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Found 12 results

  1. https://store.steampowered.com/app/898750/Super_Robot_Wars_30/ I still can't believe this is happening. As a longtime fan of the series, this is... I can't even, it's practically a miracle. Seems to be the Steam version only. Then again, the PS4 and Switch versions can already be bought internationally via region-appropiate accounts, so I guess it makes sense. Although, I have my suspicions there could be some tweaks to at least the script. I already spot one thing that's changed from the English PV1 to the screenshots displayed on Steam. It could just be just a correction or for better display, but it makes me wonder. Regardless... A non OG SRW game is getting an official worldwide release!!! Come on, let's us fans celebrate this! And for nonfans, take this chance to learn about this SRPG game series.
  2. (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?
  3. I've been looking at SRPG studio, and it looks really cool and I'd like to try doing stuff with it. However, 70$ canadian is pretty dang steep for a hobby. Do you people think it's worth a splurge? Or if it's worth waiting for a sale? Thanks for all answers.
  4. So I came across this while trying to keep up with videogame-related news- Brigandine: Legend of Runeseria. Since I haven't seen a post about this yet (I apologize if there was- I've seen a lot of mention of it though!). Brigandine is another old SRPG like FE and Langrisser, but seems to have been almost forgotten. A sequel, Legend of Runeseria has been announced since September (why am I hearing about this now?). So let's get to the game. There's strife in the continent of Runeseria, and you will help guide it to unification. There's 6 factions to choose from, each with their own leader, set of characters, ideals, and histories. Each force seems to have around 14 unique characters you can choose from? Think that's a low number? Well this is where it differentiates itself from other SRPGs- you can create and control monsters to aid you in battle. Monsters can do a variety of things as well, such as fly and swim. The only SRPG that I've seen that in is Disgaea, but "monster" units in that game functioned very similarly to normal "demon" units. (there's one big difference in what they can do, but that's for a Disgaea thread. Disgaea 6 when?) This game is also fought on a hexagonal grid, like Berwick Saga. What really caught my eye was the art style. It reminds me of the Baten Kaitos games, a series I grew up with. It seems like they're trying to evoke a more high fantasy feel with the design of their characters and world building. I also like how the graphics also go with the art style. I'm not sure if I would say I'm hyped just yet, but I am very interested. If you're a fan of this series, please feel free to DM more info. I'm not the most knowledgeable about this series, so I can't do the explanation justice. Check out the website here or watch the trailer below
  5. 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!
  6. Was wondring if anybody else on Serenes has played/heard of Yggdra Union. It's a pretty awesome game and it's rather similar to fire Emblem in several ways. It even has the weapon triangle! I'm asking not only because I'm curious but also because I was probably going to do a playthrough on Twitch and was wondering if people here would be interested in that sort of thing.
  7. 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:
  8. Long ago, there was a time when strength ruled, and evil held the world in its vile clutches... the Age of Zeteginia. Welcome to Tactics Ogre: Knights of Lodis. I'm going to just be quiet for this update and let the game speak for itself for a while. It's Ogre Battle. This is series tradition. Hater. There's no default in place, but the default is 'Alphonse'. And now this will determine various other things. The answers, my friends, are up to you in the poll above. Except that the last one doesn't fit in the poll. As a result; post your answer to this specific one in the thread! Along with another question; do we follow the canonical path, or forge our own way? What actually is this game tho Tactics Ogre: Knights of Lodis is a tactical RPG. It's a good one, but always felt weirdly rough and unfinished to me. Technically it's the last original entry in the Ogre Battle cycle (LUCT is a remake). It's a prequel to LUCT, and ties in in a way that is not entirely apparent. And, yes, I do intend to play LUCT after this. Is it better than Final Fantasy Tactics? Yes. Thread policies? ABSOLUTELY NO STORY SPOILERS. Aside from that, talk about whatever you want (including gameplay stuff, if you want). There is a lot of room for flexibility so I will be able to listen to thread suggestions. I have other questions that this garbage FAQ doesn't actually answer Then ask!
  9. One of my lifelong goals is to make my own SRPG. Now that I'm majoring in CS and actually have a few years of programming experience I feel that now is finally the time for me to begin learning how to make a game. I've been looking at the Unity 3D engine but I'm not sure if it's my best option. Does anyone have any advice or suggestions? Thanks in advance!
  10. Heyo, new member to serenes and novice game dev here ~ Just wondering if there is any news on a english patch or such for SRPG studio?? Thanks and the lot~
  11. As it is with every city, crime is unavoidable in Oaksville, but the situation has gotten worse over the recent years. It was bad enough that most of the wealthy residents have left, fleeing for greener and safer pastures. Without the income or taxes from those people, the city cannot afford to maintain the size of the existing police force. Therefore, with great pain, they downsize the cops to less than a quarter of their previous number. Without most of the cops, the crimes have increased and the situation on the streets has gotten more chaotic as various groups struggle for dominance. At present, whatever your past and reason is, you have decided to fight back with a group of people dissatisfied with the current situation. How will you fight? Whom will you let into your posse? And what future will you decide to pursue? That’s up to you, leader. Welcome to Street Posse Showdown. Highly Tactical Battles The distance, positioning, class, available techniques and elements of your troops have a huge effect on how well your posse will fare in the battlefield. Be careful in how you move your people as the enemies have zero moral issues in ganging up on them. Buffs and debuffs will play a huge role as they are not simply small percentage increase or decrease, but affect stats majorly. Mission-Based Gameplay Instead of fighting just a single battle each time, now your posse has to fight a series of battle in a mission before being allowed to rest and refresh. Your men may have start each mission with a full tank, but will they expend it all in the first battle and go on empty into future battles? Or will they be stingy and conserve their stamina for next battles? Will this cost them in surges? It’s your game so you decide. Large Amount of Forces You may start off capable of only bringing 6 of your members into the battlefield, but that number may reach up to 12. So too will the number of people you can bring into each mission increased as the game goes on. Do note that this escalation of force is not only privy to the player, but also to the enemies. Distinctive Elemental Attributes Inspired by Pokemon, each character and their attacks have elements. The interaction between these elements will decide how strong will the attack be and how well will the character use the attack. Going with a diverse cast of characters with different elements will help you against most foes than going in with everyone in the same class and element. But, hey, it’s your game and it’s your call. No Permadeath But Enjoy Your Injuries There won't be any permanent death when a character is knocked out on the battlefield. Instead the said character will get an injury which may be permanent or temporary. To get rid of a permanent injury, the character need to have quite a long visit to the St. Thomas Hospital, which charge a hefty price for their services. Will you spend money on your men health or you just ignore it and fight on with your personal army of injured cripples? Replaceable Techniques While your members can learn new techniques by leveling, some of the best and most suitable techniques are only available outside of growth. Those are available through either training or items. Be it equipping a gun to shoot bullets or training in a dojo to learn how to deliver an uppercut, everything is available as long as you got the dosh for it. Knowledge Is Power When fighting someone, knowing what he is weak against, what moves does he have and how much punishment can he take before he fold is quite important. This is represented by a knowledge level of what you know about each of your enemy posse. When you reached a new level of knowledge, you gain more details about the posse and their members. At maximum level, you get even to know the enemy characters’ traits, personalities and quirks. Randomize Recruits The characters that you can recruit into your posse, with the exception of special NPCs, are randomized in terms of stats, name, gender and characteristics. Who knows, you may be lucky enough to get Bubba, the very friendly ex-prisoner or Sasha, the strong independent woman who need no man. Single Player Story-Driven Campaign This game development is focused solely on creating a fun story-based campaign based on the exploits and decisions of your character. Most of content are handcrafted and there will be no grind whatsoever just to pad the gameplay time. Changeable Clothing This game character sprites is developed using Spriter character maps. This in turn, allow player to customize the clothing of each of their posse members as much as they wanted, with exception of special NPCs. Never underestimate the joy of dressing up your posse with a theme in mind. I started developing SRPG after I get tired of whining and complaining about the absence of good SRPG in the market. The western SRPG I found the gameplay element is too lacking and simple while most Japanese SRPG, with the exception of Fire Emblem series, is too grindy for my taste. Even so, I enjoyed them but believed that I could do better given a chance. By making a SRPG that have robust gameplay elements while ensuring all battles are handcrafted, without any grind. A game that I and my friends would enjoy playing. And so began my hard journey into the world of gamedev around 3 years back. I have created many prototypes and many systems before. Some are as simple as the ones I complained about before. Some are simply too hard and require the players to read a 200 page manual before being able to understand the mechanics due to my effort of translating tabletop rules into video game. Despite all that setbacks, I like to believed that I learned, improved and absorbed all that is good in those system. And so, 3 years have passed and here I am, bringing you a game with a ruleset that is hopefully, simple to understand and yet have a depth for those who want to master it. Usually it's just me. But I have an audiobro helping me in this project. To ensure my ability to keep him focus on the project, I will go for crowdfunding sometime in the future. My previous project died after I wait for months for audio from an audiobro who is too busy with upfront paying jobs and too embarrassed to tell me that fact until I confront him about the months of delay. I do not wish to repeat the same experience. The demo is completed. You can download it on the by clicking on the link below. Any feedback is appreciated.
  12. From Siliconera So yeah. For people who are less then thrilled by the way Fire Emblem has headed for the past few incarnations, here is something that may fill a hole.
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