Jump to content

Search the Community

Showing results for tags 'programming'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Important Links
    • Serenes Forest Code of Conduct
    • Mistakes or Errors on the Site
  • Important Forums
    • Announcements
    • Member Feedback
    • Site Content
  • General Forums
    • Introductions
    • General
    • Far from the Forest...
    • Creative
    • Fan Projects
    • General Gaming
  • Fire Emblem Forums
    • General Fire Emblem
    • NES and SNES Era
    • GameBoy Advance Era
    • GameCube and Wii Era
    • Nintendo DS Era
    • Nintendo 3DS Era
    • Fire Emblem: Three Houses
    • Fire Emblem: Engage
    • Fire Emblem Heroes
    • Related Games
  • Miscellaneous
    • Forum Graveyard

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Interests


Location

Found 4 results

  1. Hello people, I'm a gamedeveloper student and i started a project last summer to reverse engineer Fire Emblem Blazing Sword. Alas i had it very busy during the summer and school started after the summer again. So i haven't got anything showable yet. As i am working on it i get kinda overwhelmed by the sheer amount of things the game entails. That is why i would kindly ask all of you if you could respond to this topic with all the game mechanics/features that are in the game. if i can get a comprehensive list of all the mechanics/features then that would make coding/managing the project a lot easier. Please don't just say a mechanic like Battle, because that's way too vague. because in the battle happens things like, animations being played, battle calculations and possibly more i will keep a list of all mechanics/features below List of mechanics/features already known: Grid Generator (gets data from dataclass or txtfile to know what kind of level to make) Grid Cursor (the well known cursor on the grid to select units or open the menu) Grid (for usage in the chapter, consisting of tiles) Tile (for example: evenTiles, plainTile, arenaTile, shopTile, armoryTile, villageTile etc.) -position -moveCost -avoidValue -defValue -resValue -event(arena, shop, armory, visit, seize, talk, support, customEvent) Animation Player (something that knows what animation to play and when) Character -stats (hp, str/mag, skill, speed, luck,def,res,con,move) -weapon level -items -support Hopefully this list will make my request more clear. **Working on this in the Unity Engine with C#, so anyone pointers with that, or even collaborations let me know in a PM ^^
  2. Hi, For a while now, I have been thinking of how to make a Fire Emblem engine. Yes, I am fully aware people can make rom hacks and all, but I want to do this for a few reasons. [spoiler=Reasons why.] Rom hacks can be quite limited in terms of graphics. If someone wants to make, say, a HD version for reasons unknown, they should be able to. No questions asked. It will be open source. As an open source program, it should allow ANYONE to add new features if they choose. If they want to make a food system(unit's ability to fight determined by how hungry they are?), let them! It may be a hit! It may not as well. It will make things easier for FE game devolpers. Chances are, Nintendo didn't want any of their games to be rom hacked, or even ripped, for the matter. However. This rewrite will be made for people to have their own FE "games" or whatnot. Kudos to the person who makes a game based on Soul Eater. Why make a fanfiction, when you can make a fangame? Negates the need to get an emulator. Why would I want to do that? Because I want to know how it works. (Quote comes from Assembly Language Step by Step, by Jeff Duntemann). In any case, I would like to make the program be able to...: [spoiler=Features] Use games from external databases. I want to create an engine, not an actual game. As such, the program will not contain any levels, characters, items, etc, but should be able to open, and execute, such files. Allow the user to use either the keyboard+mouse, or a game controller. Contain a generic menu for options such as video/audio settings, controls, and all the works. Now, the main question is: HOW should I make this program, in terms of programming? There are some more simple matters such as, [spoiler=Confusing Stuff] [spoiler=Item Class] The item class, which contains:A string for the display name of the item. A flexible array of special_effect objects. I.E. a life absorb object. I want a little advice with this, because I have no idea on how to implement this for actual battles. Another flexible array of super_effective types. Why an array? Weapons like Falchion. A description object. Why turn such an uneeded thing into a class? Because it appears everywhere, that's why. A character for a weapon type('S' for Sword, "L" for Lance, "A" for Axe, "B" for bow, and all?). I'm wondering if this should be an integer ID instead. 4 integers: durability - Still wondering how to make the weapon breaking feature. might, accuracy, and critical_rate. Some sort of reference to a sprite. Another flexible array of sprites for battle animations and whatnot. I would add more, except I'm apparently out of time. For now, this is only an idea. I have no plans on actually commiting on this yet.
  3. Hey guys, currently I'm learning how to program in Python and more specifically PyGame, a branch of python that allows you to make games with sprites and music and all that through Python codes. I want to make a small game to practice my coding skills and get more experienced so I figured maybe to community could give me an idea or two for a small starter game. Thanks for reading
×
×
  • Create New...