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𝙵ᴇɴʀᴇɪʀ

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About 𝙵ᴇɴʀᴇɪʀ

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    ★★★ FE Veteran ★★★

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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    Hector

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  • I fight for...
    Jugdral

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  1. if i remember well enough, depending on where you place certain units(lords mainly), Jaffar can either go to the left or right side of the map depending on the route you've taken with those units from the start of the chapter. do mind that it also partially depends on luck from Jaffar's side with criticals, because if he gets kills while you manage to "lure" him to the right side of the map, he might also be able to intercept/engage the enemies going to Zephiel's room. i know because i lost count of how many times i reseted that chapter in HHM before, until i noticed that odd behaviour from Jaffar when i tried to proceed with the whole army from the right side of the map, rather than splitting it in two at the beginning. you could eventually loose some chests to enemy thiefs, but at least you'll get through the chapter. horseback units help a lot in getting to Zephiel's room earlier, but a thief with torches helps way more in terms of scouting for enemies(especially those with bolting) and get your kills properly without getting stuck between enemies in FoW. also, if you have a small and reliable group such as Pent, Louise and Hawkeye, you can eventually send those 3 to the left side of the map to take care of Maxime and proceed to clear out the rest of the enemies on the way until you can secure the stairs that keep spawning enemy reinforcements.
  2. yet another take on Noctis, but this time around it's pixel art rather than a GBA mug. anyway, here's the Versus XIII version:
  3. the only hopes i have for this year's E3 are two: FF XVI and Tales of Arise. would be really nice to have some new infos and eventually new gameplay footage for both of them. i still check these trailers once in a while, just to revive the hype a bit:
  4. it depends. having a game based on an "evil" villain going for war while dealing with stuff involving violence, death and eventually other not-so-kind concepts such as rape isn't exactly the best way to promote a game, because regardless of genre and rating it's probably going to be crucified by the media depending on story writing and overall focus of the game. having a game/story with multiple routes and different endings would already be a different thing, and would probably be accepted for what it would be without negative consequences. then, there's also the target audience to be considered, although in the end it's all subjective depending on the different point of view that each person has. i guess it all boils down to the kind of story they want to tell, and especially the messages they want to deliver.
  5. since i'm currently playing with FF XV and i'm quite liking it, i felt like doing something about it. here's my take on the main protagonist: Noctis outfit: Prince's Fatigues and here's the source material i took as reference(mostly the 2nd one):
  6. in terms of gameplay/stats, it's...well, let's just say that it's the classic type of unit that needs babysitting before becoming good enough to stand by himself. he's not that terrible after he gets enough levels, some stats boosters and the Binding Blade, but even then he's not really great either, especially when compared to other lords from the GBA era. in terms of story, he has a decent attitude overall, although having a kid as leader of an army seems quite unrealistic. but since we're talking about a character from a J-SRPG, i guess anything goes, so...whatever floats your boat~ ¯\_(ツ)_/¯
  7. yes: not being awesome. or simply plan wisely what to equip/where to put your unit before letting the enemy phase play out. better safe than sorry, especially if you're going for iron man runs. terrain bonuses and a defensive placement of units are usually the key for survival. units with good stats are always there to help, but they shouldn't be the only thing carrying your game. normally yes, wich is a common mistake for anyone who played a FE title at least once, but there's exceptions as well. there's units such as Oswin or Hector from Blazing Blade, for example, that are there to defy the laws of nature, therefore they will most likely end up surviving anything that comes their way no matter what, while bringing death and destruction upon enemy forces at the same time.
  8. my guess is that all those titles won't be sent to oblivion along with their "obsolete" e-shops for previous consoles, but rather that they're probably trying to migrate everything to either PS4 and/or their new PS5 systems. there will always be people playing with retro games, so i doubt they're going to shut down entirely two whole generations of console/portable titles. the only downside is that the overall access to those old titles will probably be even more limited than before due to different, obvious factors. on a side note: i can already tell you that PE 3 and MGS PO aren't really great games. i know because i have them in their original PSP form, and i completed them both multitple times. however, if you're a fan and eventually a collector too, then by all means i can understand the wish to have a complete collection, but if you're just going for a good story and overall fun gameplay, they're honestly pretty average, and that's being very generous. PE 1/2 had way more charm and an actual solid backstory, while PE 3 kind of killed the franchise for different reasons. MGS PO is an ok game, just not on the same level of Peace Walker. in terms of story, you can think about it as a spin off such as MGS Ac!d, but related to Big Boss rather than Snake. it may have some interesting mechanics and concepts that were assimilated by PW later on, but the gameplay in PO becomes repetitive quite fast and doesn't add much in terms of replay value. there's other titles from the PSP era that in my opinion are way more fun and memorable, such as "Final Fantasy Tactics: The War of the Lions" for example.
  9. judging by what you wrote, i think you might be playing it the wrong way. i'm not saying that to sound mean, mind you, but rather because most people tend to approach FE4 in the same manner of playing with GBA or post-GBA games, wich is kind of a mistake because Genealogy, as much as Gaiden under some aspects, was/is a whole different beast, with different gameplay concepts and features. going by few examples: perhaps you could have just waited for the next chapter to start instead, as a valid alternative. that way everyone would have been in the castle at the beginning, letting yourself manage things way easier, rather than wasting time going back and forth from castles in the middle of a chapter just to buy one item. understandable, as RNG in Genealogy can become quite annoying at times. however, shooting enemies with ranged units first, and then letting the melees move in to finish the job is always a good strategy. better safe than sorry. also, the weapon triangle along with terrain bonuses play a huge factor in this game, to the point that you can potentially get destroyed or obliterate an enemy instead in the arena just by switching weapons to exploit weaknesses. weapon weight does have a role as well, but compared to the weapon triangle itself, it's kinda marginal in terms of bonuses. while some villages might be harder to reach compared to others, they're not mandatory. besides, on-foot units are supposed to move straight to the main castles, as they're not really meant to move all around the map. flyers and horses are there for that. in Genealogy, unless you already have a decent unit with stacked stats, and you're confident enough that it will survive on its own, rushing to places with a split army will most likely backfire soon or later. a compact army that moves in defensive formations will perform overall way better in the long run, and you won't be held back by some weaker unit when you can compensate for its lack of performance with different strategies. there's no denying it, sadly the game is far from being balanced in terms of units. you can eventually work around the lack of some skills by trading/using specific items, weapons or dedicated builds, but a weaker unit will most likely end up dealing with brigands in order to protect villages from being plundered. keep in mind that we're talking about a SNES game here, actually the very first that introduced some sort of supports. you even get stats boosts and items via conversations, so i'd say waiting for units to get married is not really that big of a deal when you even get useful stuff in return. that's just me though. as for money, trading between couples is more like an additional feature. the main money traders are thiefs. then there's items/weapons that can steal money from enemies. then there's visiting villages. then there's the arenas. there's plenty of ways to get money, you just need to plan wisely about how and when to do it. trying to do arenas at the start of a new chapter can become a good routine, since you can get both money and levels with those. as for the pirates section, you're meant to escape to the tower of Blagi with Brigid. once you reach Claude, tanking pirates shouldn't be a problem when you have a healer and a mage helping you, as long as you send either your melees or your horses to the rescue later. warp/return staves and rings always help to move around faster. mh...i think it might be salt, with a touch of pepper. jokes aside, there's really no mid ways about Genealogy: you either like it, or you don't. if the game is that frustrating for you, then you could either drop it or just leave it be for a while. you can always pick it up another time, if you're willing to give it another try. let's be clear about it: Genealogy is not perfect by any means, and it's far from being forgiving. however, once you understand how it plays, or rather, how it should be played, it can become quite an interesting experience, surely different from the most recent titles.
  10. currently doing my 2nd run of Final Fantasy VII Remake. the game has been really amazing so far in almost every aspect, with only few things that could have been changed/improved, but overall the game is really fun to play once you get used to the combat management. too bad that PS5 are still nowhere to be found, otherwise playing with the new DLC at 60 fps and improved graphics would have been nice. i'm not sure about what to pick next though, as i have still plenty of old and new titles in standby plus other games coming out in the next months too. also on my last run of Fire Emblem Blazing Sword, as i've basicly replayed and completed every mode yet again. gotta admit that playing again on HHM has been quite painful at times, but at least i'm finally at the end of it. guess i will probably move to Binding Blade next, once i'm done with Hector's story.
  11. thing is, you could actually work on a pre-built .PNG file like those mentioned above for both charchips/motions, because it would only require building additional layers for new sprites above the already existing ones. adding new details shouldn't be hard either. that way the default "guides" for the animations should still be in the same place, and you could eventually come up with alternatives as long as the space limit(pixels) of the previous file doesn't get changed. that charchip file you posted looks like it can already be worked on, but for the motion file, i'm pretty sure that is not the original size. while we're at it, here's another comparison between SRPG Studio default and custom edit: -----> going by details, here's your generic axe man and the custom one: -----> as you can see, in order to be in line with Furan's concept art, shoes color has been changed, belt color has been changed, hands have been made darker to resemble gloves, a bandana has been added, a shirt has been added, and eyes color has been changed too. if you also manage to swap the overall blue with red, then green, and then change saturation levels to remove colors, you're pretty much done with all the needed variations for the base sprite. however, as i don't know how the file sizes are handled in SRPG Studio, i can't tell if you can eventually work around new sets of bigger/smaller sprites or not. then again, in order to make custom sprites, reference material is needed as well, wich i presume would be developed based on Furan's currently completed artworks. otherwise, you could eventually play around with palettes swapping and splicing, creating new stuff from what you already have available on your own. that can be easily done by any editor. also, feel free to use that charchip i've made, if you want.
  12. since i had some spare time, i've decided to show you some examples in terms of custom charchips. keep in mind that what follows is pretty much all about palette swapping for the most, with just few details added in: [ reference material ] [ sprites comparison: default SRPG Studio set vs custom ] to be honest, it's not that hard. it does take some time to process, but just changing colors can already make a visible difference. probably not the best solution in terms of unique material, but at least it's a bit different from the default presets.
  13. ...that also depends on what's needed to be done, i guess. creating stuff from 0 such as battle sprites is one thing, but editing pre-existing sprites in order to make new custom ones is already a different story, and it's probably way easier to achieve than the first option. otherwise, you could eventually try your luck asking around. while this site is sadly pretty much dead in terms of spriters/editors, you might have better results asking other artists at FEU.
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