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Posts posted by Bhoop
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4 hours ago, Mad-manakete said:
Let's play a game within a game, and write a story within a story.
A common complaint I've seen about FE 1/3/11/12 is the lack of development of characters.
If that's a problem for you, we're going to fix it.
I propose that anyone who is interested in this game/challenge takes up an Iron Man of their chosen Archanea game.
From there we take notes of what happens (who kills bosses, who damages/defeats what enemies, what enemies kill your characters/supports that occur if FE12/conversations if FE 11)
When finished, we write it into a cohesive story. Or you could do it chapter by chapter. Whatever works. Building characters you're using in the story as it progresses (thoughts, backgrounds etc). Use what we know about them, head cannon, and anything you can come up with that fits canon and your playthrough.
I say "we", but given I'm mid-run of New Mystery, I'd have to restart so... really, at this point it's "you" until I've freed myself up again.
Good luck, and may your death count not be too high.Currently in college, left all my gaming consoles and portable devices at home to focus on studies, but I'll do this~ sooner or later...
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I'd like to bring up Forging, what do you guys think about it?
Echoes style, FE9 style, Awakening style, Fates Style, or something else that I'm forgetting? Personally, I like the FE9 style the best.
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I'm definitely gonna have to agree on Boob armor + some other stuff regarding animation/art. It honestly, even with Echoes, feels as if the way the 3DS animations were very unrealistic.
I actually kind of like fog of war, but they definitely need to work out the kinks in it.
Desert maps are a no-no.
Story and Better World Building is very much needed, as well as better personalities for bosses, so that they are considered gray instead of black, even among the playable cast.
I'd actually like a smaller cast of playable characters, somewhere around 20-30ish with very in depth supports rather than just quick conversations on the battlefield or in the barracks. (like instead of the standard C B A S supports, something similar to the bonding in Fates, with maybe...10 or so conversations. It's a stretch, so it'll probably never happen.)
They definitely need to balance out all the classes, and balance out the stats as well.
Weapon durability I'd like to keep, but more balanced. Realistically, weapons do break, and they should be repairable.
Fanservice characters are fine (Lemme explain), but their "assets" shouldn't be immediately the main focus of their in-game sprite/art. Official art, go for it. Not only that, their "assets" (I think that's the wrong word for the context of this sentence) should be a vital part of who they are as a character, and that should be reflected in their animations, supports, etc.
I'm fine with loli manaketes...as long as they ACTUALLY ARE UNDERAGE and there are more than one of them, and they don't play a vital role in the story whatsoever(similar to Nah from Awakening)... Though I prefer what they did with Tiki in Awakening, and maybe even Bantu from Shadow Dragon, but not in terms of their story roles.
I feel as if there should only be personal skills rather than class skills, all based on the supports that are made throughout the game and maybe through the storyline for the main characters.
I'm fine with an avatar...if they are a completely clean slate with no heavy story impact. They should be fully customizable, to the point where choosing their personalities will change their supports.
I'm fine with the concept of a dancer/bard, meaning a unit that is there to support in battle, but not in the healing way. I'm not entirely sure what this unit could be, but I do agree that the way the dancer/bard work doesn't really sit right with me either.
When it comes to Critical/skill cut-ins...they should flow with the animation rather than being a cut-it. They should be saying their one liner as they are in the middle of their battle animation. (Don't know how this would work, but it sounds good...in my head at least).
And props to Armagon to bringing up status effects.
Please bring them back to the point where they do something. Berserk and Sleep are honestly pretty useful. Poison is...well...should be a lot more harmful...like in Bloodlines... and it should inflict some type of stat debuff as well.
58 minutes ago, Glennstavos said:I'm a little tired of callbacks to previous games. In the three 3DS games we have seen virtually every mechanic from a previous Fire Emblem game, and a large majority of classes and skills as well. The only major element that did not return in any of those games was Canto (unless you count galeforce). Before they came back, I had seen very few people request the return of capturing units, fatigue, bonus exp, marriage, children, a world map, warping witches (in fates, I mean. Obviously Gaiden's remake will have them), ballisticians, Anna, personal skills, or fog of war. Granted, a lot of those things can be really cool features, but I feel like they only showed up as a shoutout to guys like us rather than being well considered to improve the game. Recycling mechanics may be a responsible use of resources and development time, but only do it if you expect the player needs to take advantage of it for the game you're building.
In terms of all of the stuff in this which I haven't mentioned yet...
Marriage--Max support Rank, I agree, though (AND I MEAN NO OFFENCE TO ANYONE WHEN I SAY THIS, PLEASE KEEP AN OPEN MIND) I feel as if same-sex marriage shouldn't be in Fire Emblem because of its "medieval/fantasy" society.
Children...Sure...but no deeprealm/outrealm/going-back-in-time bullshit please.
Warping Witches+Ballisticians+other miscellaneous classes, please, do return...with being much better balanced in terms of stats and AI...
World map...Well, you should definitely be able to interact with past towns and stuff, and the way Echoes did it was alright, though I'd like to see the player being able to camp out in a random-ass forest and the like on the way back from a not-very-pointless side mission. And yes, this is to recover from FATIGUE, literally the best concept I have seen thus far in Fire Emblem, though it does, like a lot of other things, need to be balanced.
Anna Anna Anna Anna...Such a big staple in the community and in the world of Fire Emblem. I'd like to see her back to being a sort of mysterious person, and of course, an NPC. Though in Awakening saving an Anna was certainly a good idea, which I'm sad to see that they didn't keep.
Bonus Experience is nice, don't get me wrong, but it doesn't make sense. What kind of experience (in terms of the context in the world of Fire Emblem) is bonus experience? Now if it was something like what Fe7x has with the arena in the base, I'm all in for that, because that is essentially bonus experience that makes sense.
Capturing Units. Another great idea, such a shame to see it absent in the series for so long. Fates butchered it, in my opinion.
I think I'm done...for now...
EDIT:
Player Worship definitely needs to go away,
Now when it comes to weight...The way it works in GBA is ok...and POR/RD did it slightly better, but I feel as if Echoes did weight the best. I'll be happy to see it return...in term of the Echoes style.
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In answer to your question, they'd probably just have three promotion branches into paladin, each one containing a different weapon type other than the one they already knew. There might be a better way to do it but IDK.
As for my question, It'd be "How hard would it be to implement Elincia's skill MERCY from FE10 in gbaFE?"
Let's just say that's a simplified version of: "How hard would it be to implement Elincia's skill MERCY from FE10 in gbaFE, with a few tweaks--If the opponent would be killed theoretically by the person with the skill, they are immediately quote-unquote "assassinated" where the MERCY part is putting them out of their misery (probably applies to enemies under about 40-50% health I'd say). and if they are above that Threshold, they are SPARED (meaning they don't die) but they still leave the battlefield due to the MERCY of the unit with the skill MERCY. There would be an invisible counter to see how many people they mercy-killed versus how many people they saved, and when the time comes, this would affect the character personality/ story in some way?"
xD Ok I'm done now.
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12 hours ago, Kobazco said:Assistance Needed!I'm currently looking for anyone interested in helping playtest and/or write for this trilogy. I eventually want it to have a decent story of sorts, and while I have the baseline down, I'm a trash writer. Please let me know if you're interested!
I can help with writing, just lemme know if you want me on board!
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Woot Woot
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On 1/28/2018 at 5:50 PM, Kirb1337 said:
I made a fix for this, here's the Event assembler source:
PUSH ORG 0xBA30 WORD 0x203ED40 ORG 0xBA54 WORD 0x203ED40 ORG 0xFA34 WORD 0x203ED40 ORG 0xD5B80 WORD 0x203ED40 POP
this repoints the unit loading buffer to not overwrite the debuff table.
Oh my, Thank you so much!
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15 hours ago, DDDHunter said:
New villages to visit (If I can figure out how)
New map for a certain Erika chapter (If I can figure out how)
New reinforcement and events (Again, I have to figure out how)
For reinforcement and events and stuff like this, I'm pretty sure Mr. 7743 put some links on how to do that to the FEBUilderGBA thread here:
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Any type of lycantrope (correct spelling??) can exist.
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It's a cool idea. Can't say I have the time to think about this extensively at the moment. Also, what do you mean by "Au"?
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RIP ALL DUNGEON LOOT
YOU WILL NEVER BE USED
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Question, the current patch is the one used in FEE3 this year?
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Just a random question~ Are the trial maps future chapters? Meaning, for example, trial map 1 will be a major chapter in part 2 (obviously balanced to the players stats)? Or are they simply intended to be similar to Prologue chapters to recruit extra units + uncover extra story + character development?
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1 hour ago, Darrman said:
Out of curiosity, what was everyone's favourite project during FEE3? I'd say Void's Blitzarre Adventure, but I was a member of its development team, so that would leave me quite biased...
Fe7x followed by Radiant Dawn redux followed by Staff of Ages, followed by VBA
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11 hours ago, 7743 said:
I understood the cause.
Please set Evacuation AI=0x00.Currently it is 0x20. Please set this to 0x00.
If Primary AI = 0x03 - 0x06, attack will only occur if it does not move.
Evacuation AI=0x20 seems to have the same effect.Evacuation AI = 0x20 is used for enemies that do not move like bosses.
If you set Evacuation AI=0x00, I think that it will behave as expected.
Ok. Thank you!
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1 hour ago, Yuffie Kisaragi said:
Honestly what in the hell is chapter 9 like why is it so hard
I don't claim to be great at Fire Emblem by any means, but I am not terrible. The enemies chunk out half my health with every hit and even axe wielders against my swords still have an over 50% hit rate. I didn't think my units were bad but am I wrong? Am I missing something or do I just need to git gud?
I am loving this hack, just... on the struggle bus so hard. As another question, are supports in this game yet, or are they upcoming?
Correct me if I am wrong, but supports are not in, I believe.
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12 minutes ago, Capibarainspace said:
I was already planning to make my splices free to use so this is the perfect opportunity. All were made previous to the event but I had to clean them up, not one was hack-ready yet.
First batch!
I´ll try to complete as many as I can during the time frame or even make new ones but no promises. Also, a couple of these use NICKT´s assets.
So, by free to use, meaning anyone can use them? Meaning, If I wanted to use them in a hack I'm making, I would just have to credit you, correct? (Sorry, I'm dumb :/)
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3 hours ago, 7743 said:
FEBuilderGBA Manual
Village visit and village destruction(Tile change and event cond, and Escape point.)
Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F村訪問と村破壊_JPEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FVillage visit and village destruction_ENReinforcement.
Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F増援English translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FReinforcement_ENAdd magic effect.
Japanese.
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F魔法エフェクトを追加する_JPEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FAdd_magic_effect_ENMusics.(midi import/export , s file import/export , Transplant songs from other GBA games)
Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F音楽_JPEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FMusic_EN
Background by using color reduction tool considering TSA.(Maximum 8 pallets 8 * 15 colors = 120 colors About how to use.)Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2F減色ツールを使って背景を設定する_JP
English translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FSet_the_background_using_the_reduction_color_tool_EN
Let's port FE7 Lyn to FE8(about Map Hover Icon、Map Move Icon、Portrait、Battle Animation)Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FFE7リンをFE8に移植してみよう_JPEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FPorting_FE7_lyn_to_FE8_EN
Item characteristics.(While setting up a super strong sword, I will explain the setting of item relation.)Japanese
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2Fアイテム特性_JPEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FItem_characteristics_EN
How to obtain necessary tools to use FEBuilderGBAEnglish translation
http://ngmansion.xyz/wiki/hackfe/index.php?cmd=read&page=解説%2FFEBuilderGBA%2FHow_to_obtain_necessary_tools_to_use_FEBuilderGBA_EN
If you find a mistranslation, please fix it.
When you press the second button from the left in this wiki, it becomes the editing screen.
3 hours ago, 7743 said:If Primary AI was 03 - 05, I can explain its behavior.
However, when looking at the image, the Primary AI is 0.
In that case, you should attack immediately without waiting.
I can not explain why.
Thank you!
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Then again, Fates and Awakening did the lazy ass throwing axe animation without them coming back, so I guess throwing swords could work, I just don't like it.
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1 hour ago, Glaceon Mage said:
I like the way Radiant Dawn did it, myself.
The throwing just looked ridiculous.
But, the way Radiant Dawn does it, even with Ragnell and Alondite, makes them seem as if they should be magic at 2 range.
2 hours ago, Gebby said:Nah let's stick to throwing them.
1 hour ago, Ronnie said:Chucking swords sounds like a plan to me. It's like throwing a gun in Smash Bros. Super effective.
throwing swords doesn't really make sense, because no one carries multiple of the same sword just to throw them. They aren't also physically made to be thrown. And when you throw the gun in Smash Bros, it does minimal damage.
Note: I've played games where javelin throwing was explained by carrying multiple javelins in a quiver similar to a quiver of arrows, except for javelin.
8 minutes ago, Von Ithipathachai said:Boomerangs could work too, but they'd have to be made out of some sort of metal and not wood, of course.
Yes, they would have to be made out of some type of metal. I mean, if hand axes and tomahawks work as heavy boomerangs, I'm sure metal boomerangs wouldn't be a problem in Fire Emblem.
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Yellow. Was working on homework while listening to nightcore, and The Legend of Link comes up, so I start jamming out of course, why not, right. Then it came to me.
Axes and Lances have 1-2 range weapons that make sense physically, somewhat. Swords don't, though they tried in Radiant Dawn and Fates. I don't know the general consensus on what people thought of the 1-2 range swords in those games, but eh.
SO why not have boomerangs as the 1-2 range weapons for swords? Thoughts?
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4 hours ago, Altrosa said:
An Anna that just really sucks as a sales woman, and is badly embarassed by this. Maybe she has anxiety or really bad shop instincts or just doesn't like her family's obsession with money, but she joined the army cause Anna has to eat either way. She could a left-field class, too, like maybe she's the red cav.
It is never specified how old each Anna is...That is something that I would love to see, and pay too.
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27 minutes ago, Deltre said:
There's a small bug with the skills system that causes stat penalties for playable units whenever you have more than 16 units in a group. Split the unit list into groups of no more than 16 and the problem will go away.
Thank you! Also, love your content.
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NOTE: I am not entirely sure where this question goes...apologies for being a dumb-dumb. (I did search Resources and Questions, didn't find anything).
So I am remaking fe8, and recently got my hands on circleseverywhere skill patch. I applied it to a clean rom and added my changes that were already implemented on my other rom (it still does not have skills, it is technically now a backup).
Prologue: I added reinforcements and more enemies and allies and a map change, no problems.
chapter 1: I removed the reinforcements, and a map change, then updated the rom using FEBuilderGBA. No problems.
I then added more enemies...and I got the following stat reductions on all five of the playable units (here are two as an example).
Apologies if this is a simple fix, I know next to nothing about stuff like this...And apologies in advance for wasting your time.
What are things you're sick of seeing in FE?
in General Fire Emblem
Posted
Agreed
Agreed