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About EldinnerPlate

  • Birthday 06/29/1996

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Definitely, maybe even for multiple rounds. Maybe not allowing them to counter or something like that. Getting a lot of great ideas from you all, thank you! Hopefully I haven't gone too far off topic, but these forums have always been a great place to get feedback on game-play mechanics.
  2. Love the durability idea. I currently have it implemented for weapons (lower, but regenerated each "chapter"), the same could be really useful for shields. They are only a temporary defense for a chapter. Once they break, the character is a lot more vulnerable. I think along with more mt, accuracy would make sense. Thinking realistically holding something with two hands gives you more control over it than one hand, so I think by default a similar two handed weapon would have more mt and accuracy (while being heavier) than it's one handed counterpart. This could actually be a really good idea, allowing them to change "stances". I'm trying to put a more realistic/gritty slant on the game when compared to Fire Emblem, so I don't know how it would feel wielding a poleaxe or great sword in one hand. That would really be the only gripe, other than that it could be a really cool mechanic.
  3. Totally agree about that scenario, it's something I would strive to avoid. Though both armor and shields should have secondary effects that makes equipping one carve out how the character plays a little more. It's a great call out though and something I'd have to watch out for with balancing.
  4. I think having the option of a shield in the weapon slot could give the option for those units who want/need more defense. Instead of wielding a more powerful two-handed weapon, they can do a sword + shield for some added defense, for example. On the flip side, units with heavier armor are more free to equip two handed weapons. It would be another break from the Fire Emblem formula, but I think a valuable one when considering the choices it gives the player.
  5. Yeah I should have been more clear on this point, Eclipse. It would basically be replacing the defense stat. So no defense growth, instead you would equip armor/shields if you wanted a higher defense on your character. To make it more than just a straight stat dump, maybe one or two abilities like "gain 10 avoid on forests", canto, sky is the limit really. This way units with less strength can still have valuable armor, it would just cater to a different play style. Also heavily armored defensive units would still have weaknesses to weapons similar to "armor slayer", avoid penalties, less mobility etc. Not so much so to make them worthless like in some of the FEs (hopefully).
  6. Yeah I was thinking what a realistic inventory would be, and I came up with maybe 4 weapon slots, with two handed weapons taking up two of the four. So in the end you can have 3 swords and a shield, or a greatsword (2H) + axe + shield, etc. I had 8 slots for armor originally, trimmed to 6, now I'm thinking just 1 is really all that is needed, and it seems like many other FE players agree with that take.
  7. Agreed. The more I think about it, the more it seems clear that splitting the armor doesn't really contribute anything to gameplay unless you throw in a bunch of different "resistances" or small attributes on each piece. But when managing an FE size party, it feels like one piece of armor still gives the "customization" aspect, and it can still have special abilities, but will significantly reduce the amount of micro managing.
  8. Hey everyone! I'm attempting to make a tactics game inspired by Fire Emblem, and wanted to get some feedback on what everyone would think about a completely re-designed inventory system. My idea is to make the inventory based completely on weight. The user can hold 4 weapons, and equip 6 armor pieces (helmet, shoulder pads, gauntlet, chest-plate, legs, and boots), so you'd potentially have 10 total slots to manage for each character. Each item would have a weight that has the classic penalty to agility if your total inventory weight goes past the unit's strength. You'd start off with just a couple weapons and light armor early, then as the game goes on, your stronger characters can equip armor for better defenses and carry heavier weapons, while your weaker characters can equip lighter armor/weapons. This allows for gold to be more useful as well for making actual upgrades to the character's apart from weapons. The armor pieces you equip will also affect how your character looks like, which I think is a great feature to have in games like Fire Emblem where the characters are the main focus. What do you think of this, would it be too much management? A game like Path of Radiance already gives 4 slots for weapons, and 4 for items, so maybe cutting it down to 4 armor pieces would be best (combine shoulder pads + gauntlet, and legs + boots)? Would love to get everyone's opinions on this. Thanks!
  9. Definitely will be trying to implement more features at launch! Just was wondering if any more programmers were wanted. Thanks for the reply, and good luck :)
  10. Hi Yeti! I think I'm the one that prompted you to make this topic a couple years back when I asked if I could help with the programming while I was just a freshman going into college... Fast forward and I'm about to start my first software development internship, and though I'm sure I'm nowhere near you(or your team) in terms of programming experience, I'd like to offer any help that I can if your team wants an extra set of hands. Love what you guys are doing for the community with this project, and good luck!
  11. I tried with the regular pointers that markyJoe has in his tutorials but those didn't work either. And I never have more than one editor open when messing with my ROM so overwriting shouldn't be a problem. I highlighted everything I thought would be important/relevant in red. Deleted units. Also, is the "EventPointerTable(0x50,TileChanges)" necessary when using tiled? [spoiler=Events] //Original template by markyjoe1990 //Modified by Nintenlord //Modified further by Arch, you can/should probably delete these & most comments #define DISABLE_TUTORIALS #include "EAstdlib.event" #define ChapterID 0x01 //The value in the Chapter Data Editor EventPointerTable(0x51,Events) EventPointerTable(0x50,TileChanges) /*WorldMapPointerTable(WorldMapID,WorldMapEvents) - Same to activate World Map Events */ ORG 0xD80900 Events: POIN TurnEvents POIN TalkEvents POIN LocationEvents POIN MiscEvents POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN OpeningEvent EndingEvent TurnEvents: OpeningTurnEvent(OpeningEvent) //Delete if you have a prep. screen enabled! TURN TalkEvents: CHAR LocationEvents: DOOR 0x10 ThirdDoorOpen [5,13] 0x10 Chest(Elixir,18,4) LOCA MiscEvents: CauseGameOverIfLordDies AFEV TrapData: BLST ALIGN 4 ThirdDoorOpen: MAC1 0x02 0x00 ENDA OpeningEvent: MUS1 0x0033 MUSI FADI 0x10 BACG 0x1B FADU 0x10 TEX1 0x0828 FADI 0x10 LOMA 0x2F [0,0] MUS1 0x0003 BACG 0x15 FADU 0x10 LOU1 Recruits ENUN TEX1 0x0829 REMA STAL 0x20 LOU1 DummyGood ENUN CURF 0x21 TEX1 0x082A REMA CURF 0x04 FADI 0x10 MUS1 0x003E MUSI BACG 0x34 FADU 0x10 TEX1 0x082B REMA TEX1 0x082C REMA MOVE 0x52 [0,1] DISA 0x52 MOVE 0x59 [5,0] DISA 0x59 ENUN STAL 0x20 MOVE 0x53 [0,1] DISA 0x53 MOVE 0x58 [5,0] DISA 0x58 MOVE 0x67 [0,1] DISA 0x67 MOVE 0x64 [6,0] DISA 0x64 ENUN STAL 0x20 MOVE 0x62 [7,0] DISA 0x62 MOVE 0x60 [5,0] DISA 0x60 MOVE 0x66 [0,1] DISA 0x66 ENUN CURF 0x22 FADI 0x10 BACG 0x34 FADU 0x10 TEX1 0x082D REMA CURF 0x04 FADI 0x10 BACG 0x34 FADU 0x10 TEX1 0x082E REMA CURF 0x25 CUSI 0x25 Ally CURF 0x26 CUSI 0x26 Ally CURF 0x27 CUSI 0x27 Ally ENUN FADI 0x05 LOMA 0x01 [0,0] DISA 0x56 DISA 0x57 DISA 0x61 DISA 0x63 DISA 0x65 DISA 0x04 DISA 0x09 REPOS 0x08 [10,23] DISA 0x21 DISA 0x22 DISA 0x25 DISA 0x26 DISA 0x27 FADU 0x05 CAM1 [11,19] MOVE 0x08 [10,21] ENUN MAC1 0x03 0x00 LOU1 Good ENUN TEX1 0x082F ENDA EndingEvent: MoveToChapter(0x02) ENDA /*WorldMapEvents: ENDA*/ TileChanges: TileMapEnd /*EscapePoints: EndEscapeList - Delete comment signs to enable thief escape points. */ MESSAGE Events end at offset currentOffset //The map for this chapter is at offset: ???????? /*EscapePointTable(ChapterID,EscapePoints) - Leave this at the end*/
  12. Alright so I can't seem to get the tile changes to work while using Fire Shell. I have: 1. Made the map, and the map changes on separate layers. 2. Assigned the appropriate property names and values. 3. Inserted the map into D66290, and the map pointer and map change pointer to D66710 and D66720, respectively. I did that because I believe Arch wiped the event reference table. 4. Went into nightmare, and put D66290 into the 0x4E-0x4F slot and D66270 into the 0x4F-0x50 spot in the event reference table. 5. Went into the chapter data editor, fixed the tilesets, put 0x4F as the map and 0x50 as the map changes. 6. In the events, I wrote a MAC1 code(MAC1 0x02 0x00) that doesn't seem to work, as in it doesn't activate the tile change. So then I wrote a location event for a chest and the chest activates and I get the item, but the chest doesn't change to look opened. So now I'm stuck because no matter what I try the tile changes won't seem to work and I can't help but feel I'm just missing some small detail. I have a relatively new version of Tiled compared to the one I would guess Nintenlord used, but I don't know if that would cause a problem(I would appreciate someone linking me to an older version so I can try it out). Anyone have any ideas?
  13. How in the hell does BladeMaster do it? Good content again Ghast, the transitions were a lot smoother in this one.
  14. As Matt said, I have quite a few great beta testers already. I will definitely keep you in mind if one of them opts out though :)
  15. Well thank you for not posting it ;) I have quite a few new characters planned for this chapter. And thanks, I'll make more progress once I get back to my laptop :P 2spooky4me
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