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MrNight48

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About MrNight48

  • Rank
    The Kanto Champion

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    Male

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  • Favorite Fire Emblem Game
    Path of Radiance

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  • Members
    Black Knight

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  • I fight for...
    Tellius

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  1. Ok so as I was playing the hack for photos, I ran into a game breaking bug. Here is the new patch RFV DLC v1.1 Also photos:
  2. RFV DLC v1.1 So this was suppose to be my RFV submission but I got carried away with my ideas and ended up missing all the deadlines. If I stopped at chapter 1, I would have made it. Same with chapter 2, would have made echoes but chapter 3 sunk all those plans. But man it was worth it. Too lazy for pictures so here is what to expect: - 3 chapters - Each one has a theme with mechanics unique to it. - A gripping story I never finished. It's about Raisen leaving Markyjoe1990 - Puns, tons of puns. Some would say being forced to listen to them could be a trap - Custom Animation I actually finished. Only the (crazy) worthy will see it's glory. - Might be a little hard. Only releasing this because I am actually really proud of this hack and think it's my best one yet. There is some weird dialogue stuff in there but I am not changing it because it captures my thoughts at the time. So eh enjoy.
  3. Ragefest Gaiden Final demo, not much changes but just needs to be tested one last time before I ship it off. This is my last submission to the contest. I so over this and want this to be over. So only 2 chapters instead of 3 like I planned. For all the testers I will give them credit in game before I ship this off. If you do not want to be mentioned let me know.
  4. Interesting, I feared he was too non-aggressive cause his AI only attacks 80% of the time. Will play around with it. My last question is did you ever notice the maze changing?
  5. Nice. That is actually what I expected. - Would you say the chapter is fair and reasonable or I went overboard with the traps? - I know it wastes turns but would you say getting all the story tiles had a reasonable amount of time or would like a bit more turns? - Does the chapter work and do not mind replaying or is still missing something? Again thanks.
  6. Thanks for the feedback. More or less in the expected ballpark and glad you found it worthy. Been awhile but I have been scripting and cramming a lot of bad jokes in chapter 2 as well as fixing the level design. Now it is finally ready to be tested. RFV? demo v.2 Things I already know: - music, no music changes, that will be done towards the end. need to get this out and tested while I am busy for the next few days. - not being as good as chapter 1. that is the point, giving the player a bit of a breather before I ramp things over 1000. Things I want to know: - Did midas ever kill you? - Did the map itself ever kill you? - Did you feel if the maze gave you enough time to get what you needed to get? - How you feel about the gimmick of this chapter. Once again, thank you for your help. Pictures:
  7. ah I miss salty joe. I have a sneaking suspicion the reason why this hack is so long is because they couldn't figure out how to do separate chapters.
  8. Woo boy these past few weeks have really pissed me off. Finished polishing chapter 1(not to mention finally beat it too). This is the final chapter 1 demo and if I get no feedback in a week, I am going to go ahead with my plan and release chapter 1 officially. Download link: Final chapter 1 Demo What has changed: - More jokes/dialogue have been added - Stats have been tweaked and enemies repositioned. - Player has more tools, shops also give more tools if you play wisely - Storm Armor What is left - custom music, learning how to do this so bear with the regular music for now - portraits may get redone under my new system. yes most of the portraits are very old. - Ending scene dialogue. maybe. What I already know: - luna's spawn point problem. can't find a fix for it but whatever, gameplay still works. - Enemy hit rates, they are mostly based around Marc. Clair and Lyra are suppose to have more dodge while Broh/Kaiden are suppose to get hit more often. What I would like to know: - Can you beat it - Yes, how? - No, why? - How hard is the chapter? - Fun hard or tedious hard? - Why? - Overall enjoyment Again, if I don't hear anything in 1 week, going to assume it's the greatest chapter of all time and moving on to chapter 2. Have some previews:
  9. Probably discord, ever since it came out I have seen a lot of threads/forums just die while the discord channel dedicated to the thread/forum seems populated. could be wrong though.
  10. quick note: link has been updated due to a spawn bug that crashed the game.
  11. Chapter 1 demo v1.1 What has been improved: - music changes when entering houses - Enemies buffed across the board, player units are balanced around 130 BST while Sentinel is Balanced around 140 BST - Enemy Hit rates - The time it takes to flood. - Village no longer closes early - Shops have better Items in it. - Enemy Placement What I want to know: - Can you beat it and how - If you can't beat it, why? - How many times you get a game over - Who keeps dying - Can you do it deathless - Were you able to visit the shop? - Were you able to visit the village? - Thoughts on the boss - Overall opinion of the gameplay and gameplay only. (memes and jokes will be added later in 1.2) Ignore chapter 2 for now, will be overhauled.
  12. On the water stuff I am planning to allow certain units be able to walk on rivers during rain. Also there is a story reason why he is alone but the party comes back in the 3rd chapter. (wanted to meet the deadline but marc coming out with the video, I guess I can work on this one more week before I have to focus on real life stuff. Have to get really serious about my job before the full time position opens up.) Notes on your chapter 2 run: - Not as worse as I was expecting, was afraid it would be too easy or the chapter was so bad it should be scraped altogether. It also seems you got the speed clear too and I can shorten the time on the maze changes If I get more feedback that says the same. As for the challenge been thinking about adding 2 more op enemies to add in the chase especially with the light rune idea. (I have been trying for a very long time to design a chapter that uses light runes. my mafc failed submission was entirely created to use light runes lol) -Very happy that's the worst thing that happened with the glitches, You didn't get the gba scream of death which means I just need to shave off a few more traps instead of a lot when I first put them in. The FE7 engine makes me depressed sometimes. - Screen capping the map is fine. You probably didn't see the gimmick of this chapter because once again I thought it would take y'all at least 21+ turns and wanted to give a lot of wiggle room in the testing phase. Once I get more data, will decide if I should add more changes to the map. Again thank you very much for the feedback. Means a lot to me.
  13. First I would like to say thank you once again to everyone for testing my hack and providing feedback. Chapter 1 will be updated soon and hopefully posted up tomorrow. Next I need chapter 2 tested while I am fixing up chapter 1. This link will have chapter 2 included and I am also linking my sav file so one can skip straight to chapter 2 to test it. Some things to know - To beat the chapter you need to stand on the stairs tile in the red carpet room with enragement ring in hand or it's a gameover. - Time limit is 45 turns for now. If you get walled in the starting area consider it a gameover. - No text put in yet, so know you can loot the corpse for vital items. It is required to win. Things I want to know: - How many turns you beat it and how - How many times you died - How many times Midas caught and killed you - Did anything glitch - If you were able to kill Midas - Overall difficulty of the hack, trying something new that I haven't really seen in ragefest so let's find out if it's a good idea to begin with. Chapter 2 demo Sav file Good luck! (maybe)
  14. UPDATE: shit did not go as planned for chapter 2, the concept was a maze with 1 and only 1 overpowered enemy and nothing but traps in tharcia fog. However I found out there is a limit to fire traps in general (Add fire 184 traps and the game does some very weird shit. Also found out there is purple light arrows that randomly kill units who are not even there. I would use this if the game wouldn't crash after walking through a certain part in the maze.) and it seems 80-90 is the safe number but pushing it. This also means this lowers the difficulty of the chapter as a whole. So I am going to get creative, some traps will not work on purpose. The theme is madness so the op enemy won't always chase you. Going to also add more poison traps to pick up the slack. May be more annoying but hopefully gives more incentive to visit the shop in chapter 1 and demands healing item management. Hopefully I can get this done enough for y'all to test before the afternoon where I can't work on this while being elsewhere. Haven't even got to the adjustments for chapter 1 and that will most likely be monday. Obviously there will be no 3rd chapter like I planned. Decided to cut that for now to polish chapters 1 and 2. (Sadly it's kind of looking like I have to cut chapter 2) So expect 1 of the major changes in chapter 1 to be gameover if any character dies.
  15. I see, will think about adding a little bit of movement through water. For the mage no, the flood is my way of giving the player a gameover and to punish them if they are too slow but in a slow creeping way. However it's not a complete shutdown if you kept the units who can forge through water alive and the lake tile did not appear. Visiting the chaos house clears the rain (but it can be overwritten and the last rain change is around the 40 turns I think). Visiting the Rescue lady stops the lake change to keep the water around the cave possible to walk on for the units who can forge through water and carry the mage. (plan to add the general to the list of river walkers.). As for the other units who get completely stuck, that is the point. Gotta go fast, which all of you did >.>
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