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Posts posted by Von Ithipathachai
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You're certain you couldn't have just put these in the Creative subforum?
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Small progress update. I've sent Arch the download link for the FEE3 2019 demo of Sanctaea Chronicles. Hopefully we'll be able to see it in action.
I'd like either Mekkah or Mangs to play it. Mangs would get the game some more recognition, while Mekkah already has experience with the game from playing it at last year's FEE3.
As for things that need to be done to make the game ready for release, I need to not only finish testing the new chapters and writing the instruction manual, but also rewrite portions of the story and Support conversations to make the Church of Saint Ariel (including a new playable character named Margaret) more relevant. This includes making Lee, Chaucer, and Omar people working for the church rather than leading members of a generic Resistance that quickly becomes irrelevant.
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I wonder how helpful making Byleth an Armored Knight/Fortress Knight would be? What kind of enemy composition are we talking? Mainly physical?
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...Well. I guess not having this map is one advantage Crimson Flower has over the other routes. I'm playing Blue Lions and now I'm scared.
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6 minutes ago, Alastor15243 said:
Jesus Christ, I've been looking at it and it's so much like Fire Emblem that I'm amazed there wasn't a lawsuit.
SRPG Studio is not limited solely to Fire Emblem clones, though it is tailor made for those. There has also been interest from the Super Robot Wars community in the software. I think I've seen at least one project on the /r/SRPGStudio Discord server trying to replicate its gameplay.
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The only other thing I can suggest for you in that case is to continue brainstorming gameplay and story ideas. I can tell you from experience that having at least a significant portion of these developed and written out before you start jumping into a game creation program can help expedite the development process.
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7 minutes ago, MSAtlos said:
They both are either too long and too much of an undertaking (a shorter project would be preferable) or fundamentally flawed so that's why they have just been ideas
and regarding your first point I was thinking something like the battle of hastings
If you'd rather do a shorter project just to get your feet wet with common hacking tools, then there's nothing wrong with, say, doing a reskin or balancing alteration patch for one of the GBA games. Sacred Stones hacking with FEBuilder seems to be all the rage nowadays.
Personally I prefer SRPG Studio for its high flexibility and ability to do certain things hacking can't, such as additional weapon types beyond what GBA Fire Emblem typically allows and Bases like in the Tellius games. But that stuff may not be necessary for you yet.
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1 minute ago, MSAtlos said:
Either
A: basing it of irl wars but with fire emblem or
B: having a hack where the main gameplay loop is not just fighting but convening enemy's to revolt thus turning them too green units
The first one is very broad. Perhaps you could brainstorm some particular wars from history to borrow elements from.
The second one sounds like it could have some potential, but it would be tricky to balance the traditional approach of training a limited amount of your own units alongside a more conversation-based approach of turning enemies into allied NPCs that fight for you so that both are equally viable. I know it should be possible in SRPG Studio with a lot of eventing, but I'm unsure how possible it is in GBA hacking since I don't hack.
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I believe it would help for you to describe these "half-baked ideas" first so we have something to build off of.
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2 minutes ago, Integrity said:
i'll place in a second post that i respect his artistry, but i don't particularly like any of his work, much like how leonard cohen's work besides hallelujah was quite good and i respect his artistry despite not loving his work, although hallelujah is the worst song ever put to pen
Understandable.
(By the way, that was a copypasta of a quote from a movie that I posted.)
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Do you like Phil Collins?
I've been a big Genesis fan ever since the release of their 1980 album, Duke. Before that, I really didn't understand any of their work. Too artsy, too intellectual. It was on Duke where Phil Collins' presence became more apparent. I think Invisible Touch was the group's undisputed masterpiece. It's an epic meditation on intangibility. At the same time, it deepens and enriches the meaning of the preceding three albums. Listen to the brilliant ensemble playing of Banks, Collins and Rutherford. You can practically hear every nuance of every instrument. In terms of lyrical craftsmanship, the sheer songwriting, this album hits a new peak of professionalism.
Take the lyrics to Land of Confusion. In this song, Phil Collins addresses the problems of abusive political authority. In Too Deep is the most moving pop song of the 1980s, about monogamy and commitment. The song is extremely uplifting. Their lyrics are as positive and affirmative as anything I've heard in rock. Phil Collins' solo career seems to be more commercial and therefore more satisfying, in a narrower way. Especially songs like In the Air Tonight and Against All Odds. But I also think Phil Collins works best within the confines of the group, than as a solo artist, and I stress the word artist. This is Sussudio, a great, great song, a personal favorite.
(Disclaimer: Von does not actually think Invisible Touch is the band's masterpiece. That honor must go to A Trick of the Tail.)
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On 9/27/2019 at 11:57 AM, GlitchGabe said:
Well, it IS scary expensive though...
If you're looking to make significant deviations from the GBA formula, such as adding Daggers or Gauntlets, giant FE4-size maps, or having a Tellius-style Base, then it is absolutely worth the $60. It can do all of those with varying amounts of work needed.
Are things for giving hacks a Str/Mag split or neutral factions publicly available yet? SRPG Studio can do both of those too. The former is what it uses by default, and a custom plugin is available for the latter.
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C'mon, guys. Don't you know SRPG Studio is a thing?
Probably the closest you're ever going to get to a proper Fire Emblem Maker.
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Welcome!
If you haven't gone deep into learning how to hack yet and you've got $60 to spare, have you considered using SRPG Studio?
Actually, first I should probably ask what kind of game you're trying to make.
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56 minutes ago, Dragoncat said:
Any reasoning behind Elm?
It's literally "Alm" except the first letter is different
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Is there an "Other" option? Personally I would've called him "Elm".
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13 minutes ago, henrymidfields said:
Same here. The rescue command is one reason why having foot units alongside mounts are viable.
If anything, how about restricting anti-cavalry weapons to infantries, and introducing anti-cavalry traps like caltrops? And enemies should field anti-cavalry weapons in larger numbers than what is generally par in the series.
I wonder if said Caltrop spaces could be safely crossed by Armored units. Even if their boots aren't able to protect them, maybe their slower movement would let them spot traps more easily? I dunno.
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1 hour ago, Emperor Hardin said:
The closest we've had to this is Generals, Barons and Emperor, but not the armored knights, having pavise in Genealogy of the Holy War.
I took a similar approach with my game where there's a Class Skill for all Armored units called Guard. It has a fixed (I believe 15%) chance of halving damage from any attack when it triggers. This is in contrast with Shell (Pavise), which has a Skl% chance of halving damage from Swords, Lances, Axes, and Bows, and Barrier (Aegis), which has a Skl% chance of halving damage from Daggers, Light, Anima, and Dark.
Granted, I also gave Armored units the same Mov as Infantry, kind of making them Infantry on steroids. But unlike Infantry, they can't cross mountains and rivers, meaning they still have the worst mobility of all the movement types.
Naturally they're also vulnerable to anti-Armor weapons. But Guard gives them a chance to survive even a nasty hit from one of those or a tome if they're lucky.
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I'm torn. On one hand, I want Sentinels and Barons. On the other, I'm going to be very upset if I have to pay extra for them when they should've been in the base game.
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Hi there!
Unfortunately I'm not aware of any plugins for multi-tile units. However, if you really wanted to, you could replicate something like the final boss of Fates: Revelation with custom tiles and units with invisible map sprites.
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21 minutes ago, De Geso said:
I think enemy mounted units should get it too.
I know for a fact they do in Thracia 776, Path of Radiance, and Three Houses. I'm not sure if enemies in other games can use it but don't or what.
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One of the reasons mounted units tend to become broken aside from their superior Mov is their access to Canto in several games. It gives them a significant edge in versatility over non-mounted units, letting them do useful things like hit and run attacks and rescuing units from danger.
While some of you may be aware of my general dislike of mounted units, I still can't help but find enjoyment in setting up stuff like that whenever I get to. How do you guys like mounted units having Canto?
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2 minutes ago, Etheus said:
I killed her three times thanks to divine pulse.
I do not like Flayn.
LOL
I guess you made extra sure she ...slept with the fishes.
Okay, I'm done here.
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I killed both her and Seteth intentionally.
SpoilerDown with dragon people
Have you ever thought of a good name for a band?
in Far from the Forest...
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