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Eliwan

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Everything posted by Eliwan

  1. FE8 has everything in FE7, plus manaketes and a traversable world map (though this is optional), eventing memory slots (so you can actually pass data to events, something not possible in FE7), more current support--though not as well established and therefore tutorials are much rarer; all at the measely cost of the player being allowed to input a name. The reason why FE7 tutorials are so popular is because it seemed originally to not be any different and there had been more time to look at it (but was natively in English, therefore a hot topic amongst speakers of it). Yes, anything that you learn is almost all applicable to both things. The general concepts are the same. ... Where do I even begin with this. This would be if you were restricting yourself to messing with the game's direct numbers, as opposed to letting yourself fudge with the engine in many regards including and not limited to actually writing your own story; as most hacks are wont to do. Yes, difficulty increases are common, but they're not "the whole purpose".
  2. You... could just download the patch and see that it is in fact real. You also do realize that there are many advantages to hacking a known system as opposed to using a fangame engine (a big one would be processor strength and portability). Yeti's FEXNA might be amazing, but I can't play that on my GBA/DS/3DS. Probably never will be able to. Yes; sure, it'd be more powerful an engine and yes, sure, it can be played on smartphones. But there's also something to be said for the beauty of actual hacking inside of limitations! edit: Also, there's no "fighting for FEXNA", that's not a thing that can happen, since what's really waiting is for it to just get done and you can't rush a labor of love because then it stops being a labor of love
  3. The original link in the original post is still up; it's just that SF's most recent update broke everything. Replicated: http://www.mediafire.com/download/qvq7hibvjimrl6f/Succubus.rar
  4. Lilina...? I admit this is a stretch but it'd still create confusion (then again considering how many other bad examples there are of available confusion, I'm sure this one is fine) literally the goddess in gaiden is Mila The Shadow Hawk, boss of FE7 HHM 19xx: Glimpse in Time, is Teodor, an uncommon variant of this name Elizabeth -> Lisa -> Lissa, Chrom's Sister, from Awakening Elizabeth -> Eliza -> Elise, from Fates Elizabeth -> Eliza -> Elice, Marth's Sister, from FE1/3/11/12 Juda(h), Gaiden boss and Priest of Duma; also close to this
  5. imo always do this; it can't be wrong to do so as far as "normally" goes; it is unfortunately completely variant for each artist.
  6. If I place a copy of Seth's portrait over Eirika's portrait in slot 0x0002... Then just click on the mouth/eye frames and drag them to the proper location. X:
  7. Portrait Slot 0x0002 in FE8, which by default is Eirika's first portrait, is the same as every non-"eyes always closed" portrait. If you want the portrait to not blink at all, you could use the "eyes always closed" toggle; or you could click and drag to move the blinking frames to proper locations after occupying the spaces with copies of any aligned section. (more information is necessary to give fully accurate assistance, I don't understand what actual issue if any you are having.)
  8. Eliwan

    FE6xna

    Did you install both: .NET framework 4.6 and XNA Framework Redistributable 4.0?
  9. Instead of saying this Please explain "exactly what [you] have in mind". It would serve multiple functions; e.g. letting somebody help you implement it
  10. Is this the function that Marriage performs? Being a little menu flare that tells you that two characters are married, and nothing else? That could be inferred from knowing the two characters and their Support Rank! So what features does this "marriage" system include for your game is the question I guess I'm asking; if this isn't all.
  11. 1. tables contain if locations have shop data; iirc; so it's not hard at all, you just need to figure it out / read the doc (it's around!) 2. why would you ever want to? what does "marriage" do besides be a support level? 3. why would you ever want to? what value does having a customizable >>main character<< give you?
  12. i think it's closer to 55x45 (rows are more expensive than columns; i'm pretty sure 45x55 doesn't work)
  13. Yes. However, it's not going to actually happen-- For some size references for GBA hacking, a mug takes up somewhere in the realm of 0x1600 to 0x1800 bytes; song data takes up maybe 0x1000 bytes per minute of song... Maps are also pretty small in terms of byte size in rom; events are quite compact and animations despite taking up a fair amount of space take up nowhere near enough space to let you get trapped without it--- because the rom can hold up to 0x01FFFFFF bytes of stuff in it (32 megabytes); and the vanilla rom doesn't even use all 16 megs that it is aligned for. If you just manage your revisions & make sure to not redundantly insert something; or make sure to overwrite the old thing when you insert a new copy of it (easily done if you don't use feditor) then you won't ever have a problem with running out of space
  14. -Would this make Skill too broken? After all, it already determines hit rate and the better part of crit calcs. I don't think so, though. Skill is already considered among the less useful stats by many fans, since often damage output, the ability to double, and durability are far more valuable to a unit in the long run. This would make Skill a very important stat for these Gunners or whatever you might call them, increasing its meaningfulness. I disagree with this logic. You've made skill important for the single class, but now you've also devalued Strength for that class and still left the problem. -Another consideration for firearms is range. One can shoot a gun much farther than traditional ranged armaments like bows, but they aren't large and unwieldy like ballistae; they are small, light, handheld weapons. Guns should logically have rather large ranges... but how to balance this so they add meaningful depth rather than just being busted? I propose that guns use their full stats at point-blank (1 range, maybe 1-2), and the farther out the unit shoots, the gun starts losing Hit, and perhaps eventually, Mt. It makes logical sense; the farther away the target, the harder it is to take aim and hit reliably. And at very long distances, their target will appear rather small to them, making it difficult to accurately hit the vital points brought up before, which would lessen damage. Early guns had significantly less range than bows; they don't need to have "large" ranges. This is blatantly untrue. Guns are generally lighter than melee weapons; the barrel is hollow metal while the weapon is solid metal. Don't do this. Please. Don't. Do. This. Fourth, ammo and reload time. IF durability is not included in the game, Like Fates and Gaiden, the gun itself will not break but will still require ammunition. Ammunition could be bought in a bundle of 10 rounds, and each pack of 10 rounds take up an inventory slot. Also, reloading guns come at the cost of movement. So if a character fires a gun in round one, in round two they have the option to either move and reload, or reload and fire again. They cannot move, fire, and reload all within the same round. This slows down the guns use and makes it considerably slower in how often it is used than a bow, but will still do a lot more damage than a bow could. This, on the other hand, seems really fun.
  15. it's spliced together from some fanmade RPG Maker spell sheets Now, as to how *those* were made, I have nothing. Perhaps generators, perhaps hand drawn; perhaps some combination.
  16. i

    might have to never come back because i can't stand this now

  17. Share Button (blue with a person and chains, the link icon) -> "link sharing" -> click the bar that says "OFF - only specific people can access" and select the desired "anybody with the link can..." option.
  18. Can't you just check some particular bytes in the ROM against a predefined set of bytes? If you could; at A0 through B2, the following string exists: JP FE6; "FIREEMBLEM6.AFEJ01–" == "46 49 52 45 45 4D 42 4C 45 4D 36 00 41 46 45 4A 30 31 96" US FE7; "FIREEMBLEME.AE7E01–" == "46 49 52 45 45 4D 42 4C 45 4D 45 00 41 45 37 45 30 31 96" US FE8; "FIREEMBLEM2EBE8E01–" == "46 49 52 45 45 4D 42 4C 45 4D 32 45 42 45 38 45 30 31 96" Is... that not a suitable way to check which ROM you're working on? (what are the limitations of a lua script in this instance then)
  19. I would personally say that it is adequate; though it is not really particularly great and could certainly use tools that it does not have and some general UI cleanup (as it has some clunky parts). However; it certainly has the large advantage of being browser based and thus mostly computer independent.
  20. edit quotes; why you no work i have no idea why this not worked Literally read the title of the thread. Opinions. ((You are soapboxing here too; by the way!)) "What parts of it do you like? How does the distinct player versus enemy phase pair bother you; and what sort of system would you think be a suitable replacement for the game?" Honestly; the way that parts of the game are handled is incredibly important yes-- but it's more than possible to love one part and hate another part of the same game even though both dictate nearly every moment of it. For example, I hate Megaman Battle Network's Liberation Missions; because they force the Chip Window open when the Custom Gauge is full. However; I love the fact that the Liberation Missions are time-pressured; and also the fact that the system chosen creates unique value for certain chips (eg. SlowGauge; which in any other scenario for the game's normal play is basically a pointless chip; as opening the chip menu in all other circumstances is good because it lets you do things). Because the exact way you get to control units is, while a vital part of the game's end gameplay; it is possible to greatly enjoy the other parts while being annoyed at that particular one. "It feels like it damages the fluidity or ease or enjoyable aspects of the experience; instead of enhancing the game"; I suppose is the best way I can phrase it um, waht? Like game but dislike this one part that is constantly in your face? I get this feeling all the time! Many of my favorite games have this problem. Advance Wars: Luck COs exist in this game and I hate the game for it. They turn strategy into gambit; but it certainly has value and some entertainment to have them in there. Age of Wonders: Both hit chance and damage rate are heavily influenced by the RNG; the stats are obfuscated in their actual purpose(s); there's actually nothing that is reliably going to do anything (as all things have a 10% minimum chance of failure and a 10% minimum chance of success; nearly anything could happen). This; too, is really nice: it makes it harder for complete stomps to happen and it reflects the nature of the game's world, full of mystery and oddities that could cause nearly anything to happen-- such as a lone archer managing to ward off dozens of dragons. League of Legends: literally how crit in that game works makes me very upset 100% of the time (but as a designer I understand why it can be nice and as a player it certainly works to an extent) Metroid: Boss's weak point's... where? But this is actually enjoyable because creatures shouldn't have blaringly obvious weak points (if they did then why are they still alive). Map where? Where am I going? Wait how do I get to that door? Did I miss a powerup? How do I beat this boss? How do I get through this room? But that's the point of that game! To explore the world. Yes, while it is significant; it is not the only thing! Why is that hard to understand? Yes. Game flow is dictated by how often and when the player has input relative to the actions of the enemy (or the reactions of the enemy to the player's actions; depending on game). Yes, of course! But it might be one that people feel is relatively small compared to some other systemic changes; or (as is MC's case from my understanding) one that feels jarringly poor. That's not how the phrase works afaik Agree to disagree means you are hunting a truth or trying to convince somebody of something but cannot for some reason; and need to or desire to exit respectfully from argumentation / deliberation "Agree to disagree" is correct in this context because people are trying to convince people of their opinions/views being accurate and well thought through and people aren't getting convinced Right! It is different; and MC's view on that was that it was for the worse overall for that particular decision. A big difference; sure. But one that may not have felt particularly important considering other circumstances! ((Sorry if I said the same thing twice; it's kind of late for me))
  21. That is by all rights not a bad thing seeing as NM2 kind of sucks
  22. right mouse button, click & drag Then left click where you want to move those tiles If you also want to grab the tiles that you just placed tiles over, you can hit Ctrl+Z, then click & drag with right mouse button once again, and then ctrl+Z again to redo the placement (FE Map Creator stores the current map and the revision before it-- undoing causes you to undo the undo). Then, with the new batch of tiles selected, you can place them where you want them (& potentially continue doing this process over and over if what you want to do is reshuffle the map that you do have). edit: demoing this
  23. At that point you should call them Eden, Garden, or something else entirely.
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