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BwdYeti

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Everything posted by BwdYeti

  1. pls no A good deal of the mechanics would take asm to be done (skills, Brammimond reflecting affinity, more dragons if they transform in battle) I personally don't think a game set in the Scouring would work very well, at least with the default GBA FE mechanics, but maybe \o_O/
  2. The Nintendo Community Fangame Convention is on again this year, and FE7x is on display. Go give it a like maybe? Do5 and EN are there too, so show some support for the FE community, and maybe try out some of the other games; there's some good looking stuff. Also there should be a small update some time this week, getting more of the animations for Tr3 added and doing other minor tweaks.
  3. I thought about doing this and Michigan has a whole 6 point difference it would have been super safe >:
  4. Caesar I mean Aether literally uses the same diphthong, and I assume you know how to pronounce that
  5. Maybe if you didn't have more than a year between demos people would know this R:
  6. I definitely like the mouth on Astel's edit better, the tiny little mouth you have looks like he's pursing his lips or something. Astel mouth is manly, almost a smirk
  7. Scholar cape weirdness is partly because I haven't done edits to it yet, right now it's the rough version Rag made, in the second step of the 'yeti does stickmans, someone else does sprites, yeti cleans up' process
  8. Stickmans dump, apparently crits are a thing staves too
  9. Having not read the quote this was referring to before reading this line, I had to stare at it for a while before realizing you were talking about Hunter and not Nomad :M
  10. Would also have to remake every item icon since the game uses one palette for all of them, or recolor the old icons to fit the new palette. Also the person would have to know enough about colors that their palette could fit every IS FE item they're retaining and every new item they might want So it's just easier to stick with what's proven?
  11. welp topic's over everybody go home so amazing
  12. Slight edits to make the upper legs shorter in the crouching frames (is the difference even noticeable) Probably won't go back and do Olivia edits but I will keep the crits in mind for future things so I don't make the same mistakes~ All the refs said they were ~ ' 3'~
  13. finally will probably have to redo this part now that I see it on a background but whatever [spoiler=big] Commission for shadowofchaos lol dancer waifus lol topic on page 4
  14. XP Paint does, but Vista Paint saves as jpg by default and Win7 Paint saves as png by default.They all can save as png though
  15. anonymous is DDOSing GoDaddy or something so that's why my site is intermittent apparently I think he actually chose to do this so people wouldn't be bugging him, but I don't remember clearly so
  16. Dei announced during FEE3 that all his edit animations (edits of existing classes) don't require permission anymore They have 'No' listed for permission on that page now, that means 'no you don't have to ask'
  17. But there are no enemy dancers :T There'll be enemy Hexes that use their rings though so that's similar I guess @Andreyas: I dunno sometime
  18. They get 5 range on top of the base (8), not their sight is set to 5 That's not actually what it does, Fighters aren't in that list. If you check the classes with those ids you'd see it's mostly cavalry, fliers, and armors. Those classes have the same map sprites in GBA FE regardless of gender, and all armors and dragon riders have the same in battle sprites regardless of gender. This thing just makes it so you don't have to import the map sprites/animations twice For this only 0 and 1 are valid as genders, it's just to have gender specific caps. Any higher values will be reduced down to 0 or 1 Having spaces in the promotion bonus arrays probably wouldn't break anything, it's just preferred in RMXP scripts to not have lines wider than the editor The class generic con values exist for the same reason the generic builds do, it's just separate from bases/growths because it would likely be the same between builds
  19. Newer systems (like the Wii) generally have much more structured file systems than older ones (GBA), and the devs use newer more high level tools to abstract the tedious stuff away, making it easier for the first person making a hack for a game to get started. Similar reason to why PC games are relatively easy to hack
  20. 8 is affinity, 9 is gender AI values are a bit more refined than that. The actual mission the unit has is 0-99 (with only some of them coded, the numbers you mention) but the hundreds place is used for movement priority. So a unit with mission 1 and mission 101 will both do the same thing (attack in range), but the 101 will go first. That's why bosses are generally 500 or so, so they have an attack without moving mission and go before all the other enemies. The final number in FACE_OFFSETS is the expression to use in the status screen Con for generics can be set to -1 and it will use the class default (defined below the class generic stats) The "Pre battle scene SKIP" event goes first because its trigger is Autorun. The SKIP part means that if you press ente- wait this is explained right on the second page You can have multiple lines for the names of loaded text files but you'd have to do something like load_text('TestMap/Folder/Folder/' + 'Folder/Scene1') I am 99% certain that \s[-1] is for the text box appearing at the top middle of the screen (for ghostly voices/echoes/from an unknown direction), but I think maybe I didn't code it right in FEXP? Either way \s[-2] is the one that you use for no text boxes at all \r[#] can be used before a face sprite is loaded to make it load facing the other way (one of the houses in Tr2 used this) For death quotes, \s[1] will always be on the side the dying unit is on, instead of always being on the left You missed a bit about external text usage, though I don't think it's used in FEXP. You can load multiple text files in a row to string them together, then play them as one conversation by using prep_text() instead of load_text(). This lets you fine tune bits of the conversation based on who is recruited/alive/etc, and other event related things. After you have all the text loaded in you have to use run_text() to make it play (load_text() is essentially prep_text() and run_text() as a single command). Prf by character allows multiple people using commas as separators, just like Prf by class does (letting only princesses use some staff or whatever) That's everything that jumps out at me
  21. I will end you more seriously, scanning through to see if there's anything incorrect
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