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Found 6 results

  1. As the title says: take a Pokémon from the previous games, and make a Galarian Version. Describe any changes to its appearance, its new typing, give it some Pokédex data, any new abilities, and/or any changes to its base stats. Keep in mind that the change should reflect something about UK culture/environment, given that the Galar Region is based on the UK. For an example, here's one I came up with: Pokémon: Ariados Appearance: Ariados's colour scheme changes to red & green tartan with yellow and white lines, and the spike on its head becomes an axe head. Type: Bug & Fighting Pokedex Data: After generations of living in the Galar Region, these Ariados have grown to live in groups referred to as "clans". The first Ariados to be trained in Galar was nicknamed, "Ariados the Bruce" after the human family that trained it. These Ariados have developed a keen fighting spirit, and their tenacity is legendary. The axe-like spike on their heads aids in fighting off stronger Pokémon. Abilities: Tough Claws, Vital Spirit, Sturdy (Hidden Ability) Changes to its Base Stats: -50 Sp. Attack, +50 Speed, -10 Sp. Defense, +10 HP This Galarian form is based on a legend that Robert the Bruce hid in a cave after a defeat, where he then observed a spider spinning a web across the cave's roof. The spider failed on the first two attempts, but succeeded on the third, and this inspired Robert the Bruce to keep fighting. The axe head comes from Robert the Bruce famously preferring an axe over a lance when fighting on horseback.
  2. Create a Smash Bros. Boss. Here's an example:
  3. Hi, Does anyone want to make a collaborative mod/hack based on fire emblem 6, 7 or 8? I'd like to have brainstormings with interested people/players in order to make a good mod or hack, and my knowledge goes as far as a non-hacker can, I don't know how to insert new sprites (like halberdier to give soldier a promoted class) or even make them, but I know how to create a magic weapon out of a normal weapon/empty item number (with working animations and damage numbers, I created an inferno Reginleif and a C-level light animation Rapier which displayed without bugs with the animation), and basic things like character/class modifying, class paths, promotion item modifying (can't make a Fates-style second seal yet, maybe someone can, I could only make an Awakening second seal but I don't think the stats would adapt to the 2nd class bases, maybe the patch could work), unit placement and modification (but if you change story-related units it tends to bug if I remember correctly), well, anything most people can do with FEBuilderGBA. Should we use the skill patch or modify the stat caps? Should we make another "No HP Emblem" or have better HP for everyone (including magic based units and female only classes like pegasi?)? Should we create/re-create classes like halberdier, 3rd tier classes? Should we delete gender lock (knowing it would need sprite creation for opposite gender for mercenary, fighter, pirate, bandit, berserker, warrior, rogue/assassin, troubadour, walkyrie, monk, maybe a real female wyvern animation because I can't differentiate male/female in their existing animations, re-use femal thiefe and hero from FE6)? Should we change weapon distribution per class (it would need new animations for classes with different weapons)? Should we change the story? Completely or only parts of it (like what one would like to re-write better, say some antagonists who could use some deeper writing and why not even join the player's army after they changed their mind, like Selena or Caellach, Orson or Glenn who would be deeply wounded and found by Eirika then healed by The Stache or NaStacha, and so on)? Should we change some characters' class if we keep the story or parts of it? Promoted some late joining units (see you L'Arachel) or buff some units who need some love (Dozla, Syrene, Garcia, trainees, Tana, Knoll, Natacha, Eirika, Forde's jack of all trades state, Kyle's def to fit the tanky cavalier archetype, and so on)? Should we target Conquest or Radiant Dawn's level design/gameplay, or simpler games? Should we make Fates growth style with extreme specialties or more balanced stats/growths? Should we try to remove flying effectiveness from wyverns like in FE10 or let them weak to arrows so they're nerfed simply by not being safe around any designed ranged weapon (1-2 axes, lances and swords aren't part of a weapon type designed to hit from range while bows and magic are)? Should we make pegasi invincible against magic like their description tells it? Should we make shapeshifters and if yes, how should we make them? How to manadge range on a unit who has bonus stats? If Myrrh had 1-2 range, she would solo the game as long as her stone lasts, it would break the game. Weapon durability, for or against it? Personally I like indestructible weapons, but many seem to be against them. I think it forces you to choose which weapons you buy since they cost much more, and silvers would be much rarer than what they are for free in the OG (2 free silver swords in 5x and 7 are too many for that part of the game, where you don't even have that many sword users reaching A rank anyway and cavaliers who tend to use lances more due to lance-heavy levels and javelins barely affecting their speed while they take 6 points of speed from pegasi and 5 from falcons, which is pretty unbalanced and heavy pony favoritism, which comes with the question of the importance of constitution as a stat, should we remove its effect on weapon wielding and transfer it to strength? should we suppress completely weapon weight and give stat penalties in the stat bonus category to affect everyone the same like in Fates? I find it much more fair personally). There are many things we could use brainstorming for and it could lead to something completely different from what we would individually think of, which is the reason for me to suggest a collaborative work. If you're interested, answer in this topic and tell me/us what you would like (from what I wrote or from things I didn't think about while writing this, or from things other people write in their own answers). See you soon in this topic!
  4. I have multiple questions for anyone here. *This is FE XP (RPG Maker XP) 1) How do I Make a weapon have infinite uses? 2) How do I increase the hit rate on a added weapon (A custom weapon I made somehow has 26 hit standard) 3) Although I have the Battle sprites for a custom character, Do I have to separate each animation (Normal attack, Critical hit etc)? (I'm also having issues splitting the sprites, but that will soon be remedied) 4) How do I choose their growth rates and starter stats? 5) Do the sprites have to be PNG or can they be GIFs 6) How do I give characters "Special" Battle music?
  5. As the title says, if you could create your own skill for fire emblem awakening, what would it be. You can bring back older skills if you want and just add a bonus effect.(Note: Your skill will be considered a DLC skill, so it can be equipped by any unit and class) I'll start with a few examples: Helmet Buster: Allows unit to receive effective bonus damage against armored units. Naga's Blessing: Negates effective damage bonus for dragon units.
  6. Create your own harem, starring you! Choose four through ten fictional characters or real people. State why you chose those waifus or husbandos. My list... Robin (Female) Nowi Panne Henry Isabelle Ditto Light Yagami Me as a girl N
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