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blazingorange

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About blazingorange

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    freelance programmer

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    http://blazingorangegames.weebly.com/

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    Programming and Video Games

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    Nohr
  1. Yeah that would also be nice. I like in Fates that staves are being used for more then just healing. I would, also, like an offensive staff like does x damage plus magic/4. Not super powerful but being able to do damage without getting hit back is a little powerful in itself.
  2. Fire Emblem Fates Fan skills ideas Dodge focus When in battle where this unit cannot attack, increase dodge by X% Dummy guard Adds the command create create(command) When used, creates a dummy unit and pairs up this unit with the dummy. (The switch separate command is replaced with the recall command that removes the dummy) 1v1 This unit and the unit this unit is battling does not get attack or guard stances and is treated as if they were fighting alone. Fight alone If this unit is the support unit in a pair up and the opposing unit is paired up, the battle between the lead unit and enemy lead unit will battle normally without any support and both support units will battle. Camouflage At the start of the enemy's turn, if this unit if not in range for an enemy, those enemies will not be able to attack this unit for this turn. Snow grenade Adds the command frost. Frost (command) When used, allows you to select a spot 1-3 spaces away. That selected spot and all space around it will be filled with a destroy-able snow pile(1hp) so long as there is nothing else in that space. Note: all snow piles will be destroyed after one turn. Sharpening blade Has (luck*((weapon_level+1)/16) to increase weapon level whenever this unit (have not decide below is possibilities) Character levels up When weapon is used in battle or after a specific number of battles. This character kills an enemy This character attacks or kills a golem based unit Jump Adds the command jump Jump(command) When used, this allow the unit to jump to any open and accessible tile within 2 tiles of the user. Time management If this unit does not move and performs an action that unit will be able to perform another action . Weapon switch After a battle, the opposing weapon will be unequipped and the next available weapon will be equipped. If the opponent only has one weapon, nothing happens. Heal block Applies the status heal block after battle Heal block (status) Negates all heal effects except from potions and staves/rods Assurance When this unit in a battle and either unit is hit with a critical hit or skill that would kill them when they would otherwise survive, the unit survives with 1HP. Ground slam Adds the command slam Slam When used, does X% damage to all enemy units within 2 tiles of this unit. Double slash All attacks now hit twice but do half damage. (same effect as brave weapons and it does stack) Sneak attack Adds the command Sneak attack Sneak attack(command) This unit can now attack the enemy without them being able to attacks them back but causes the status open Open(status) This unit is not able to declare an attack and is not able to attack when attack. One turn recovery Cover Blind Spot Critical attacks do no damage on this unit but this unit can no longer perform critical attacks.
  3. 02/25/2016 PLEASE READ BEFORE CHECKING NEW VERSION So I got an answer from Nintendo and it is vague. I'll leave the whole message below but, in short, they said they don't like anyone using there IP but, if what I'm doing doesn't violate their policies, it is okay. They didn't tell what their policies are and said that I'm expected to figure that out for myself. So I kinda feel like they stopped reading at fan game and said we don't really care but we're not giving you the thumps up encase you actually have something bad planned. I'll be honest I'm starting to get cold feet. Not entirely because of what Nintendo said but, also, the game play is starting to get too complex for a fighting game. There is enough complexity that trying to remember exp, level, weapon type, weapon level, all 8 stats, classes, etc. is simply to much to take into account and the amount of time it takes to start a fight more then the average fighting game player is use too. Not to mention, all this time and effort just to have fun for a 2 minute match. I am going to, ultimately, need to make a lot of big changes and this is going to start to drift away from the idea of the hybrid of standard fire emblem mechanics and standard fighting game mechanics. I'm considering, despite Nintendo's possible approval, to make my own indie title but I feel a little guilt of backing out of my promise for a fire emblem fighting game. I would link to know everyone's general opinion on this matter. Additionally, I have two main plans to rework the game into a more playable fanshion and I would, also, like an opinion on this. Option 1: Literally make it like fire emblem but, instead of the battles happen automatically, you get thrown into a mini fight with just the weapon you have equipped. All levels, classes, item selection, and assists are handled outside of the battle like in fire emblem. Option 2: I remove assists, level ups, class ups, bring down item space to just main and 2 side, and reduce stats to just health, attack, and defense. I may add like a special gauge to help give weaker fire emblem characters something but, with all attacks mostly determined by equipped weapon, a lot of fighters are going to feel the same. [spoiler=Nintendo's message] Hello, Thanks for writing and for your patience awaiting our reply. We've been quite busy lately, which has affected our response times. I appreciate your interest in Nintendo and all our video game products. To us, it represents a great sign of success and recognition of the Nintendo brand. We are grateful for all the requests we receive for permission to use Nintendo properties; however, we receive thousands of requests and do not have adequate staffing to review them all. Therefore, our general policy is to decline all such requests, no exceptions. I realize this isn’t what you wanted to hear and thank you for understanding. Although we are unable to grant permission, use of Nintendo properties without our formal permission may still be allowed depending on the circumstances. You are encouraged to seek your own legal counsel if you have any questions about whether your particular proposed use is permitted without Nintendo's authorization. This is not a comment on whether we believe your particular proposed use is permissible—Nintendo cannot provide legal advice. Below is the link to download all version of the game: http://www.mediafire.com/download/4j6h307q69wdn9y/Fire_Emblem_Grand_Arena_v0.0.6.zip Version notes: Added content: • Add sword and lance as usable weapons, classes that can use those weapons, and characters to be in those classes.
  4. I would actually be interested in seeing more skills in future fire emblem games to mix up the combat rather then how it sometimes is just blunt I hit you, you hit me, I hit you, you die. At the same time, I don't see how it would work in without changing the game. Like, I wouldn't want a fire blast spell that lets you damage an area without some limit or draw back or you could just spam that to kill an enemy without them being able to get a counter attack in so you would never use a regular attack again.
  5. Also, I has another thought of was the items that permanently raise a stat. If the split wasn't there, you would either get less of these items or you could be able to pour them all into one unit. I'm not sure if all the fire emblem games have limits but it is just a thought. I, surprisingly, forgot the plus one in range for swords. They always for so limited so I never really used them. Yeah it can be used but their is a lot of planning to make it viable. I, probably, could have also said that most other games have a mana/energy/whatever gauge that limits the use of skills or something that mainly rely on other attack. So the main attack is weaker or not very useful in skills but other attack really boosts the damage output. Before, I comment on this. Both Por and RD are on my list of games I want to play in the future but, in awaken, the only GrandMaster skill that relied on magic was Ignis but that skill was limited not only to your avatar and avatar's kid but is locked to skill chance. It's a nice skill but not enough to make the entire split viable.
  6. I kind of agree with this but I want to add a little more. I never really liked the idea of having two separate attack and defense stats in games. Either attacking or defending, you are just going to focus on which stats has the biggest difference when compared to the enemy's corresponding stat. Got a super muscle person high attack and low other attack against an enemy with similar defense and other defense, going to stick with attack. Got some kind of battle mage with neutral attack and other attack against mega armor bot 2000 with high defense and low other defense. I'm going to use other attack. It does add some diversity to the combat having units that specialize either in a certain stat to wreck everything that doesn't match you on the defense side or a balance to pick off any character with a focused stat. However, sometimes this encourages people to pick mixed because mixed either going to do neutral damage or fairly well and focusing a stat is either amazing success or failure. Some games do make the differences more noticeable. For example, in Pokémon, physical attack do have a lot of potential damage then special and there are a lot more ways to increase physical but there are a lot of ways to raise defense, a lot of high physical defense Pokémon, and a hand full of on contact effects to punish the use of physical attacks. Special attacks, on the other hand, have less to increase or decrease its power, Pokémon don't have as high stats in the special attack or defense and have little to no punishment for using them. So here, they, at least, have more going on. I can get insane output by focusing physical but do I want to take all the risks that come with it or I could play it safe and go special. That’s cool and all but, with fire emblem, you know what enemies you are about to fight most of the time. You are going to pick a bunch of units that specifically counter the enemies you are about to fight, a few units that may cover any surprises, and maybe some units you are trying to level grind. I really noticed this in awakening were there was only one main magic weapon. Any high resistance unit always felt like something I just kept around for surprise mages. Half the time, I felt like I could just throw a knight/general anywhere and not worry. Plus, most tome wielding units die fairly easily. Also, the Levin sword and other weapons that used magic instead of strength were very meh. Either you gave them to someone with high magic or neutral magic or you didn’t use it. They only really worked well with the classes could use them and staffs. Occasionally and I mean occasionally, I would use it to fill an item slot because the enemies have low resistance and are mainly using one weapon type my weapon counters but I could just as easily throw a mage or class that is specialized in that weapon type and still get great output. Conclusion, it could have been great. Maybe, this is better in fates. (I don’t know and I don’t want to know until after I get and beat the game.)
  7. I'll be honest but hate to admit you're right. The main idea behind this project was to fuse elements from the fire emblem series with a typical fighting game mechanics to create a new kind of game but it has become obvious that massive slow pace combat and small fast paced combat just don't seem to mix. I'll try to explain the whole plan in detail and see if you or some else can assist in making this more practical without completely changing everything but I'm kind of losing faith. So the main focus with all the items was to replicate the multiple items you use in fire emblem and each weapon will have its own fighting style. Each character does have a main unbreakable default weapon but they can also have the other weapon to mix up play style and take advantage of other weapons weakness. [spoiler= plans for each weapon] Sword is fast and good at dodging but has weak multi-hitting attacks Lance has large hitboxes and is better at blocking but is not a little slow and bad at dodging Axe is slow but powerful bow and arrow are great from attacking at range and dodging but is limited at close range tome is okay at close and long range combat but can't really block or dodge staff will do something differently based on what staff you have.(mainly just healing) I may have also split tome into anim/fire, light/lighting, and dark/wind so I had more weapon types covered but I didn't know what I was going to do with them. I didn’t want to place all the focus on the weapon. I still wanted each player to be unique but easy to add and, with what I said so far, it only matters what items you can use, their main weapon, and their stats. So I would gave each character special combo or alternate moves with certain weapon to help mix it up. I was, also, planning to pull the stats for each character from the games but I thought that wouldn’t work because they all don’t have fixed stats and some characters had far better starting stats then others. So, I was going to take the level up mechanic from the games and have them level up mid battle. (That is the bar on the sides of the screen. Left is yours right is opponent.) Low level characters could gain higher stats then their high level counter parts but can be easily squished at the being. On top of that, I thought to add the class up mechanic to give low class characters access to more weapon types. Though now it was either pick a strong character and immediately crush the squashy opponent or fail and get squashed by the formerly squashy opponent. So, I added the pair up function from awakening so now you can mix it up a little bit and maybe pick a big guy to start the fight and let the squashy guy grow on the sidelines. I, also, threw in the weapon rank mechanic for even more diversity but, in hind sight, the durability would have been enough. With this huge template in mind, new characters would have been as simple as adding in all the stats, growth stats, class, promotion classes, weapon level, main weapon, and any special moves I was going to give that character. This all sounded great in theory but now there is so much going on in the fight in such a short period of time it is very deterring.
  8. Greetings again everyone. Sorry about the month long silence but I'm back again with a major graphical update, support for linux, a web based version for any one that can install the unity player plugin ontheir browser, and a better temporary name. This may be the last update before I ask for approval from Intelligent Systems and Nintendo so any advice would be nice. Below is the link to play the game. Windows http://www.mediafire.com/download/p6vl3625prz73zz/Fire_Emblem_Grand_Arena_v0.0.6_-_Desktop.zip Mac http://www.mediafire.com/download/mp4l64zte8yvs1e/Fire_Emblem_Grand_Arena_v0.0.6_-_Mac.exe.app.zip Linux http://www.mediafire.com/download/h4j81ald3zxovy1/Fire_Emblem_Grand_Arena_v0.0.6_-_Linux.zip Web http://blazingorangegames.weebly.com/fire-emblem-grand-arena1.html Android http://www.mediafire.com/download/7ey4y576zcg81cr/Fire_Emblem_Grand_Arena_v0.0.6_-_Mobile.apk Version notes: Added content: • Main Menu, Character select, enemy select, and GUI in combat changed • Music added to Main Menu, Character select, enemy select, and GUI in combat changed • Custom control save feature no longer saves as a txt file on your computer but uses the Unity PlayerPref feature • hitbox system reworked to allow hitboxes to appear on any body part or weapon(standard axe combo down,up now has hitbox on kicking leg) • When clicking select when choosing a character or item now also automatically moves to the next menu similar to double clicking on a character or item icon • Barrier and timer added to combat
  9. Nice to see another indie game developer here that uses unity. If you need any help, I don't mind sharing my knowledge.
  10. Not sure why I'm just realizing this but all the older versions were only for windows. Since I want as much help as possible, I've made a mac version of the game. Also, I know it says v0.0.4 but it is really still v0.0.3 Sure I did add a new walking animation for tomes but that is it. So yeah, hint-hint next update is focused on making everything less ugly. Additionally, the android version is working now. So there is that too. Lastly, I will probably not be making an iPhone version in the near future due to apple's yearly fee of $100. If I get the green light from intelligent systems, I will, immediately, work on an iPhone version but, till then, I'm not spending money. Below is the link to play the game. Mac http://www.mediafire.com/download/u53f5i9150yz20c/Fire_Emblem_Fan_Fighting_Game_v0.0.4_desktop-mac.app.zip Android http://www.mediafire.com/download/kflt6t2mi23ngd5/Fire_Emblem_Fan-Made_Fighting_Game_v0.0.4_Mobile.apk Windows v0.0.3 http://www.mediafire.com/download/g6b3ffmbqgobsgy/Fire_Emblem_Fan-Made_Fighting_Game_v0.0.3_Desktop.zip
  11. In that case, I have two plans. I may retry with the current owner of "Tear Ring of Saga" or another fire emblem like game or any game that could easily fit into my system. The other plan is just go full indie and scrape off all the fire emblem content and try to use whatever is left. I have put thought into this second plan so I am prepared if it comes to it. This isn't the first time I've cancelled a project.The main reason I'm doing this is because there have been other times were companies will force people to take down fan project. Though I don't have evidence for this and I am no lawyer, I feel most companies are just protecting their IP. Half the time, they are really mad at someone else but, if that person can say that the company isn't suing someone that did something like it before them and they thought it was okay because of them, you can't touch them until sue the guy that did it before them. Does anyone remember when Nintendo pulled a bunch of fan games from newgrounds?
  12. Alright, I'm feeling that, with appearance and content aside, I'm almost ready to show this prototype to Intelligent Systems so I can ask for permission to see this project through. I am aware I am lacking on content so I may try to add a few more characters. So I'll probably start taking suggestions. Keep in mind, I still don't have the resources to add more weapon types.So any characters added must use of the 3 weapon types I have. Additionally, I will need to know what growth stats to give that character(this doesn't mean make it up. I want the stats from their original game) and you can maybe list some ways to make them special but I don't plan to add any of that, yet. Last, remember that I intend to make all characters available. Below is the link to play the game. http://www.mediafire...0.3_Desktop.zip Inside the zip file is the game, a guide on how to set it up, and a guide on how to report a bug. Version notes: Added content: if equipped with axe1 and you preform a back attack, you will now throw an axe at your opponent if you are equipped with an axe and enter the combo (down, up) you will do a kick after the normal down attack.(kick does nothing. unless the axe happens to hit them. This is just there to test combo system) Fixes: Made enemy select background red and changed text when selecting enemy to avoid confusion Fixed issue where character spins while trying to jump over enemy added guard function (Mobile:can be done by holding finger over attack input area) Fixed issue where character that you were before switching to your assist character will preform an assist attack instead of just moving to the side line Fixed Issue where characters don't take damage while leveling up. Known Issues: Not Actually an issue: after using a weapon for a couple of times it won't let me select it anymore and switched me to my default weapon. (Just like in Fire Emblem, weapons break and become unusable. Use them wisely.) I can't change to a certain weapon while playing a certain character (certain characters can only use certain weapon types and must have a high enough level in that type to use higher level weapons. Don't worry weapon level increases over time) I am able to interact with the game using the mouse as if I was on the mobile version. (That is intended to making testing easier on me well developing. You may use this if you want but I image it must be difficult.) I’m in multiplayer and it keeps saying waiting for opponent. (There is no one else to battle and it’ll keep saying that until someone comes to battle you) Issue that will be worked on after project is confirmed: When I try to roll, my character teleports halfway into the ground and then pops back up.(I don't have the experience to make my own animations and this is a substitute until I find a rolling/dashing/etc. to the side animation) nothing different happens when I attack after jumping (I haven't gotten around to adding this) the multiplayer has slow or none functioning connection. (Due to fact that I do not want to spend funds on a project that may not come into exist, I am using the free connection options provided by exit game's photon software.) In single player mode, the enemy doesn’t do anything. (AI is a pain to set up effectively and for testing I just want a dummy to work with. If the project is given the good to go. I’ll definitely add this.) Issue that are still being worked on: the credit screen is incomplete (I need to go back and remember where I got all these assets. Mobile version is still not available
  13. Probably should have made a clearer transitions. After you select your item/char, you select your opponents item/char.
  14. Sorry for the month long break, everyone. Busy with the holidays and traveling but I'm back now. Below is the link to play the game. http://www.mediafire.com/download/kypsyc8c0swm1s7/Fire_Emblem_Fan-Made_Fighting_Game_v0.0.2.zip Inside the zip file is the game, a guide on how to set it up, and a guide on how to report a bug. Version notes: -Added Photon Plus and Bolt that should improve online connectivity -created own movement code due to difficulty with the unity physics engine after build -removed full screen mode as default due to difficulties with full screen -removed all quality settings except fantastic due to various issues -added a new camera angle to view the game. -roll now moves in a curved circle. -tapping assist will now have your character on the side lines attack. -reduced the likelyhood assist character running around in a circle. Known Issues: -When I try to jump over top of a the enemy character, I just spin around in a circle.(I haven't gotten around to adding this) -When I try to roll, my character teleports halfway into the ground and then pops back up.(I don't have the experience to make my own animations and this is a substitue until I find a rolling/dashing/etc. to the side animation) -When I try to switch between my current character and the assisting character, instead of just going to the side lines what was my current character performs an assist attack.(I haven't gotten around to adding this) -the credit screen is incomplete (I need to go back and remember where I got all these assets. -there is no guard function (I haven't gotten around to adding this) -I can't do any combo attacks (I haven't gotten around to adding any) -nothing different happens when I attack after jumping (I haven't gotten around to adding this) -after using a weapon for a couple of times it won't let me select it anymore and switched me to my default weapon. (Just like in Fire Emblem, weapons break and become unusable. Use them wisely.) -I can't change to a certain weapon while playing a certain character (certain characters can only use certain weapon types and must have a high enough level in that type to use higher level weapons. Don't worry weapon level increases over time) -I’m in multiplayer and it keeps saying waiting for opponent. (There is no one else to battle and it’ll keep saying that until someone comes to battle you) -the multiplayer has slow or none functioning connection. (Due to fact that I do not want to spend funds on a project that may not come into exist, I am using the free connection options provided by exit game's photon software.) -while playing in multiplayer, I’ll hit the opponent as they level up or get healed and they don’t take damage.(issue with the free networking service I am using where it take in both updates at the same time and take the input of the other player because they own that object.) -I am able to interact with the game using the mouse as if I was on the mobile version. (That is intended to making testing easier on me well developing. You may use this if you want but I image it must be difficult.) -In single player mode, the enemy doesn’t do anything. (AI is a pain to set up effectively and for testing I just want a dummy to work with. If the project is given the good to go. I’ll definitely add this.)
  15. Griffon riders aren't all that bad but they are only good for support when paired up with another unit. Their skills are also fairly useful (it's not galeforce but still) but having a good skills means nothing in FE awakening because you can just get it and change classes. Yeah, for the most part, they are an awkward fusion between Pegasus and Wyvern as a stand alone class but, when you need a character with great mobility and pair support, the griffon rider is an good choice. Too bad that situation never really comes up and, when it does, you can probably work your way around it.
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