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robinco

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Everything posted by robinco

  1. I prefer to keep all the units alive, so I've never gone to any of the paralogues. But if the goal is just to defeat Medeus, you can use Aum on Tiki on the final map, since she 2HKOs him at base (and gets another free action upon reviving).
  2. I'll be posting links to the submission videos as they become available (mods, please let me know if this is a problem). First up, we've got Emblem Craft by Ephraim225. This game combines resource collection and management with strategy role-playing (think Minecraft, Age of Empires or Civilization)!
  3. The Don't Make Fire Emblem Contest is an SRPG Studio chapter creation contest hosted by MarkyJoe (posted here with his permission). As suggested by the title, the idea is to "not make Fire Emblem", something which is up to the creator to interpret. The goal of this contest is to demonstrate how flexible and powerful of a creation tool SRPG Studio is. It's not just an inferior alternative to hacking or other FE-making software! The contest has already finished accepting submissions, having a total of 19 unique and high-quality entries. MarkyJoe will be putting up videos on his Youtube channel. You can watch the introduction video below!
  4. You can try pairing Frederick into Sumia, flying over the mountains, and having Frederick take on a bunch of enemies on turn 1. You could also do the same with Robin if their stats are good enough.
  5. I’ve made a minor update, since a few things were bugging me. Fixed some issues with the bridge and upper village in chapter 7 Slightly improved enemy/ally AI in chapters 8 and 12 (still not perfect, but it’s better) Made a few small changes to chapter 9 (slightly reduced the number of reinforcements and adjusted Kelcey’s starting position) I’ve also added an option to play in 0% and 100% growth modes. Similarly to the difficulty, this can be selected at the start of the game and changed any time inbetween battles.
  6. Mother 3. It manages to be so many things at once: comedy, tragedy, adventure, mystery, drama, horror... and everything inbetween. And it combines them in a way to make for something that's truly larger than life. It's also one of the very few games that's made me cry, so there's that.
  7. Yeah FE15 is Shadows of Valentia, though I seem to remember only dealing with poison like once throughout the entire game. IMO using a percent-based formula is probably better. It means the damage will scale much better throughout the game, especially if you're using high HP growths.
  8. I'm not 100% sure about all these, but from the games I've played (everything from FE4): FE4 and FE11-13 don't use poison unless I'm not remembering correctly. FE14 has Poison Strike which is 20% but not really a 'state' as such. FE6-FE10 all use random(1,3) and from memory FE5 does as well. In FE15 poison did a whopping 10 damage per turn but cannot kill. FE16 was 10% of max HP but again couldn't kill. (stolen from here). And if you care about the Kaga Sagas, Vestaria uses a fixed 3 damage while Berwick seems to be about 20% max HP (not sure about this one, it seems to vary as well).
  9. Seconded on music - it's really incredible how listening to certain types of music can change your mood. Going outside (e.g. for a walk) is another good way to get some fresh air and clear your thoughts. I personally like doing exercise, but that's not for everyone. Even something like looking at pictures of natural landscapes can help.
  10. These are some cool ideas - I definitely think there's potential to expand beyond the standard "charge" and "attack if in range" AIs which most games tend to follow. However, you could also run the risk of frustrating the player, especially if there is no clear indication of how enemies behave. Enemies which retreat tend to be more frustrating than anything (see Gaiden, its remake and the Tellius games), particularly on rout maps. It ends up just slowing everything down. It's also worth noting that a lot of the ideas you presented are more about enemy composition and formation than AI (which is interesting in its own right).
  11. Version 1.0.1 is now available! Thanks to CommonKnowledge on Discord for pointing out a number of bugs. I wasn’t too keen on releasing an updated version so soon, but one of the bugs involved the game crashing when fighting Generals with animations on. I really don’t like game-crashing bugs, so I’ve addressed it along with some other minor issues in this patch. I can confirm that v1.0 saves are compatible. Still unsure about pre 1.0 saves, but I guess it can’t hurt to try.
  12. Version 1.0 is now complete, featuring all chapters! As well as being playable from start to finish, some of the more major changes include: You can now play on any difficulty in classic or casual mode. Added battle/win records. These are displayed in the unit menu and at the end of the game. Added rankings because they’re fun. There’s three categories: Turns (200 turns for S rank) Survival (this also includes recruitment) Completion (basically, visit all villages, open all the chests, etc.) I’ve added a spreadsheet explaining rankings in more details here. Have fun going for your S rank Hard/Classic playthrough! (I can confirm it’s possible) Mostly fixed the forecast display for skills. Assassinate and Barrier don’t work for now, though. Added a sound room in Extras, accessible in the title screen. I’m now using the smooth scroll scripts by MarkyJoe. They’re awesome and make the game much smoother, props to him. Made some changes to Chapter 6. There’s now a bridge in the top-right, opening up the map a bit. Note that this version probably not compatible with older versions since I’ve renamed a lot of files. Even though the game is complete, I’m still very much open to feedback and suggestions. Of course, if you just want to sit back and enjoy the game, that’s completely fine too! Updates from here are planned to be fairly staggered. I don’t want to make people keep on downloading updates while playing through the game. If there’s any game-breaking bug though, I’ll definitely address it. Hope you all enjoy playing through the game!
  13. "Critically acclaimed" might be a bit of a stretch, but I could never really get into Secret of Mana (SNES version). Played it for a couple of hours and got up to the witch forest, but died and couldn't be bothered picking it up again. The combat in that game was really boring, to be honest. It was just "stand around and wait for your gauge to build", which is probably even worse than "spam the attack button". The menu controls (the ring command thing) felt clunky and I was always pressing the wrong button. And the story... well, it just felt like a scrambled bunch of ideas thrown together with no coherent narrative. I didn't even enjoy the music, which is something a lot of people seem to particularly like. Then again, I did play Final Fantasy Adventure and enjoyed that game. Maybe it was the charm of being an original Game Boy game? Or maybe I'm just weird.
  14. I don't think viability is an issue. Ballistas are really powerful in the player's hands in FE11 with Jake and Beck typically being high on tier lists. Seeing ballasticians return would be really cool, but it could be difficult to balance them. Make them too strong and you can easily cheese maps, make them too weak and there won't be any reason to field them. You'd want to try to find that sweet spot where they are useful but not game breaking.
  15. I’m excited to announce that Broken Legacy is nearly finished! There’s still some stuff I need to do, including some extra dialogue, dialogue for death variants, etc. I’m planning on doing at least two more full playthroughs of the game before the 1.0 release to iron things out. If anyone is interested in playtesting, shoot me a message and I can send you the current version (playable to the end). And here’s a few more screenshots, mostly showing how skills are now reflected in the battle forecast. You wouldn’t believe how happy I was to see that x3!
  16. This looks really neat. I'm keen to give it a shot when you release a demo!
  17. Lilith taking two edibles is something new to me as well. After just watching chessjumpbowl's 0% LTC clear of the Sakura map, I'm only just realising now that there's a breakable levee at the far left side of that map.
  18. Yeah, I completely agree with you here. I'd say they're placeholders, but who knows if I'll get around to making more suitable portraits (Vestaria Saga style would be perfect). At least there's no legal issues like there were with the RPG Maker portraits.
  19. 6 out of your 10 characters are axe users. And most of them have no skill to speak of. I hope you're ready for a whole lot of frustrating misses!
  20. Ooh, randomizers are always fun. Hope you don't mind me tagging along. Heath's 2 base speed is painful to look at, hopefully his growths aren't too bad (can't remember if you can view growths in Yune randomiser?) I suspect this might be looking pretty close to a Hawkeye solo for a while.
  21. Version 0.3 is now available! We’re into the final arc of the story now. This update is playable up to the end of Chapter 18 and has some pretty big plot revelations (better revelations than Revelation revelations, I hope). The RPG Maker portraits have all been replaced by GBA-style ones, though some NPCs etc. are still using default SRPG Studio portraits. I’ve updated the screenshots in the OP if you want to look at my mediocre splicing abilities and awkward scaling. Kara’s terrific portrait is courtesy of Von Ithipathachai. Other minor changes include: Added a few more supports and made some minor changes to how they work. I won’t list the details here, but basically I’ve moved away from the standard C/B/A progression, allowing for greater flexibility. The opening event is now skipped when loading a game from battle preps. This fixes a bug where swapped positions sometimes weren’t saved. Slight changes to how in-map saving works. It’s now like Vestaria Saga where a prompt shows up every 5 turns and you can then save from the menu. This fixes a bug where some enemies wouldn’t move after loading a mid-chapter save. In easy mode, anyone can now seize. This would’ve been a problem if Kara was defeated/retreated in seize maps. Clarified that the turn goal is for BEXP and added it to the objective screen as a reminder. Bumped up Dustin’s base level and stats a bit. A few less enemies in the prologue, hopefully to speed things up a bit. Updated the world map, now it looks slightly less trash! Only two more chapters until the finish! I’m aiming for a full release by the end of June, though who knows if I’ll actually stick to that. Feedback is still very much welcome and will continue to be after the full release! For those wanting to transfer their saves, simply copy the Saves folder from the old directory to the new one. And some new screenshots:
  22. Congrats on the release! I've only played the first chapter and can already tell it's going to be a blast. I'm also happy to give feedback, though I suspect there won't be much to say given how polished this is!
  23. I agree that the maximum should be no more than about 15. Any more than that can get really tedious (though you could make a case for the 3DS games with pair-up). I'd say a good spot to aim for on average is 8-12.
  24. I'll preface this by saying I'm totally biased towards SRPG Studio, but I'll try to keep this impartial... While SRPG Studio is mostly used to develop Fire Emblem clones, it's actually a lot more flexible than you'd first expect. Especially so if you're willing to delve into the JavaScript files and/or plugins. The RTP resources are pretty basic, but there's also a lot of cool (and free) stuff out there if you're willing to dig around. I haven't used Godot, but it looks like something you'd want to use if heading away from Fire Emblem-like gameplay. I had a quick look around at strategy games using Godot, but TBH there doesn't look like there's much. I'll also note that SRPG Studio has a free trial version which has very few limitations. I'd suggest downloading it and playing around to get a feel for it.
  25. Version 0.2.1 is now available! No new content yet, but there's been a substantial amount of bug fixes and gameplay tweaks. In no particular order: Fixed enemies with incorrect weapons in Ch 8 and 9 Slightly increased EXP gained and increased BEXP by about 20% on average. This was done since units weren't as high-levelled as I'd expected heading into the late game. Increased weapon level growth rate Nerfed light magic users (Mag and Spd) Changed generic soldier dialogue from ‘Ormur’ to ‘Soldier’ Additional 100 BEXP reward for Ch 3 boss kill A few less enemies and reinforcements in Ch 9 Non-Kara/Marcel people can now die in Ch 3-5 without causing a game over. Yippee! Added some buyable and droppable Antidotes for curing poison Fixed some garbled text in the Unit Window +1 HP/Str/Skl/Spd buff for Cullen The maps for Chapters 16-18 are near complete, but I still need to write the dialogue. The next update will hopefully include these chapters as well as a transition to GBA styled portraits. I've also created a Discord server here (link also in the OP). Feel free to join if you're interested (we have a grand total of 6 people at the moment!)
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