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Dinar87

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Everything posted by Dinar87

  1. How could it be improved? Anyways, it's good that I'm at least making progress then!
  2. Update! Made another custom sprite! If you guys like it enough I'll make a custom class out of it!
  3. Tbh while I can appreciate that you guys want me to do customs again I still REALLY want to master making FE-styled battle sprites. While I'm grateful for all the advice I've received thus far, I still need a TON more before I'm anyway even close to being 'good' at making sprites. If you'd all be so kind, could you continue helping me? How about this? I create a custom animation and you can give me advice on how to make my sprites more in line with the official FE battle sprites.
  4. So you're saying I'll get better naturally if I keep doing customs?
  5. Don't worry about the animations, I'll continue to make them in the future so you WILL see more of them. However, I've decided that, since I've been having issues with proportions and shading in my animations, I thought I'd get better at making individual sprites so that my animations in the future will be 100% better! Speaking of which, here's one of my latest sprites-the fencer....REBORN! Essentially, I want to be able to copy the style used in the GBA FE games...all for a potential game I might work on.
  6. If you haven't played PoR before, here's a tip....DON'T USE SOTHE!! He's the only tier one class in the game who can't promote for whatever reason. Unless you want a unit who can never increase his stats beyond 20 stay far away from him! As for actually useful units I'd recommend Jill and Nephenee (I think that's how it's spelled).
  7. Update! Uploading the second to last batch of old animations I've worked on! [spoiler=Robber map sprites] Passive Active Walking down Walking left Walking up
  8. I thought the lack of balance was due to the ability to grind for unlimited exp and good weapons,,,this made any chapter extremely easy.
  9. Do you think an FE game where the maximum a stat could be (if the caps allow it) is 50....could it be reasonably balanced in any way?
  10. I use save states whenever I arena abuse as I can get perfect level ups every time if I desire to.
  11. The stamina bar would reset after each chapter so right off the bat the consequences wouldn't be as severe as thracia's fatigue system. You'll lose about 5-10 points in all stats when the stamina bar is depleted to 0. How many points you lose exactly will depend on RNG. It's just better not to run out of stamina. Not only will stamina recover if you don't attack for a turn (or do actions that specifically point out how much stamina they cost) but you can even recover stamina with special items and staffs. It would be proportional to the users' 'STA' stat...in other words...proportional to a unit's overall level. Stamina points per map equals STA x 2. Personally, I think the extra pressure of not relying on just one or two units could be quite fun. It'd need to be balanced so that it's not weak enough to allow low manning and it's not strong enough to make the game incredibly frustrating to play. I think 5 battles for a level 1 unit is ok in my eyes. Anytime a unit runs out of stamina they'll lose stats...they can easily be refilled with energy with items and healers. On easy mode stamina will barely be an issue but it's a whole different story on hard mode... In the end though, I still don't see the point of a stamina feature. Unless I'm able to balance effectively two games it'd be too much work to merely include it as an option. Overall, since I see no purpose for the mode, why include it? It's not like there's tons of people who want it anyway....I don't know....
  12. Update! I've made a critical version of the Rogue animation...what do you think of it?
  13. So I've refined the rogue sprite a bit...made the motion blurs a little smoother...hope it worked out!
  14. Thanks for the advice. I also hope to get an art tutor to speed up my progress significantly. What do you think I should work on next? Editing an official sprite like with the rogue class, refining my older sprites or a fully custom class again?
  15. I assume low manning means to only use 1-3 units for the entire game right? If that's the case, I have an idea... To stop players using over leveled characters constantly the amount of exp gained from defeating an enemy SEVERELY drops if you in anyway exceed the enemies level. To counter this, most will be high leveled from the get go but, once you have a character that's higher leveled than them, unless you want to waste precious exp you'd better use a weaker unit. This stops units from becoming significantly stronger than most enemies. But even better than that is the fact that each class would be extremely powerful in it's own way but will usually have a class made specifically to counter them, and that class will have another class to counter it, and so on...this ensures that, unless you've got a good amount of variety in the units you use, you'll face huge penalties. The weapon triangle is now also % based so it stays important throughout the game. Since it's now much more powerful (-or +50% Accuracy and 20% Attack power) this will ensure that you NEED to pay attention to the weapon triangle and, in effect, use more units. You'll also need a counter to magic as well as dark mages are now incredibly fast and accurate (sword master tier)...while light mages are extremely tanky and powerful (general tier). If you have any ideas for how to stop players low manning let me know!
  16. Oh ok then. Lord;Ike Cavalier w sword; A Cavalier with a Lance: Oscar A Healer: Serra A Magic User: Soren A Thief: Sothe A Dancer: Tethys A Flier: Marcia A Sword user: Guy An Archer: Rebecca A Shape shifter: Tibarn An Extra Unit 1: Heather An Extra Unit 2: Nephanee An Extra Unit 3: Boyd As you can already tell I LOVE the tellius games.
  17. I guess the real problem is that I have no real way of 100% knowing whether such a feature would actually be fun for most people. It's not like I can get every fire emblem fan in the world to give their opinion on some feature for my game so I have to make do with a relatively small amount of suggestions and make a judgement on those. And I take back what I said about not having a fatigue mode...it's still undecided. The way it would work is... 1. New stat-Stamina (Sta)! The more you have of these the more battles you can take part in in a chapter. 2. Energy bar-once this depletes a character's stats will be reduced by 10 across the board. How many points you have is equivalent to Stamina x 2. 3. Not only can the stat increase with each level up for all characters, but promotions offer massive increases of stamina so you feel really powerful. 4. Enemies will have energy bars as well and can also be tired out. There's even special staffs that drain away an enemy's energy levels! Entering battles costs 1 point, moving extra spaces than normal costs energy points, using weapons (tomes and staffs as well) is dependent on the rank (e.g. E rank=1 point per use and S rank=6). Most character's will start with around 16 energy points and can be restored with special healing staffs that heal energy rather than hp. While I personally think such a system is somewhat unneeded people might just like it. Who knows really?
  18. In other words, those who do want this to be a thing want it to be integrated into the main game instead of being an optional mode. The only problem with this is that there's also plenty of people who hate the sound of a fatigue mode so basically... 1. If I include it as an option, and balance the game around it beforehand, people will complain that the game's too easy and can be easily broken by simply turning the mode off. I'm screwed. 2. If I make it required, people will complain how annoying it is and could potentially turn off customers. I'm screwed. 3. If I don't include the mode at all, those who wanted a mode like this will complain. I'm screwed. Since I'm going to disappoint people no matter what I do I'm not going to have a fatigue mode anymore. As others have said, while it could increase immersion (and potentially be fun), many have said it'd just annoy them if it was in. Because of this, I won't be including it in the game.
  19. Uploading another of my old animations...I'm kinda running out lol. [spoiler=Hitman battle sprites] Normal attack Critical Magic sword Dodge weapon Dodge no weapon While I thank you guys for the advice and suggestions, I'm not going to actually be making any new animations for a while now. I just hate doing all this work only for it to be criticized. Therefore, I'm going to be sticking to making normal sprites until I get the basics down fully. However, I will upload the rest of my old animations.
  20. What would be the advantage of having them be a single stat? When you say "everyone can use heal" do you literally mean EVERYONE? Also, would you prefer it if healing staffs and stat/status altering staffs were made separate? Or should they just be in the same class? There would not only be one concise story line as opposed to RD but a lot of characters would start at tier 1. Is 40 better than 50? If so...how? Then there needs to be some kind of consequence that stops players from abusing the items which are meant to only help characters catch up in terms of levels and stats. Maybe The higher level you are the less stats you gain?
  21. I see no problem with people using around 10-13 characters in a single play through so I won't punish players for using certain groups of characters over others. I'd make it so every character of every class has their own strengths and weaknesses. What does need to be addressed is making it so that using jagen characters has consequences (such as very low growth rates). They're really meant to be used to help you if you ever get stuck in the early game...not carry you throughout the whole game effortlessly like Seth. As for whether to include fatigue or not...a lot of people have said it'd be really annoying soooooooooooo....
  22. That actually sounds pretty interesting...it would be good for strategy as you could control the stats and skills the player would have in those maps.
  23. Well thanks for the advice. I have another question for you if you'd be so kind. What would you prefer-a well done FE clone or a game that's more original than that?
  24. While a spiritual successor to the Tellius games would play VERY close to how 9 and 10 played (don't fix what isn't broken) there would be some original elements. The only problem is...is that I'm TERRIBLE at balancing things and I have no one else to ask as I don't know anyone else who knows FE as well as the majority of people on this site. Anyways, besides new classes, here's the new stuff that would be introduced... Two new stats-potential and endurance! Potential determines how much a character is affected by buffs and Endurance determines how much a character is affected by debuffs. For example, a 'Slow staff' would cripple one class but might barley affect another class. The difference is in how much endurance a class has. Staffs are split in light staffs (can either heal or raise stats) and dark staffs (deal damage or lower stats). 3rd tiers return! Now the maximum at stat can be is 50. The stats are inflated to not only give a constant feeling of progression (due to most growths being better than most FE characters) but to also widen the stat differences between classes so every class truly feels more unique. New items can be equipped by characters to boost their stats for a few maps. This is to make sure that, if a character falls behind others stat wise they still have a chance to make a comeback. These features are being introduced to not only distance the game from modern fire emblem in terms of game play mechanics but also to make each class stand out more. The only question is...could it actually be balanced? Like, could a game where the maximum stat of a class could be 50 actually work or would it be horribly broken?
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