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Found 7 results

  1. (old topic link) It’s the engine FE7x uses. This is the public beta. Have fun. The core engine and more information are available at http://bwdyeti.com/tactile/. However, I expect that what you actually want is FEXNA FEXNA is now a content pack for Tactile, a collection of GBAFE assets that have been ported into the engine, for use when generating a new project. While Tactile is an original engine I have the rights to, FEXNA has been split off to play it safe. Use at your own risk of course, like with hacking. The FEXNA links are available in this Google doc. If you just want one simple download, you can get FEXNA and Tactile in one package. Otherwise if you’re interested in trying Tactile on its own, you can get just the FEXNA Content Pack separately. Copy it into Tactile Editor/srccontent/ so the editor can find it. Source Control The engine and content are all on GitHub, if that is a thing that interests you. FEXNA can be found separately on GitLab. Setup Installation instructions can be found at bwdyeti.com/tactile/install/, while a more detailed guide explaining creating a new project and getting started with Git can be found in the FEXNA download. License There are detailed license files in the download and on GitHub. The tldr is you can do whatever you want with Tactile other than sell it, and for now you can use the FE7x content that’s in FEXNA for educational purposes, but don’t distribute it as part of your own game. We’ll sort out making much of the 7x content available at some point. Patreon If you read all that and thought “wow that guy made a whole game engine for free, I sure wish I could support him somehow”, I made a Patreon I guess. Tactile will always be free to use, as well as all kinds of other stuff I made, but I appreciate the consideration.
  2. I tried looking for the old topic, it's like on page 12 or something with nearly everything outdated So, I decided to just make a different topic. Can't promise I'll monitor it as much as the FEU topic, but I will do my best. This is not a ROM hack, it is instead a FEXNA project. No patching to be done. Check out the readme for information Fractured Realms is a project that follows Prince Sugari as he escapes from his home of Drytton in search of refuge. The whole gimmick of Fractured Realms is the Ambition system. While sadly I don't have a way to visually show you where Sugari's ambition currently lies, it's fairly obvious when you're leaning towards higher, lower, or somewhere in the middle. The ambition levels will affect dialogue, entire events, recruitment, promotion for Sugari, and other things, so each play-through always has something new to offer. Quests are another gimmick. Again, I don't currently have a way to show you what quests you've started and completed, these will help add to the story. These can give bonus chapters, characters, items, and lore (boo). These are also, for the most part, independent of Ambition, so you can do any quest regardless of where the ambition of your Sugari lies. Anyway, enough of the boring stuff. Newest Release: - Version 1.2.1 Ch6 & Ch7 Bug Fix - Download To apply the fix, download the folder attached. Go into the content/Data/Map Data folder of the game project and replace the Event Data folder with the one in the download. Discord link - https://discord.gg/QzMDqHQ If you have never played FE7x, here are some Additional Downloads Media Content: Enjoy!
  3. This is very early in development, but I wanted to put this up because of reasons addressed at the end of the post. Normally my games are a long, single chapter with lots of custom code, but I wanted to go in a different direction and make a game with lots of small-to-medium chapters with as little coding as possible, basically something of a more "standard" FEXNA game. I'll probably still make some custom skills, but I'm going to try and focus on content. Speaking of content, here are a couple quick screenshots to show there's actually something going on: So, why did I want to make the thread so soon? Because I don't have enough "stuff" to produce a large-scale game, so that's where you come in! I'm looking for characters, playable, boss, and even NPC. Self-inserts, OCs, all fine. If you have a certain idea for how you want your recruitment/boss chapter to go, I'll hear that, too! Be sure to give your portrait, class, stats, favorite weapon, personal skill if you want one, and relevant text (hopefully including level up quotes for bad, average, and good levels, but I don't guarantee I'll use them). Be detailed, or don't. Also say about how early/late in the game you want to appear--note that if you say you're a Swordmaster that appears earlygame or have a powerful personal skill or whatever, or have a mug with FE7 colors, I'll probably make some alterations. (Also, I'm not going to, like, make sprites for custom/new classes, but if you have some, I can definitely consider giving pretty much anyone a special class!) Anyway, yeah! Uhh, stuff? Here's a doc with all the submitted characters and some quick info about them. I'll probably fill it in with some more details over time, but the portraits will be happy to be attended to anytime~ Don't feel the need to follow this exactly, but here's a general idea of the information I'd like to be provided when submitting a character: Name Portrait (I very much prefer that it's provided and in GBA or FEXP format, but at least an appearance description) Affinity Class(es) (base class and one promotion or promoted base class) (ideally something that uses existing sprites, be they from any of the GBA games, the Animation Resource thread, or your own creation) Preferred inventory and equippable weapons per class (example: one character is a Knight that uses Bows and something else (I think lances) and because sprites for that exist, that's totally cool) General join time (earlygame, midgame, lategame, or anywhere inbetween. Note that earlygame proper is filling up, but there are some spots left) Personal Skill if desired (it's totally optional but hey they're cool) Some description of stats Some description of dialogue/information (R-button info, level-up quotes (planned on using 3 tiers but many people submit 4, in which case I'll just choose) recruitment and possibly some scenario/support talking, or boss quote (always death quote)) Some description of recruitment/encounter conditions (anywhere from just how they're recruited (from chapter start, red unit you talk to with hero) to a full chapter idea)
  4. I'm not sure if this has been posted somewhere else before, but I had a quick question - does anyone know if FEXP is compatible with windows 10? And does anyone know if FEXNA will be compatible with windows 10 when it's released someday? Thanks in advance!
  5. Is it true that I can use FEXP or FEXNA to add skills like Astra and Luna into Fe7? If it is, how can I do it?
  6. Hey everyone, just wondering if anyone knows if BWDYeti has given any word on FE7x or possibly FEXNA as of late. I don't need a release date or anything, but it would be nice to know if he was still working on said projects. :D
  7. So, I kinda feel like I've posted a big thing about a Fire Emblem fangame project idea before, but as I'm slowly fleshing out more and more just what I want to do with this, I felt I'd make a topic here to gauge interest and get feedback on some of these ideas. This project will be made in FEXNA when that comes out. If not, I'll have to find some other way to make it work. The world the game is set in is somewhat different from a lot of Fire Emblem games, in that it's actually a somewhat post-apocalyptic world. Technology a little ahead of what exists today (although still mostly fantastical in flavor) did exist in the past, but most of it- as well as the knowledge required to use, build, and repair it- was lost during a great war seven hundred years ago... It might be better to just post the little blurb I wrote about the world backstory. [spoiler=Probably not how it'll be written in-game but all the important stuff is there]Long ago, dragons ruled the land. With their vast knowledge and mighty bodies, they formed great civilizations and crafted enormous, advanced cities. While humankind was able to coexist peacefully with dragons for a time, it wasn’t long before relations between the two races began to foul. Humans grew envious and fearful of the dragons’ great power and advanced technology, while dragons came to view humankind as freeloaders; inferior in every way, and nothing but a drag on society. Perhaps inevitably, the tensions between the two peoples rose to a boiling point, and at last exploded into violence and war. Sorely outmatched and outgunned, it seemed at first that there was no hope for humankind. In what seemed to be no time at all, what had once been an organized military force had been reduced to scattered guerilla fighters and haggard, defeated refugees. At the moment when humanity’s light of hope was at its most dim, a young hero appeared, he and his band armed with blessed weapons and magic spells uniquely advantaged against humanity’s seemingly-indomitable adversaries. Even with such mighty tools at their disposal, humankind’s battle against the dragons was still a steep uphill climb, but miraculously, they were able to reach the top, standing toe to toe with dragons on the battlefield and turning the tables on their mighty oppressors. Smacked in their faces with the reality of their newfound disadvantage, and coming to understand the gravity of their sins, the leaders of the dragons commanded their forces to cease fire, and parleyed with humans in hopes of establishing a peaceful relationship between their two peoples. Due in no small part to the immense toll the war had taken on all involved parties, the dragons were successful in securing peace, and for several years, all was calm. Humans and dragons worked hand in hand- albeit hesitantly- to repair a world broken by the savagery of war. However, this burgeoning peace was not to last. While the majority of both humans and dragons were more than happy to put the terrors of war behind them and vow to henceforth settle their disagreements and conflicts of interest through more civilized venues, there was a vocal group of anti-dragon extremists among the humans who incited riots and skirmishes in attempts to rekindle the war and see their hated enemies wiped off the face of the land completely. Their opportunity came when the human leader who had accepted the dragons’ peace treaty passed away. The new leader of humankind aligned far closer to the extremists’ viewpoints, and ordered humanity’s forces to take up arms and attack the dragons. The comparatively-quick reproduction and physical maturation of humankind had blessed them with speedier recovery from the war’s terrors than the dragon combatants, and a sudden attack from a larger-than-anticipated force caught the dragons off-balance. Pushed further and further back, with no hope of winning against the brutal onslaught, the dragons turned and fled to a remote part of the continent, sealing themselves away. As for the great hero who had spearheaded the human war effort? It was said that he forsook his sword, and vanished without a word. As the years went by, the dragons, the war, and the heroes and villains of the darkest time the continent had yet known passed into myth and legend. The stark, broken shadows of the once-great civilization of the dragons that pierced the horizon served as the only reminders of that bygone era. In time, man rebuilt and spread his dominion across the land and onto the islands beyond. Seven long centuries have passed since those dark days ended. As for the present-day story, I don't have a whole lot of details down that I feel would be wise to reveal at this time (y'know, spoilers and all), but I've decided that the story will involve more player choices and branching routes than- to my knowledge- the series has had before. While the overall direction of the plot and the ending can't really be drastically changed, there are a lot of venues for the player to decide how they want to get to the ending. Additionally, I feel now would be a good time to bring up that I do plan to include a second generation in the game. However, it will definitely be along the lines of Genealogy of the Holy War's second generation, with a time skip to a party containing only child and otherwise new characters. The number of first generation characters who can potentially rejoin you will definitely be significantly more than Genealogy's one, but it will be some time before they start becoming recruitable. And yes, the plot is being written with this generation split in mind, so it will be meaningful and make sense in the story. Aaaand I guess now would be a good time for more excerpts from my project documents! Again, this is probably stuff I've posted somewhere before, buuuut it's going here too since it's still relevant: Inheritance: Each character has a child character associated with them, and if a character is married by the end of the first generation, then their child (and, of course, their spouse’s) will be recruitable in the second generation. Each child character also has a substitute, who will be recruitable in their place if the parent associated with the given child character does not marry during the first generation. Depending on who their fixed parent married, a child character’s equipment, stats, skills, appearance, and sometimes even starting class will be affected. Additionally, there will be intergenerational sidequests that must be started in the first generation but cannot be finished until the second. Each first-generation character, regardless of gender, has a child character attached to them. If they marry in the first generation, their child will then be recruitable in the second. The child character will inherit stats and skills from both of their parents, as well as the hair color of their non-fixed parent. In some cases, certain non-fixed parent choices can even affect the class of a child character. Parents will also pass down any items they have to a child who can use them, with priority given to the non-fixed child if both children are viable. In the rare cases that the parents can rejoin the party in the second generation, if that parent passed down their items, they will be given a new inventory in the second generation. Default inventories are also prepared for children who do not inherit any weapons. Item durability is fully restored upon reaching the second generation, and in the case that a unit still ends up with under 20 uses worth of weapons and magic in their inventory, they will be given an Iron weapon or basic tome or staff based on their class if they have room to carry it. And finally, here are some additional miscellaneous gameplay ideas I had, written sort of in the style of a game manual talking about them: Reclassing & Class Masters Masters of various classes exist, scattered throughout the world. If they are found and visited, they will teach their craft to the visitor, changing their class. Each master will only teach their class to one student from the player’s army, and each character can only learn from one master per playthrough. There may even be a few classes that can only be added to the player’s army by having a character learn that class from a master… Smithies & Forging During the game, you may run across Smithies. At Smithies, you can forge stronger weapons and tomes, as well as repair existing ones. You may either modify an existing weapon or tome in the visitor’s inventory, or create a new weapon or tome from scratch using a normal weapon as a base. Note that if you craft a new weapon or tome from scratch, you will have to pay for the new weapon in addition to the modifications. When repairing a weapon or tome, the cost is the same as purchasing back the number of uses lost. Note that some weapons may be incompatible with one or both of these features. After choosing the weapon or tome you want to modify, the following parameters can be adjusted, within limitations: Name, Might, Hit Rate, Critical Bonus, Weight, Weapon Rank, and Color. The greater the degree to which you modify each attribute, the more the modifications will cost. Name and Color can be modified for free, and Weapon Rank can be decreased by one rank for a steep fee. Arenas In an Arena, you can bet gold on your unit’s success in combat, for a chance to win back more than you bet if they succeed. Three options are available: Battle, Gauntlet, and High Stakes. (Note: In Casual mode, falling in any Arena battle leaves your unit with 1 HP rather than dead) Battle sends your unit up against a random opponent of roughly equal strength. You can press the B button to retreat from the fight if things aren’t looking good for your champion. Retreat, however, is considered the same as a loss, and you will not get your wager back. Victory earns you twice your wager back, for a net gain the same as the amount of money that you initially bet. Gauntlet allows your unit to challenge the Arena’s Gauntlet of Champions, a progression of eight successively stronger warriors. Each unit’s progress through the Gauntlet will be stored individually, and there are separate Gauntlets for Bow-specialized units, and units who are proficient in melee combat. A unit equally proficient in both melee and ranged combat may choose to challenge the opponent from either for each battle, but cannot go back and challenge the other occupant of a given rank once they have moved past it. Gauntlet wagers work the same way as Battle wagers. However, defeat in battle during a Gauntlet challenge does not result in death, instead leaving your unit with 1 HP. Perhaps some Champions of the Gauntlet would lend their swords to a warrior who could best them in combat…? High Stakes is similar to Battle, but the winnings are ten to one, and you cannot retreat from battle. A very risky proposition, but the payout is huge if you win! As a miscellaneous tidbit that doesn't really have anywhere else to go, I'd like to do something like FESNES-style animations, but with the art style/proportions of the GameBoy Advance games' battle sprites. This is really more of a "best case scenario"-type desire, and not something I necessarily think is likely to have happen, but I'll certainly be working towards it. EDIT 1: So the spoiler tags on the last two text dumps broke and only concealed the first "paragraph" of each bit of text, despite showing the whole thing as being inside the "Spoiler" box. Because this amounted to decreasing the text by only a couple lines worth and making the layout a tiny bit confusing, they're gone now. If anybody has any idea what the problem is and how to fix it, I'll put them back into spoiler tags, but until then, this is how they'll be. EDIT 2: I forgot when I was copy-pasting the "Concept" bit that it included massive spoilers for the first generation plot so that's gone now. But hey, at least the second generation mechanics and etc. are still there!
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