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47948201

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Everything posted by 47948201

  1. maybe something like that
  2. Fujin Yumi is the best bow ever but it's not much help to a Bow Knight or anyone on Conquest... I'm surprised by the lack of mention of Crescent Bow. I wouldn't use it as a primary means of attack, but combining that with offensive skills (I've got Life and Death, Aggressor, and Spendthrift) lets you destroy pretty much anything that isn't dodgy, and then you can Galeforce over to some other enemy and ping them with a Spy's Yumi or something to get your strength back. Not something I use because Pursuer but if we ever get high-level DLC I expect being able to do lots of damage before the enemy can counter to be pretty nice.
  3. I didn't forget sacred blade so much as figured I covered it in talking about its reverse. Weapons that are specific to a class is something I think you suggested and I decided could work but it'll depend on how things shape up. In that case though, I think I can probably handle them since they'll exist to nichefy niches in a context. Yeah certain generic enemies will definitely have skills. That's why I'm trying for a system where they're easily recognizable~ I have some vague ideas for most chapters but almost none of them are so set in stone I wouldn't be open to looking at a suggestion and possibly incorporating it.
  4. Point blank is kinda a given for archer bosses but a no-no for archer players. Takers are kinda eh not worth the coding. The surges could be interesting though. Also life drain+vengeance could be...interesting, but probably a bit OP as a weapon rather than character gimmick.
  5. I refuse to make a bow that can attack at 1 range. That said, arc gale might be neat but double blade sounds really cool.
  6. 47948201

    wark

    A somewhat major character that I originally sprited long, long ago, I just went and cleaned it up but it still looks...messy.
  7. Nah I mean it's not a bad idea, I'm just not sure if it would fit here where there's less emphasis on the actual management of skills.
  8. yeah idk if youve been keeping up with fexna thread but someone brought that up there too and i said the systems dont currently support that. that said though, making there be 5 skill slots and characters can unequip some so theres space for item skills...nah too complicated
  9. oh snap those splices are actually super solid, i would say keep doing those rather than customs for now but the other stuff is cool too i wouldnt gauge skill by age, like, many people (*cough*) have been arting longer than youve been around yet youre on par if not better than them but if you want to, consider 14 year old coby the kid who when he was early-14 was uh much worse than you are now but now hes great so yeah improvement can happen
  10. I know i could just resize them and that would let me more easily get 16x16 but particularly with numbers theres some loss of fidelity and i'm unsure about the idea of these being the only sprites with an alpha channel. edit whats that about skill books?
  11. Was curious, checked reddit, found this: It's not overwhelming, but that is a strong majority of pro-face-rubbers on that one. And every poll I can find elsewhere is either neutral or pro. Not even "pretty much every" poll, every one I've seen so far. Discussion-wise, I get that sense, too, but there are no numbers there.
  12. I can do pretty much anything I want~ More likely the last two skills, since generally the first two would be boring class skills like HP+5 or Flight that, by the time a generic enemy has more than 2 skills, players are used to seeing.
  13. Pretty much, here's a generic archer with the Archer class skill, Hit+10: The skill icon resizing is so that 5 can fit in the skills window instead of just 4--I'm not sure how much this will change, since nobody has 5 skills and letting it show inventory skills could take up to 10 slots, but it's also for this idea I had a MSPaint mockup of for: With the idea being it's important when generic enemies have skills and the player should be made aware of that? Obviously the fighter doesn't have 3 bronze axes and two instances of Canto.
  14. Roger. Also I went and tried to shrink the icons to 18x18 so that more can be displayed ingame, and they'll fit on more menus, thoughts?
  15. AFAIK you're getting the entire engine source, and it's pretty reasonably commented such that you can (with some searching) find things you're looking for but don't have to deal with tons of extra text attached to every line. Editor source I'm unsure if will be available but at least its flexibility is being expanded.
  16. lol yeah eh if you feel it's useful for you or others then you're welcome to do whatever you please, but since my averages are automatically calculated I just go off of whatever final ideas you have and balance myself from there.
  17. this is officially my headcanon now too
  18. lol everyone posting their level-adjusted stats I'm going to get to everyone on my Average Statter eventually, and that calculates these things automatically so uh yeah. Still, if you do run your stats and that makes you decide you want the distribution to be different, feel free to say so and I'd be all for it.
  19. Thankfully data for wall tiles exists, so rather than adding an entry, you'd just have to assign that data to all the tiles in the tileset. By the way, there's an editor for that: (Tiles are color-coded by what type of tile they are. Magenta means I haven't bothered to assign them for this tileset, lime means plains, grey means wall, etc. Palettes for tilesets are just separate tilesets, so you can have as many that are as different as you want. Yes 16x16 skill icons would help a lot, I think Yeti said he was going to make it easier to change their size which sounds great. 16x16 Awakening icons, hmmmmm... (since the only reason I'm not changing the size for my game is because Fates icons are 24x24 by default but since you mention it I might look into giving them smaller and less antialiasy borders)
  20. Yeah when it comes to growths I can work with any level of detail given (or not given) since it's not like they're shown ingame so like uh yeah stuff
  21. Yeah I think I'll hold off on it until the weekend then, I've had enough issues with campus net to where I'd rather not spend the time on that when it's trivial at home. Looking forward to doing it, though~
  22. All righty, cool. So I can plan out when I start to go through the process, since I have basic homebrew currently, will I need internet access to proceed with the cfw-ening? (EDIT: That is, 3ds internet. I have an ethernet cable to look up the guide on a computer, but if 3ds internet matters then wifi determines when I do this)
  23. Lol wait does he really wow by FEGBA standards that is not great but uh yeah anyway EDIT: I think I'm generally fine on recoloring, but I know there are some submitted characters with FE7 colors that I just haven't gotten around to yet.
  24. I wouldn't necessarily call those bad, I'd say ~30-35% is more or less average. But yes, he has very strong bases for his join chapter and level, so he relies somewhat more heavily on them--meaning, it's a bit more unlikely he'll get blessed and randomly amazing, but also a bit less unlikely he'll get cursed and be randomly awful. So uh yeah.
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