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Found 1 result

  1. I'm very new to the process of ROMhacking and fangames, and have only just started using FEBuilder GBA a handful of weeks ago. I'm really enjoying working with it, and it has helped me learn to enjoy a type of game making that I struggled with mightily for years. However, I have been running into a handful of issues with certain parts of the program that I don't know how to work around, and could use some advice from people who are a little more familiar with the program and how it functions. Normally I like to try and sort out issues I run into on my own, but I genuinely have no idea why some of this stuff is happening and feel like I need outside assistance with some of it. Issue number 1: Text box glitches This is one of the most common problems I've run into, and one of the ones I understand the least (images of examples below). Every so often, a dialogue bubble will refuse to display properly, resulting in text being absent and making the graphics look jank as hell. I initially thought this was the result of the speech bubble overlapping with a character sprite on the map, but have dismissed that idea on account of it not making sense. I'm also unsure if it has anything to do with the size of the speech bubble, the position of the portrait speaking, or what else. Issue number 2: Other portrait jank I'm convinced that the Move command in the text menu has a mind of its own. I've had instances where I attempted to move a character portrait off the screen, only for it to act weird, claim it has erased the character upon moving them, only to either not move the character or not erase them, causing a portrait freak-out. Again, I am completely at a loss for what the issue even is here. Also, I have one instance where two character portraits being erased causes one other character's portrait to decide it wants to turn black like it's about to erase as well, despite there being no instruction for this to happen anywhere in the conversation. (Screenshot of this below) Issue number 3: Unit movement jank I have one instance in one of the maps where two wyvern riders and a wyvern lord fly into the map as reinforcements, and for some reason, the wyvern lord moves ten times more slowly as the others in his group. The units movement is all handled by the Unit Placer in this instance, so I can't individually alter the speed at which the wyvern lord moves. Issue number 4: Boss unit palettes I have altered the classes of a couple of the earlygame bosses (I'm using Sacred Stones as a base ftr; in the base game the first boss is a Fighter, in my hack he's a Brigand), and in every instance where the bosses' class differs from what it's "supposed to be", the character's unit palette doesn't appear in the game even though I have set the unit palette to the correct class in the palette editor. This is not the case for the second boss of mine, who shares his class (Knight) with the corresponding boss from the original game. Not a game-breaking issue, but still annoying. Issue number 5: Issues with unit movement during cutscenes I have one instance in the first chapter of my hack where a cutscene triggers toward the end of the map that causes playable characters to move to different spots from where they ended their turn. When this happens, the sprite of the character who just took their last action stays on the field, running in place (essentially creating a clone of said unit), which while it doesn't majorly affect the gameplay, looks unpolished and really silly. This also happens at the end of another chapter, where the end of chapter story sequence takes place entirely on the map itself, with no portraits-over-background cutscene. This might be something that I can fix by just erasing playable units before the cutscene triggers, but I hesitate to do so as I'm concerned about the game "forgetting" unit EXP gains/level ups as a result of this. On a similar note, the mid-chapter cutscene I mentioned causes the boss of that map to spawn in, and he when he does, he immediately teleports away from the space I set him down on over to the space where the player cursor last was. Again, not something that massively affects the gameplay, but it looks bad. One last thing I'll mention to make diagnosis a little easier: I have not updated FEBuilder to its latest version since installing it due to the screwy way that the program handles updates (I.E., making you download a zip file instead of just applying the latest patch to the program immediately, which makes me afraid that I'm going to either have to reinstall FEBuilder, or something else will go wrong and make me lose a bunch of progress on this hack). If any of the issues I've spoken of here are fixed in updates to the program, please feel free to let me know. Thank you very much.
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