Jump to content

Crimson Red

  • Content Count

  • Joined

  • Last visited


About Crimson Red

  • Rank
    Cruel and beautiful.
  • Birthday 01/01/1990

Profile Information

  • Interests
    Please do not PM me about modding stuff. I'm not interested. Also, I can't give permission to use X thing of mine in Y thing or anything like that. Thank you for your understanding.
  • Location

Previous Fields

  • Favorite Fire Emblem Game
    Tokyo Mirage Sessions #FE

Member Badge

  • Members


  • I fight for...

Recent Profile Visitors

8681 profile views
  1. PLEASE DO NOT PM ME ABOUT MODDING STUFF. Simply put, I'm not interested. I pretty much stopped that stuff ages ago, and I'm really tired of people bugging me about it, I'm busy. Also, I can't give permission to use X thing of some mod I worked on or such in Y thing of yours or anything like that. Please don't ask, it's been years since I left the community and kind of frustrating to still have people take my time up asking me about stuff even though I've tried to hide my account and set my "Interests" to a message that said not to ask me about stuff.

    Sorry but people don't seem to get it when I try to say it nicely so I'm being a bit more blunt about it, thank you for your understanding.
  2. yup, and I think they did carry the game along, thus why I was fine with it. IMO it just comes down to expectations/understanding what the vision of the creator is (i.e. if you're not trying to create some kind of epic masterpiece of a story then I probably shouldn't judge it like you did) I think this would be solvable by having the hint conversations happen before the turn they appear and/or making it a little more obvious where they might appear. Having it so they need to take a turn before they can have any impact on the battle (positioning-wise) also helps. For instance, the warp-in reinforcements just sort of plopped right into the battlefield so those were a bit frustrating because the right units weren't always there to handle them. Likewise, in the chapter where bandits spawn, my units were stuck in the thickets or w/e fighting them and I couldn't really retreat or anything before the sudden wyvern reinforcements came down, so I regretted sending in sword-users there, but the Paladins in the map against Vagnius (sp) spawned at a point where I had a turn or two before they actually fought me, and so I didn't feel like I was immediately being pressured by the unexpected, so that was fine. In the end it's your game though and I was playing on the default difficulty (Hard, I believe) so I managed despite the surprises, haha. Mhm, I get this and I think that knowing I couldn't turtle did help the game by not letting me circumvent the challenge through defensive play, but since unexpected things can happen to the player, I'd just (hypothetically, I know you're not really actively working on this much anymore) have a slightly larger gap (even just 1 turn more) between the final non-void curse reinforcements and the void curse reinforcements, at least in a couple of maps where it felt like I was dealing with both at the same time. (I guess I might've just been playing badly myself, but I'd liiiike to think I'm pretty decent, haha) Anyway, thanks again, was fun playing and chatting both.
  3. Main Crash 'NoneType' object has no attribute 'update_tile' Traceback (most recent call last): File "main.py", line 117, in <module> File "main.py", line 45, in main File "main.py", line 63, in run File "Code\StateMachine.py", line 201, in update update_output = self.state[-1].update(gameStateObj, metaDataObj) File "Code\Transitions.py", line 291, in update self.continue_suspend(gameStateObj, metaDataObj) File "Code\Transitions.py", line 298, in continue_suspend SaveLoad.loadGame(gameStateObj, metaDataObj, suspend) File "Code\SaveLoad.py", line 700, in loadGame gameStateObj.load(to_save) File "Code\GameStateObj.py", line 150, in load self.map.replay_commands(map_info['command_list'], self.game_constants['level']) File "Code\TileObject.py", line 354, in replay_commands self.mass_replace_tile(line) File "Code\TileObject.py", line 523, in mass_replace_tile width, height = self.area_replace(coord, image_fp, grid_manager) File "Code\TileObject.py", line 95, in area_replace self.update_grid_manager(coord, width, height, grid_manager) File "Code\TileObject.py", line 102, in update_grid_manager grid_manager.update_tile(self.tiles[(x, y)]) AttributeError: 'NoneType' object has no attribute 'update_tile' === === === === === === Damn. Another bug :( Quick! Copy this error log and send it to rainlash! Or send the file "Saves/debug.log.1" to rainlash! Thank you! === === === === === === The game cursor glitched by going down automatically. This happened before and I fix it by suspending the game, moving the cursor in the menu, and then continuing. Doing so caused the game to crash. With the game seemingly randomly crashing at other points (such as at around turn 19 or 20 on chapter 9 when some reinforcements were spawning and when using the master axe as mentioned above) I've noticed continuing sometimes just crashes in general, and now I'm literally unable to start the chapter. can't figure out why so for now I thought I'd post this... EDIT: Restarted the chapter and just finished it since I had a feeling I was close to the ending. Turns out I was right lol. Though you didn't ask for them and are free to ignore them, I felt like writing my thoughts out and figure someone might be curious for a little more insight on what to expect from the game, so here are some of my thoughts on its different elements: Gameplay: (Potential gameplay spoiler warning for those who haven't beaten the game yet) I thought it was mostly good, my main issue is that reinforcements are not hinted at, both in terms of location and time spawning, and it's really annoying to just have them pop up on you without warning. The changes to certain core elements of the "Fire Emblem" experience, such as not being able to shoot magic and bows through walls, the reworking of bows to make them really feel like competent sniping tools/great for the player phase, skills that are predictable and not luck-based, etc., were great IMO, and I quite enjoyed the challenge of the game (besides the reinforcements... that felt like artificial difficulty). Overall it was pretty fun to play or I probably wouldn't have finished it, so yeah. The chapters sure were long though T_T Story: It served its purpose decently enough and I didn't particularly like or dislike it... though some grammatical mistakes kind of irked me because I have a lame, over-attentive personality, lol. But I can't really fault the story overall, not like I paid money for some epic adventure written by a team of professional writers, haha. Music: Wasn't really my preference of music, it felt mostly slow and atmospheric, but it was alright and did its job IMO. The awkward looping and lack of battle themes were a little meh, but I'm guessing the latter is because animations were added after the initial version. Also, the battle preps theme was super lame lol. Graphics: Just like the story/music, I felt like the custom sprites and such served their purpose and that was about all I expected from a fangame, so yeah. Not particularly good but nothing terrible either, IMO. Was neat seeing a certain new bow animation. Miscellaneous: The engine sometimes crashed/bugged on me as mentioned and I found that when pressing the "select" button ("Z" on my setup) and then immediately moving, it would sometimes move the cursor first and then "select" the new tile it moved to (i.e. either select the unit on it or open up the menu), which was a little annoying (I wanted it to select the unit and immediately start moving it within its movement range), but I think I just trained myself to press on my keyboard slower and mostly got over it, lol. FWIW, changing the options didn't seem to help it, seems like a weird input buffer issue, but I dunno. That aside, it's pretty good for a fan-game made by one person so I don't really feel like nitpicking any of the other small polish things since it'd feel kind of ungrateful and none of it really hurts the experience that much. Overall: Gotta just give props overall, there was clearly a ton of effort put into it and I'm glad I chanced upon this and played it, was my first FE fangame in a while and it genuinely felt really fun and rewarding at times to learn and make use of the various changes to the FE formula. And I just sort of see it for what it is, a fan game made by one person that honestly feels somewhat like an "example work" of what the engine can do, and I think in that sense it succeeds and so that's why despite some frustrating moments and some things I wish were a little more polished, I enjoyed it overall and think it could be fun for some hardcore FE fans that wanna scratch that itch for a challenging/unique FE experience and have reasonable expectations for a one-man fan-project. Anyway, thanks for making this and sharing it with us, and best of luck with your future endeavors. =)
  4. ahh, dang, well. good luck finishing it. I'll look forward to playing it if it does =)
  5. One very important question: Is it finished? (If not polish-wise then at least like, is there a final boss/final chapter and such or does the game just sort of end mid-way)
  6. LOL @ the name good luck yo
  7. Assuming it's finished by the time you get to it, haha I disagree on the balance element of those games (namely Ao) but, to each their own opinion. I guess it's better than Sen III, at least As for Crossbell not getting love... well, that's what happens when they aren't officially in English, lol. (Most people aren't so into legally shady and typically unpolished methods of playing them, and I can't blame them. The alternative of learning Japanese and importing them is quite a pain...) Anyway, good luck on your playthroughs
  8. oooh, the rare Trails fan does "all the games" include the Crossbell and unlocalized Erebonian games? just curious
  9. This seems really cool, a little disappointed I've only just heard of it, haha. Seems like you did some great work and it's even open-source, I'm kind of impressed lol. I'm curious about your next project, anywhere I can follow you for updates on that when you're ready to reveal it?
  10. It's not like they have 60 unique frames per second Skeletal animation isn't really the best for fighting games or fighting-esque games but it's possible if there's enough time and care put into it (not FEH-esque basic animation) and as for 3D animation, it's easier in some ways sure but 2D is also easier in some ways, it really depends on the project's wants/needs anyway, a little kid once made a crappy little collection of FE characters for Mugen, but it was just that. crappy (awful by modern non-fan-work standards) and it used the GBAFE pixel art (with some edits), an actual fighting game with full sprites (like with BlazBlue Cross Tag Battle or such) would be cool but given that it'd almost definitely focus on just Marth and Awakening/Fates characters ala Warriors if it was made or supervised by IS, I'm personally not too excited by the idea (that's just me though, I like to see variety in my games, I'd be upset if it were all FE8 characters, all sword-users, etc. too)
  11. fixed, mini-modder I do wish it were in English but since it's not I'm just making do with what I have
  12. not sure where this came from, but the one time I punched a hole through a wall I did it because I was extremely angry lol. If people just do it for the heck it tho, well... I don't know then. also, it hurt, but the wall's not actually that thick, so... not that much. and I'd consider myself a relatively weak person. ¯\_(ツ)_/¯
  • Create New...