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Von Ithipathachai

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Posts posted by Von Ithipathachai

  1. 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
  2. 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.

    8cd602f0cdebe29b4094dfc2e41010c3e75e891f

    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:

    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:

    Spoiler

    Story and character concepts by Adarya and Von

    Character portraits generated with KlokGen AI using training data from Intelligent Systems

    Custom Tilesets:
    Nekura Fantasy Map Chip Material Collection

    Custom Class Graphics:
    EightWinds
    Fuwafuwa
    gameandfun
    JAPANWeb
    Kashikoma
    Maiser
    Von Ithipathachai

    Custom Weapon & Item Graphics:
    Briver
    Claris
    Dankboi
    JAPANWeb
    miyabirakuda
    senaka
    Von Ithipathachai

    Custom Spell Animations:
    Chiryo no Tsue
    Fuwafuwa
    Pipoya
    Sfilna
    Skeleton

    Custom Backgrounds:
    Intelligent Systems
    SapphireSoft

    Additional backgrounds generated with Stable Diffusion

    Custom Plugins:
    Anarch16sync
    Aren
    Balberith
    Claris
    Cube
    Goinza
    MarkyJoe
    McMagister
    namae_kakkokari
    Nantoka
    PCMath
    Repeat
    robinco

    Custom Music:
    “Toberu mono” (instrumental) by Nobuo Uematsu used for the title screen

    All other music from Intelligent Systems
    (Arrangements of “Going My Way” and “Loptous” by Dragston Dev)

    Custom SFX:
    Intelligent Systems
    Metzik

    Custom Voices:
    Intelligent Systems

    Fonts:
    Monster Of Fantasy Modern Serif Font by Storytype
    Studio
    Constantine by Dukom Design

    Screenshots:

    Spoiler

    1326fa005b3e573635bf1c507ef1a65b1ef598ba

    d75ab38684dd0805e91acceaf496dbe7a8794195

    0ed54916fb799785554b9fcbbaab5efe46aa7f91

    d734cccbe02597ba4d671cf1fc730fec76f30192

    63106e4de93b309323336963646e720a354de2c4

    b7471dc66f2cfca115e93e516262203965e30de5

    db9ca1f24233d099090d2533a923ffa7520fdd41

    59b65822256305e1303e461a64a26626b4fcb02b

  3. 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.

  4. On 8/9/2023 at 4:13 PM, Algrador said:

    Haven't been keeping up with this, I may need an update, but I'm wondering how do you deal with caching skills? Fates has a storage/switch system, tellius also. I don't think this software has a system like that surprisingly.

    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.

  5. 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:

    Spoiler
    • In general, the game's UI has gotten a Discord-themed makeover to match the setting of the story.
    • A unit’s class type is now displayed as an icon next to its class.  Class descriptions have been updated accordingly.
    • Unusable weapon types now have their ranks grayed out instead of written inside parentheses.  Additionally, the weapon types for which a unit has Rank S are now displayed in green.
    • The stat thresholds for Level Up quotes have been changed.  They are now 0-1 points, 2-3 points, 4-5 points, 6-7 points, and 8 points.
    • Menu graphics are no longer visible during Base conversations.

    Levelling and WXP changes:

    Spoiler
    • An internal Level system has been implemented, representing the Level at which a unit has been promoted from a basic class to an advanced class.  The EXP formula now takes this internal Level into account when calculating EXP gains.
    • WXP is now displayed as a tooltip as opposed to being part of a weapon’s description.
    • BEXP Level Ups have been reverted back to a guaranteed 3 stats apiece both because of general player reluctance to use reclassing and to address an issue where the Wastelayer’s growth rate bonuses worked inside the Base.
    • The BEXP tax paid by mounted units for Level Ups has been removed, as the above change in combination with reclassing renders it completely redundant.

    Difficulty changes:

    Spoiler
    • When starting a new game, you can now choose between playing with 1RN (Honest) or 2RN (Consistent).
    • Enemies now display targeting lines when a player unit enters their attack range, similarly to Fire Emblem Engage.
    • Most enemies have received +3 HP, +2 Str/Mag/Dex/Spd/Lck, and +1 Def/Res.  Bosses’ stat boosts may be slightly lower to varying degrees.  To ensure the chapter objectives aren’t made too difficult by this change, several chapters have also had enemies removed.
    • The BEXP reward system has been tweaked.  The reward is given all at once at the end of the chapter after being reduced to 1/(number of units lost in the chapter + 1).

    Weapon, item, and Skill changes:

    Spoiler
    • Leafy’s Ban Buzzer tome has been renamed to Banishment and uses a new icon.
    • Two new Anima tomes, Blitz and Razor, have been added to the game.
      • Blitz is a generic version of the Dire Thunder tome from Thracia 776, i.e. Thunder magic that strikes twice per attack.  It uses the icon originally used by Banishment.
      • Razor is a returning tome from Mystery of the Emblem, where it was originally known as Shaver in Japanese and localized as Cutting Gale in Three Houses.  It is Wind magic that possesses a high Critical Hit rate.
    • All physical tomes including Shroud’s Baphomet tome have received -2 Wt and +5 Hit.
    • All Bows and all other tomes have received -5 Hit.
    • The Quake tome’s spell animation has been slowed down.
    • The Swap Skill now has the correct description; previously its description was identical to that of the Shove Skill.
    • Door Keys and Chest Keys are now available for purchase from the General Store.

    Character changes:

    Spoiler
    • Most pre-promoted characters have had their growth rates reduced in keeping with the new EXP formula which makes use of internal Levels.
    • Viteri’s shirt is now black to maintain consistency with his reclassing quote.  This also extends to his appearance on the title screen.
    • Blahbber, Nine, Eve, and Justin’s hair colors have been tweaked to look more natural.
    • Luna’s retreat quote and bits of her Base conversation with EcoGoth in Viteri Chapter 4 have had emotes added to maintain consistency with the rest of her dialogue.
    • Nine now has Sacrifice instead of Nihil.
    • Slenderquil, Eclogia, Sullivan, and Danger have received new Supports and Base conversations.
    • Slenderquil now has Luna instead of Sol.
    • Goinza now starts with a Razor tome instead of an Elwind tome.

    Chapter-specific changes:

    Spoiler
    • Viteri Chapter 3
      • Arwing now has Gamble instead of Conquest.
    • Viteri Chapter 5
      • Sullivan now has a Vulnerary instead of an Herb to reflect the change in Leafy Chapter 3’s treasure rewards.
    • Viteri Chapter 6
      • The Rinkah “Einherjar” mentioned in the pre-battle cutscene is now referred to as a “bot” to maintain consistency with the idea of existing FE characters being replicable in the form of bots.  This change also applies to Leafy Chapter 6.
      • The bottom-right mountains have been redone to correct an oversight where units could potentially become stuck behind the Village.
    • Viteri Chapter 7
      • The Leonster Energy gag item purchasable in the Base has had its price lowered from 225 G to 200 G to give it more value relative to a normal Herb or Vulnerary.
      • Oversights which allowed Viteri to change his starting position and talk to Redd multiple times in one turn have been fixed.
      • The turn limit for the timed BEXP reward shown upon starting the map now correctly displays as 15 Turns.
    • Viteri Chapter 8
      • The bit about the guardian bots protecting the Starlight plugin with “their lives” has been changed to “every fiber of their being” to maintain consistency with the “offline = dead” rule and the idea that bots aren’t real users.
      • The BEXP reward has been readjusted to correctly total 2250.
    • Leafy Chapter 1
      • The opening narration has been updated to reflect the Subreddit once more being the more populated of the two servers IRL.
    • Leafy Chapter 2
      • The eastern House has been moved further north so that the player can reach it more easily in light of the enemies now being stronger.  This also addresses an oversight wherein the condition of said house during the post-battle cutscene doesn’t match its condition when the chapter is finished.
    • Leafy Chapter 3
      • The background for the chapter’s Base has been changed from a rural village to a more urban town.
      • The bottom Chest now contains a Vulnerary instead of an Herb.
      • Sullivan has been moved closer to his cell door.
      • The BEXP reward has been readjusted to correctly total 1250.
    • Leafy Chapter 4
      • Another instance of “to die” has been changed to “offline”.
      • Two of the reinforcement spawn events have had their orders swapped to move some pressure from the top of the map to the left.
    • Leafy Chapter 5
      • Viteri’s Javelin has been given to Briver.
      • Cold’s Throwing Edge has been given to Pӓde.
      • Some enemy positions have been moved to make them easier to defeat preemptively.
    • Leafy Chapter 8
      • A trivia question about fast food mascots has been tweaked slightly to correct an accidental misgendering of the Wendy’s girl.
    • Leafy Chapter 9
      • Dankboi has received a special deployment event for this chapter.
      • Clown no longer has a droppable Swordreaver.  Instead, one of the Dark Flier reinforcements accompanying him now has a droppable Axereaver.

    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.

  6. 3 hours ago, AnonymousSpeed said:

    I do have a theory about this, but it's not very well supported outside of intuition. I think it might be because they're mono-weapon that they're so underwhelming. Classes like Warrior or Hero, because they require more proficiencies, are "harder" to get into and therefore should be better. To get the best possible Boucheron, you don't merely promote him, you also need to acquire Bow proficiency so you can promote him into a good class.

    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.

  7. 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.
  8. 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.

    Columbus Blue Jackets on Twitter: "We will watch your career with great  interest 👊 https://t.co/85k5bGNQPN" / Twitter

  9. 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.

  10. 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.
  11. On 1/24/2023 at 1:08 AM, Ludrik said:

    When I try to test play the game, following error message pops up.

    could not convert character code.
    C:\Program Files\test\Golden Fools\Plugin\namaemitai-stock_sort_ex.js

    could not convert character code.
    C:\Program Files\test\Golden Fools\Plugin\namaemitai-triangle-indicator.js
     

    Could not launch game.
    A-Phese 9

    I'm suspecting javascripts with Japanese comments are somehow conflicting with my Windows setting (Windows 11 Home, Korean ver).

    Is there a way to fix this somehow? I've tried redownloading specific javascripts from your dropbox and rewriting them to the respective folders, but that didn't do much.

    Is the encoding on these plugins UTF-8 with BOM or ANSI?  Try changing the encoding by saving over them with plain UTF-8 instead of UTF-8 with BOM.

    I thought I'd changed them to use UTF-8 before putting them on Dropbox, but it's possible that the downloading process on your end somehow changed them back.  Let me know whether or not you're able to fix the issue.

  12. The initial release had a couple of glaring errors that managed to slip through the cracks, so I've put out a quick bugfix that should address these and some other smaller issues.

    Changes:

    • Command Skills no longer display activation rates of 100%.
    • Weapon types now use default icons including custom ones made by Dankboi in their style.  He has also been added to the appropriate part of the in-game credits, where he was originally missing.
    • The “Swap” command for moving a rescued unit between two other units has been renamed “Transfer” to avoid confusion with the Swap movement Skill.
    • The “Info” menu in the Base has been renamed “Conversations” so that the player can more easily remember to check it regularly.
    • Nine’s unit description and the rest of his unit quotes have been inserted where they were originally absent.
    • The Wastelayer’s growth rate bonuses have been increased from 25% to 50% to make its effects more noticeable.
    • The ransack event for the southwest House in Viteri Chapter 2 has been fixed.
    • Warnings about Burglar Thieves have been added to the beginning of Chapter 2.
    • A warning about Looter Thieves has been added to the beginning of Chapter 3.
    • The “Viteri and Dawn” NPC in Chapter 5 has had its name corrected to “Viteri and Leafy” and received a proper portrait.

    Your existing save files should be compatible with this new release if you want to switch over.  Enjoy!

  13. This project is recommended for ages 17 and up for coarse language and crude humor, particularly in Viteri's campaign.  You have been warned.

    One night I was taking a shower when I suddenly realized "Hey, wait a minute.  The English-speaking SRPG Studio community on Discord is the most peaceful it's been in ages."  I also realized that the 5th anniversary of the software's English release would be coming up soon.  Which is how we ended up here.

    Today I introduce to you my latest project, SRPG Studio Heroes!  Partly a vanity project, partly a celebration, partly an excuse for me to mess around with a reclassing system in the context of a full-length project, this game is a community project for both the r/SRPGStudio and SRPG Studio University Discord servers.

    Primary features:

    • Two separate campaigns!  Each campaign is planned to be 18 chapters long and has its own (mostly) unique maps and its own set of playable characters.  Follow the story from the eyes of either Leafy, the noble owner of the University server, or Viteri, the wicked (awesome!) owner of the Subreddit server, as they attempt to put a stop to my antics causing chaos and unrest within the greater Community.  Each server's campaign is written with a tone that reflects its overall atmosphere, with Leafy's being more serious and Viteri's being more crude and farcical.
    • A reclassing system, functionally a hybrid of Shadow Dragon and Awakening's.  Each character has 3 classes (4 after promotion) that they can freely swap between at any time before deploying for a map.  These classes are meant to be organic components of a unit's toolkit, and you will need to make the best use of the system you can in order to claim all the rewards from each map.

    Other notable features:

    • No permadeath!
    • Toggle between single RNG or double RNG before starting a new game
    • 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
    • Radiant Dawn-style Bows
    • Knives, which are functionally a mix of their Radiant Dawn and Fates incarnations
    • Bonus EXP (like in Path of Radiance)
    • AS = Spd - Wt (you need 5 more AS than your opponent for follow-up attacks)

    Spreadsheets:

    Dropbox link (Demo 2.5, 9 of 18 chapters per campaign)

    Discord server

    Feedback survey

    Instruction manual

    Known Issues:

    • Reclassing messages are sometimes not cleared properly when reclassing a unit right before a cutscene or similar event.
    • Units’ Staff ranges are visible if they’re hovered over, but aren’t taken into account for enemies when highlighting enemy ranges.
    • Enemies may behave erratically after being refreshed by Dancers/Bards.
    • Weapon Rank increase messages may display at the wrong time if battles are skipped.
    • Weapon/item merging may not work properly when using a keyboard or gamepad.
    • When reloading save files in battle, highlighted enemy ranges do not reset immediately; clicking on an enemy again will reset the highlights.

    Screenshots:

    Spoiler

    dfwvk4d-1a0f85aa-5fc1-4377-99ad-1bab7066

    dfwvk4b-3c642754-c5a3-4973-954d-63f730f5

    dfwvk48-a9ade816-d394-4d27-a4b5-45156581

    dfwvk43-5ab157e2-09a9-4ee6-a456-015a7d69

    FEUniverse thread

    EDITS:

    (1/14/2023) Bugfix release for Demo 1
    (3/3/2023) Demo 2 release
    (5/12/2023) Demo 2.5 release

  14. Update.  It's come to my attention that quite a few users are using this starter kit more as a repository of labeled assets rather than building games off of it directly.

    In light of this, I've taken the liberty of adding each of the individual .sani files for all of the reworked battle animations to the project files on Dropbox.  Hopefully they will save you some time on animating if nothing else.

    Let me know if you have any questions, concerns, or issues.

  15. 4 hours ago, Algrador said:

    recruitment; here's an idea I tried.

    Twas' an enemy unit who is recruitable when spoken to. I can do the talk/events, etc., but after they convert to the player's party/side after that map is over they're gone; they don't exist as a party member at all. I think at some point I figured out the enemy has to be an event unit and there has to be a specific "party member" unit created that's equivalent stats/equipment to the enemy unit, but yeah I don't know. it was all getting confusing for me at that point trying to make sure they actually continue between chapters.

     

    Tried doing a prisoner green unit joining you too, and after the battle ends they're also gone; It's just a mess really.

     

    Don't really wanna think about how a Gatrie situation would be pulled off till I understand the basics I guess, but that'd be a good test to make sure one's understanding of how recruitment works I suppose.

     

    I was gonna check out your game at the moment, but I spent more time typing this out than I thought. I'll have to do it later, probably after you respond. Maybe you already a map that does this like a "rose's thorns map 2" or something. Thanks though.

    So if I understand correctly, you're trying to implement recruitable enemy/ally units?  I can explain how to do that.  Chapter 4 of Golden Fools includes an example of this in action.

    In order to create a recruitable enemy/ally unit who carries over between maps, you first need to create that unit in the Players tab of the Database.  Next, on the map in which you want the recruitable unit to appear, open the map and enter Unit Mode.  What you need to do next depends on whether you want this unit to be present on the map from the beginning or be spawned later via an event.

    If you want the recruitable unit to be present on the map from the beginning, you need to right-click on the space where you want to put them and click "Create Player as Enemy".

    If you want the recruitable unit to spawn later via event, right-click on the space where you want to put them and click "Create Enemy as Event".  Next, right-click on the big white rectangle on the left of the window and click "Create Player as Enemy".

    You can toggle between placing enemy units and ally units by clicking the appropriate option in the little Placement Mode window.  Placing recruitable allies works in the exact same manner as placing recruitable enemies.

    I hope that this has helped you.  Feel free to hop onto the SRPG Studio University Discord server if you have any other questions to ask.  We'll be more than happy to help you and will probably give you answers on Discord more quickly than you can get them on a forum.

  16. 3 hours ago, Algrador said:

    Just came across this on the discord. Hopefully I can find something related to various means of recruitment where the character saves between maps because it's been a pain trying to figure that out.

    I'm not sure if I understand?  What exactly is it you're trying to do?

  17. On 10/5/2022 at 2:35 PM, Uriyahn said:

    May I use some of these sprites in my project, or would I need to ask the people that made them?

    Everything present in this starter kit should be free to use.  However, you will probably want to use different portraits if you intend on releasing your game commercially.

  18. 7 hours ago, Ayra said:

    If I'm understanding things well, the game is actually completed from a story and mechanics standpoint?

    A few years ago, I did play an early version of the game and I enjoyed it quite a bit. However, I generally don't play unfinished versions of games since I dislike replaying the same sections over and over. 

    Engage being announced does get me back in a "must play Fire Emblem" mood, and to fill that I'd certainly be interested in playing a "finished" version of this game. If all that's missing is the new portraits and audio, I'd definitively be up to play Sanctaea again!

    Further updates to the game are currently on hold due to IRL stuff, but yes, the game has indeed been fully playable since February of last year.  I can't remember which version you played last, but hopefully you enjoy this new one.

    EDIT: Geez, you played a while ago.  Well, I'm sure revisiting this game should be very interesting for you.

  19. 19 minutes ago, KoriCongo said:

    Nice work.

    I will question the idea of creating something deliberately designed to replicate Fire Emblem, especially the modern titles, and then omit the frameworks to replicate two of the most major mechanics in FE. Not that it is difficult to create those frameworks by oneself, but it is kind of...self-defeating to the concept of it, even if I don't necessarily disagree with your reasonings (well, at least for permadeath...). I can imagine this won't sit right with a fair amount of people in the long run...

    Still, I appreciate what you have done and can definitely see this being something of a hit in the community.

    Thanks.

    Part of my reluctance to include a full Support system also stems from personal experience working on my main project, Sanctaea Chronicles.  I'd initially gone with GBAFE's proximity system of Support building, which required a tremendous amount of setup and writing for the game's 38-unit cast.  Only to become dissatisfied with it and have to put in additional work gutting it and replacing it with Path of Radiance's deployment-based Support building.  Writing full sets of C to A or even C to S-Support conversations for everyone - conversations that aren't even always well-written - was also very creatively draining and by far the most difficult aspect of the game's active development for me.

    I guess what I'm trying to say is, it's okay if you do like FE's Support systems, but you really should put a lot of thought into how you want to go about implementing your own take on it before doing something you potentially regret and having to waste more time undoing it.

  20. Greetings!  Have you recently bought SRPG Studio?  Developed an interest in making your own Fire Emblem-like game with it, but aren't quite sure how to make things like physical/magical hybrid classes or decent-looking maps?  Well, hang in there, because I've got a solution that just might help you get on your feet.

    Introducing my new FE Clone Starter Kit!  This is intended to act as an in-depth alternative sample project for the engine which demonstrates the use of features such as complex databasing, custom assets including graphics and plugins, maps for both story events and gameplay, and more.  It provides a practical example of a game made in the engine which users can dissect and study to learn more about how the engine works and how to implement functionality commonly found in FE games.

    starter_kit_2_by_24karatdvno_dfrwedt-pre

    Here are some things this starter kit includes:

    • Popular custom assets (including graphics and plugins) individually labeled with their creators, assembled into a single convenient place, and implemented.
    • An entire FE class tree (including melee/bow, bow/magic, and melee/magic classes) and common weapons, items, & status effects, databased in advance and fully ready to use or edit.
    • Tweaked default animations that include casting animations for magical melee weapons and throwing sword/axe animations where they actually spin in midair as opposed to simply flying straight.
    • Demos for implementing a customizable Avatar and Child Units.
    • A short 5-chapter (or is it 6?) sample game entitled Golden Fools which shows off the above features in action.

    Now, as much as I'd like to, I cannot possibly account for everything a user might want to do for a game made using this software.  Here are some things this starter kit does not include:

    • A proper Support system like those in modern games.  Personally I've grown to find Support conversations in FE to be an overrated mechanic that doesn't lend itself well to organic character development.  If you're looking to make an FE-type game in this engine, I strongly suggest experimenting with other approaches to unit bonding.
    • A difficulty that includes permanent death and the alternate scenarios and events necessary to accommodate permanent death.  Permadeath is another common FE mechanic I've soured on over the years due to it largely failing to accomplish its intended purposes and ultimately being little more than a nuisance (at least in my opinion).  Although you can easily add new difficulties that include permadeath, you should not feel pressured to include it in whatever you make if you do not feel you are creatively or logistically capable of supporting it.
    • Graphical assets deviating significantly from the RTP (default) assets in art style.  If you have a specific vision in mind for how your game and your characters should look, that's great!  But that's something that should ideally come from yourself.
      • The GBAFE portraits included in this starter kit are mostly just here because I didn't want to use the RTP ones and I needed something I could more easily demonstrate the Child Unit system with.  Using them in a commercial project is a very, veryvery bad idea if you don't want Nintendo's copyright ninjas breathing down your neck.  Don't say I didn't warn you!

    I hope that this starter kit aids you on your SRPG Studio journey.  Hopefully it will do its job of helping new users learn their way around the engine kinesthetically.  Who knows?  Maybe even users who don't plan on making straight FE clones might get a little something out of this.

    Dropbox link

    Other helpful documents

    Discord server

    Additional screenshots:

    Spoiler

    starter_kit_2__1__by_24karatdvno_dfrwere

    dfrwf01-d4245e5d-60a5-4033-8780-c9a34c45

    dfrwf5f-8af1c443-461c-4a6f-b8c7-3ba1678c

    Credits:

    Spoiler

    All RTP resources by SapphireSoft
    All portraits originally by Intelligent Systems

    All databasing, writing, and map design for Golden Fools by Von Ithipathachai

    Custom Backgrounds:
    senaka

    Custom Class Graphics:
    Fuwafuwa, gameandfun, JAPANWeb, Kashikoma, Maiser, Ojisan, Repeat, Von Ithipathachai

    Portrait Edits:
    BladerDj, Imperial, JeyTheCount, L95, LaurentLacroix, Levin, Lunatic, Nevrikx, NICKT, Sphealnuke, TactHack, Von Ithipathachai

    Custom Weapon & Item Graphics:
    Briver, Dankboi, EightWinds, JAPANWeb, miyabirakuda, senaka, Von Ithipathachai

    Custom Spell Animations:
    Fuwafuwa, Pipoya

    Custom Plugins:
    Aren, Balberith, Claris, Cube, Goinza, MarkyJoe, namaemitai, o-to, Repeat, robinco

    Let me know if you have any questions or concerns.

    EDIT: In the event I get further questions about GBAFE Support implementation, I'm just going to direct people to this tutorial: https://imgur.io/a/O2ak1Ih
    Be warned that getting all the necessary stuff set up is going to be a massive pain.

    EDIT (9/20/2022): Removed some excess animation types I'd forgotten about and added a link to some helpful development documents that might clarify a few things.  It might help you when making your own games to create documents similar to these.  Yellow cells are ones that should be safe to edit without breaking anything.

    EDIT (3/16/2022): Released an update to the kit with a handful of new features.

  21. Long time no see.  I've decided to pick up this hack again after hearing it was finished and seeing it get quite a bit of praise.

    I haven't gotten far into the new version, but I kind of got an unpleasant surprise with the Friendly patch.  I patched it over my Sacred Stones ROM thinking it was a Casual Mode patch only to get a nasty surprise when Kathryn died in Chapter 3 and didn't come back for the next chapter.  Might I suggest changing the patch names from Friendly and Classic to something like Lightweight and Heavyweight?  Looking at the readme file, it looks like the only differences between Friendly and Classic are enemy bulk and Leah having slightly better base stats.

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