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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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    Willow Farm

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  • Favorite Fire Emblem Game

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  1. v4.1 of Sanctaea Chronicles is now available! This release introduces weapon/item merging, improved enemy marking, an extra inventory slot for units, and other quality of life enhancements. Your previous v4 save files should be compatible with it, though your Support Log completion will not carry over. When you finish playing the game, also please fill out the v4.0+ popularity poll if you haven’t done so already. This will probably be the last release for a while as I continue sorting out the graphics and audio situation and deal with other IRL business. Thank you, and I hope you enjoy.
  2. Hey, guys. Sorry I've gone so long without updating. I have some difficult news to share with you guys regarding the state of Sanctaea Chronicles. I've gotten back in touch with Furan, and to make a long story short, it's been decided that he will no longer be doing the full capacity of Fateswakening-style halfbody portraits initially planned for the game. His IRL responsibilities right now are simply too great for him to juggle alongside making full expressions for everyone, but more importantly alongside making portraits for generics and NPCs later on down the line. To bring proper closure to his time doing art for SC, the remaining playable characters will receive halfbodies with default expressions, and that's it. They will be retained for viewing in the game's gallery as a bonus feature, but will not be used in any gameplay capacity. Furan will still be co-credited with me as a primary character designer. As for how I plan to replace the GBAFE-style portraits currently being used in-game, ...I don't know. I really don't. What would most likely happen is I'd have to make new in-game portraits for everyone myself after getting back in practice with drawing. But that will probably take a very long period of time to accomplish, time that I'll be having difficulty setting aside when I also have stuff like school and then, when that's done, adulting to deal with. In addition, my motivation to work on the game in general has basically gone down the crapper now that the only major additions remaining to be made are related to graphics and music, things I have a hard time caring about on my own in comparison to game design and writing. I guess that's all I have to say at the moment. I'm sorry if any of you are disappointed by this news, and I understand if you are. Hopefully I've still been able to entertain you with my work, which is perhaps the most important thing at the end of the day.
  3. Are you playing Conquest or Revelation? Being a royal, all of Hinoka's potential kids should turn out well. But if that's not possible, Mozu, Beruka, or Peri should also be workable options. I would avoid making Nyx his mother because she's a magic user and magic-oriented Child Units should ideally have magic-oriented parents.
  4. v4.0.1 is now available! It fixes several bugs of varying severity found in v4.0 and makes a couple of other minor gameplay tweaks. Your v4.0 save files should be compatible with it, though your Support Log completion will not carry over (this has been the case for several previous versions, but I've only now gotten around to noting it). And when you finish the game, don't forget to fill out the v4.0+ popularity poll if you haven't done so already! Thank you.
  5. The vast majority of fan projects are either hacks of the GBAFE games (particularly Sacred Stones nowadays) or otherwise visually based on them. However, a few completed projects I know of (including my own) are made with SRPG Studio instead, which deviates more from the normal GBAFE formula depending on what kind of game you're playing.
  6. I would also consider stuff related to fan projects worthy of inclusion here, such as creating a project that's full-length and fully playable and/or garnered a lot of praise from players. Even in the age of FEBuilder with Tactile and Lex Talionis also on the rise, successfully creating a full-length game is not an easy thing to accomplish, and completed projects still make up a relatively small portion of the greater fangame library.
  7. The Shamans' artwork is done: Playtesting of v4.0.1 is still in progress, though going slower than I'd like due to numerous school-related obligations. Also, positions for new map and battle sprite artists are still open for anyone able and willing to take them. More details can be found here:
  8. You should probably add some screenshots so people can get a better idea of what to expect.
  9. Usually people have more information to provide about the nature of the project than this, even if it's only in the concept stages.
  10. Okay, some updates to the release plans. My original idea was to release v4.1 with both the planned bugfixes and some new game refinements such as a new soundtrack, improved enemy AI, and changes to Chapters 22-28. However, someone else on Discord reported encountering the custom.rankSkills crash, meaning that I can no longer in good conscience put the bugfixes off much longer. So expect a v4.0.1 with just the planned bugfixes and new title screen, and a v4.1 with the game refinements later.
  11. Yup. Sometimes it just be like that. It is very frustrating when something like that happens. I've had more than my fair share of taking unlucky hits and Criticals throughout my numerous playtest runs of the game. But on the other hand, I find it very satisfying when one of your own units manages to land an unlikely hit or dodge a fatal attack that was very likely to hit them. So yeah. The RNG goddess giveth, and the RNG goddess taketh away. Hopefully the implementation of mid-chapter saving in the next release will mitigate the problem somewhat.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
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