Jump to content

Avril Lavigne

Member
  • Posts

    422
  • Joined

  • Last visited

Posts posted by Avril Lavigne

  1. Miraculously, I have returned. This project has been very dear to me since I have been active on the website. I hope to someday have some steady flow in my work. This project seems like nothing special with how little content there is, but it is very special to me and I am hoping to be making a big overhaul. I don't even know what the last patch looked like. It was probably awful... please do not play this version if you are reading this. I am hoping it will be digestible and not information overload. Unsure if that is something I achieved with the previous patch. It has been 5 years since I released a patch and I don't even care to re-visit the old one. I have gone through some very large life changes (as one would in 5 years) and I just feel I may be more equipped to handle this project, hopefully better than the last time. 

    Hope to chat with you soon (I said that last time). I will not be making any guarantees about anything until the content is actually complete. No false promises anymore! Haha.

  2. On 10/21/2018 at 9:12 AM, ardenzio said:

    I cannot find the file!!!! Where i can find it???

    Maybe this means something in regards to the release! Who knows? I'm sure some type of update will present itself. Be patient!

  3. 10 hours ago, Rewind said:

    What's the progress on your other chapters? I quite enjoyed it; there's a lot of text to sift through and the test could've been explained better but many people probably already said that. I like how you portray the characters' personalities though. What happened between Heidi and Marian made me genuinely uncomfortable. A lot of them feel real and genuine when it comes to their personalities and motives. I liked that aspect a lot. Thanks for working hard on your project.

    I actually have a surprise coming in terms of progress.... Absolutely no set dates until our chapter goal is reached will I announce what is going on! Thanks for the compliment on the personalities, though I feel that's part of where I went very wrong with this project. I know it's been forever since there has been an update but I am definitely hard at work!

  4. RIP Staff of Ages. #ZimExposedParty2018 #InvdrZimIsDead

    1 minute ago, InvdrZim13 said:

    And in other news here's a small progress report:

    S2-1, S2-2, O2-1, and 2-3x are fully completed. O2-2 is very close to completion. Writing for the first half of act 2 is also very close to completion.

    yemZaw2.png

    Thanks to a (semi-successful) blitz we tried, everything but O2-4 at least has unit placements done and just needs the beginning, middle, and ending events to be done, which helps quite a bit.

    Most of the portraits are done, we're also redoing the griffon knight animation and adding a promotion option called the Arbalest (this replaces the kinshi knight we were intending to have).

    Oh you're still working on this project after being exposed!? BOLD. 

    In all seriousness, this is a very exciting update! I'm happy to see both routes are doing well in terms of progress. Honestly the progress is faster than I thought it would be. Good news :)

  5. I must say, there is a lack of appreciation here. Am I missing something (why it's not getting the appreciation it deserves)? I will say that this is an incredible tool.

    One aspect I noticed is the world map image tool is not the full world map. It's kinda zoomed in. I haven't found any other issues. 

    Eventing looks really difficult on this. I'll probably just stick to EA for now haha. 

    BUT DAMN yeah this tool is so helpful and makes development much, much quicker. 

  6. The Female Halberdier Disarmed animation seems to have some kind of bug. I inserted it and it bugs out whenever I try testing out the animation. The armed version works great, however. Is there any other way I could insert it? I have tested other animations in substitution for that one and they all work as well, so I've deduced that it is the animation file itself (it inserts fine, does not load in-game at all).

  7. 18 hours ago, Just Lu-Bu is enough said:

    My portrait's eye is wavering when I am playing it, what should I do?

    It's because it's off the hardcoded frame....area, I guess you could call it? Check out the picures below / above your post. 

     

    On 6/22/2017 at 11:38 PM, Elwood288 said:

    This are the templates I use when formatting mugs. A - F are the various eye alignments and 1 - 9 are the various mouth alignments.

    alignmentgrid.png

    Formatting template.png

    (Elwood288 disregard this) When you're finished making all of your animations, you have to have your mouth and eye pieces in a specific region on the template. The mouth frames are the numbered boxes in the top photo, and the eye frames are in the lettered boxes. I don't know how to explain it properly, as I feel like I'm doing a poor job, but basically if you were to put one of the numbered boxes over top of your portrait, the purple rectangle will be outlining an area on the portrait. You should make sure the mouth is inside that purple rectangle. Copy and paste whatever is inside that rectangle in the areas of the template where the mouth goes (the bottom boxes--the red and green ones as shown above). Repeat that step for all frames. Use that SAME purple rectangle for all of the mouth frames, don't be switching up a rectangle based on its convenience, because then it will look really weird in-game. Do the same thing for the eye frames except use the lettered boxes.

    Those purple rectangles show where mouth/eye frames need to be placed. Idk if you're using FEditor or makehack, but it's much simpler to drag and drop mouth/eye frames into the correct location. Makehack's way of importing portraits, as I recall, is a little bit more difficult. 

  8. Soooo I finally made a custom battle frame for my game. However, the only issue is that purple pixely thing in front of the screen when I resume the chapter and there's battle happening, or when it's enemy phase there is text all over the screen when the battle animation begins. 

    I've been following this tutorial, and everything has gone well except the part that says how to fix this issue I'm having is very unclear: 

     

    I'm SOOO close. I just need to fix that darn glitch! 

  9. Hey @Attila, thank you for your feedback. I didn't want to spill too much in my update, but I will say that I am not going the "information overload" route. And also, there won't even be a pre-final, or final exam on the next patch. That idea has been scrapped completely. I also am showing characters' stories when they become playable. So I won't be building up Landry & Bernie's, or Hunter's story up until you actually get to play as them on their chapters. I also reduced the amount of text and intro tremondously on each chapter. I do want the player to remember the details of the story, and giving away too much in the first bit is not a successful way to do that, I've learned. I've pretty much done what you've said, which makes me happy because that means you'll most likely enjoy it more! I'm sure the next patch will be an improvement, and I do really appreciate your feedback. Thanks!

  10. On 5/17/2017 at 10:23 PM, Primefusion said:

    I've never heard anything about tile change IDs having to be ordered by location. I'm curious about where you read this.
    I've got a map with a 3x2 change at the bottom of the map and it's ID 0x01, with some chests on the left side of the map being like ID 0x06 or 7. Works just fine with the Tiled Inserter.

    The only time I've ever heard of some sort of ordering matter is with villages. See here. Doesn't really have anything to do with top-to-bottom location on the map though.

    I read it here on a Markyjoe tutorial.

    vtGeV4P.png

    I haven't always followed this, but sometimes I am paranoid this will affect me at some point.

    Edit: I did just realize this is for doors and chests.... I should have come back to this and actually read it before posting. Being so hasty!

  11. UPDATE TIME!

    Long time no post... It's been about 7 months since I have made any updates in this thread. So I think it's about time, even if it's not too groundbreaking and not that big of news.

    With V1.1 being somewhat a failure, and very short, I decided to (once again) redo my project! I had read and listened to feedback based on what I have released, and realized that I need to start over--come from a better angle. And I believe I have done that.Though I haven't done much modifications to the ROM itself since FEE3 2016, I have been doing a lot of brainstorming and giving the story a major face-lift. This story has been in the planning stages for over 3 years. Unfortunately you have only been able to see variations of the first part of the hack, but this redo is hopefully (99% sure) the last (I can't keep putting all of the time into the introduction!!!). I have been putting more effort into the project as a whole, and the story is a big part of that.

    I have almost every chapter planned out on the surface--meaning that I know how that Chapter advances the story, but not the other subtle or important details (I will cross that bridge when I get to it). I do, however, have the first part completely nearly planned out with a full-on guide with details and devices that need to be implemented into each chapter. What I'm saying is that I have the ammunition I need to start firing off full-throttle for a little while!

    Also I have some gorgeous portraits that some people have been nice enough to complete for me (and some of you have seen in the patch) and I don't want to think their efforts are going into a dead project. 

    I plan to release V1.2 at FEE3 2017, which will have 6 or more chapters.

    No promises there, but if I at least put it out there it pressures me to work hard and reach a deadline that I've made for myself publicly! Life has been unexpected so stuff gets kind of messed up but I am seeing, based on my schedule, that I should be able to put a lot of work into the project over the next few months.

    Here's a sneak peek at V1.2:

    uut5ia8.png

    I might be looking for help over time! Excited to get stuff moving!

  12. 12 hours ago, CT075 said:

    Can you clarify something for me? 

    I read somewhere that tile change IDs must be ordered depending on the locaion of the change from the left and down. Meaning that if you have a tile change starting from [0,0], one from [8,8], one from [2,2], and one from [1,3]. The order of IDs should be like this (for example):

    [0,0] = ID: 0 (literally the very top left tile)

    [2,2] = ID: 1 (a few away from the top left)

    [1,3] = ID: 2 (the X coordinate may be smaller than the X coordinate before, but its Y coordinate makes this change below it, which means it would come after)

    [8,8] = ID: 3

    Is this true? 

    I don't know if I can be more clear if this question seems complicated. It's just that, even though I've made many maps, I am not sure if this will become an issue or when it is an issue. 

  13. 3 hours ago, Enaluxeme said:

    I'm assuming you mean unpromoted instead of prepromoted.

    Yes, an high level unpromoted is competent enough stat wise, but promotion gives you movement and often more con and another weapon tipe. Cavaliers are the one class that remains basically the same after promotion.

    Of course an unit that is promoted on level 20 has higher potential, but if you aren't going to get it to 20/20 because you don't have the time to do it or you would need to go out of your way to feed that unit you'd better promote early.

    OMG stupid mistake. Lol yes, I meant unpremoted wtf.

    3 hours ago, TheNiddo said:

    In this hack its actually somewhat difficult to hit 20/20. I only pulled that off with one unit. Not enough chapters. I'd say go for like 18/20 or even 16/20. Depends on the unit/if anything is already capped.

    Oh well yeah I guess so. I did have a few that were not yet level 20 when promoted, now that I think about it. Silly me. I lost my .sav file that has all of their stats. 

  14. 59 minutes ago, Enaluxeme said:

    Wrong. If you don't think you'll be able to get the unit to 20/20 you'd better promote early. It's better to finish the game with a 16/20 character than 20/16 since they end up with the same stats but you get to make use of the promotion bonuses early and can even build up the secondary weapon rank.

    Yeah, it does help in certain circumstances to promote early, especially because it does take advantage of a nice bonus. But what I should have said is that reaching level 20, for a prepromote, is typically more desirable than not reaching level 20 as a prepromote. I just don't usually have troubles with deciding who to promote and I don't usually have, say, a lvl. 16 prepromote who is in the threat of danger, or a time crunch, to make me absolutely need to use the promotional item. Usually by that time the unit is competent enough to wait for the promotional bonuses until lvl. 20 and gain as much experience and stat points as possible. So that's why I said that. 

  15. 2 hours ago, XIII Hearts said:

    Hey.  I'm new to this hack, and I'm enjoying it so far.  Quick question of advice for anyone here: What level would you recommend to promote units in this hack?

    20 is the norm for pretty much any fire emblem, vanilla or hack.

  16. Hey I have someone named Jade in my hack too :) and she's my favourite one of all of these portraits here @Lowen

    I'm not allowed to be critical on bodies because I, too, am guilty of having almost completely non-original bodies, but others need a little bit of adjustment I feel aside from Jade, who looks great. Viktor, you can easily tell it's Kent/Hector mixed. Malcolm, you can distinctly see Alen's face. Leinani, you can see it's Thany/Fiora. It's easy to mesh hair with face, but if you take the time to add more components from others' faces  you can probably come up with a completely new face. Replacing jawlines also helps a lot. For hair, the same thing: just add a bunch of components from others' hair. Changes from character to character, because sometimes it comes together with minimal adjustments, but other times you can add lots. 

    You are not bad at all though. These are good starters, but I believe I can offer those critisms! I know I'm not the best but I believe I have enough experience in splicing to at least share my thoughts.

  17. 9 hours ago, Lowen said:

    I don't take it personally at all, I am not married to any of these ideas. 

    Given that the 5 units would be a paladin, 2 cavs, a lance lord, and a thief, I would make the map design as such to encourage a smaller unit (the two cavs) to go through on the lighter left side. Yes, it probably won't be symmetrical, but that isn't the point. The savvy player would be able to divide and conquer, but the map is doable if you invest heavily and go up only on the right side. While one play may be more optimal than another, I want to encourage diversity in playstyle as much as possible.

    Realistically I'll redo everything once I have the general idea down in a format that's easy to transfer over - makes for better references points. I'll see if I can get some more done soon.

    Yes, but giving the incentive to go up the left side would be pretty cool. Like a village on the left, a village on the right. Both be somewhat threatened by the bandits who will be trying to destroy it. I'm sure you'll do fine, but I hope I helped out! Bottom line, do what you want, but try and use this advice to help out.

×
×
  • Create New...