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Squeegee

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Posts posted by Squeegee

  1. I really enjoyed playing the game. I like where the sotry is headed so far. One uestion I have though is about Dave. I saw the LP on Ghast's channel and when I played it for myself he had a different mug. Should we be expecting any other face changes when the full game comes out?

    Other than that, I loved Charioteer character you added, and the pregame stategy of deploying troops in vital locations! It's one thing to hack a game with a unique story, but what makes the this game a lot mor impressive are the addtional tatics you allow the player to utlize.

    Keep up the good work!

    Pro_Fo

    Thanks for the encouragement and kind thoughts! I replaced the Dave mug with the one that CobyTheKid made because it was nice for Dave, being the main character's sidekick, to have his own custom mug, but I don't plan to have any more mug replacements.

    Also, I apologize for the extremely slow development lately; I've been mostly done with Chapter 5, but an extremely busy real life has been getting in the way of finishing it :\.

  2. Oh wait, you didn't define the tile changes:

    http://feuniverse.us/t/archs-guide-to-chapter-construction/110/7

    I use Tiled, and it's worked as a replacement so far for defining. All other tile changes are working in the chapter and in all other chapters except for the double door and horizontal door. Hmmmm... I'll do some more trial and error with the file and if that doesn't work I'll just replace those doors.

  3. DOOR 0x09 DoubleDoor [09,05] 0x10

    DOOR 0x09 DoubleDoor [10,05] 0x10

    DOOR 0x10 HorizontalDoor [12,12] 0x10

    You need those 0x10 bytes to make the Door command appear.

    Strange. I added that and it still doesn't work. Maybe there are some door tiles that are only aesthetic, I'm guessing? Because normal doors work with that code, but not the vertical and double door tiles, at least for me.

  4. to insert a compressed graphic into free space, go to the offset of the original (compressed) graphic first.

    when you click on the "insert bitmap", there should be a button that reads "target offset" or "write graphics to?" or something of the sort. change that to, well, change where the graphics are written to. in this case, you'd change that from the offset of your old graphic to the offset of your free space

    the reason it does this (although i disagree with the reasoning) is that images can be compressed in a variety of different ways between games; within a single ROM things are usually consistent but as GBAGE is meant to be a general graphic utility it has no way of knowing ahead of time what compression format to use when you want to insert a "compressed" graphic. to remedy that, it only allows you to compress->insert a graphic while looking at an image that is similarly compressed (as then you can infer the format)

    Ah, there's a better solution than what I did (replaced the original graphic instead of inserting to free space).

  5. So I followed Arch's tutorial for importing map sprites, but the screen turns black and squeaks when the halberdier map sprite loads. I've tried at least 7 times and it's still the same problem. Neither standing nor moving is working; they both make the squeaks and crash right on loading. I attached screenshots of my nightmare pointers, GBAGE parts, and the original images. I made sure not to do something like importing palettes and stuff, so I have no idea what is wrong.

    post-17831-0-22650800-1448149568_thumb.png

    post-17831-0-23437100-1448149569.png

    post-17831-0-35083700-1448149888_thumb.png

    post-17831-0-87431000-1448149889_thumb.png

    post-17831-0-06189100-1448149892_thumb.png

    post-17831-0-47222500-1448149894_thumb.png

  6. Hmmm... I followed the instructions that Arch said to do for special doors, but for some reason, it doesn't detect it as a door when the thief is next to it with a lockpick. I'll post my EA file. The doors in question are the double doors and the horizontal door. All coordinates and tile change IDs are correct, so it has to be a problem with something else within my file.

    [spoiler=EA File]#define DISABLE_TUTORIALS
    #include EAstdlib.event

    EventPointerTable(0x1B,Pointers)

    ORG 0xDA3390
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN BallistaData BallistaData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event

    Opening_event:
    MUS1 0x0032
    LOU1 Bad
    ENUN
    CAM1 [05,13]
    OOBB
    TEX8 0x807 [200,00]
    STAL 120
    RETB
    LOU1 Good
    ENUN
    CUMO [04,18]
    STAL 60
    CURE
    TEX1 0x848
    REMA
    CUMO [10,17]
    STAL 60
    CURE
    Text(0x3C,0x849)
    LOU1 Prisoner
    ENUN
    CAM1 [10,05]
    CUMO [10,01]
    STAL 60
    CURE
    TEX1 0x84B
    MOVE Jerme [12,02]
    ENUN
    DISA Jerme
    ENDA

    Ending_event:
    MUS1 0x0038
    MNCH 0x05
    ENDA

    Good:
    UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,18] [01,15] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
    UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,18] [02,16] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,18] [03,17] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,18] [01,16] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,18] [03,16] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
    UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,18] [02,18] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
    UNIT Erk Mage 0x00 Level(1,Ally,False) [00,18] [02,18] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Marcus TransporterHorse 0x00 Level(1,Ally,False) [00,18] [04,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]
    UNIT Lucius Monk 0x00 Level(5,Ally,False) [00,18] [00,17] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT Oswin Knight 0x00 Level(4,Ally,False) [00,18] [01,16] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Bad:
    UNIT Eagler Paladin 0x00 Level(1,Enemy,False) [10,01] [10,01] [silverSword,Spear,Elixir,0x00] [0x00,0x03,0x00,0x20]
    UNIT Jerme Thief 0x00 Level(20,Enemy,False) [10,03] [10,03] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]
    UNIT

    Prisoner:
    UNIT Ninian Dancer 0x00 Level(1,NPC,False) [10,17] [10,18] [Elixir,0x00,0x00,0x00] [0x00,0x03,0x20,0x00]
    UNIT

    Turn_events:
    TurnEventPlayer(0x05,Opening_event,1)
    TURN

    Character_events:
    CHAR 0x00 DaltontoAshley Lyn_t Ninian $0000000
    CHAR

    Location_events:
    Chest(GuidingRing,10,13)
    Chest(Mend,01,05)
    DOOR 0x09 DoubleDoor [09,05] $0000000
    DOOR 0x09 DoubleDoor [10,05] $0000000
    DOOR 0x10 HorizontalDoor [12,12] $0000000
    Door(01,07)
    Seize(0x11,Ending_event,10,01)
    LOCA

    Misc_events:
    CauseGameOverIfLordDies
    AFEV

    BallistaData:
    BLST
    ALIGN 4

    DoubleDoor:
    MAC1 0x03 0x00
    ENDA

    HorizontalDoor:
    MAC1 0x06 0x00
    ENDA

    DaltontoAshley:
    MUS1 TogetherWeRide
    TEX1 0x84A
    CUSI Ninian Ally
    MUEN 2
    ENDA

  7. Just played through the game. You've improved a lot since I last played it (i remember the prologue you posted months ago in questions)

    I recorded my playthrough with some buds and we had fun.

    I'll post the video and thoughts here.

    Thanks! I can't wait to see the feedback and suggestions :D!

  8. Might depend on your map layout and unit placement.

    For example: if the placement of player/NPC units blocks all paths to the door of the treasure room, the thief will give up and switch into escape mode. Switching into escape mode is permanent. However, if you take the above scenario and keep unit placement the same but remove/open the door, the thief won't switch into escape mode.

    Ah that makes sense, so it wasn't a problem with my EA file, thanks!

  9. So I used Gryz's method of setting up escape tiles. Now my thief seems to just go for the escape tile before the treasure chest; however, before I set up the escape tile it used to steal from chests as normal. if you don't want to read through the whole EA file, here are its AI bytes: [0x06,0x05,0x09,0x00] (exactly matches the LootFromChests macro).

    [spoiler=EA File]
    #include EAstdlib.event

    EventPointerTable(0x15,Pointers)

    ORG 0xDA2650
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN BallistaData BallistaData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event

    Opening_event:
    TEX8 0x80D [200,00]
    STAL 60
    RETB
    LOU1 Shriners
    ENUN
    CUMO [7,18]
    STAL 60
    CURE
    TEX1 0x82F
    MUS1 0x0032
    TEX1 0x834
    REMA
    LOU1 Bad
    ENUN
    CUMO [16,14]
    STAL 60
    CURE
    TEX1 0x835
    REMA
    MOVE Jerme [07,16]
    ENUN
    CUMO [07,16]
    STAL 60
    CURE
    TEX1 0x836
    REMA
    MOVE Jerme [14,07]
    ENUN
    CUMO [14,07]
    STAL 60
    CURE
    TEX1 0x83A
    REMA
    MOVE MorphLloyd [13,07]
    ENUN
    TEX1 0x83B
    REMA
    KILL MorphLloyd
    MOVE Jerme [17,07]
    ENUN
    DISA MorphLloyd
    DISA Jerme
    CAM1 [07,16]
    CUMO [07,18]
    STAL 60
    CURE
    TEX1 0x838
    REMA
    MOVE Marcus [09,18]
    STAL 30
    FIGH Marcus 0xC1 GothamFight $00000000
    KILL 0xC1
    UNCR Marcus 0x02
    LOU1 Good
    CUMO [03,02]
    STAL 60
    CURE
    TEX1 0x83C
    REMA
    MOVE 0xD3 [03,03]
    MOVE Marcus [02,03]
    ENUN
    CUMO [03,03]
    STAL 60
    CURE
    TEX1 0x837
    REMA
    CUSI Marcus Ally
    STAL 1
    MOVE 0xD3 [00,00]
    ENUN
    DISA 0xD3
    LOU1 ExtraBaddies
    ENUN
    LOU1 DatThief
    ENUN
    STAL 30
    LOU1 ShrineGuards
    ENUN
    CUMO [02,18]
    STAL 60
    CURE
    TEX1 0x83D
    REMA
    CAM1 [05,05]
    CUMO [03,02]
    STAL 60
    CURE
    TEX1 0x83E
    REMA
    TEX6 0x5 [00,00] 0x80A
    _ASM0x42 0x83181
    TEX6 0x5 [00,00] 0x809
    _ASM0x42 0x83181
    IFYN 0x01
    MOVE Lowen [00,00]
    ENUN
    DISA Lowen
    ENUN
    LOU1 DialogueDeploymentLowen
    ENUN
    CUMO [01,19]
    STAL 60
    CURE
    TEX1 0x83F
    ELSE 0x01
    ENIF 0x01
    ENUF 0x01
    ENIF 0x01
    ENDA

    Ending_event:
    ENDA

    Good:
    UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [00,00] [03,02] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
    UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,00] [02,02] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT Serra Cleric 0x00 Level(1,Ally,False) [00,00] [01,02] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Matthew Thief 0x00 Level(1,Ally,False) [00,00] [04,02] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Kent Cavalier 0x00 Level(2,Ally,False) [00,00] [03,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
    UNIT Sain Cavalier 0x00 Level(2,Ally,False) [00,00] [02,01] [ironSword,IronSpear,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
    UNIT Erk Mage 0x00 Level(1,Ally,False) [00,00] [02,03] [Fire,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT

    Bad:
    UNIT Jerme Thief 0x00 Level(20,Enemy,False) [17,18] [16,15] [KillingEdge,WindSword,Elixir,0x00] [0x00,0x03,0x00,0x20]
    UNIT Erik Cavalier 0x00 Level(15,Enemy,False) [17,18] [16,14] [Javelin,SteelSword,Vulnerary,0x00] [0x00,0x03,0x00,0x20]
    UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [15,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
    UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [16,17] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
    UNIT 0xBA Soldier 0x00 Level(5,Enemy,False) [17,18] [17,16] [Javelin,0x00,0x00,0x00] [0x00,0x03,0x00,0x20]
    UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,18] [11,18] [ironSword,0x00,0x00,0x00] [0x00,0x03,0x09,0x00]
    UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,17] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xB9 Archer 0x00 Level(3,Enemy,False) [17,18] [10,19] [ironBow,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    ExtraBaddies:
    UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [12,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [16,08] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(2,Enemy,False) [17,07] [13,04] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xC1 Mercenary 0x00 Level(3,Enemy,False) [17,07] [11,07] [LongSword,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    DatThief:
    UNIT 0xA4 Thief 0x00 Level(3,Enemy,False) [00,14] [01,10] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]
    UNIT

    ShrineGuards:
    UNIT Lucius Monk 0x00 Level(5,NPC,False) [00,19] [02,18] [Lightning,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT Oswin Knight 0x00 Level(4,NPC,False) [00,19] [03,19] [steelSpear,Vulnerary,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Shriners:
    UNIT Marcus TransporterHorse 0x00 Level(1,NPC,False) [00,19] [08,18] [steelBow,Elixir,0x00,0x00] [0x00,0x03,0x00,0x20]
    UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [00,19] [07,18] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [00,19] [07,17] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT

    DialogueDeploymentLowen:
    UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [00,20] [01,19] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Reinforcements1:
    UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [06,12] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [08,11] [Halberd,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xC6 Fighter 0x00 Level(4,Enemy,True) [00,14] [07,13] [ironAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,05] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [14,06] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT

    Reinforcements2:
    UNIT 0xA4 Thief 0x00 Level(3,Enemy,True) [10,00] [10,00] [ironSword,LockPick,0x00,0x00] [0x06,0x05,0x09,0x00]
    UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [06,02] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xBB Cavalier 0x00 Level(5,Enemy,True) [08,00] [05,01] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Reinforcements2x:
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,17] [13,17] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [17,19] [13,19] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Reinforcements3:
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [13,05] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [12,07] [ironSpear,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBA Soldier 0x00 Level(3,Enemy,True) [17,07] [15,08] [Javelin,0x00,0x00,0x00] PursueWithoutHeed
    UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,19] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [17,18] [13,17] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Reinforcements4:
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [01,01] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [03,00] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,00] [00,02] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [04,01] [Javelin,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xBB Cavalier 0x00 Level(4,Enemy,True) [00,00] [02,03] [ironSpear,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Reinforcements4x:
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [01,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [02,20] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0xCB Mage 0x00 Level(3,Enemy,True) [00,20] [03,18] [Fire,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]

    Turn_events:
    TurnEventPlayer(0x05,Opening_event,1)
    TURN 0x00 ReinforcementsLoad1 [3,3] 0x00 0x00
    TURN 0x00 ReinforcementsLoad2 [4,4] 0x00 0x00
    TURN 0x00 ReinforcementsLoad3 [5,5] 0x00 0x00
    TURN 0x00 ReinforcementsLoad4 [8,8] 0x00 0x00
    TURN

    Character_events:
    CHAR 0x0E DaltontoPaul Lyn_t Lucius 0x000000
    CHAR 0x0F PaultoBrigham Lucius Oswin 0x000000
    CHAR

    Location_events:
    Door(17,04)
    Chest(KillingEdge,17,02)
    ChestMoney(2500,12,12)
    LOCA

    Misc_events:
    DefeatAll(Ending_event)
    CauseGameOverIfLordDies
    AFEV

    BallistaData:
    BLST
    ALIGN 4

    ReinforcementsLoad1:
    LOU1 Reinforcements1
    ENUN
    ENDA

    ReinforcementsLoad2:
    LOU1 Reinforcements2x
    ENUN
    CAM1 [08,07]
    STAL 30
    LOU1 Reinforcements2
    ENUN
    ENDA

    ReinforcementsLoad3:
    LOU1 Reinforcements3
    ENUN
    ENDA

    ReinforcementsLoad4:
    LOU1 Reinforcements4
    ENUN
    CAM1 [04,15]
    LOU1 Reinforcements4x
    ENUN
    ENDA

    GothamFight:
    AttackerCritical(30,True)
    BLDT

    DaltontoPaul:
    MUS1 TogetherWeRide
    TEX1 0x841
    REMA
    MUEN 2
    CUSI Lucius Ally
    ENDA

    PaultoBrigham:
    MUS1 TogetherWeRide
    TEX1 0x840
    REMA
    MUEN 2
    CUSI Oswin Ally
    ENDA

  10. Agro mentioned a reposition macro somewhere, but I couldn't find it in Unit Helpers. Does anyone know where it is? I have a similar problem as Avril just had except I have a conditional statement for the character that triggered it so AFEV events won't work.

  11. Im not really sure about what is wrong, but check:

    Did you prepared the pallete for all the frames? The 16 bits of color on the right corner. This affected the other sprite, or seems like it affected it, so, i might think your frames have not the transparent color set.

    There is an aplication here on serenes to rip the script from another animation, Rip the scripts from Archer, Nomad, an the try to see what went wrong. I think Camtech made it, uses Python to work.

    Blazers template has some C commands out of place, for example, the Missing animation has hits sound and efects, that makes it look like it attacked even if it missed.

    You need to code your mode 6, even if it is the same animation as ranged, mode 6 is your crits.

    And Feditor does not give you a warning or something when you code it?

    Those are my suggestions...Like i never animated a Bow class...Not sure if they need something kinky to work well, but that is what i see on the first look.

    Hmmm... I think I'll try and rip the script from an archer class and then just replace the frames with my own. I'll see what happens.

    Edit: Worked like a charm! I'm excited that I finally made a custom animation (I suck at art). Thanks!

  12. I made a custom animation. Below, I've bundled all the frames and the animation script (which at this point is just a test script that is slightly edited from Blazer's template).

    QsSaFJ5.png

    [spoiler=Animation Script]/// - Mode 1

    C03 -

    C07 -

    3 p- standing.png

    /// - Attack Frames

    C04

    C1A

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    ~~~ -

    /// - Mode 3

    C03 -

    C07 -

    3 p- standing.png

    /// - Critical Frames

    C04

    C08

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    ~~~ - Mode 5

    C03 -

    C07 -

    10 p- standing.PNG
    6 p- attack1.png
    6 p- attack2.png
    6 p- attack3.png
    6 p- attack4.png
    6 p- attack5.png
    6 p- attack6.png

    C19 -

    6 p- attack7.png

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ~~~ - Mode 6

    C03 -

    C07 -

    5 p- standing.PNG

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ~~~ - Mode 7

    C02

    2 p- standing.PNG

    C0E

    3 p- dodge.PNG

    C01

    2 p- standing.PNG

    C06

    2 p- standing.png

    C0D

    ~~~ - Mode 8

    C02

    2 p- standing.PNG

    C0E

    3 p- dodge.PNG

    C01

    2 p- standing.PNG

    C06

    2 p- standing.png

    C0D

    ~~~ - Mode 9

    3 p- standing.png

    C01 -

    ~~~ - Mode 10

    3 p- standing.png

    C01 -

    ~~~ - Mode 11

    3 p- standing.png

    C01 -

    ~~~ - Mode 12

    C03 -

    C07 -

    5 p- standing.PNG
    3 p- attack1.png
    3 p- attack2.png
    3 p- attack3.png
    3 p- attack4.png
    3 p- attack5.png
    3 p- attack6.png

    C19 -

    3 p- attack7.png

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ~~~ - End Animation Data

    Except on every single mode of the animation, I get this beautiful thing:

    fYZoYoo.png

    What's weird is that when I just had a basic standing frame for the animation, it worked fine (it stood there like it was supposed to).

  13. Long story short, I tweaked the Transporter Horse into a Chariot. However, Merlinus, for some reason, only showed the map animation, so I switched Marcus into a Transporter Horse, and the animation worked fine.

    But something peculiar happened. Marcus the Transporter Horse did not have the Merch/Supply ability. So I figured that the Merch was somewhere in the Character Editor in Merlinus so I wanted to give that to Marcus. Except I see no Character Abilities in the Character Editor for Merlinus. I've looked at the unknowns and nothing seems different. So far, I've tried giving Marcus the abilities 0x03 (Ability 1), 0x06 (Ability 2), and 0x02 (Ability 2) in various combos to no avail.

    Anyone know what gives Merlinus his merchandise abilities? How could I transfer those to Marcus? Also, what's the reason why Merlinus was only showing map animations.

  14. I think this guy has a hole in his eye so there's a fixed version.GdZNcfu.png

    Thanks! I'll insert him in right away.

    My thoughts in a stream-of-consciousness style list:

    Prologue

    • Okay, I'm about 10 lines in to the game and the dialogue is already hilarious
    • There's a [0x02] for text that scrolls two lines. It's really useful for when characters change topics/conversation direction mid-dialogue. Use it.
    • Some sort of little brown text box in a corner to establish where the characters are might be helpful?
    • It's very atypical for mid-chapter talk convos to have backgrounds and admittedly it looks kind of weird. I'd recommend not using them, unless you have some sort of event trickery happening in the background that requires the use of backgrounds.
    • I like that all the characters can 2HKO the enemies in this chapter. It comes across as good, unfrustrating design, especially since there are only 3 playable units (and therefore not a lot of different approaches to the chapter)

    Chapter 1

    • Okay, I'm now realising that the dialogue & characterisation is extremely tongue-in-cheek and I really like that. Good job.
    • Alan died, but in his death quote, the two portraits that appear are both him. Needs to be fixed.

    Someone died in chapter 2, which means it's time for me to take a short break. I'll be back with more.

    Thanks for the feedback! I'll fix up the backgrounds and add a little text box in the corner in each chapter. I'll also fix Alan's death quote.

    I just played this a couple minutes ago, and I must say that I'm impressed

    Couple errors that I noticed, though:

    -Everyone but Dalton uses FE7 colors; switch him to those, because he kind of looks jarring right next to others characters, like Alan

    -Dave's battle animation has only 1 color for its hair. It would be nice if you could fix that

    -Dalton's class description should have a period at the end. This goes for the Astra soldiers as well

    -Chapter 1 and Chapter 2's maps are both bland, have tilespam, and are way too big. Shrink them down a bit

    Other than that, I hope this project go somewhere; It has a lot of potential!

    Thanks! Dalton's palette is really messed up anyway so I'll reset him back to a vanilla FE7 mercenary and palette fix him from there. I'll also add a little bit more darker blonde in the middle of Dave's hair. I'll make sure to fix up those class descriptions too.

    Thanks for the feedback everyone!

  15. I just released a patch with the first three chapters if anyone wants to leave any criticism of it so far. Unfortunately, it took a lot of time to make these first three because I had to redo all of them (since I realized they all sucked the first time I made them), learn a lot of basics, etc. The fourth chapter (Chapter 3) is technically "playable", but not even close to completion, so I recommend that you don't do it :D.

  16. Ok, I know the title is rather vague, so I'll explain it here. I read up on the GBAGE stuff in Blazer's tutorial and I fixed up the title background, Image 1369, to what I wanted it to be.

    A1aBY9G.png

    That worked exactly as I wanted it to, fortunately. Now, I want to edit the text at the bottom, which is at Image 1371. Except I have no idea what the dimensions are for that one. I spent about fifteen minutes trying different sizes, but none of them have seemed to work. How do I find out the dimensions of that image? Is there a Nightmare Module that I can reference to like with all other things or is size just something that I have to keep testing and trying? I looked at the CG editors, Battle Background Editor, and Dialogue Background Editor, but none of them had anything of use for this.

    Also, what palette does Image 1135 (2003 Nintendo Presents) have? What dimensions?

  17. In my scripted fight sequence, the enemy dies, but then reappears and dies again. Anyone know how to fix it?

    [spoiler=EA Code]
    MOVE Merlinus [09,18]
    STAL 30
    FIGH Merlinus 0xC1 GothamFight $00000000
    KILL 0xC1
    UNCR Merlinus 0x02

    GothamFight:
    AttackerCritical(30,True)
    BLDT

    Also, does anyone know how to do that thing where a guy goes in to another character and disappears (like the Tact in FE7)?

    I tried doing...

    MOVE character

    DISA character

    ENUN

    and some other combos, but none of them had the desired effect.

  18. [spoiler=EA File]#define DISABLE_TUTORIALS
    #include EAstdlib.event

    EventPointerTable(0x09,Pointers)

    ORG 0xDD1DB0
    Pointers:
    POIN Turn_events
    POIN Character_events
    POIN Location_events
    POIN Misc_events
    POIN BallistaData BallistaData
    POIN Bad Bad Bad Bad
    POIN Good Good Good Good
    POIN Opening_event Ending_event


    Bad:
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [Halberd,IronAxe,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Good:
    UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [15,00] [12,10] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
    UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [16,00] [13,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    Neutral:
    UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [12,09] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT Serra Cleric 0x00 Level(1,NPC,False) [08,12] [11,10] [Heal,Vulnerary,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT

    DeezNuts:
    UNIT Matthew Thief 0x00 Level(1,NPC,False) [19,19] [12,11] [ironSword,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT

    BadReinforcements1:
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [14,00] [13,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [15,00] [15,01] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [19,09] [18,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,10] [18,11] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [12,19] [11,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [13,19] [14,18] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    BadReinforcements2:
    UNIT 0x3E Brigand 0x00 Level(1,Enemy,False) [00,09] [05,10] [steelAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [00,10] [05,11] [HandAxe,0x00,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    PeePants:
    UNIT 0x42 Fighter 0x00 Level(1,Enemy,False) [19,09] [15,08] [steelAxe,Halberd,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT

    GoodCutscene:
    UNIT Lyn_t LynLord 0x00 Level(1,Ally,False) [08,12] [13,09] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
    UNIT Lowen Cavalier 0x00 Level(1,Ally,False) [08,12] [14,09] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT Serra Cleric 0x00 Level(1,Ally,False) [08,12] [12,08] [steelSword,Vulnerary,Vulnerary,0x00] [0x00,0x00,0x00,0x00]
    UNIT Matthew Thief 0x00 Level(1,Ally,False) [08,12] [13,10] [ironSword,IronSpear,0x00,0x00] [0x00,0x02,0x09,0x00]
    UNIT MorphLloyd Swordmaster 0x00 Level(20,NPC,False) [08,12] [12,09] [LightBrand,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT 0xD3 0x1F 0x00 Level(1,NPC,False) [08,12] [13,08] [0x00,0x00,0x00,0x00] [0x00,0x00,0x00,0x00]
    UNIT

    Turn_events:
    TurnEventPlayer(0x05,Opening_event,1)
    TURN 0x00 Reinforcements1 [3,3] 0x00 0x00
    TURN 0x00 Reinforcements2 [4,4] 0x00 0x00
    TURN 0x00 Ending_event [5,5] 0x00 0x00
    TURN

    Character_events:
    CHAR

    Location_events:
    LOCA

    Misc_events:
    CauseGameOverIfLordDies
    AFEV

    Opening_event:
    MUS1 0x0026
    Text(0x09,0x81D)
    LOU1 Good
    ENUN
    LOU1 Neutral
    ENUN
    CUMO [12,09]
    STAL 60
    CURE
    MUS1 0x0032
    Text(0x09,0x81E)
    MOVE 0xD3 [08,12]
    ENUN
    DISA 0xD3
    CUMO [11,10]
    STAL 60
    CURE
    Text(0x09,0x820)
    CUSI Serra Ally
    LOU1 DeezNuts
    ENUN
    CUMO [12,11]
    STAL 60
    CURE
    Text(0x09,0x821)
    CUSI Matthew Ally
    MOVE Lowen [08,12]
    ENUN
    DISA Lowen
    MOVE Lyn_t [08,12]
    MOVE Matthew [07,11]
    MOVE Serra [09,11]
    ENUN
    LOU1 Bad
    MUEN 2
    ENDA

    Ending_event:
    LOU1 PeePants
    ENUN
    CUMO [15,08]
    STAL 60
    CURE
    TEX1 0x822
    REMA
    FADI 0x10
    STAL 100
    UnitClear
    STAL 100
    MUS1 0x0038
    FADU 0x10
    LOU1 GoodCutscene
    CUMO [13,09]
    STAL 60
    CURE
    Text(0x09,0x824)
    ITGC Lyn_t WhiteGem
    WarpOut(MorphLloyd)
    WarpOut(0xD3)
    MOVE Lyn_t [12,09]
    MOVE Lowen [13,08]
    ENUN
    CUMO [12,09]
    STAL 60
    CURE
    TEX1 0x825
    REMA
    IFUF 0x00 0x01 Serra
    CUMO [12,08]
    STAL 60
    CURE
    Text(0x09,0x826)
    ELSE 0x03
    ENIF 0x01
    ENUF 0x03
    CUMO [13,08]
    STAL 60
    CURE
    Text(0x09,0x828)
    ENIF 0x03
    IFUF 0x00 0x02 Matthew
    MOVE Matthew [12,10]
    CUMO [12,10]
    STAL 60
    CURE
    Text(0x09,0x827)
    ITGC Matthew LockPick
    ELSE 0x02
    ENIF 0x02
    ENUF 0x02
    ENIF 0x02
    MNCH 0x02
    ENDA

    BallistaData:
    BLST
    ALIGN 4

    VillageBreak:
    IFCA 0x0 0x01 0x3E
    GameOver
    ELSE 0x01
    ENIF 0x01
    ENUF 0x01
    ENIF 0x01
    IFCA 0x0 0x01 0x42
    GameOver
    ELSE 0x01
    ENIF 0x01
    ENUF 0x01
    ENIF 0x01
    ENDA

    Reinforcements1:
    LOU1 BadReinforcements1
    ENUN

    Reinforcements2:
    LOU1 BadReinforcements2
    ENUN

    MESSAGE Events end at offset currentOffset

  19. Ah, that was what it was. Thanks Agro. ConditionIDs are still something I'm rather iffy on, unfortunately.

    Also, would anyone happen to know why when I run the code below, the units literally appear on the map for a split second before disappearing? Longer stalls haven't seemed to help. I tried to see if ENUN would have the same effect as it does on unit loading, but that didn't work.

    REMA
    FADI 0x10
    STAL 100
    UnitClear
    STAL 100
    MUS1 0x0038
    FADU 0x10
    LOU1 GoodCutscene
  20. Strange. The first condition works perfectly, but the second condition, which is essentially a copy of the first, is going in some infinite loop in which my character gets like a million lockpicks. Anyone know why the second loop is going crazy?

    //First Condition
    IFUF 0x00 0x01 Serra
    CUMO [12,08]
    STAL 60
    CURE
    Text(0x09,0x826)
    ELSE 0x01
    CUMO [13,08]
    STAL 60
    CURE
    Text(0x09,0x828)
    ENIF 0x01
    ENUF 0x01
    ENIF 0x01
    //Second Condition
    IFUF 0x00 0x02 Matthew
    MOVE Matthew [12,10]
    CUMO [12,10]
    STAL 60
    CURE
    Text(0x09,0x827)
    ITGC Matthew LockPick
    ELSE 0x01
    ENIF 0x01
    ENUF 0x01
    ENIF 0x01
    
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