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Bastionb56

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Everything posted by Bastionb56

  1. 35,256 Taking a quick break from writing dialogue, hope I don't get Ninja'd
  2. Update: Work is going smoothly, I'm having a lot of fun ^^ Seeing that there are people excited for my project really fires me up, so thank you guys! If I keep going at the pace I am, I would be able to Showcase/Release a sort demo version containing (1-2 Chapters +Prologue) sometime next month! (As long as nothing unfortunate happens that makes me unable to progress.) This would obviously still use some temporary stuff (mostly face sprites and combat animations), and the maps will probably still get massive overhauls in the future. But the Basic concept of having multiple endings to a chapter and having this affect dialogue and gameplay in the next chapter would be fully funcional and ready for you to try out. So be on the lookout, I'll update the OP as soon as I am happy with what I can present. I'll put a checklist here so you know roughly how far I am: Prologue - 100% Chapter 1 - 100% Chapter 2 - 100% Menus and Polish - 40% (We have a title now ^^) Music - 0% (I wanna make my own music, but I'm gonna use some classic FE music as to not make you wait forever for the demo)
  3. 35,207 Though I may not share it, I respect your motivation to this cause
  4. 35,205 That explains a lot of things
  5. 35,201 I'm getting the feeling you guys just never sleep
  6. 35,197 This the way you avoid doing your musics homework
  7. Ahaha, I know exactly what you mean! Thankfully I have already been working with the engine for about 3 months now, so I am mostly good on not triggering weird stuff like that, but still, Thank you for your advice ^^
  8. Well, I can understand what you mean, so much dialouge to write etc. I am trying to really make this great, and for the whole system to work, I will need some chapters But I feel like setting the bar a bit lower might be a good idea, say I'll do it like this: I create five to six chapters, fully finish them so that it would be "complete" (Because as far as I have planned, this basically ends the "first arc" of the story) And then I can look if I wanna keep going from there, I really want my first project to be a good one ^^
  9. Thank you for the kind words ^^ It would really pain me to abandon this project. I have already invested a lot of time into it and I don't plan on stoping anytime soon ^^
  10. Right now my personal goal would be to have about 5 different final endings, along with character specific endings that also change depending on what the player did (This obviously would take weeks of not months to write, but I'm motivated ^^) Considering this is the Lex Talionis Engine we are talking about, there is honestly a lot of ways I can make the game "good", as the engine allows for a lot of creativity, obviously I will need feedback from other people to see how the gameplay feels, I'm optimistic about gameplay though, I find that gba fire emblem is pretty hard to screw up Trust me I will, considering that I have quite the freetime due to the current situations, I feel like I can get the whole thing into a presentable state in just a few months, if not weeks, until then I will be as active here as I can, keeping the whole thing updated as much as I can And also thank you for the encouragement, it means a lot to me ^^
  11. Alright here we go, so I am making a FE fangame using the Lex Talionis Engine (Beautiful thing btw, go check it out) and I thought I'd try out something interesting: So you know endings right? And you know how many games (Including FE games) have good and bad endings? What would you say if we applied that to every single chapter in a fangame, where certain conditions would need to be met for a good ending of the chapter. So for example, you know chapter 6 of Sacred Stones? The one where you get better rewards at the end of the mission depending on how many people you save? Imagine it something like that, obviously not every chapter should have something that forces you to do some ultra complicated task, sometimes it could just be something like recruiting that one enemy instead of killing him, y'know, simple stuff The game would then track the number of Good/Bad endings the player has gotten so far, and I can imagine things changing in the game, like the dialogue being more negative as the cast is barely able to scrape by, or becoming more positive when they do well. But this could also have an effect on the gameplay, like getting a different personal weapon for the Mc depending on how many good/bad endings you got. And it would obviously affect the final ending as well, depending on how many chapters the game would have (My set goal for now is around 10-12 with a few small x chapters mixed in) there could be loads of final endings depending on what you did. This obviously requires every single chapter to have like at least 2 different versions, even if it's only dialogue changes. But I think this is something I could manage, seeing as I haven't set myself a time limit or anything. So far I have tried this out with very simple conditions like "Don't have unit x die" or "Kill unit x before turn 10" stuff like that, but I also tried one more complicated condition (Being, "keep a unit alive", "have that unit visit a village" and "have that unit attack the boss with a specific weapon that you get from the village" all in the same map) and it adds an interesting challenge to the mix, as you aren't strictly required to do all of that, unless you want the Good ending. (This Next part isn't as important and if you're in a rush you can skip it, it just talks about some gameplay changes) Here's a rough overview of how the story's gonna look (Spoiler free obviously), some details may change but generally this is how I envision it: I would absolutely love to put a link here where you could download my work so far and try it out for yourself, unfortunately I am not yet at the stage where I would want to share anything even remotely close to a demo or a beta, everything is still way to temporary and unfinished, but if this somehow get's popular, I'll do my best to get around the first 4 chapters into a state where I am happy with them, so you can try them out. If you have read this far, then I have to thank you very much for taking the time to do so, I would appreciate if you could tell me what you think of the concept so far, should I make it the focus of the game, having everything revolve around it? or should I focus more on something else? Oh by the way, The title for the game will be "Tales of Iluma". I'd but that somewhere in the title of the thread, but as long as this is still in the "Concepts" catagory, I think the current title fits better (I'll update it as soon as we progress past the point of "concept")
  12. 35,009 What am I doing with my life..?
  13. I am interested in these "Hot pockets" you speak of... Please do tell me more.
  14. Kind of Ironic that you're the first one that replies to my introduction, considering my first reply (outside of lex talionis) was also to you, so yeah, thank you ^^
  15. Hey there, so I guess I should introduce myself... Well to keep it short, I'm a German Student interested in Informatics and game development, but illiterate in many coding languages ^^" I am mainly here to keep updated about the "Lex Talionis Engine" (Made by Rainlash), but I seem to also enjoy forum games so that’s what I do when I have nothing better to do. In case you are wondering why I only made this thread now, even though my account has existed for quite some time now, well that’s because I just wasn’t aware that this was a thing, so yeah, here I am. I hope I can somehow make your day just a little bit better ^^
  16. Born for this - CRMNL Unpopular music can still be good music
  17. I don't see how that is Marcus, and I am very concerned about what a Marth and Lucina ship would do to the family tree.... but here I am posting anyway
  18. Heya, just here to report a bug I've been having for some time now, it seems that setting up a combat event in the outro script will result in the entire rest of the script being completely skipped with no way to stop it, I have no idea why this happens, it works fine during the intro script, where everything happens as it is supposed to. (Sidenote, the combat interaction it self works without a problem, but nothing else after it will be played and the game will immeadiatly go to the save screen and then the next chapter.) This is the part of the outro script where the bug occurs, but it's just a standard interact script. add_unit;Alice;10,15;warp u;Alice;Left s;Alice;Not on my watch! r;Alice wait;50 interact_unit;Alice;Bandit1;Crit wait;300 end_skip I wish I could provide more information, but that's all I got. Hope it helps somehow ^^
  19. Be his usual self. He's gotten really good at name-dropping though.
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