BlueLeafeon Posted July 31, 2016 Share Posted July 31, 2016 Any updates on this? I know Yeti is spending more time on his game than the builder itself, but I haven't heard any updates on whether or not the builder is still being worked upon. Or maybe I've missed it? Quote Link to comment Share on other sites More sharing options...
47948201 Posted July 31, 2016 Share Posted July 31, 2016 Last I heard Yeti was working on, it was a modified version of his Map Generator that FEXNA's own Editor can launch. Other than that, I don't think I've heard any news since he was working on editable weapon ranks. Quote Link to comment Share on other sites More sharing options...
Rokkuman Posted August 4, 2016 Share Posted August 4, 2016 So is this completed? Also is this the same thing as FEXP whete it's a mod for RPG Maker? Is this someone continuing work on FEXP or is it a new engine amd new project? Quote Link to comment Share on other sites More sharing options...
lonelyVoxel Posted August 4, 2016 Share Posted August 4, 2016 So is this completed? Also is this the same thing as FEXP whete it's a mod for RPG Maker? Is this someone continuing work on FEXP or is it a new engine amd new project? Not completed, no ETA. This engine is built on Microsoft XNA, so it's not a mod. It's its own program. Quote Link to comment Share on other sites More sharing options...
Rokkuman Posted August 4, 2016 Share Posted August 4, 2016 Last thing and I'll leave, will I have to download Microsoft XNA to use it or will the program made using it be it's own thing for me to download. I'm really looking forward to this. Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 4, 2016 Share Posted August 4, 2016 You need XNA and .NET to run FEXNA games, plus Visual Studio to make them. I think there are some more small programs, but they should come with the download or something. Quote Link to comment Share on other sites More sharing options...
lonelyVoxel Posted August 4, 2016 Share Posted August 4, 2016 I think whatever programs you need come with FEXNA and/or Windows itself. I've run it on Windows 8 without a hitch, but I haven't tested it after upgrading to Windows 10. If you're on a Mac and are missing something you need to run the game, I wouldn't be surprised if they have what you need on Microsoft's website. Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 5, 2016 Share Posted August 5, 2016 So... anyone knows how the project is going? (half-finished, not even close or almost finished?) Sorry if I write impatient. Quote Link to comment Share on other sites More sharing options...
Eliwan Posted August 5, 2016 Share Posted August 5, 2016 (edited) So... anyone knows how the project is going? (half-finished, not even close or almost finished?) Sorry if I write impatient.proyect is not the dead. (that is to say - it will be done when it is done and development hasn't really stopped, despite not knowing what's actually going on personally.) Edited August 5, 2016 by Bedimal Eliwan Quote Link to comment Share on other sites More sharing options...
blyegg Posted August 5, 2016 Share Posted August 5, 2016 wow, you replied really soon! butyeahforrealitsalive Quote Link to comment Share on other sites More sharing options...
lonelyVoxel Posted August 5, 2016 Share Posted August 5, 2016 The TL;DR for this thread really is that it's one guy working on a huge project. It'll be out when it's out which will be at some point in the near-ish future it seems. Quote Link to comment Share on other sites More sharing options...
Moblin Major General Posted August 5, 2016 Share Posted August 5, 2016 I'm hoping Yeti to announce the release date at FEE3 this year, just like actual E3 or Comic-Con. Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 5, 2016 Share Posted August 5, 2016 (edited) Yay EDIT: Will the mugshots have the same format as FEXP? Edited August 6, 2016 by George Reds Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 7, 2016 Share Posted August 7, 2016 Yes.(sorrythere'sreallynothingmoreihavetosayitusestheexactsameformatformugsasfexpdontkillmeforonewordpost) Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 8, 2016 Share Posted August 8, 2016 Thanks Quote Link to comment Share on other sites More sharing options...
Yetiplays Posted August 11, 2016 Share Posted August 11, 2016 Would it be possible to implement summoners (Like in FE8), considering they summon new units onto the battlefield and all, I'm not sure how easy that'd be to code. And if so would it be possible to have them summon multiple units at once? (By this I mean while a Skeleton is on the field, they summon a Demon Wolf, not that they summon both at once, but that multiple summons can be on the field at once.) Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 11, 2016 Share Posted August 11, 2016 Rigging a summoner with minor menu coding and some global events? Not too hard. "Properly" coding a summoner? Not the hardest thing in the world, but definitely going to take some work and looking around how many engine systems are handled and how to connect them, it won't exactly be easy to get working, but then variations like what you said would be relatively trivial. Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 12, 2016 Share Posted August 12, 2016 I know, I know! How about implementing a way to program the game with both rngs. Let me explain; let's say I want to make a game with the original rng so it turns out to be more difficult, but then I want to make another game with the modern rng. Could it be possible? Quote Link to comment Share on other sites More sharing options...
CT075 Posted August 12, 2016 Share Posted August 12, 2016 yes Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 12, 2016 Share Posted August 12, 2016 (edited) Also, is there a skill system? If there is, are we limited to the skills we're given or we would be able to add new ones with programing? EDIT: Will there be a branching system? Edited August 12, 2016 by George Reds Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 12, 2016 Share Posted August 12, 2016 (edited) Literally from the first post: Note the "Skills" region. Note the "Promotions" region. I don't see any screenshots of the chapter select screen, but basically chapter progression can be whatever you want. You can add literally anything with programming. Edited August 12, 2016 by 47948201 Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted August 13, 2016 Share Posted August 13, 2016 (edited) The answer to pretty much any "Would it be possible to...?" question is yes; if you can program it, you can implement it. Better and more productive questions might be, "How easy would it be to...?", or "How would I go about implementing...?" On that note, how easy would it be to... ...consolidate all three Anima weapon types into a single weapon rank, while retaining the Fire>Wind>Thunder>Fire triangle? What's immediately coming to mind is adding three weapon properties that handle the nested triangle, but someone might know a better way to do it. (I want to use the two freed-up Weapon Type slots for Knives/Shuriken and Hoshidan-style spirit magic) ...implement a Fates-style weapon triangle? I'm mainly just curious if there would be any theoretical hurdles to consider that I should know about going in. Also, would it be worth the effort to implement a Strength/Magic split or should I just cave and tweak the system to use Thracia-style Magic instead? Edited August 13, 2016 by Topaz Light Quote Link to comment Share on other sites More sharing options...
47948201 Posted August 13, 2016 Share Posted August 13, 2016 To the former, I honestly have no idea. Yeti has redone how weapon ranks are handled since the version I have to make it easier, but I don't know exactly in what ways. To the latter, very easy, it's editing one small config file. To S/M split, my personal recommendation is don't bother. I'm sure someone else will do it though. Quote Link to comment Share on other sites More sharing options...
George Reds Posted August 18, 2016 Share Posted August 18, 2016 For ally, enemy and other units will we have tto create different animations with their own palette or is there an option to change the palette of just one sheet? Quote Link to comment Share on other sites More sharing options...
deranger Posted August 18, 2016 Share Posted August 18, 2016 Not part of the team, but like GBA, but different palettes can be applied to the same animation. As evidenced in the game. Quote Link to comment Share on other sites More sharing options...
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