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BwdYeti

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Everything posted by BwdYeti

  1. BwdYeti

    FE Recolor

    Made an update to the program, to overhaul the UI and improve performance. Head to the first post to check it out
  2. If you need an axe armor sprite the map sprite repository has one. If it doesn't meet your needs, it can at least serve as a placeholder until you get an original sprite made.
  3. Only if it doesn't involve increasing enemy stats from hard. If you can think of other ways to make the game more challenging, then that would be awesome. Different enemy AI, enemy classes, maybe weaponry etc... I think it's important that enemies don't just get stronger though, since that disrupts gameplay balance and unit viability. Enemies with higher AS just mean that units reliant on doubling become bad. That's quite a bit pitfall in regards to design. Unfortunately this is the only realistic way a higher difficulty is happening. The number of players on hard is less than a tenth of normal, and lunatic would be that much smaller. Hard mode's changes are all individually designed compared to normal though, which lunatic would still preserve, so bigger numbers on top of the weapon, unit count, reinforcement, enemy class, etc changes should still combine to a coherent, if... 'crazy', challenge re: confusion over chapter order, an update soon will help and an interface update in the future will make things much clearer. For now though, the correct chapter order is to just play through each list of chapters as a self contained story arc, and then move on to the next block. If you have an unlocked chapter you haven't played yet, that's the next chapter.
  4. Hey great job on the run kirbymastah, especially that swag strat at the end ;D Here's a link to the run if anyone wants to watch it my donation didn't get read on stream D:
  5. ...Huh Time to complain to the face spriters
  6. So this is unrelated to FEE3 and might not even make it out for the next release but [spoiler=huge image] Apparently I never posted this photo anywhere back when I took it in April because I am a bad This is not actually playable because I haven't even started touch controls, let alone finished mouse controls, nor do I have any idea what kind of performance I'm going to get, but just know it's still planned
  7. It's worth noting that the majority (even the vast majority) of such weird name choices are for legendary weapons, or otherwise singular weapons. Likely many were chosen for their connotations (Excalibur, Thorhammer), or because there aren't a huge number of important mythological axes, bows, spells, etc (Armads, Murgleis, Nidhogg, whatever Swanchika is) Pugi is a Prf, but is not unique, so on those terms its position is debatable
  8. Change all anima tomes to primary weapon type "anima", secondary weapon type fire/thund/wind. All weapons can have either one or two weapon types, and both are counted for the weapon triangle (for example, light brand has WTA against runesword)
  9. Save files are in My Docs/SavedGames/FE7x/Save/AllPlayers/ You don't need to worry about doing anything with them between updates
  10. Mouse and touch features are planned, there's no reason to have a PC game that you can't play with a mouse. 360 controllers are already supported, but because of XNA "limitations" other controllers apparently aren't, so I'll have to deal with that Extra skills beyond the 4th would not show up in the list but would still obviously effect the unit. You could implement something like PK suggested with a scrolling list, or change the skill icon size to fit more in the list (I'm considering doing this for unrelated reasons). Hidden skills is not something I had planned and not really something I support; it smacks of hiding information from the player Missed attacks still rolling crit for their animation is something I'm planning to add, I like the idea of an enemy starting their crit animation not being a guarantee they'll hit and the suspense that comes along with that change. Triangle attacks will exist, 7x has a peg trio.
  11. I made a sprite for Stream of Fates I'm still not sure why????? Gif of the process
  12. Another of these, fixed a game over bug and also a broken tileset Also we have a new download page, check that out if you haven't seen it, all the links will be centralized there from now on
  13. Released a small update, there's always bugs to deal with :Y
  14. Hey, here's a new demo Lots of features that weren't ready for the last version, more balance changes, and bug fixes. Maybe even a new character????? Most importantly though, is hard mode for the rest of Uther's chapters, as well as rebalancing hard mode in the first few chapters. I'm very interested to see how hard mode is working out and how the difficulty feels, on its own and compared to normal mode. So please try it out, and post any feedback you think of. Also there won't be another new version for a while, other than small updates with fixes, because I'm switching focus to the FEXNA beta. So I guess keep an eye out for news on that idk
  15. Sure is nice to know how you're doing midchapter, and not only ever when you're already done and can't change anything (Also just finished creating hard mode versions of all the chapters \'3'/ ) You can hold the next unit button (L) while a battle starts to toggle animation mode for that battle, just like in FE13. You can also skip battles with Start/Enter, as well as AI turns. pfffff After using items in preparations it would fully heal them, in case they gained hp. The full heal method also restores status to normal :Y
  16. [11:43:12 PM] Astra: GOTTA MENU FAST last year FE10 was pretty great, let's see what FE9 has going on
  17. Ending a chapter is entirely controlled by events, so anything you can do with the event system (or edit into the events system by modifying the code) you can use as a victory condition.
  18. https://www.youtube.com/watch?v=ia7mNuAtQL0&index=15&list=PLcU-h8ycX_j9adDRBXeR7ehdRWnsY3mQQ Part 2 Part 3 snakeman continued his playthrough of FE7x for FEE3 this year, playing the upcoming version, so go check that out, as well as all the other FEE3 showings. You can also catch up with the earlier parts of the playthrough, if you missed them the first time around. Also look forward to the next release in the near future, with fixes and content added to the current chapters (and maybe a new character hmmmm? perhaps a new character could even show up in the videos above???)
  19. This is definitely on the right track, and the design works, just needs some work on the execution. Pad shading, trim antialiasing, where exactly the shadows are going, etc. And go with the covered arm on the strong one.
  20. (I'm actually planning to have crits that don't hit myself for the intensity spike, but some animations need edited first)
  21. We're much more seeking face spriters at the moment. Additional help with battle sprites would just be nice, not necessary
  22. I did a face sprite for some reason. Merc did the shading on the body what a cool guy Pellenore, the Etrurian Archery-General. She sure looks like a weirdo! Seriously, what's up with all that woad? What's up with that hair? What's her deal! How very overdue Kitsu did the tween frames in the return how helpful
  23. MonoGame, which I'm using for the OSX version, also runs on Android, and I confirmed it's very possible to get it running early last year, but to actually compile the code for mobile requires a very not free Xamarin license, and my 30 day trial is very run out. /points suggestively at the donate button
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