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About Amberstorm

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    Head Developper: Under Grey Skies

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  • Favorite Fire Emblem Game
    Thracia 776

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  1. Here it is guys, the UGS: SRPG Edition Alpha! The alpha only contains the first chapter at the moment, as we are doing some pretty massive redrafting to the existing 1-1 script but want to show something. A couple of minor bugs have been found, and we are working on them currently. We also have a new server for all of my planned project, though UGS is the only one that is public at the moment. https://discord.gg/UGhctpP https://mega.nz/#F!OPwhRQxL!5OEcml3WshVmiuCMa-tP1w(edited) YOU SENT AN INVITE TO JOIN A SERVER Amberlabs Studio Official Discord 13 Online18 Members Joined
  2. alright guys, so I have a rather large update but before I explain the update let me just clarify: My goal in life is to become a video game dev, UGS has functioned primarily as a testing ground for ideas for the games that I actually want to make, but of course, using a hack of a GBA ROM is probably not the best thing to put on a resume and definitely not something I want to release as my own work. So, we're upgrading engines. Yep, that's what I've been doing these past months, I've been working on converting UGS to the SRPG Studio engine. This change gives me so much more freedom and creativity when it comes to making the game, and I've already made quite a few shifts to the mechanics (all hits are 100%, removal of crits, more unique skills, base conversations, side missions etc) and allows me to actually show off my work to potential employers in a non-legally questionable method. I know some people might be disappointed in the shift away from GBA but I hope that you guys understand. As for what comes next, I've finished translating all 7 maps of part 1 and gameplay is finished up to 1-4. There will also be 2-3 additional side missions added to Part 1. As for the script, I have been working to make the script feel more natural and cutting out unneeded fat (redrafting is super important kids) so at the moment I am finalizing 1-P today with the bulk of 1-1 finished but requiring edits and a final redraft. So, my current plan will be to release an early Alpha containing the first 2 chapters of the game, then I will be holding off releasing anything else until I have finished all of Part 1, which I'm hoping will also include original sprites and music if I can find the funds to commission all of the assets, as well as an artist/composer I feel, is up to my standards of quality and vision for what I see the game looking like. So, expected images of the SRPG version of the game to start trailing in soon and the public alpha's release coming in the next few weeks/month depending on how school goes. Thank you guys so much for your support of UGS and I hope you'll enjoy this latest update when it launches.
  3. Update: We've been doing some work updating the game for our 1.5, but since I have officially started university, time is going to be difficult to come by. We still hope to release 1.5 soon, so we'll keep you guys updated. For now, I'll just send a screenshot of a unit a lot of people called underwhelming, so we went ahead and buffed her quite a bit
  4. Update: After a multi hour call with my writing team, we have made massive changes to our original script for the chapters later on, as such, we have scrapped a story arc we felt unnecessary and are instead focusing on the primary conflict establish in Act 1 even further. Because of this, we are now fairly confident in our chapter count being around 31, with 28 main chapters and 3 Gaiden-type maps, which though I can't spoil, 2 of said 3 are some of my favorite maps as both a developer but mainly as a writer. Because of this, we will be restructuring our release schedule not in entire acts, but chunks of acts, as completing an entire act in a timely fashion when University exists is not going to happen. As such, the next patch will contain 6 chapters, 2-P, 2-1, 2-2, 2-3, 2-4 and 1 Gaiden chapter. 2-P is completed minus writing and eventing, with the gaiden not far behind and 2-1 and 2-2 are already on the path to being made. 2-3 and 2-4 have rough outlines but have not entered the design process yet. That's it for 2.0 updates
  5. When Part 2 comes out, we only want to do major updates, not small updates
  6. - That was an error on my part, this is already fixed -Hound does promote, it's available in Part 2 -Grassrunner used to be a second promotion for Thief, but we have changed it, Centurion is what should be the 2nd Soldier promotion, -Audrey should be able to use the Infantry Seal, it is fixed now -Yes, eventually
  7. Quick Progress Update: We have finished the first draft of 2-P and have basic ideas of designs for 2-1 and 2-2, and our writing team have been working extra hard to refine the script! All the nitty gritty changes can be found on the discord's public change log. I'll just leave you guys with an image of someone briefly seen in the final moment of Part 1 I'm sure many people will be appreciating far more very soon...
  8. We have reduced the HP of Walls to 20, this should make it much easier to progress quickly through the map!
  9. Thanks for the review, I really appreciate it, and there is some good stuff in here! Just for a bit of reference into what we are doing currently that will more or less serve as a universal update on progress. -The writing is going to be receiving a major overhaul, it's just that our head editor and my assistant writer was busy with some IRL things -Likewise, our Art-Team has already done some of the blinking and mouth frames for Ray and Audrey -0 Luk enemies is just a quality of life feature, as all of our design team believes that having enemies with Luk can potentially lead to some hit issues. As per Lopez critting, our plan was to have Bronze Weapons be unable to crit, however our ASM guy found that there was something different in the ROM, likely due to patches, that made this unable to happen. As such, the only compromise aside from greatly lowering Lopez's Base Skl, which none of us liked the idea of, was to just have to deal with the occasional stray crit. -The logic behind the lack of 1-2 range was a suggestion by one of my assistant game designers in lowering the amount of Javelins/Hand Axes the player gets to further promote the use of bows, as there is no 1-2 range bows. Hand Axes and Javelins available to player units will be rarer then most FEs and thus gives incentive the use of bows and conserve the valuable uses of Hand Axes and Javelins -As for enemy hounds, we found a common thread among our players was that Beo was a bit underwhelming as he had no enemies the Fang was effective against until 1-4 where Cavaliers show up. As a result we have gone back and rebalanced some enemy placements and added some more enemy hounds and made Beo's fang, not all hounds, just Beo's base Fang, effective verses then, to give Beo a more specialized niche -The freeroaming archer killing Leanne was something we have never seen before. This is quite and issue and we will look into it because as your only healer in this part, having Leanne be so vulnerable if you don't play in a certain way is harmful to the more open-ended nature of the chapter, which we aren't a fan of at all. Overall, thank you for the feedback, your support and critique is very much appreciated!
  10. okay, I think you're misreading the story, Cole and Fern are indeed Lopez's children, however Lopez is not related to Bruce at all, he is a friend of Bruce's grandfather who was the one raised Bruce. Bruce is actually 2 years older then Fern and Cole. However I can understand how one could misinterpret this, I will look over ways to make it more apparent
  11. Hey guys! I'm here to finally announce the first public release of my ROM Hack, Under Grey Skies! For those of you who haven't seen my ramblings on the FEU Discord, Under Grey Skies is a project I've been working on since early January. It follows the story of a young villager named Bruce, who sets out with some of his fellow villagers in order to fight in a civil war that, if lost, threatens to destroy their home and country. The gameplay of UGS is heavily inspired by the idea of hard hitting enemies with lower durability, while also utilizing the Circles Skill Patch (though unfortunately there have been some complications with skills due to classes not being able to learn multiple skills immediately upon promotion). This first version contain 7 Chapters, with 14 playable units as well as a completed arc of the overall story and supports (though at the moment many of the supports only go up to C in terms of writing). Attached to this are some basic screenshots from the game as well as links to the patch for you to download as well as the public discord server I have for the project if you have any questions or feedback. Keep in mind we are aware of a few non major but noticeable bugs, so I'll just list them here. -The units Ray and Leanne are currently unable to be Shoved -There is a minor spot in the battle screen that covers up that weapon name That's all, I hope you enjoy! http://www.mediafire.com/file/8vxqyq7csce8yy4/Under_Grey_Skies_v.1.0_Patch.ups https://discord.gg/DmjnMHy
  12. Hey guys! I've trying to do an all Corrin run LP of Birthright for my channel but I'm lacking Corrins so someone suggested I try using Serene's for finding Corrins for the playthrough, if anyone would be willing to help me I would really appreciate it! I typed up the rules below (US Corrins) 1) All Corrins must be Lv10 and already classed changed, any class even hacked classes like Wolfskin and Songstress will be allowed with the exception of final boss classes like Empty Vessel, Garon Dragon and Silent Dragon, as well as no Great Lords because that is my Corrin's class and I want her to be the only GL. 2) Your Corrin can have 1 extra skill that isn't tied to the class (they can keep Nobility and Dragon Fang though). Any extra skill is allowed with the exception of Bold Stance and Dragonskin 3)The only stat boosters I will allow will be an Arms Scroll if your Corrin is not in a sword based class like Mercenary or Samurai or 1 pair of boots if your Corrin is a knight 4) Please make it so you set your castle defense units away from the throne and set tactics to hold for an easy capture, also make sure your Corrin has no equipment 5) Try to make the Corrins unique, not just overpowered, yet still usable, you could even make units based on past units (Ex: A luk+ Cav Corrin with Miracle based on Finn)
  13. Hey, I was wondering if anyone could help me out, so I'm trying to insert my chapter 2 map into the game, I made the offset the free space after my chapter 1 events end, switched the map tileset in nightmare to the proper set I used in Tiled, but when I loaded the map, the screen was black. I used Event assembler to add the OOBB, but it was still black, did I mess up the offset number or something, or did I write the events to the wrong offset? I attached screenshots of the two applications with the same data I used when importing
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