Jump to content

BwdYeti

Member
  • Posts

    490
  • Joined

  • Last visited

Everything posted by BwdYeti

  1. Those are points, not actual values lol 100 is par, 150 is the best possible. you get an S rank for combined total of 300 points across the 3 ranks (turns, combat, exp) So some people took so many turns they would have had negative turns scores if it could go below 0. :Y
  2. Uploaded v0.5.0.1, an update that fixes a few bugs (mostly with Ch7x) and also gives a boss a placeholder face sprite. It could be the config file? MyDocs\SavedGames\FE7x\Save\AllPlayers\config.sav, you can try deleting it and see if that fixes things. All FE7x save data is stored in one location though, so you can't really go back and forth between and old and new version. The trial maps are still in the new version, they just aren't unlocked from the start. The game tracks a bunch of simple gameplay data while you play, stuff like where all combat occurs and the average level of your units, and of course your ranking results at the end of the chapter, and then uploads it so I can use the combined data to better balance the game. It's pretty awesome '3'
  3. there is a nontrivial chance I didn't actually get the Druid mastery coded, since actually promoting him isn't easy and I forgot about it But yeah demo's up, go try it out! This is a pre-FEE3 release with some non-essential things missing, but the chapters are fully playable with complete dialogue. This is our first release in close to 2 years, and we've worked hard on finely honing the gameplay and getting the player experience perfect, but we have little outside playtesting data to know if all our decisions are working out, so please leave any and all feedback and help us make FE7x the best it can be!
  4. Changing unit face sprites is something I need for FE7x anyway, since there's a timeskip so younger characters/trainees will need aged up. Enemy attack range display work exactly the same as FE13, other than also allowing some classic GBA range checking on top of it.
  5. I basically redirected everyone hitting my server to the github version and that version is still working, so you might have sorted out the connection issues Lumi ~'3'~ (based github)
  6. I'm going to guess it's unflattering screenshots of 14-15fps do I win
  7. Nine, but some still have some polishing to do.
  8. increase the screen resolution The bag and shout pole icons are pretty neat
  9. https://www.visualstudio.com/en-us/products/visual-studio-community-vs Microsoft recently introduced the community version, which is free like express and has almost all the features of pro.
  10. This is 30 years ago. He's been in and out of Nergal's service, apparently.
  11. Or post them in this topic. Posting wips is fine too
  12. Something weird happened with fighters, yeah. It's fixed now. And yes, the faces will be available for basically anything you would do with GBAFE vanilla faces; use as is, edit into different generics, edit into unique characters, splice together with things, etc etc. Just have to give credit :J
  13. /FEU cross-post Bluh bluh bluh. This is BwdYeti, author of Fire Emblem: Immortal Sword, and Im reaching out to the community in hopes of attracting some volunteer artists to help speed things along. Ive worked with dedicated graphics artists for years on the project, but one thing has proven particularly time-consuming for our small team: instead of displaying class cards, we opted for a set of generic face sprites for each class in the game. Currently, roughly half of these face sprites are complete. Thats (hopefully) where this community project comes in. Operation: Generic Rainbow aims to create a publicly available set of consistent face sprites representing generic members of GBAFE classes, as well as classes added in FE7x. Its like that rainbow of faceless soldier guys, except also every other class! These resources would be made free to use for fan-games and hack projects (with proper attribution to the original artists, of course). Showing whats done so far, and what were looking for help with: this spreadsheet will be used to keep track of progress. Ive spent the better part of six years working hard to make Immortal Sword a reality, even creating a custom engine along the way; both of which, when complete, will be available for a whopping $0.00 (+ whatever anyone feels inclined to donate wink wink). As an aspiring game developer, the experience has been invaluable. But the core goal, from the very beginning, has always been a simple one: creation for the enjoyment of others. My hope for this community project is that we can not only accelerate FE7xs graphical development, but in doing so, we create a valuable resource for others. Thats why Im reaching out to you today, so please, consider lending your artistic talents to this effort! </disengage arch ghost-writing, resume in-character austere correspondence> Rules and Disclaimers and Such All pre-existing generic faces created for FE7x become public only after all vanilla GBA classes have a complete set of faces in at least one gender. Specifically, the remaining classes are: Assassin, Great Knight, Nomad, Dracoknight, Pegasus Knight, Cleric, Mage, and Sorcerer. This isnt the endpoint of the project, but a minimum threshold of community contribution to validate sharing the substantial work already done. All FE7x generics will be part of this project, even for 7x exclusive classes: they could be used in place of vanilla classes, for new classes made in other projects, edited into new faces, whatever. Three judges will handle submissions: myself, AK, and Arch, representing a balance between striving for perfection and knowing when to call it good enough and move on. Any one judge can accept an edit into the official listing. Two judges can declare a sprite finished, which closes the submission to further edits to focus effort where its more useful. However, all three can reopen an entry if it's later deemed no longer up to par. All sprites submitted will be publicly licensed under Creative Commons Attribution-NonCommercial. Basically this means anyone is free to use or edit the sprites (for non-commercial purposes), but the original spriters must be credited appropriately. Sprite GuidelinesEach class is split into four builds, representing different power levels. the weaker two have designs vaguely drawn from the tier 1 class, while the stronger from the tier 2. FEXNA uses builds independent of tier, so a strong Myrmidon would use the strong, Swordmaster-inspired face sprite, but alternative tier based schemes could easily be used for hacks. All sprites of a single class should use the same base sprite and pose. Male/female versions of existing sprites should use a similar or identical pose and should be identifiably similar to the corresponding sprite of the other gender. A single palette is used across all classes to simplify recoloring, so the end-user can design palettes to represent various countries or factions and easily fit any class into that palette. Other colors can be introduced for specific purposes (eg. Archer feathers, Soldier leather and scarf, non-skin tone leather color), but with the expectation that color will be the same for all country palettes. (Here's the generic palette, and the FE7x country colors as an example) Eyes are universally blanked out, as a consistent stylistic choice for the project. Its also preferable to include some kind of headgear to justify this whenever possible. Editing the faces for use in games is very much allowed, though, so they could be added in if desired. This project is targeted at FEXNA as well as hacks, so there are considerations to mind for sprite size. Faces should be extended some 12-24 pixels vertically compared to GBAFE and match the proportions of the existing sprites (simply use the battle sprites for height comparisons between classes), but the bulk of the sprite that is above that extension should fit in a hackbox. Only the strong build can be wider than the GBAFE 96px maximum.
  14. Sorry, not until it's officially released. This too. Everybody calm down
  15. Another update, made some substantial(???) performance improvements, and with right click you can select a rectangle of tiles from the map itself to re-stamp in other places instead of just selecting one tile.
  16. no it has image recognition for last boss face sprites and filters them out specif of course he could :T
  17. You can use any size, but the suggested maximum is about 104x96. This is so they're not too tall for conversations and interfere with the word balloons, or too wide for some of the menus. (only PCs show up on these menus though, so enemies have more room for width) The code could be edited to work with larger images, but I could just as well say the code could be edited to make the game 1080p
  18. 1. It's somewhat easier, but it's more that it's 'different'. 2. Face sprites for non-generics can be changed at any time, though detecting the change on a promotion is not actually trivial, but it'd be one of the easier additions for someone to program. If it's a forced promotion it'd be much easier. 3. Pretty easy now, and I'm not even done messing with this part. 4. Very 5. Yes
×
×
  • Create New...