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OreoStyx

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Everything posted by OreoStyx

  1. Thank you. I'm taking the time to learn how to use FEBuilder and relearn eventing a bit. I'm thinking of moving things over to FE8 but the only issue is figuring out how to implement the tactician there. It would make things easier with how much stuff has been documented for FE8. EDIT: 11/11/2020 It's been a long time since I updated this post and I apologize for that. Motivation is very fickle to me and likes to come and go whenever it wants. Plus 2020 is a massive flaming garbage dump. I’m about 60% done with carrying the prologue chapter from FE7 to FE8. Going to copy and paste from my FEU update post here. I’ve updated the world map to a nicer version and will include the “Magvel” world map introduction events. I've also updated the title screen a while back but forgot to make the post here. Sorry about that. Changed the stat screen as well. I was stuck on figuring out how to assign weapon levels to the tactician character based on player choice. So it took some time, but my workaround is that the tactician will have a rank level of “E” for all weapon types and will be given a bronze weapon to level up the weapon of choice. The weapons other than the bronze weapons that are originally E rank will be bumped up to D to avoid the issue of the tactician being able to wield all weapon types regardless of player choice. I’ve also been redoing the tactician animations to make it more unique and not just a reskin. So that will take some time to do. However, I’ve been tweaking the pegasus knight animations in order to have a larger range of palette choices. Here is the new version of Zemira’s palette. I’ve also included the new palette for the falcon knight class as well. I’m going to edit the animations for both classes in order to have a public release in the future so that everyone can have the opportunity to colour their pegasus the way they wanted without the restraint of having the pegasus’s mane be stuck on yellow. I’m also working on the ulfos (wolf) animation so that a transformation animation is included. I’m aiming to make it be similar to the manaketes’ animations in the original fire emblem games. I will also make that public once I finish it and have it working in my hack.
  2. Have a small update for you guys. Just made a custom animation for Patrick Patrick Mage Attack Animation I also worked on the ulfos animation as well. Ulfos Attack Animation Ulfos Critical Animation Still trying to work on figuring out how to fix the howl sound to play correctly.
  3. I am alive, just been very busy. The project's not dead, just been in and out of motivation to work on it. But I have made progress on it since the last time I've updated. Been practicing to get the hang of FEBuilder and I've managed to insert a knife animations. Sorry for the potato quality. Been a bit rusty with making gifs. https://imgur.com/a/TYG1pSe I'm also rewriting the prologue chapter so I'll post a patch for it when it's done.
  4. Thank you for understanding. Been fiddling with FEBuilder so another small update.
  5. Hey everybody, a much-needed update is in order. First, I apologize from going AWOL for a long time. A lot of things have happened since I've last updated and I'll admit my motivation for the project has dropped immensely. I worked on this project for far too long for it to end up dead so it may seem like it, but it's not. It's just incredibly taxing to take on a hacking project by yourself for the most part. It makes it much harder to get back into it when I'd end up stuck on a portion of the hack and lose the drive to work on it. Because I've been gone for a while, a lot of stuff has changed with how things are done with respect to hacking. So I pretty much have to relearn how to hack again. I'm starting on migrating over to FEBuilder from FEditor and picking up things as I go. Before I get into the hacking portion, I want to work on the world building and plot of the hack first because I felt that it needs to be built more in order to have a solid story. I think that's part of the reason why I kept getting stuck with the hack. Every time I felt like going back to it, I look at my notes and see where I left off, and then I'd lose that motivation immediately and drop it again for a bit. I know it's not fair for everyone that you have to wait for such a damn long time for me to release something, but I just felt that I can't release it till I feel it's ready. I would like to ask for help on it, but I feel that because I've been away for so long, it wouldn't be fair to those who offer help either. I could lose that motivation again and be on another long hiatus and I don't want your efforts to go to waste. I do appreciate the help I've received in the past and those who have offered in the past though. I won't forget the help that got me this far in hacking, even though it's not much yet. Maybe once I get things going again I'll accept help, but for now, I'll take baby steps. TL;DR: I took a long hiatus and am back for who knows how long. Sorry to those who have waited for this project and I thank you for being patient with me. So, for now, a little snippet of what I was working on.
  6. Can't give a specified date because every time I do it never happens. It think it's jynxing it tbh lol. Have to say no because again rl stuff happens =/ Sorry that you have to wait so damn long for this thing. I'm actually happy that you accidentally remembered haha. But i do have a small update. I find that I tend to get the motivation to get back into hacking by working on the graphical stuff. So here ya go. Updated the soldier animation And did a recolour of the cavalier animation I will do the same for the female cavalier and both paladins as well. Got the colour schemes down, just need to put it all together. But I'll hold off the paladins till when I need it. :) I have a week off from work, so hopefully I can get right down to it and make more progress on the hack.
  7. Almost done making the bow animation for the tactician. Also reworking the plot a bit as well as the dialogue. Going to release the patch after chapter 3 rather than 4 because I want to get you guys playing as soon as possible.
  8. Yup still alive and kicking. Just a bit slow. :)
  9. Thank you. The first week with the injuries was a very rough one but don't worry I healed up for the most part. Definitely took my time with this as much as I hated having to take a mandatory hiatus. I have used the emblem weapon slots many of the original item slots to replace them for items such as beast slayer weapons, knives, beaststones, etc. So I would need to expand the item table as well as the weapon icons and I need to look that up and figure it out if I want to add emblem weapons for the tactician. Thanks for being patient and understanding. :) Much needed update. Somehow forgot about making a post in the thread about the status of the hack. Sorry about the huge lack of updates. I'm slowly going back into it and I find myself tending to jump here and there when it comes to working on the hack. I mean I was working on this rather than working on chapter 3. Some fixing up is needed with the timing, but hey I got transformations in there at least. I'll admit that I tend to work on things that are way ahead of where I'm currently at and I need to stop doing that lol. Seriously, I was working on Andros' promoted animation and 2 other custom animations when I was working on chapter 2. Speaking of animations, I'm redoing the tactician's animations. I've looked at the comments posted on the youtube video I posted to showcase them and I felt that I need to make them more unique, rather than reskins of the originals. The only one I'm keeping is the rally animation. Any ideas or suggestions on the tactician's fighting style? Having some trouble with matching the fighting style with the tactician. I need to focus on getting the patch out. I think the trouble I'm having atm is maintaining the motivation to work on this. It always comes in bursts and I would prefer a steady one so that I can actually get a patch going. And sorry for the wall of text. =p
  10. I wish I could say that I did. But sadly I broke my finger and got two other fingers pretty cut up. So I couldn't make it in time. So updates will have to go much slower and maybe even a hiatus. It gets kinda frustrating when you can't do much work with three less fingers. =( I'll update when I can though.
  11. Ooh thanks for offering some ideas for new classes. I was going to change the falcoknight to use spears and staves similar to awakening's. Haven't really have many ideas for brand new classes yet since I want to focus on getting the patch ready for release in two months I think? Whenever FEE3 comes out. Copy and pasted from my FEU thread on what I have so far class wise that are new/changes to old classes [spoiler= List of New Classes] * Tactician: The MyUnit character. At the start of a new file, the name and affinity you chose will show up when you check the Tactician's stats. The gender will show up during important scenes in the game.You will be prompted to selecting which weapon you want to use (sword, lance, axe, or bow). The tactician can refresh units using "Rally." * Grandmaster: Tactician promotes to this class. Again, you will be prompted to make a choice, this time you'll choose which type of magic you want to use (Anima, Dark, Light). You will still be able to refresh units and use the weapon you previously chose at the beginning of the game. * Aendar (Originally Yamanu, but didn't sit right with me, so I decided to change it): A race that are able to shapeshift for battle (Laguz equivalent) More will be added in the future * Ulfos (Wolf Laguz/Wolf Skin equivalent) They'll use beaststones in battle * Ludrak (Dragon Laguz/Manakete equivalent) They'll use dragonstones/firestones in battle * War Monk: This one is WIP atm. Not sure whether the monk will promote to this class or the priest. But whichever class promotes to the War Monk class, the other will promote to Bishop. * Griffon Lord: WIP Use Swords and magic [spoiler= Changes to Old Classes] * Thieves/Assassins: Will be able to use knives. The knives won't be part of the weapon triangle. It will combine with the bow to become a new weapon level. So instead of just a bow weapon level, it will now be a projectile weapon level. The knives and bows will have weapon locks so that only thieves and assassins can use knives and not bows. * Falcoknights: They will no longer be able to use swords, but will be able to use staves instead. * Wyvern Rider: Switch from using lances to axes. * Wyvern Lord: Use Axes and lances, switch out swords * Bandits: Changed stats so that it's more power based * Fighter: Changed stats to have more skill and speed * Pirate: Changed stats to be in the middle between the other axe users Probably will add female equivalent classes as well (Mercenary, Hero, Cavalier, Nomad, Nomadic Trooper)
  12. Oh, so that's how they do it. That makes a lot of sense. Really?! That would be awesome! I could use the help since I don't have much experience when it comes to making battle frames. I'll pm you the frame and we can work from there.
  13. I had a feeling that was the case. I've seen other battle frames that were much more fancier that were inserted alright, so I though mine was simple enough. I'll simplify it further and try to reinsert it again when I have the chance to.
  14. Now that I got the ulfos animation fully functional and learned how to set generic palettes for custom animations, I've been playing around with palettes for the ulfos. Going to work on other palettes here and there and continue working on chapter 3. Order of the palettes: Ally, Enemy, NPC, Other/Arena
  15. Been a while since I last updated. So I'm pretty much finishing up tweaking chapter 2 and heading into chapter 3. I'm still trying to figure out how to get the sound effects for the mauthe doog to work for my custom animation. I know that in shadowofchaos725's notes, the command for it is 5A for the growl, 5B for the bark, and 5C for the howl. Putting those in the script didn't play the sound for some reason. But the original animation works fine. If anyone has an idea on how to get this to work, please let me know. With the help of circleseverywhere, I got the sound to work for the ulfos animation! Yay! Knives are working for the most part, just the battle frame darkens a bit before the animation is played. Hurray for no more glitchy lines! I tried a bit in making battle frames. This is just a mock up of what it would look like when it's inserted. Nothing too fancy, just wanted to try inserting this before going all out. Any pointers on making this better is definietly appreciated. =) First time inserting it and here's the result. Oh...Well not exactly what I had in mind. But hey it was my first time attempting it. Proabably should leave that for later.
  16. Ooh baels would be an interesting one. Never thought about using them till you mentioned it. I have a couple of laguz type classes already and I need to figure out how many types of laguz classes would be too many and the balancing of their stats and whatnot. As I've mentioned in previous posts, I'm aiming to release a public patch for FEE3. Thanks for offering to be a tester, but I think I have enough for now. If I ever need more though, I will let you know.
  17. Paint.net is a much easier program to use to recolour portraits. You just have to press the r key to choose the recolour tool, hold the control key and either left click or right click the mouse buttons to get the colours (right click is for the original colour and left click is for the new colour that you want the original colour to be). Then once you pick your colours, just click the left mouse button and go over the portrait and it will recolour. It's as easy as that.
  18. Hell yeah, now to get the commands for the mauthe doog sounds to complete the animation. More are on the way ( I actually finished two more laguz animations, but they're not completely new ;)). Yeah, you can't have too many frames for the transformation part because it'll get cut out and go straght to the standing frame. It's a win win situation. Thanks, I'm still tweaking stuff, catching the bugs here and there and stuff. I'm aiming to release a patch for FEE3. I'll keep posting to keep everyone updated.
  19. Pegasus Knight Palette Fix https://www.dropbox.com/s/7hblu2xnpsc848h/PegKnightRecolour.rar?dl=0
  20. Bump because I haven't updated in a while. Almost done fixing up chapter 2. Just need to rework the dialogue and enemy placement. I've been working on animations and stuff, but I can't post all of them here since they don't show up in the hack yet. But I can show you what I've been working on. The only thing I need to get this working is the command to get the mauthe doog sounds to play for the animation. I figured out how to make decent looking gifs now, finally.
  21. I will do that. I was looking at other spell animations as a reference and they had a lot of C00s in the script before loading the spell. I guess since it's knives, they have to start earlier or it will look like they appeared out of thin air. The glitchy part came from different places, which is kind of weird. If Andros goes first, the line looks like it has parts from the fire spell. And another time there was a blue line. Same happens when I switched to the Ragnarok spell. I haven't worked with spell animations a lot, so I honestly don't know what makes this happen. It was a lot worse before I made a post about it over at FEU and circleseverywhere made a FEditor version that has the CSA fix. About Andros's mug, I was told he didn't look like a prince and more like a thief. So I revamped it to make him look more like a prince. Probably will work on the dialogue more so that he's only a slouch when it comes to his studies or something. Does this look better now? Fixing eye positions is a lot easier than making someone slouch haha. Thanks, I think I'm fine with mugs for now. What I really need help with is getting the knife animation to work. It's a huge pain in the ass. I really want to make it work so that it can be free use for everybody. But with it being all glitchy, it's not going to happen. =/
  22. Bump because it's update time. Fixed up more portraits, this time it's Elise and Skyla. Fixed up Elise's skin tone so that it's not as splotchy as it was before and fixed up her nose so that it doesn't look so flat. Did major changes for Skyla. Even though she's not playable yet, she shows up briefly in the prologue, so I thought it's time she needs an update. Also worked on chapter 1's world map events. Played around with the world map events to get a feel on how it works. Fixed up the world map because it looked kinda bad when I expanded the original one and ended up looking really pixelated. So I worked on it from scratch and reinserted it. So it's now ready to go. I finally got around to inserting the mauthe doog walking sounds. I can now apply it to the other Yamanu (what I named the laguz for the hack) classes when they show up in the hack. After many attempts of trying to get the knife spell animation to work properly, I kind of gave up on trying to fix it. It's taking way too much of my time when I could have been fixing up the other chapters. However, it's only a graphical issue where a weird glitchy line shows up before the knife spell is played. The good news is that it happens once every couple of times (from what I've seen so far), and it shows up for about a second or two. So we'll just have to deal with it for now. Here's how it looks when the line glitch doesn't happen. I forgot to mention that I made the thief knife animation with the recoloured thief palette. So now I'm back to working on chapter 2. Hopefully, I can get around to fixing chapter 2 and 3 and begin working on chapter 4 so that I can get it playtested and have a patch ready for this year's FEE3. But I can't guarantee it, I can't say what can happen between now and when FEE3 comes around. Even though I've said a general time when it's being released, something always comes up. So fingers crossed that I will have it ready by FEE3. If I don't have it ready by then, then I can't say when it will be ready. It's ready when it's ready, that's all I can really say. I will keep posting updates as I go along.
  23. Thanks! I haven't touched his mug since I first posted this thread. So he's overdue for a makeover. Yeah, I really like working on graphical stuff. It keeps me from getting too frustrated from trying to fixing my knife spell animation that is as stubborn as a mule and would not want to cooperate. Honestly, it's probably the only thing that's keeping me sane. Ooh those sound good. Thanks for the suggestion!
  24. The beaststone thing has been around for a while actually. I think since last year...Damn I work slow haha. They show up starting from chapter three onwards. A hairball would be a funny joke weapon actually. Fear the hairball! I updated Andros's mug. Thoughts?
  25. Yeah that's definitely Roy's critical...and a whole lot of other stuff going down haha. Fotia has a nice ring to it. I may as well replace the names of all the tomes since I took the time to make weapon icons for them. I haven't updated in a while, but a couple of stuff I've been working on since last time. As you can see I changed the background, so the stat screen gets a bit spiffied up. I also made it so that the game starts with the same speed set to fast and the text speed as well. So you don't have to spend 5 minutes reading through the prologue. Here's what the stat screen looks like with the new background. If you look closely, I also changed the bow icon so that knives can have a weapon level and not be a part of the weapon triangle. I guess it's now a projectile weapon level or something. Some palette changes here. Zemira's is not 100% set in stone, just trying out different colours. I'm still working on the knife spell animation. Every once in a while it will have this weird line that shows up. It's getting on my nerves to be honest, but I'll keep trying to make it work.
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