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Von Ithipathachai

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About Von Ithipathachai

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    Wandering through a Land of Confusion

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    http://vonithipathachai.deviantart.com/

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  • Pronouns
    He/Him
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    Willow Farm

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  • Favorite Fire Emblem Game
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  1. Oops. It looks like it got shrunk in the process of being embedded from FEU. That is a nice edit, but I would prefer not to resort to editing the RTP sprites directly just yet. A fair bit of the criticism I frequently see of SRPG Studio's default visuals has to do with the look of the sprites themselves and not just how they're animated, hence the desire for a full overhaul. I personally think the RTP class graphics and animations in and of themselves look fine, but my opinion seems to fall in the minority. That said, even if I can't change the visual style of the class sprites, I do remember now that expanded RTP animation sheets do exist, so thanks for reminding me of that. I'll have to play around with those, but I don't think animation expansions exist for all of the graphics I'm currently using. So we'll just have to see how that goes, I guess.
  2. Hello again, everyone. Von here. I recently released the first fully playable build of my SRPG Studio game, Sanctaea Chronicles, and am now starting to move into the presentation upgrading phase of the project. Those of you who’ve been keeping up with it are probably familiar with the work of my artist, Furan, who’s been making new halfbody portraits for the game: Looks good, doesn’t it? But there’s a bit of a problem. You see, the RTP class graphics that the game is currently using aren’t consistent in appearance with these new class designs Furan and I have cooked up, and Furan is already occupied enough working on the halfbodies. Meaning that if I want to upgrade the class graphics that are currently in use, my best bet is to recruit at least one additional artist onto the project to make new class graphics based on the art Furan is already producing. Before writing this request thread, I did some calculations for how much work is going to be needed for a full overhaul: https://docs.google.com/spreadsheets/d/1vxsaZoqyi3enryp-L6mFCcKLAqAYUj86ByzipMIPmoA/edit?usp=sharing For charchips (map sprites), I’m going to need 94 new sets, with a set consisting of 4 graphic sheets (player, enemy, ally, waiting) of 15 map sprites organized like this: For motions (battle sprites), I’m going to need 86 new sets, with a set consisting of 3 graphic sheets (player, enemy, ally) of battle sprites organized like this: The new graphic sheets will need 15-45 rows (for melee, depending on number of weapon types) or 5 rows (for bows and magic), with the amount of sprites in each row varying based on the needs of the animation. If you want an idea of how the battle animations are set up to move in the engine, think something resembling the Jugdral games. The map sprites as a whole would resemble the kind seen in Fateswakening, much like the halfbodies already being worked on. The battle sprites would ideally resemble an extension of that, roughly the same size as their RTP counterparts. If this all sounds like a massive order, I know quite well that it is. Which is why I decided it would be wise to consult you guys about it first to get an idea of its feasibility. If you’re interested in taking on the challenge and joining my team, please let me know in the thread responses along with whatever amount of money it all will cost me by the end. If you aren’t able to join or are unwilling to do so (and I don’t blame you if that’s the case), then feel free to direct me where I can shove it find some artists who might be. Thank you for taking the time to read this long post, and good day. Let me know if you have any other questions.
  3. Yes, that definitely sounds like Midnight Sun. AFAIK, the hack is no longer being worked on, the Midnight Sun project having morphed into a standalone indie game called Path of the Midnight Sun.
  4. I'm glad you were able to finish the game properly and that you enjoyed it. The music used in this game is SRPG Studio's default music. One of the planned additions in the next release alongside minor bugfixes and mid-chapter saving is a new soundtrack to give the game a more distinct identity. Presentation in general is something SRPG Studio games have been criticized heavily for in comparison to GBAFE hacks (more on that later), so new music should help alleviate that a bit. I still need to search for places where I can download free custom music. Everyone including enemies will be getting halfbody portraits, though certain minor bosses might find themselves sharing portraits to save time and work. My current plan for introducing halfbodies into the game is to first add the playable character and generic class halfbodies in one release, followed by either Civilians or major NPCs in the next two releases after that. The major NPCs will probably get halfbodies before the Civilians, since generic class portraits can be used as temporary stand-ins for Civilians with no alterations needed. Hippolyta and the Amazons in SC (along with DC Comics's versions) are themselves references to the ones originating from Greek mythology. One of Heracles's Twelve Labors was retrieving Hippolyta's girdle and bringing it to King Eurystheus's daughter. She was also known as one of Theseus's wives, and their marriage is a central plot element of Shakespeare's A Midsummer Night's Dream. The Amazons in SC were also inspired by the Vikings from Mystery of the Emblem. I'm still trying to do some calculations on how much effort will be needed to overhaul the game's class graphics. For map sprites alone, 94 new sets will be needed, with a set consisting of idle and moving animations and different palettes for player, enemy, ally, and waiting units. I haven't done any calculations for battle sprites yet, but replacing those will probably be even more difficult, since they'd ideally want a range of animations exceeding not only default SRPG Studio, but also GBAFE itself in both quantity and quality (think the Judgral games). Worst case scenario, Furan or I can just create new battle palettes for the RTP sprites in the event fully replacing them turns out to be unviable. No problem. Overall I'm fairly satisfied with the attention I've gotten from SF. FEUniverse has been more hesitant to try out the game, because of its position in the community as hacking central, but I think traction is finally starting to pick up there now that the game's fully playable. My ultimate goal as far as publicity goes is for one of the more well-known Fire Emblem YouTubers to do a playthrough of it on their channel. Mekkah would be a fairly plausible choice, since he actually played SC for FEE3 2018 and was fairly impressed by what he saw even in its rougher state. However, I don't think the game will really be ready for that sort of thing until I at least add in the playable character and class halfbodies. Don't want to risk getting a C&D from Nintendo because I'm still using edited GBAFE mugs.
  5. ...Eh. I guess asking around on FEU is worth a shot. I should probably do some calculations first on just how many charchip/motion sets I'm going to need, though.
  6. Ideally I'd like to replace the RTP class graphics with custom ones reminiscent of Fateswakening like the halfbody portraits, but I don't exactly have the money to commission such a huge undertaking nor the artistic ability to do it myself. So far, my only real solution is to just wait for MarkyJoe's SRPG Studio community asset project to reach the charchips/motions stage and see what they're able to do for those. My own artist who's doing the halfbodies volunteered to do them for free since he liked my game's story so much, but I severely doubt I'll be able to encounter anyone else willing to help me with the game for free.
  7. I'm not 100% sure how skipping battles factors into it. Before encountering that crash with Rosa, I kept encountering it with all of my combat units. For them I was able to avoid the crash by skipping battle animations manually, but I wasn't able to do that for Rosa when she healed someone with a staff. Meaning I had to start the whole test playthrough over again for it to be valid, which seemed to fix things. I've already notified everybody on my Discord server about your issues in case any of them might be encountering the same problems. So far, nobody else has, but you never know unless you hear from them. Speaking of the Discord server, you're always welcome to check it out if you want to keep up with the game's development more closely and get early looks at Furan's new halfbody portraits. The link is in the OP in big text. Rosa is one of my favorite units to use. She can top people off a lot more easily than Chaucer can, and she becomes an incredibly potent magic nuke after promotion, especially if you make her a Druid. Keep an eye on her Staff WEXP/Rank, because I can also tell the WEXP bars seem to be rather rigid in their display increments compared to regular FE ones.
  8. Oh, grief. I encountered this problem before on one of my playtest runs and had no idea how to fix it properly. Only after starting a brand new file was I able to avoid it. Nobody else I've talked to who I know is also playing the game has encountered this crash to my knowledge, so the only possible explanation I can think of is that your save file got corrupted somehow. I'm very sorry you've been having so many issues with the game. I wish I could offer better help, but I'm not sure what else to say, at least until more people give me feedback on this version. EDIT: For what it's worth, I have noticed that antivirus software may interfere with how the game runs, so it MIGHT be possible that your antivirus software did something to mess up the save file, but I can't say for certain.
  9. Yes, Fritz also starts with Rank E in Anima. Cami's a little better off than him because she also starts with Rank E in Light with an extra 25 WEXP in it.
  10. Could you send me screenshots of your Fritz, Rosa, and Chaucer's Weapon Ranks and inventories? Again, Rosa only starts with Rank E in Staves, so having Rank D in them by Chapter 11 might be normal. Rosa not being able to use Mend despite having D in Staves is incredibly odd, however. I wasn't describing something you're able to do at the moment, but something I need to set up for the next release. Sorry.
  11. Limited mid-chapter saving is something I've been wanting to implement for a while now, but I haven't been able to get it to work how I want. The most viable solution at the moment would probably be calling the Save screen at regular turn intervals, with the intervals varying by chapter since some chapters have turn limits for gaining BEXP.
  12. I'm not entirely sure what you mean by this. Do you mean that they don't gain Weapon Ranks, or that they don't gain WEXP? It appears that the Weapon Rank increase message may play at the wrong time if you skip battles where somebody gains a Weapon Rank. E.g. if you skip a battle where Manzarek gains Dark Rank, but you don't skip the battle right afterwards, the message might show up in that battle instead. I'm currently doing an ironman run of the game and so far not gaining WEXP isn't an issue I've seen on anyone. That said, the WEXP plugins for SRPG Studio seem to work differently than normal for FE. Instead of gaining WEXP for every single attack you make with a weapon, you instead gain WEXP for every single battle you enter with a weapon. The upshot of this is that if you're equipped with a weapon that gives 1 WEXP, you'll only gain 1 WEXP in that weapon type per battle regardless of how many times you hit, but you will still gain WEXP even if you're attacked by an enemy and can't counterattack. About the specific characters, Fritz, Rosa, and Cami all start below Rank D in their respective magic types, so only being at Rank D in them where you are in the game now might be normal depending on how strenuously you've been using them. As for Marcela, she actually starts with base E in Swords AND D in Axes, so I'm not entirely clear which of those you're having issues with. Nevertheless, thank you for reporting these. I'll add them to the Known Issues and investigate them for v4.0.1. Your v4.0 save files will be compatible with it, should you still be working on beating the game when it comes out.
  13. Thanks for giving it a go! Don't forget to also fill out the character popularity poll when you post your feedback.
  14. These title screens are nice. For me the main issue with the title screen situation is that I don't really have a good idea of what I want out of it. That said, this bottom one should at least make a good interim title screen until Furan or I can come up with something better. Expect it to be used for the next bugfix release.
  15. So apparently some minor issues like the Thief in Chapter 1 not being able to ransack Rosa's house and a typo in Fatima's unit description managed to slip through the cracks. I'll probably do a small bugfix release or something once I hear back from people I already know are playing the game. In the meantime, I've seen fit to add a "planned additions" section to the OP to further clarify that while the game is fully playable, my work on it still isn't quite finished.
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