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Von Ithipathachai

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  • Member Title
    Wandering through a Land of Confusion

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    http://vonithipathachai.deviantart.com/

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  • Pronouns
    He/Him
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    Willow Farm

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  • Favorite Fire Emblem Game
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  1. Hi again. Since there were some serious oversights in the previous release that made one character from each campaign impossible to recruit, I'm releasing a bugfix to correct this and other issues that slipped past the cracks. This is the final changelog. With Tacos and Seymour now playable, anything that's still screwed up is, as far as I'm concerned, screwed up for good. General changes: Chapter-specific changes: Once again, thank you for checking out this game, and I hope you enjoy playing it as much as I did making it.
  2. Long time no see, guys. SRPG Studio Heroes is now completed and fully playable. Here’s one last changelog for anyone curious: UI changes: Weapon, item, and Skill changes: Character changes: Chapter-specific changes: Other changes: That’s just about everything. With that, I hope you enjoy playing this game as much as I did making it.
  3. Sorry for the late response, but the calculation system specifically used in the starter kit doesn't use Bld at all. It uses pure Spd - Wt for AS calculation because in my experience I find that far easier to properly balance units around. Aid is set up in such a way that it's tied strictly to class type. If you wish to restore the functionality of the Bld stat, you'll need to go into the Plugin folder, into the Goinza-FE GBA Battle Formula folder, and edit the Goi-Von-sanctaea-formula.js file.
  4. A bugfix for Demo 1 of Cycle of the Heavens has just been released! It fixes some bugs that weren’t caught in initial playtesting and adds some new QoL features. Changelog: The red arrows used to mark escape points are now animated to make them easier to see You can now save at the start of maps that don’t have Bases Units’ inventories are now automatically returned to the Convoy when they die Raw values for Hit, Avo, etc. and bonuses are now displayed separately on the Unit Menu Booster items for weapon types are no longer usable by units who can’t use that weapon type The tiling error in the Prologue that allowed Stella and Sirius to leave the training area has been fixed The Prologue has also received a new defeat condition in which a Game Over is triggered if Stella and Sirius run out of tome uses, i.e. by discarding them An error in Frances & James’s Base conversation in Chapter 4 that caused the conversation to increment James’s Support with Odette instead of Frances has been fixed An error in Chapter 4’s eventing that prevented George and Ada from dying on Classic Mode has been fixed The post-battle cutscene for Chapter 4 has been adjusted so that the game doesn’t wait for the crowd murmur SFX to finish all the way before proceeding The left and right sets of Armored Knight enemies in Chapter 5 now start moving on Turn 6 regardless of whether their partners are still alive An error in Ibrahim’s AI in Chapter 5 that inhibited his ability to actively approach your units after moving from his starting position has been fixed
  5. Indeed. Adarya is very talented and has far better eyes and ears for audiovisual presentation than I do. Her map work alone really helps this game stand out compared to others I've worked on in the past.
  6. This game makes use of character portraits and backgrounds generated with AI. If that doesn’t jive with you, it is recommended that you click out of this thread now. Hello once again, Serenes Forest. Adarya and I are excited to show off in earnest our first collaborative project. Originally debuted as part of the MARTH (Make A Really Terrific Hack) contest on FEU, it is now well on its way to becoming a full-fledged game. Featuring a (human-written, don’t worry!) story of a runaway queen grappling with the might of two warring empires to make the continent of Avra safe for her children again, this game’s presentation is further enhanced with expanded battle animations, numerous unique backgrounds, beautiful custom tilesets, and a visual style reminiscent of Radiant Dawn, and even some limited voice acting to create one of the most appealing SRPG Studio experiences yet. Notable gameplay features: Choice of playing with either single or double-RNG The Weapon Triangle (Swords, Lances, Axes), which grants Accuracy ±15 The Trinity of Magic (Light, Anima, Dark) and (Fire, Thunder, Wind), which grants Attack ±3 and Accuracy ±15 Fixed weapon ranks like in Genealogy of the Holy War and Engage Enemy targeting lines like in Engage AS = Spd - Wt (you need 5 more AS than your opponent for follow-up attacks) A Fates-like Skill system in which each character has a unique personal Skill and can learn more dependent on his/her class Spreadsheets: Characters Classes Skills Weapons/Items Dropbox link (8 of ?? chapters) Discord server Known Issues: There is no notification when learning a new Skill outside of battle, i.e. by getting a Level Up from Staff usage. Remaining Mov display when selecting where to move a unit doesn’t account for screen scrolling. This feature is turned off by default. There is a tiling error in the Prologue that allows Stella and Sirius to walk through the upper wall and out of the training area. This should be a minor issue since there’s nothing important outside and this is a Rout map in which none of the enemies move. Credits: Screenshots:
  7. I would've taken you for more of a David Coverdale fan myself, but AC/DC is pretty solid too Thunderstruck, Moneytalks, Shoot to Thrill, Girls Got Rhythm, and High Voltage are my personal favorite AC/DC songs, though I'm ashamed to admit that I haven't actually listened to any of their albums proper. If I might relate an amusing story, recently I was at an IDPA pistol shooting tournament assisting with taping up targets and recording my dad on video while he shot. One of the courses was set inside a mockup of a record store, complete with a CD player in there blaring AC/DC songs. Every single time somebody shot their gun in there, the CD player would skip, and there were like 12 or so participants shooting multiple times throughout the course. It was tragic to hear that poor CD get mutilated.
  8. I have not had the chance to look into that. My internship hasn't left me much time to work on SRPG Studio stuff in general. Still, I'll have to keep it in mind if for whatever reason I need to update this kit again in the future.
  9. Nice to see you again, everyone! Demo 2.5 is now available. There are no new chapters, but the game has received extensive changes based on feedback received over the course of the Build in Progress game jam for SRPG Studio hosted on itch.io. There's a lot to go over, so I'll organize it by topic. UI changes: Levelling and WXP changes: Difficulty changes: Weapon, item, and Skill changes: Character changes: Chapter-specific changes: Previous save files might be compatible with this version, but it is not recommended to use them due to the sheer number of changes that have been implemented.
  10. This would be easier to believe were it not for the fact that certain characters have explicit advantages over others in terms of the number of proficiencies they start with, e.g. Anna already having both the Axe and Bow Proficiencies needed for Warrior while Boucheron is stuck in Berserker without an Emblem to train with.
  11. Hey, all! I've released a new version of the starter kit with the following updates: Class base stats and growth rates have been updated to more closely resemble those of SRPG Studio Heroes. Goinza’s Automatic Stats for Enemy Units plugin has been removed from the kit; all enemies now use fixed Level Ups and manually assigned Weapon Ranks. A Jugdral-style Trinity of Magic has been added which functions within the confines of a single Tome weapon type. The Re-Move Skill has been renamed Canter. All Armored classes now have WXP x2 as a class Skill. Soldiers and Barbarians now use new graphics. Troubadours now use new graphics and wield Swords in addition to Staves. Numerous .sani files that were missing from the original version have been added back in. The selection of provided monster classes has been drastically overhauled. Bone Soldiers are now called Bonewalkers and can promote into Wights or Hell Knights. Goblins have been added to the kit. They wield Swords and Axes and can promote into Elite Goblins or War Goblins. Revenants have had their Weapon Ranks changed from E Axes & Knives to D Knives and can promote into Legionaries or Entombed. Bone Archers have been added to the kit. They wield Bows and can promote into Deadeyes or Soul Hunters. Bone Mages can promote into Soul Hunters or Liches. Daemons have been renamed Gargoyles and can promote into Harpies or Deathgoyles. The earlier bow-wielding Gargoyle class has been removed from the kit. Kobolds have had D Swords added to their Weapon Ranks. Minotaurs have been added to the kit. They wield Axes and Bows. Gorgons have been added to the kit. They wield Tomes and Staves. Death Riders have been added to the kit. They wield Axes and Tomes.
  12. You need to use Goinza's Weapon Ranks plugin for Weapon Rank display. I'm working on an updated version of this kit as we speak. Look out for it.
  13. Thanks. Maybe while you're still taking care of your other business, you can find some time to at least brainstorm ideas for what you'd want should you get the chance to turn this into something playable. Since this is story is supposed to be for a game, after all, it would be prudent to think about what you would want out of such a game. What mechanics do you want to implement? How do you want your weapons and magic system to work? What kind of class system are you gunning for? Have you even thought much about what classes your characters are supposed to be? All of these are very important considerations to make. It is true that there is a significant planning component you need to deal with before you even think about implementing anything. Luckily for you, you happen to be in an abnormally advantageous position having largely finished your story. Since you've decided to try out my own game, feel free to join my Discord server if you need someplace more flexible to talk about game stuff.
  14. This sounds intriguing. I'll give it a look. As for your lack of computer skills, what exactly is it that you feel is holding you back? I ask because I too was in your very same position once. I had an idea for an FE story of my own that I originally shared through a Written Works thread because I didn't expect to be able to bring it to life in a playable format. Although the story wasn't finished to the degree yours has been, my thread also included my own class designs, character designs, and even some rudimentary maps. However, while I was working on it, this software called SRPG Studio came out in English that opened up possibilities I had not even dreamt of. After buying the software and putting in ample amounts of dedication and hard work as well as some compromise, the game I had more or less envisioned eventually managed to see the light of day as Sanctaea Chronicles. Should you decide to take the plunge and embark on this same journey, do not hesitate to ask me for advice. I have ample experience with SRPG Studio under my belt as well as multiple projects of varying degrees of length and completion. I wish you luck in your endeavors.
  15. Hey, gang! Demo 2 is now out and brings the game to 50% completion. Your pre-existing Demo 1 save files should be compatible with it, but may have minor issues related to unit changes. CHANGELOG: Class-related bugs such as Troubadour and Heavy Cavalier having their promotions swapped and Adventurers being unable to use Lockpicks have been fixed. The Trinity of Magic has been expanded to include the Anima sub-triangle. The male Lord/Great Lord class’s battle animations have been adjusted so that they look less awkward when wielding Axes. The Talk command no longer consumes a unit’s action when used. A sparkling aftereffect has been added to hits from the Cupid’s Bow. The Antitoxin and Voice Drops now have proper healing animations. Bluh has had 3 points and 5% growth rate moved from HP to Mag. Anarch has received a special event for the first time he is deployed as a Monk or Bishop. Cold has received an extra Axe Rank. In addition, an oversight that caused him to give Support bonuses to Blahbber instead of Bluh has been fixed. Nine has received an extra Axe Rank. In addition, his missing unit description and defeat quote in Viteri Chapter 5 have been fixed. Dankboi now has the correct melee motion graphics as a Vandal and has received a special event for the first time he is deployed as a Cavalry class. Sullivan’s Soldier/Sergeant reclass has been replaced with Villager/Landsknecht. Objective displays have been added to the beginning of every chapter. New weapon/item notifications for the shops are now more detailed. More custom music has been added throughout the game. A “this game is a work of fiction” disclaimer has been added after the campaign select. Some dialogue at the beginning and end of Viteri Chapter 1 has been changed to sound less awkward. More instances of “kill/die” have been replaced with “send/go offline”. Viteri Chapter 2 has been renamed from “Getting By” to “Gimme Shelter”, after the Rolling Stones song. More normal sand spaces have been added to Viteri Chapter 3 to make the map slightly easier for Footsoldier, Armored, and Cavalry units to traverse. In Leafy Chapter 1’s post-battle cutscene, Mak now specifies that the rock she finds was being carried by Xand before he went offline, and the leftover boss indicator has been removed. The Base conversation between PCMath and Mak in Leafy Chapter 3 no longer increases their Support. In Chapter 5’s pre-battle cutscene, every member in each team now enters the map all at once, and the opaque background behind the “Viteri and Leafy” NPC has been removed.
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