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Found 4 results

  1. This game makes use of character portraits and backgrounds generated with AI. If that doesn’t jive with you, it is recommended that you click out of this thread now. Hello once again, Serenes Forest. Adarya and I are excited to show off in earnest our first collaborative project. Originally debuted as part of the MARTH (Make A Really Terrific Hack) contest on FEU, it is now well on its way to becoming a full-fledged game. Featuring a (human-written, don’t worry!) story of a runaway queen grappling with the might of two warring empires to make the continent of Avra safe for her children again, this game’s presentation is further enhanced with expanded battle animations, numerous unique backgrounds, beautiful custom tilesets, and a visual style reminiscent of Radiant Dawn, and even some limited voice acting to create one of the most appealing SRPG Studio experiences yet. Notable gameplay features: Choice of playing with either single or double-RNG The Weapon Triangle (Swords, Lances, Axes), which grants Accuracy ±15 The Trinity of Magic (Light, Anima, Dark) and (Fire, Thunder, Wind), which grants Attack ±3 and Accuracy ±15 Fixed weapon ranks like in Genealogy of the Holy War and Engage Enemy targeting lines like in Engage AS = Spd - Wt (you need 5 more AS than your opponent for follow-up attacks) A Fates-like Skill system in which each character has a unique personal Skill and can learn more dependent on his/her class Spreadsheets: Characters Classes Skills Weapons/Items Dropbox link (8 of ?? chapters) Discord server Known Issues: There is no notification when learning a new Skill outside of battle, i.e. by getting a Level Up from Staff usage. Remaining Mov display when selecting where to move a unit doesn’t account for screen scrolling. This feature is turned off by default. There is a tiling error in the Prologue that allows Stella and Sirius to walk through the upper wall and out of the training area. This should be a minor issue since there’s nothing important outside and this is a Rout map in which none of the enemies move. Credits: Screenshots:
  2. Hello again, everyone. Von here. I recently released the first fully playable build of my SRPG Studio game, Sanctaea Chronicles, and am now starting to move into the presentation upgrading phase of the project. Those of you who’ve been keeping up with it are probably familiar with the work of my artist, Furan, who’s been making new halfbody portraits for the game: Looks good, doesn’t it? But there’s a bit of a problem. You see, the RTP class graphics that the game is currently using aren’t consistent in appearance with these new class designs Furan and I have cooked up, and Furan is already occupied enough working on the halfbodies. Meaning that if I want to upgrade the class graphics that are currently in use, my best bet is to recruit at least one additional artist onto the project to make new class graphics based on the art Furan is already producing. Before writing this request thread, I did some calculations for how much work is going to be needed for a full overhaul: https://docs.google.com/spreadsheets/d/1vxsaZoqyi3enryp-L6mFCcKLAqAYUj86ByzipMIPmoA/edit?usp=sharing For charchips (map sprites), I’m going to need 94 new sets, with a set consisting of 4 graphic sheets (player, enemy, ally, waiting) of 15 map sprites organized like this: For motions (battle sprites), I’m going to need 86 new sets, with a set consisting of 3 graphic sheets (player, enemy, ally) of battle sprites organized like this: The new graphic sheets will need 15-45 rows (for melee, depending on number of weapon types) or 5 rows (for bows and magic), with the amount of sprites in each row varying based on the needs of the animation. If you want an idea of how the battle animations are set up to move in the engine, think something resembling the Jugdral games. The map sprites as a whole would resemble the kind seen in Fateswakening, much like the halfbodies already being worked on. The battle sprites would ideally resemble an extension of that, roughly the same size as their RTP counterparts. If this all sounds like a massive order, I know quite well that it is. Which is why I decided it would be wise to consult you guys about it first to get an idea of its feasibility. If you’re interested in taking on the challenge and joining my team, please let me know in the thread responses along with whatever amount of money it all will cost me by the end. If you aren’t able to join or are unwilling to do so (and I don’t blame you if that’s the case), then feel free to direct me where I can shove it find some artists who might be. Thank you for taking the time to read this long post, and good day. Let me know if you have any other questions.
  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 hello, everyone! To preface this, I've been a lurker here on the forums (and a member of the community in other places, namely Facebook groups) since 2015 or so, never really posted much here though. Fire Emblem quickly became one of my favorite series when I discovered it and that adoration hasn't died down since. But, enough about that. I was thrilled to bits when SRPG Studio suddenly came in English, and even moreso when we finally got confirmation on Vestaria Saga coming in English. Kaga's games are my favorites (Thracia 776 being by far number one to me), and I wanted to make a sort of love letter to his works. So, about 2 years ago, I started writing the script for this game. I initially worked on it in RPG Maker using community-made scripts, and it was clunky, but functional. I abandoned the project some time ago to do other ones (traditional RPGs), but with SRPG Studio here, I decided to revamp it! This demo takes you through the first 4 maps (3 main chapters and 1 gaiden chapter) and lays the groundwork for what you can expect. I thank you all in advance for trying it and any feedback you can give me! https://www.dropbox.com/s/fz4lfrqot35iz6z/Tactics Edge Demo Version 1.0.rar?dl=0
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