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  1. Here is a presentation of my new game. 1 - Name : My game is named Clarent Saga: Tactics. Gameplay/Scenario is inspired classic 16 bits TRPGs. It is released now on Steam for free here: https://store.steampowered.com/app/709670/Clarent_Saga_Tactics/ and here: https://davidnguyen.itch.io/clarent-saga-tactics 2 - Synopsis : The storyline follows the armies of Prince Abel of Meyr as he battles the invading forces of Pherrelios. At the same time, the cult of Brax threatens the peace by trying to summon and resurrect Baal, the fallen god. 3- Screens : on the steam page here: https://store.steampowered.com/app/709670/Clarent_Saga_Tactics/ or screenshots here: https://steamcommunity.com/profiles/76561198262857153/screenshots/ 4- Trailer : 5- Other remarks : Here is the steam guide: http://steamcommunity.com/sharedfiles/filedetails/?id=1216584322 And the Facebook page: https://www.facebook.com/Clarent-Saga-Tactics-105817707555645/ The game has good length and there are around 37 maps with 8 difficulties. In short, I hope you will give your chance to this little game close to my heart.
  2. WARNING: -This fangame contains dark themes and events not suitable for younger audiences. If the Judgral influence didn’t outright imply it, this will be the second warning. -This game is purposefully made to be challenging & punishing as it is dedicated for Thracia/Kaga Saga players. As such, the game is highly not recommended for newcomers. A millenia after the war between Aether Dragon Caelum and Nether Dragon Gehenna, the continent of Divinus will once again face its darkest moment. Armed with the burning axe of Vulcan, the fate of world falls into the young Prince of Aston, Lionel. Dracoseal - Aether Knights and the Legion of Hell (shortened title: Aether Knights) is set in the year 1208 on the continent of Divinus. You will take control of Lionel, a young and inexperienced prince from the Kingdom of Aston who is thrown unprepared into the chaos that is taking over the world. The game is heavily influenced by Judgral entries and has a subtle dark fantasy theme incorporated in it. Features: A cross between GBA and Gaiden’s gameplay mechanics Three different modes; Single RN, Double RN and Paragon Mode The ability to save at the start of a turn Overall challenging level designs comparable to Judgral FE games Tough enemy bosses that requires teamwork to defeat New classes such as Eagle Knight Multiple support conversations Second generation characters(*) References to various pop-culture games/arts/shows (*) Not included in the demo Gameplay Mechanics: Bows and thunder tomes can hit from 3 tiles away Tomes have 3 category; Anima, Light and Dark Anima tomes have their own unique perks to distinguish themselves from each other Weapon triangle has more effect on battles Enemies from chapter 4 onwards tend to carry more than one weapon Enemies have more class-effective weapons than they normally do in FE games Some classes have their own invisible buffs to their hit rates, evasion, and critical hit rates Forts, castles and thrones have more terrain effects, just like in Genealogy of the Holy War There are no weapon ranks; Silver and Brave weapons can only be used by promoted units Screenshots: Demo Download Link (v0.48). Save file for the newest chapter is now included in the game's folder. Scripts taken from: https://markyjoe.com/srpgstudio/index.php/Plugins Musics taken from: https://www.presence-of-music.com/ https://dova-s.jp/ https://incompetech.com/ http://amachamusic.chagasi.com/ Update v0.21: Update v0.30: Update v0.40: Update v0.42 - The Definitive Edition: Update v0.48: Added chapter 13 ~ 16, all of them set in the Magical Kingdom of Evora. Added six more playable characters, including the Princess of Evora and the Prince of Cooper! Added new entries in Extras, including Gallery. Added more new weapons, including the Tearing Lance, which is a Berwick Saga-styled cavalry charge lance named after TearRing Saga (“Tearing”…get it?). Added the over-the-top critical hit animation, promote your unit so you can see them in action! There are 4 difficulty setting now: Standard, Assisted, Kaga and Madhouse; if you’re new to Fire Emblem or SRPG in general and still want to try the hard games, Assisted Mode is here for you! Several maps from earlier version has been revised and more dialogues have been added in some of them as well! Gameplay and units have been rebalanced here and there.
  3. Hello! Welcome to my Passion Project- The Phoenix Rebellion! Play the Demo Here! What is The Phoenix Rebellion?: The Phoenix Rebellion is a project I have been working on for quite some time now. It started as a Rom Hack, with me not having a clue on what to do, and was also dubbed "The Desert Rebellion". Since the very concept of this game, it's become it's own work: It's not really a Fire Emblem fan project anymore, though it still takes many nods from the series, as it is my inspiration. The Phoenix Rebellion is the beginning tale of two children, who will one day save the world, as they fight to take back their country, Uhai, from the mountain warriors of Zunbae. One is a princess, who is bratty and mischievous. The other is a peasant, who seems to have lifeless eyes. They are joined by their caretakers who spearhead the rebellion, and are key members to it's success- They simply don't know it yet. Similar to Fire Emblem, in The Phoenix Rebellion, you'll take control of a small force or rebels aiming to free the country. Every move is important, as permadeath is in play. There are plenty of objectives to complete, including side objectives that will reward you should you complete them. There are currently 4 difficulties that you can play on, as well as a few challenges you can subject yourself to. Difficulties: Easy, Normal, Hard, and Pain. Pain is.. uncomplete, and I would not recommend trying it. Easy mode grants double experience, while Hard and Pain mode increase the stats of classes. This affects recruitable enemies too! Challenges: 0% Growths, Skillless, Critless, TrueHit, Play Perfectly, and Playing with Poison What the challenges do: Things to note about The Phoenix Rebellion: Screenshots: Bugs/Issues:
  4. Hello! I'm Saint Rubenio, and I recently got my hands on SRPG Studio. Over the past couple of weeks, I've been messing around with the engine, and I've made a bit of a thing. Don't expect anything too impressive, this is just a little project I've been doing for fun. If you've got an hour or two to play through a handful of chapters, I'd appreciate the feedback. This is very much a W.I.P. Currently, there's four chapters: 1, 2 and two versions of 3. At the moment, completing one of the versions of chapter 3 will lead to the alternate map, but in the future it'll be a proper route split. I'm not sure how far I'll go with this, but it probably won't be too long a game. Synopsis: Screenshots: Special thanks to SapphireSoft for creating SRPG Studio and Kazuaki Morita, Berwick Saga's portrait artist, for making the art that I shamelessly stole for this little game. DOWNLOAD LINK (V1) (F4 for fullscreen)
  5. Hello! Fresh out of the Don't Make Fire Emblem Game Jam, I'm looking into making an actual FE-like game using the SRPG Studio engine (primarily known for Kaga's Vestaria Saga, but check out Dracoseal and Sanctaea Chronicles's SF threads for more). The gameplay does not have to be an exact copy of FE's, as SRPG Studio offers the possibility for the developer to make Javascript plugins to modify their game. During the aforementioned game jam, I made a picross/nonogram visual novel. Only game designers (and me) require owning the software. If you still want it, it is likely to go on sale on Steam one day or another. Do note that the collaboration wouldn't be remunerated unless we decide to do crowdfunding, or at the end if the game ends up being commercial (something that ROM hacks can't be). Two main positions are open (writer, musician, artist, game designer/chapter maker...). The only exception is developer one, as I do not expect it to be as heavy thanks to the engine's support and the plugins shared online in the community. There could be several people in a type of position but, to quote the current writer, The SRPG Studio assets can be used commercially and its community produced more with the same style, so keeping map sprites + animated battle sprites would be an easy option that still looks alright. This would leave characters portraits, backgrounds, tile sets, and possibly the UI. If a position isn't filled at all, I would either take it or scour the internet for appropriate resources. Phew. Thanks for reading so far. Please reply to this thread or contact me on Discord (AlanaEclogia#9407) if you are interested! I would be grateful if you spread the word too. Edit: The team so far is 1 developer (with a hand in game design), 2 game designers, 2 writers, and 2 artists (1 for backgrounds).
  6. (Thread permitted by eclipse - apologies for my blunder earlier) Twitter ・ Website [includes demo link!] What is Bright Blades? Bright Blades is an SRPG Studio game I'm currently working on. As the blurb implies, It's a casual, retro-style game. My goal was to create something that was cute and accessible, something that newcomers to the SRPG genre would be able to pick up without intimidation. I think a lot of developers want to focus on creating something really deep and challenging and fair play to them, I think there's a good audience for that, but me? I just wanted to make something bright and adorable: with a tone somewhere between an old school NES game and a Saturday Morning Cartoon. A demo is available on my website, covering the first seven chapters (including the prologue). Click here to head over and start playing - and please let me know your feedback! What's it about? "Once upon a time in the land of Aethara, gods and mortals lived in harmony. But Mankind shattered that peace, raising the Kingdom of Oberon to make war upon the gods. Alone and broken, the last goddess fled to the city of Titania and blessed her knights, the valkyries, with the power to safeguard creation. 1000 years later, the war still rages on..." Bright Blades follows the story of Titania's Princess Freya. For centuries, her people have used their divine might to resist Oberon's invasions. When the Kingdom suddenly turns the tide, sacking her city with creatures called "Godslayers", Freya is charged by her mother with finding a Bright Blade; a legendary weapon whose power may be Aethara's last hope. What can I expect? As you've probably guessed, Bright Blades is not a very serious game. It's not a comedy but it is an intentionally lighthearted story about good, evil, and magic swords. We're using a "Mostly NES" colour palette for everything; only bending the rules a little here and there, to replicate the look and feel of 8-bit games. I've been doing the bulk of the game work myself: doing the maps, writing, development, UI, animations, battle backgrounds... Basically, everything but the character designs and portraits and the soundtrack (which was composed by Johnathan Johnson of Brilliant Shadows and Women of Xal fame). A lot of our graphic work is still being developed, but I wanted to make sure that our game had a different look from most SRPG Studio projects right out of the gate; so I didn't want to show off the project without at least getting something down for everything. We want to make something small and manageable, which also extends to how we've designed the game. Small inventories and party sizes, as well as finite shop stocks, mean you can't just load up a few units with all your best weapons, and we've tried hard to differentiate the 20+ character classes. Templars can heal and protect their friends on the frontlines, Bards support allies and weaken foes with mystical songs, Cannoneers blast targets to bits from a range, and Witches fly through the air raining magic upon their foes. There will be at least 25 maps, each with unique mission objectives: from routing armies and seizing castles to freeing prisoners, finding ancient relics, and saving enemy villages from forced conscription. We want to avoid repetition in chapter goals, ensuring that each level has its own unique feel. As part of that, most missions also have hidden events dotted about the place: which can power up your units, shed new light on the world of Bright Blades, or even unlock special new weapons and abilities.I'm hoping to release a demo soon to show people what we've been working on but, until then, here's a few pics of what we've got so far. Hope you enjoy, and by all means tell me what you think so far! What does it look like?
  7. Sire

    Tears of Serenia

    Tears of Serenia - Quick Links ToS - Progress Reports and General Discussion ToS - Character Recruitment ToS - Releases Google Documents ToS - Characters and Classes ToS - Weapons and Items ToS - Chapter Notes * * * * * * * * * * Tears of Serenia is a "spiritual successor" to Serenes Emblem. It still uses SRPG Studio as its engine, but the foundations have been built from the ground up instead of using Sanctaea Chronicles as a base. Specifically, Tears of Serenia relies heavily on SRPG Studio assets, so options are more limited and simplistic compared to other projects. For the latest updates, please check the latest posts. I try to put out a progress report each Friday/Saturday (US Central Time). Guess it's happening, people. Character Applications are open. Let's see where this goes... Features: Planned 24 Chapter Adventure featuring the users of Serenes Forest. Bows have 2-3 Range (A Short Bow with 1-2 Range is available at Rank C) Class Skills, such as Canto, Axefaire, and Sol. Weapon Triangle (+15 Hit, +15 Avoid, +1 Damage, -1 Damage // Swords > Axes > Lances > Swords) * * * * * Detailed Information Chapter Notes: https://docs.google.com/spreadsheets/d/1Z42lLPeppyqII9zo0nnJUczqid1qSrDmF57DCJu9-sk/edit?usp=sharingCharacters, Classes, & Skills: https://docs.google.com/spreadsheets/d/1Ki4EToIAisUgy2eu-0HlOxxjh53tpohQndNiD4lUZvI/edit?usp=sharingWeapons & Items: https://docs.google.com/spreadsheets/d/1HSIg_8N7bIjSQsZ2hxz2BxiYN3FM_oryM0x6WCozQ3A/edit?usp=sharing
  8. (Crossposted from FEU.) At First, There Are Dark Dragon, Falchion Sword, And… Fire Emblem. This is a port of Fire Emblem 1 into SRPG Studio. The current version covers the first six chapters of the original game. The instructions are very simple. Extract the file and run the game. I initially made it procrastinating from creating a chapter for a competition on FEU, which probably wasn’t a very good idea. Here’s a feature list: FE1 tileset completely ported into SRPG Studio complete with animations All FE1 map sprites ported for all classes Relevant portraits upscaled to meed SRPG Studio requirements Original FE1 music included Original FE1 font used (courtesy of JtheDuelist) FE3 weapon icons used Names consistent with Quirino translation patch And some screenshots: Preemptive question answering: Will you finish this? - Maybe, maybe not. 25 chapters is a significant undertaking. Why don’t you use official names? - I don’t like some of the choices the localisers made for character names, so all names are the Japanese ones for consistency. Why don’t you have a fancy name for this? - I’m terrible with names. I’ll just use the original name for now. And most importantly, the download: Dropbox Enjoy. EDIT: Updated to FEE3 release.
  9. Endless Tales Book 1: A Nobody's Tale Current Status: Demo v. 1 (Prologue, Ch 1, Ch 2, and Intro to Ch 3) "In her song... these visions... no... the truth... come to me. Does she know this is happening? Is it actually happening? I see his face in these visions... I see her... I can't help but want to hear that song... More and more..." Created in SRPG Studio; this is a story that has been in the works for months, has finally begun the process of being made into a playable game. While not officially titled "Fire Emblem", the heart of that franchise is deeply embedded in the game... and I've even included the Fire Emblem itself, as part of the narrative eventually (which is why you will see "Fire Emblem" appear in places within the game, particularly in the opening cut-scene" This demo is specifically to decide if it's worth continuing, and if there's any interest in what I've constructed yet far. It's far from complete, but can be considered a "pilot" of sorts, for the full game I want to make. Let me know all issues, suggestions, questions, and concerns. Thank you! Credits: -Custom World Map generated by Azgaar's Fantasy Map Generator -All character portraits were created using TheFlyingMinotaur's Character Creator (link is down below) -All music created by Yuki Tsujiyoko, from FE 4 and 5. -Additional weapon art and icons by Briver, and found on SteamWorkshop. -Made by me (Imperade or Athomus as I call myself here... Long time lurker, I've been lukring the FE boards since the old FESS forum days). Features/Notes: Screenshots: Link to game: https://drive.google.com/open?id=1DPi5MoyGO4oMQ0_zxqTye_t3YZEBu2Rl https://www.dropbox.com/s/5y9rd7yiuwp3m4s/A Nobody's Tale (DemoOne).rar?dl=0 Saved in .rar format.
  10. Hey so I'm creating a new Fire Emblem game by using the SRPG studio, I know this is probably the wrong topic feed or whatever, but I've currently finished most of the first chapter, and about 25% of the maps. If anyone is further intrested or can offer advice I'd really appricate it. You can get in contact through - Discord - ethanb2309#5114 Or just message me on here directly.
  11. Been planning to do this project for a while now, with the release of the demo of SRPG studio, I have been exploring it's tools and resources and began my project. A game to be called Divine Herald. I have 2 versions planned, but for now, I will just focus on the main cannon game, if it goes well enough, I will creat my planned second version of the game. Anyway, the point of this topic is to do some stormbraining for ideas for the project. For starters I'm going to post here some of the classes that I have planned for this project: -Noble (lord like class, can use swords) -Knight (same as cavalier, uses swords and lances) - Heavy Knight (a cavalier-like that uses swords and axes, has slightly better DEF growth and slightly worse SPD growth) -Guardian (an foot knight that wields swords) - Sergeant (an foot knight that wields axes) - Centurion (an foot knight that wields lances) - Warrior (foot axeman, acts as a base class, not a promoted one.) -Swordsmen/Swordmaiden (myrmidon and mercenary as if they were one class) -White Knight (default promotion for Guardian. Uses Swords and Lances. Has higher SPD and RES than other armored classes) -Black Knight (default promotion for Sergeant. Uses Axes and Swords. Has higher STR and SKL than other armored classes) -Warlord (default promotion for Warrior. Uses Axes, Swords and Lances. Has decent DEF and great STR)
  12. Hello! So I am working on my own game in SRPG studio yet I have come across a big problem. That problem being that my maps won't end and I have no idea what to do. I have created ending events and auto events but they always are so messed up. With Auto Events they automatically occur the minute the map starts, while I cannot get ending events to trigger. Any suggestions?
  13. Update: Downloade replaced with version 1.1. Hello there. You probably know by now that SRPG Studio has been released. I've waited years for an english translation and spend around 2 weeks messing around with the trial and trying out the engine. I do plan to make a longer game now, but I have to start somewhere and early feedback as always good, eh? I am not a big fan of story wall of text (and most people don't read that anyway to my own experience), so let's just say: You can expect the typical Fire Emblem plot. Also, the intro dumps background on you anyway and I don't think just copying that is a great idea - also, this being an early version I may change some thing later on anyways. Screens: Download: https://www.mediafire.com/file/zl809rcj51d0rla/Chronicles_of_Adria_-_Demo_1.1.rar/file At the moment, this demo has the Prologue and the first 3 chapters - so a total of 4 playable maps. It also comes with 4 difficulties. The length is probably around 1-2+ hours, depending on the difficulty and the things you skip. I am open to all feedback (a few bugs have already been eradicated), but I can guarantee you that I will definitly change the difficulty and add proper tutorial to at least easy mode later on. Finally, controls: Arrow keys = Move Y/Enter = Accept/Open map screen X = Cancel/Unit Status (when selecting a unit)/Speed Up Cutscenes (hold) Space = Skip Scene/Battle/Enemy Phase Escape = Close the game F4 = Toggle Window/Fullscreen (a bit buggy) F11 = Go instantly back to title screen I think that's all. I have work now, but I can answer questions later. This is still an early test of the program, so it's rough around the edges and also only uses the base ressources with very few exceptions for faces/icons. And to be frank, the battle animations to look like several frames are just missing, but eh - it works for now. xD And with that, have fun with the game!
  14. So, I reached a point where I need a unit removed and was wondering what the remove type "injured" option means exactly. Is the character removed from the game, or only from that chapter and can be deployed in the next?
  15. I want to make something with this awesome thing and I want to use NES-era resources, since I can make mugshots in that style. Now, to use the sprites here you must edit the sprite sheet so when you import it to the program you can insert them without any sort of blank space. https://www.spriters-resource.com/nes/fireemblemshadowdragonthebladeoflight/sheet/189/ Is there any easy way to do this instead of checking, like, every two seconds if the square aligns with the map chip?
  16. Basically, I want you to take a look at those and see how I can make the dialogue between characters better. I can't quite put my finger on it, but some pieces of dialogue feel a bit off. I feel like I'm making Roselia more anoying than funny, also can't help but feel like the ending of the chapter is a bit rushed with how sudden her mood changes. What do you think can be improved? I will probably post a 3rd video at a later time, but for now take into account those. Anyway, on a unrelated note, the fact that the colors of their battle sprites match up with the characters is pure coincindence. I don't have the full version of SRPG studio yet, so it just happened that the motion color data for both Elvion and Roselia match with their appearance.
  17. So this is my issue that I need help with. So let's say there's this player unit that partakes in a conversation, but for some reason, he died in a previous chapter, thus making it impossible for him to be present on that conversation. How does one prevent them from participating if they are dead?
  18. Hey all, I just thought I'd post these websites in case anyone was already or wanted to start messing around with SRPG Studio. Here's the manual for the game. http://srpgstudio.com/english/help/index.html. And here is the script reference page. http://srpgstudio.com/english/api/index.html. If anyone has any questions feel free to ask. I'm no whiz, but hopefully I or someone else in the thread should be able to help.
  19. I need the following sprites for the following class ideas: -Swordsman -Squire -Guardian -White Knight -Black Knight - Mystic Lord -Warlord -Holy Knight -Dark Mage -Sorceror There might be more besides those, but those are the ones that jump to mind. Allow me to state what I expect those classes to look like. About Swordsman: If we follow Fire Emblem way of doing things, the swordsman is the equivalent of a combination of the myrmidon and mercenary class, stat-wise (I'm ditching those 2 classes.) It's a base class, so it shouldn't look too flashy. When I think swordsman, the ideal image I have for it's sprites is something resembling this: However, for my project, it can't have a cape. Capes should be reserved for promoted classes and the like. Basically something like this, but whitout the cape. Bandanas should be for males only and it's optional, I don't mind if it doesn't have one. About Squires: Squires are trainee classes, so they shouldn't look anything special. Some use swords, other axes and other lances. There will be 3 types of those. I would ask for those 3, but if that seems too much, just stick with swords. They should look lightly armored and look a bit clumsy. About Guardians: They are pretty much armored knights with a different name and wielding swords. Don't need to develop much here, I think. It should have full plate armor, wield swords and a medium sized shield, like a kite shield. About White Knights: White Knights are a promoted form of either the Guardian class or the Swordsman class, although there are other characters who can promote into one whitout belonging to those 2. Those base classes mentioned are just the more common classes that can become White Knights. Putting that aside, the white knight should wear full plate armor and a red cape. White knights wield swords and lances, I present an image of what a white knight should look like: . It should not have a helmet however. About Black Knights: it can use Swords and Axes. It's the promotion of the Sergeant and Raider classes. It should look like the white knight but with black armor instead. About Mystic Lords: A promoted lord that uses swords and light magic. They wear a white cape and blue armor. About Warlords: A promoted lord that uses swords, lances and axes. They wear a dark blue armor with a purple cape. About Holy Knights: Promoted from Pegasus Knight or similiar class. Wields lances and light magic. The Pegasus has a golden barding and helmet. It's rider wears white armor and wields a kite shield. Dark Mages and Sorcerors don't need introduction, other than make them more like the ones from Shadow Dragon and Blazing Sword (Shamans, Druids as they are called there): If you can point me towards some good sprites, that would be welcome assistance.
  20. How's it going everyone, in this video we take a look at the new English translation (trial version) of SRPG Studio also known as the Fire Emblem Maker. This is a general overview and my first impression on the engine. If you're interested in tutorials for this game engine leave a comment below with what you'd like to see. As always, thanks for watching. :) SRPG Studio Overview and First Impressions - SRPGS Fire Emblem Maker:
  21. I know the actual full program hasn't been released yet, but seeing as how the demo is out, and allows for quite a lot of customization, surely someone has figured this out already. I have been trying to figure out how to make an allied unit recruit. I know the sample game does it , but I can't figure out how. I've added the Talk conversation and a global switch but when I put my character near the allied unit, no extra options appear.
  22. TLDR: Get the game at https://mega.co.nz/#!9w50RTqQ!3FSP0cQwtM3g1Mp90gZuhDBTiTzdZ6YC12mHGaQ1BJI Instructions: Unzip, run Game.exe, enjoy! FAQ: - What's this? This is single-stage game I have made in SRPG Studio. It's not the longest or most complex Fire Emblem-like chapter / hack, but it should prove to be an interesting but fair challenge to players. See some screenshots below! - What's SRPG Studio? It's a new Japanese software whose purpose is to allow the creation of Fire Emblem-like games. You can easily add your own assetes/animations/ect but this project uses only the default assets. Website is http://srpgstudio.com/ - What's the controls? Beside the arrow keys to move the cursor, there's just three keys you have to use Z: Select units/actions, allows to view weapon/skill details when in unit menu, advance text. X: Open unit menu, cancel selection, fast-forward battles, skip text quickly. Space: Completely skip the enemy phase and dialogs - Anything differences I should know with Fire Emblem? A few: A unit cannot double without the continue skill (Cont. At., red slashing sword icon), and even with the skill you require more speed than the enemy. Yudistra and Kriel are your units that have the Continue skill. When you select a unit, their attack range displays only the equipped weapon threat range. This is only a major issue with Taya who has a siege tome, though do check for javelins/hand axes. Bows do not have an attack bonus by default against flying units. Kriel's Wing bow does, however. - What kind of events are there? Cutscenes, recruiting NPCs, rewards, shops, as well as enemy AI pattern for a few units that change depending on certain conditions (namely if you've recruited an NPC or not). The engine is very flexible: however every single thing is in Japanese. While there's far more available than what I'm currently using, the language barrier is very large so progress is slow and I have acquired the application only recently. With that said, the application is extremely user-friendly besides the language. - I see some Japanese text here and there, how come? I've been able to remove the vast majority of Japanese text, but some still remains. Ongoing process! - Will you put this game up for Ragefest 4? It's tempting, but it's not really designed to make player rage (though there's very little time leeway for the player). - Will you make a longer, more complete game with SRPG Studio? Not at present, no. I already have multiple on-going projects that takes precedence over this. It's just that when I have seen this application, I thought it was way too cool not to at least a little something for it. I figured it would also possibly make people aware of this tool and maybe encourage a few people to make their stages with it if they find it more convenient than the hacks. Again, game download link is: https://mega.co.nz/#!9w50RTqQ!3FSP0cQwtM3g1Mp90gZuhDBTiTzdZ6YC12mHGaQ1BJI Please give the game a try! Any and all comments are very welcome!
  23. The SRPG engine that Kaga used to create Vestaria Saga has piqued my interest, lately. While perusing the engine's official site, the Q&A section mentioned that the developers were considering a western release. Has there been any word of a western release? SRPG Studio's official Twitter account has only been making posts regarding various bug fixes and/or updates to the game's engine. It will have been two years since the engine's inception when spring of 2017 rolls around, so I'll assume that the answer is "no". However, a part of me hopes that I'm not simply chasing a dream, because the it looks like a really fun program to tinker with.
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