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OmegaX128

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Everything posted by OmegaX128

  1. Hey all. I was wondering if anyone made any progress on the music looping issue? I took a look around in the sound.bsrar and sound_us.bsrar files but didn't find anything indicating loop timing or song duration. If no one has any idea at the moment, where would be a good place to start looking?
  2. @Hong Nhi All assets shown in the current publicly available footage are placeholder assets. The game does not have pair-up.
  3. The project is not dead! Things have been slow thanks to school and life responsibilities, but we're still active and working slowly but steady 😊
  4. Hey all! It's time for the April progress update! It's a busy time of year for everyone, so things have been pretty slow. Here's an overview of our progress so far! --- Current Progress: Art 39 classes and playable characters have received concept art Map tilesets in production Official portraits of playable cast in production Writing Additional characters have been pitched and are currently under revision Support drafts are being written and reviewed Programming All movement skills implemented The prologue and chapter 1 have been implemented Gameplay Additional skills and items have been concocted and are in the process of being implemented into the engine Music Instrumentation for one of the three primary nations solidified Sample music tracks have been composed --- OPEN POSITIONS If you’re interested in joining the team, we’re always looking for anyone who’s interested and can lend a hand, but in particular we’re currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-style battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker: Studio 2 to build to Mac Other roles that we’ll accept but aren’t in immediate need of include: Writing Beta readers and editors Gameplay Map Designers -- Thanks for hopping on by! And lastly, you can follow our overmap sprite progress here!
  5. Unfortunately Serenes won't let me edit the post, so here's the image of the kdports' map!
  6. Hello everyone! This is our March progress update for Saga of Spirits: Eon Compass, a fangame based on Fire Emblem organized by /u/sadness20. Though school and work are keeping most of us busy, that hasn’t stopped our team from making some more progress this month! Here is a rough overview of what we’ve done so far! :) --- CURRENT PROGRESS Art 37 classes and playable characters have received concept art Cavalier, Pegasus Knight, and Wyvern overmap sprites completed 9 classes, playable characters, and sprites in production Official portraits of playable cast in production Writing Script drafted up to chapter 3x Side/secondary characters currently being pitched and reviewed Chapter 4 of script in progress Gameplay Decided enemy units for prologue Completed multiple map concepts (Chapters P-6) Currently balancing stats for prologue units Music drafting/planning instrumentation and themes Programming All movement skills implemented The prologue and chapter 1 have been implemented --- EXAMPLE WORK Here's a sample of the opening cutscene music, written by Josh, one of our musicians. And you can follow our overmap sprite progress here! --- DEVELOPER COMMENTARY SPOTLIGHT: Chapter 1 map design by kdports (Disclaimer: These are all placeholder assets.) Objective: Defeat Boss My name is kdports, and I’m one of the lead map designers of the Saga of Spirits: Eon Compass team. Although we have a significant number of maps conceptualized, approved, or implemented, I’m here to show off one of my personal favorites today. This map, taking place very early on in the game, finds Farren and co. in a precarious position. Although some of the art is obviously still a work in progress, this map provides a variety of opportunities for various rewards in the form of villages scattered throughout the map. However, the drive for loot comes at a cost: reinforcements will continuously spawn at the two sets of two forts at the top of the map, and stream to the south in an attempt to overwhelm the player. Clearing this map isn’t particularly difficult, it’s only a 2 turn walk to the boss after all. But only the best players will be able to reach all three villages and clear the chapter. Oh, did I mention that all four of your starting units are essential, and any of their deaths is an automatic Game Over? I hope you’ll enjoy playing through this map and others during your journey through Erideill. If you would be interested in helping create some maps, keep on reading! --- OPEN POSITIONS If you’re interested in joining the team, we’re always looking for anyone who’s interested and can lend a hand, but in particular we’re currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-style battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker: Studio 2 to build for Mac Other roles that we’ll accept but aren’t in immediate need of include: Writing Beta readers and editors Gameplay Map designers --- Thank you very much for plopping by! We hope to see you in the next update! And if you're interested in joining the team, just send us a message and we'd be happy to bring you on board! :D
  7. "Ten years have passed since the invasion of Galicia by its sister nations, Vestfold and Muserta. Despite the war’s end, famine still runs rampant throughout the continent of Erideill, placing many at risk of starvation and disease. Farren, the young leader of a small group of thieves, receives a simple job from an unknown patron; retrieve a small artifact from the mansion of a corrupt noble, and receive a handsome sum in return. Though eager to provide for his crew, Farren soon finds that his employer isn’t the only one looking for this treasure – nor does he understand the true secrets behind its mysterious past. He soon finds himself at a crossroads with a number of factions, all with their own personal agendas. With alliances thrown into question and enemies emerging at every turn, Farren soon finds himself embroiled in a conflict far beyond his wildest expectations – a battle that will determine whether Erideill will live or die in the hands of those who seek to protect it." --- Hey all! This is Omega, one of the project leads of Saga of Spirits: Eon Compass! Originally organized by u/sadness20 on Reddit, we are developing a fan game based on Fire Emblem. Our first posts were to Reddit (Links here: 1 2 3) and Fire Emblem Universe (Link), so the project has been in the works for quite a bit. This thread will contain all of the progress updates we will post from here on out. Over the last nine months we’ve made a fair amount of progress, and we’ve decided that we are ready to start sharing monthly updates with the community! We're all very excited to see our work slowly come to life, and hope that you'll share in the excitement with us! Below is a brief snapshot of our progress so far. --- Current Progress Art 34 classes and playable characters have received concept Cavalier and Pegasus Knight overmap sprites completed 9 classes and playable characters currently in production Wyvern Knight overmap sprites currently in production Writing Script drafted up to the start of chapter 3 (Prologue, Chapters 1 & 2 are complete) 17 full supports drafted and under review Currently refining/fleshing out Act 2 characters Gameplay Decided enemy units for Prologue Completed map concepts for Chapters P-6 Currently balancing stats for prologue units Music Main motif established Several pieces started --- Example Work Check out some examples of our work so far! Some character and UI concept art: (Link for the album) UI Concepts: Support, promotion, and battle screens Dalthus, an early game Void Mage Gudsbolt, a Fafnir, a manakete analogue Pegasus sibling trio Prologue map concept Play an engine sample build here: Link Instructions for build setup and controls (Included inside this playtesting guide): Link Note: This build is strictly an engine demonstration. All assets at release will be original assets. You can follow our overmap sprite progress here! Link --- Open Positions If you're interested in joining the team, we're always looking for anyone who's interested and can lend a hand, but in particular, we're currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-styled battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker Studio 2 to build for Mac Other roles we'll accept but aren't in immediate need of include: Writing Beta readers and editors Gameplay Map designers --- Thanks for stopping by! If you're at all interested in joining the team, just send me a PM and I'll invite you to our Discord.
  8. Out of curiosity, what new gay pairings could we expect to see?
  9. Thanks a ton! CQ has been kicking my ass lately, haha
  10. Hey all. Does anyone have a Selena with Astra and Replicate?
  11. I meant this as a skill request, haha I guess the wording was pretty ambiguous
  12. I'd prefer to put this in a skill thread if there is one that isn't outdated, so mods can remove this if necessary.
  13. Chiming in really quick, have you considered having Mastery/proc skills be activation based, using HP (Aura in this case) as a resource?
  14. I've replaced both map and combat music before, they have different effects if they're different lengths. In the case that the replacing song is shorter than the replaced one, it will work/loop just perfectly. In the case that the song is longer, combat songs will completely cut out until another battle sequence starts. Map themes will just loop early. I don't recommend it in most cases, it can be pretty jarring but it's great if you have one of adequate length. I have Id (Purpose) replacing A Grasping Truth and it's amazing.
  15. IIRC, Pelleas is going to use Thunder and Dark?
  16. Luckily, the engine I'm working with—Multimedia Fusion 2—is quite simplistic and easy to understand. I've had experience putting small games together, and working with a Mega Man engine a few years back. Maybe that was a bit of an optimistic estimate, but I'm confident enough that it won't take something like six months. Stat caps will be as high as you want. To accommodate as well, the formulas will be editable as well to account for any scale you want your stats to operate at.
  17. Skills are most certainly going to be included in the engine, as well as a basic framework for anyone who wants to make their own. The current Fire Emblem weapon types we all know and love will be preset in the engine, as well as magic. However, you will be able to add and remove weapon types at will, as well as control how they interact with one another, ala weapon/magic triangle. You can edit them however you want, for example, you could make swords effective against fire, weak to axes, also effective to swords, which are neutral to lances, ect... Essentially the triangle is just a simple matter of how weapons interact with one another, and you can change that almost in its entirety.
  18. Very happy to hear this one in particular. I like Ike. Tangentially related, any story/writing changes you're going to be making to Ike as a character? Or are you just not going to touch that?
  19. Heya. I'm OmegaX128, a rando Fire Emblem enthusiast who has had an insatiable desire to make a Fire Emblem hack/fangame, but hates romhacking with a passion. Seeing as FEXNA is probably never going to come out in a reasonable timeframe, I'm going to try and do the impossible and make an engine myself. Of course, my word has absolutely zero weight at the moment. No pictures, no reputation aside from various dabbles here and there that most have certainly forgotten. So I'm not going to be asking for manpower, but instead I'm taking requests. What features do you want to see in the engine? Big or small, I want to know exactly what you want to be able to do with it once you get your hands on it. I'm going to be keeping a list of features; which ones that are implemented, which ones to implement, ect... I'll try my best to keep this thread updated with screenshots of engine development. It's gonna be a doozy, but hopefully I can get past the working stage to bring you all a serviceable product. Thank you for your time, have a good one. STATUS To - Do everything Current Tasks (These are what I'm working on in the moment) Basic menu and cursor functionality, as accurate to the GBA games as possible Unit functionality; movement, attacking, trading, healing, ect... Weapon/Staff functionality Time until tasks are complete: about a month
  20. Where is Ike balance-wise at the moment? With all of the stuff you've got going on with the other characters and their skills, I'm curious to see how Ike's been changing over the course of development.
  21. I fight for my opcodes

  22. I'm working on a Fire Emblem hack right now that includes representations of myself and my friends as playable characters. This is mostly a skill building project for me. I want to gain experience with planning and executing choices I make on game design, and I want to be able to write characters flexibly and represent them as they're intended to be, the baseline in this case being my real world friends. This gives me an opportunity to actually write them accurately because I have a real world reference instead of just a piece of paper. As for the gameplay I want to make it a unique, fun, and challenging new experience while still maintaining that Fire Emblem feel. I want to implement a skill system that mirrors that of FE10, and has some elements and inspirations from Fates.​Personal Skills and innate skills are two different things. Personal skills cannot be removed, while innate skills can be removed and have a scroll obtained from them. There will be a lot of scrolls throughout the game that will allow you to add skills to units Occult/Mastery skills can be learned Str/Mag split to include hybrid units. 2nd tier caps now extend to 40, 1st tier caps are now at 25. 1st and 2nd tier can gain 25 levels each. Units have different consistency ratings, which gives them more chances to have a minimum number of stat ups per level the higher their consistency is. (This is subject to change) Various other changes I'm working on the chapter progression outline at the moment and I have a very good idea of the story and it's setting. I would like help but I would assume this isn't the place to ask, haha Once I have a few chapters and a full outline completed I think I'll present the project properly. As for now, still hardcore in the planning phase. Best of luck to whatever you guys are working on.
  23. Been a while since I touched down on this thread. How is progress so far? Playing Radiant Dawn at the moment, I wanna try and get a feel of what's going on with this project that makes it different compared to the original Radiant Dawn.
  24. I was thinking a lot about Fire Emblem's gameplay as a whole, and ultimately came to a few conclusions about the difficulty. In most Fire Emblem games, the game is relatively difficult at the beginning, as all of your units are rather weak, and you're getting introduced into the game. The game begins to lessen the hold on the player with the difficulty as it goes on, growing alongside all of your units. However, eventually your units just straight up outpace the enemies in terms of pretty much everything, to the point where things taper off to a really easy difficulty at the end. While this is great for feeling as though your units are becoming stronger, and more able to overcome obstacles, the game's difficulty suffers as a whole, being really easy near the end. I feel like the way Fire Emblem games should be designed near end game is through not just higher power enemies, but rather through smarter enemies. You should be able to still have your units wipe the floor with generic Paladin #121827, but try to fuck with that Paladin, suddenly you're overwhelmed with a situation you really need to make a gamble with. Or something like that. Point is, I think Fire Emblem games are kind of easy (with the exception of you, FE10) but can be like way better lol
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