember for sure atm), blue is targets aiming towards your party members, and red is against enemies.
Fran is my support character right now, so her gambit is like this.
1) "Fran + Protect"
2) "Party member < 50% HP + Heal"
3) "Enemy targetted by leader + Slow"
4) "Enemy targetted by leader + Blind"
5) "Enemy targetted by leader + Attack"
6) "Party member < 70% HP + Cure"
I turn 1, 3, 4 on and off depending on the situation. So if they are all on, fran will constantly cast protect on herself whenever it wears off. She will heal any character below 50% HP in battle. If both of those conditions are satified, she will cast slow and then blind to the enemy that the leader is currently fighting. Once that's done, she will join in on the attack. At the end of the battle, she will heal everyone so they are above 70% HP.
I personally have 1, 2, 5, and 6 as a basis for all the characters. Unless they are tanks, which wouldn't have any type of healing maybe except at the end of the list. Gambit is much fun to use. The one thing I can't figure out atm is how to use the Library gambit. You can't associate it with any target, but so far I haven't been able to enable it. I think it's only possible when you have the accessory that enables the library skill constantly. I'll try it tonight.
Srider said:1) "Fran + Protect"
2) "Party member < 50% HP + Heal"
3) "Enemy targetted by leader + Slow"
4) "Enemy targetted by leader + Blind"
5) "Enemy targetted by leader + Attack"
6) "Party member < 70% HP + Cure"
Srider said:The names are to target the named character. Each character has their specific gambit menu, so if you want Vann to cast fire, just do "target enemy in front + fire." Remember that the order of each slot is important. For example, if you put "target enemy in front + fire" infront of "target enemy in front + fight," that character will cast fire until he/she runs out of MP. If you want the character to heal in mid battle, put that gambit slot at the top or the character won't do it until the battle is over. The target gambits are either blue or red (can't remember for sure atm), blue is targets aiming towards your party members, and red is against enemies. So if you do "yourself" + "MP > 50%" = "Fire" that would mean cast fire on yourself when you have more than 50% MP, which is not what you intend i think.
Fran is my support character right now, so her gambit is like this.
1) "Fran + Protect"
2) "Party member < 50% HP + Heal"
3) "Enemy targetted by leader + Slow"
4) "Enemy targetted by leader + Blind"
5) "Enemy targetted by leader + Attack"
6) "Party member < 70% HP + Cure"
I turn 1, 3, 4 on and off depending on the situation. So if they are all on, fran will constantly cast protect on herself whenever it wears off. She will heal any character below 50% HP in battle. If both of those conditions are satified, she will cast slow and then blind to the enemy that the leader is currently fighting. Once that's done, she will join in on the attack. At the end of the battle, she will heal everyone so they are above 70% HP.
I personally have 1, 2, 5, and 6 as a basis for all the characters. Unless they are tanks, which wouldn't have any type of healing maybe except at the end of the list. Gambit is much fun to use. The one thing I can't figure out atm is how to use the Library gambit. You can't associate it with any target, but so far I haven't been able to enable it. I think it's only possible when you have the accessory that enables the library skill constantly. I'll try it tonight.
teiresias said:Mother of . . . that's the coolest thing ever, I love the idea of that. It's almost like programming your own character AI, and I love how it logically cascades down the list so you can give priority to certain conditions.
One question though, does it test against the gambit list continuously during the battle? You say she'll cast protect on herself whenever it wears off, but you imply that once she gets to #5 she'll just attack continuously until the end of battle (otherwise I'd assume she would go ahead and do #6 at some point during the battle). However, what if she's doing #5 and protect wear off, or her slow debuff wears off on an enemy? Does it cycle back through so she can reapply those or is she stuck doing #5?
Blimblim said:Another CG sequence, by Maskrider the great :
http://www.playsyde.com/leech_2284_1_en.html
Srider said:The names are to target the named character. Each character has their specific gambit menu, so if you want Vann to cast fire, just do "target enemy in front + fire." Remember that the order of each slot is important. For example, if you put "target enemy in front + fire" infront of "target enemy in front + fight," that character will cast fire until he/she runs out of MP. If you want the character to heal in mid battle, put that gambit slot at the top or the character won't do it until the battle is over. The target gambits are either blue or red (can't remember for sure atm), blue is targets aiming towards your party members, and red is against enemies. So if you do "yourself" + "MP > 50%" = "Fire" that would mean cast fire on yourself when you have more than 50% MP, which is not what you intend i think.
Fran is my support character right now, so her gambit is like this.
1) "Fran + Protect"
2) "Party member < 50% HP + Heal"
3) "Enemy targetted by leader + Slow"
4) "Enemy targetted by leader + Blind"
5) "Enemy targetted by leader + Attack"
6) "Party member < 70% HP + Cure"
I turn 1, 3, 4 on and off depending on the situation. So if they are all on, fran will constantly cast protect on herself whenever it wears off. She will heal any character below 50% HP in battle. If both of those conditions are satified, she will cast slow and then blind to the enemy that the leader is currently fighting. Once that's done, she will join in on the attack. At the end of the battle, she will heal everyone so they are above 70% HP.
I personally have 1, 2, 5, and 6 as a basis for all the characters. Unless they are tanks, which wouldn't have any type of healing maybe except at the end of the list. Gambit is much fun to use. The one thing I can't figure out atm is how to use the Library gambit. You can't associate it with any target, but so far I haven't been able to enable it. I think it's only possible when you have the accessory that enables the library skill constantly. I'll try it tonight.
Amir0x said:so now it sucks Bebpo :lol
Bebpo said:No it's the best game ever, but the Gambit system doesn't seem very well thoughout. It's annoying when you can't set the AI the way you want and have to try to figure something out within the game's constraints.
Bebpo said:And yeah, I'm not very happy that I just spent 3 hours grinding (and fighting the boss over and over while having to run away with the entire party dead except 1 character and the boss with < 15% life left) to beat an optional boss I guess I wasn't supposed to fight this early and all I got was a stupid hat.
duckroll said:No, there is nothing like it in KH.
My Arms Your Hearse said:Perhaps I'm slow, but as per Bebpo's video, four party members are confirmed?