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Von Ithipathachai

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Posts posted by Von Ithipathachai

  1. 3 hours ago, 𝙵ᴇɴʀᴇɪʀ said:

    good to see your project finally completed storywise.

    by the way, after giving a look at the instruction manual, i noticed this:

    6rQKLX4W-EqQx2qUbtCKNi_YSkuRnmHhzGJYOo6uHbxBaje7SfHi0Czm9NRv4VYNHvne1j0-_wcxtpsqRlWgk2p-qEAVv6RCtqtcPqaI8iiGqSUF5449aq5i3GrgrQ1-Pg1ccLAs

     

    i was wondering if you had any other placeholder available for the title screen, because that purple one is...well, honestly it's not really good.

    if you have any idea/concept on your mind, i can eventually give you a hand with that.

     

    [edit] actually...i went ahead and made some examples on my own:

      Hide contents

    SC-BG-01.jpg

    SC-BG-02.jpg

     

    in any case, if you want to make things the "professional" way, you could also ask your artist to come up with something later on about the game's logo and eventually another title background too.

    These title screens are nice.  For me the main issue with the title screen situation is that I don't really have a good idea of what I want out of it.  That said, this bottom one should at least make a good interim title screen until Furan or I can come up with something better.  Expect it to be used for the next bugfix release.

  2. So apparently some minor issues like the Thief in Chapter 1 not being able to ransack Rosa's house and a typo in Fatima's unit description managed to slip through the cracks.  I'll probably do a small bugfix release or something once I hear back from people I already know are playing the game.

    In the meantime, I've seen fit to add a "planned additions" section to the OP to further clarify that while the game is fully playable, my work on it still isn't quite finished.

  3. Hey, everyone.  I'm proud to announce that v4.0 of Sanctaea Chronicles has finally been released.  With this release, the game is now fully playable from beginning to end.

    Now, before you get too excited, I still need to make it clear that the game's presentation is still being worked on, and will continue to be that way for some time.  Future releases will gradually phase in the halfbody portrait system I've been teasing for a while now, among other things, until they're all fully implemented.  But for those of you who'd rather not wait any longer to experience the full story, you don't have to anymore.

    I hope you enjoy the game.  Also, don't forget to check out the new instruction manual and revamped character popularity poll, which now allows you to select multiple characters at once and leave more detailed comments.

  4. The only thing I'm looking for is new info on SMT5 and its release date, though hearing about Nocturne HD is more realistic prospect given the focus on the first half of 2021.

    With that in consideration, I also still have my fingers crossed for either Demi-fiend or Dante being announced for Smash.

  5. Even if Priscilla's Mag doesn't end up much higher than Serra's, she'll still be more practical for her higher Mov stat.  So don't worry too much if Serra gets Mag-screwed, because Priscilla should be able to take over her healing duties with ease provided she's still alive.

  6. 2 minutes ago, copywright said:

    I'm going to download this later and put my thoughts here.

    I was just recently playing Vestaria Saga I in Steam, which made me want to even make an SRPG myself.

    Any plans to change tilesets?

    I would wait until the next release is ready first.  That one will be fully playable and should be ready within about one or two weeks depending on what school has to throw at me.

    I'm glad you asked about tilesets!  Right now, the main goal with regards to visual improvement is to get the halfbody portrait system for dialogue implemented once enough of them have been finished.  However, MarkyJoe is leading a community asset project to improve the engine's visuals, which includes new tilesets.  What they've done so far looks promising, and if it covers enough bases I'll readily change to using those instead of the RTP tilesets.

    I doubt you're going to need SRPG Studio yourself, since you're set on using Unity, but you're always welcome to check out SRPG Studio University and see what the gang there is cooking up: https://discord.gg/GcTS5EH

  7. 1 minute ago, AnonymousSpeed said:

    I am a patient man. I will wait many years for the best pink suit, and I will wait just as long for the best character portraits.

    Whatever floats your boat.

    In the meantime, I'll need to think about how I can gradually "roll out" the new halfbody system as work progresses on them.  I'm reluctant to make the jump from GBAFE-style portraits to halfbodies immediately because a relatively small percentage of the necessary portraits have been finished, which would result in many instances of dialogue with characters whose art isn't complete looking something like this:

    Capture.PNG

  8. 4 minutes ago, AnonymousSpeed said:

    Very exciting. I've been holding off on playing until a "complete" version was released, and once the halfbodies are in, I think that will be the perfect time to try it. Congratulations on getting so far with this game!

    Well, there are still many more halfbody portraits that need to be finished, and I expect the remaining ones will take another two to three years to finish based on FuranSuwa's need to balance his work on this project with his work on more important IRL stuff.

    With this next release, the game will be finished as far as a gameplay experience goes, with the only incomplete aspect being visuals.

  9. Here are the Pegasus Riders:

    PegasusRider_present.png

    Drusilla_Pres.png?width=802&height=676

    Boudicca_Pres.png?width=802&height=676

    I've also finished writing up a new instruction manual for the game.  With that done, all I need to do is insert these new halfbodies and complete one last full test run and the game will be fully playable, though fully implementing the halfbody system will have to wait for another release.

  10. 11 minutes ago, Hasechi Meguhami said:

    I've never played the game before. Arent they all equal ? Infantry no weakness but movement low,  Riding units move faster but has Beast status weakness, Fliers pass terrain but have both Beast & Fly status weakness.

    Anti-Cavalry/Armor/Flying weaknesses aren't usually an important consideration because in practice those types of weapons don't show up very frequently on enemies.

    Mounted units are generally considered superior to non-mounted ones throughout the whole series because oftentimes their stats are at least as good as non-mounted units' on top of also having far superior mobility.

    Wyvern Lords are already considered a strong class in most games, but they're absolutely busted in Three Houses because their Speed is better than what we see normally on top of everything else being good, AND like every mounted class they can just dismount their type weaknesses away.

  11. Figure I might as well put an update here too since I put one on FEUniverse WRT its updated content policy for projects.  All the maps and story content are done, and the only things left to tackle are additional playtesting and other miscellaneous stuff.  Once all that is finished, the game will finally be fully playable.

    Of course, it won't be complete until all of FuranSuwa's halfbodies are finished and implemented, but at least you can still experience the whole story.

  12. 6 hours ago, OuendanCyrus said:

    If a weapon is made of sturdier material, such as steel over iron, why is it easier to break?

    In FE, it's usually for balancing purposes, i.e. Steel and Silver Swords having fewer uses than Iron to offset their higher attack power despite iron being less durable than steel IRL.

    Granted, Three Houses changes this and makes Steel weapons more durable than Iron ones as one would expect...

  13. This sounds about right.

    The sad part about Darros's water-walking is that it sounds useful in theory, but in practice isn't all that good because (1) he doesn't have the stats to use it effectively, and (2) there aren't many maps in the game where a water-walker is particularly needed.

    To say nothing about literally any flier rendering his one big selling point obsolete...

  14. Oh, @Jules Necrofantasia, some advice if you intend to let people submit their own characters:

    First, it's a good idea to go ahead and figure out your class system in advance before you start accepting submissions.  That way, people will have a better idea of what base class and/or promotion(s) they want to go with.

    Second, put a limit on how many playable characters there can be of a certain class.  I was once collaborating with another Serenes Forest user on a community fangame project in which people could submit their own characters.  There was no class representative limit in place, and so we got like five or six people who all wanted to be Shamans or Druids, which would not have made for a fun time.

    And if you need any help learning your way around the engine, I strongly recommend you join the SRPG Studio University Discord server if you haven't already.  https://discord.gg/GcTS5EH

  15. 1 hour ago, RainbowMoon said:

    When the game becomes available, is it gonna be playable online or will there be a download of some sort? Sorry if that's a dumb question. I don't really know a lot about how fan games work.

    There will be a download.  Releasing an SRPG Studio project creates a folder containing the game executable and everything else it needs to run.  To distribute it, you can put the game folder into a ZIP file, then upload it wherever you want people to be able to download it from.  Getting the game to run is as simple as extracting the contents of said ZIP file into another folder, going into that folder, and double-clicking the game executable to boot it up.

  16. 2 hours ago, 𝙵ᴇɴʀᴇɪʀ said:

    i probably have already told you this before, but in any case you shouldn't care too much about people not willing to leave their comfort zone. their loss, not yours.

    To be clear, when I said "Mangs debacle", I was referring to the whole sexual assault scandal involving him and Goosaphone and not his statement of refusal to play SRPG Studio games altogether.

  17. Geez.  How long ago has it been?  A few months, huh?  Well, I guess with FEE3 going on, now would be a good time for a progress report.

    I'm not going to be showing Sanctaea Chronicles off at FEE3 this year because I don't really have anything new to present that isn't uncomfortably close to endgame.  If you're following the showcase, then please check out Scratchy and Robinco's projects when they get shown off.  Chances are they'll end up more compelling than my own anyway.

    Also, ever since the whole Mangs debacle I've been feeling increasingly alienated from the larger Fire Emblem community in addition to the English SRPG Studio community.  Simply put, I feel like I'm running out of things to meaningfully contribute besides my own main project.  Of course, I still intend to complete it so I can proudly say it didn't die prematurely and give the SRPG Studio community some more ammo against the engine's naysayers.

    Which brings me to where it is now.  As of writing this I've finished writing all of the story material save for Aetius's Support conversations and completed the maps for the Tirna branch of the route split.  Hopefully the full story will be playable within this year or next provided school and work don't prove too much of a burden.  Furan, for his part, should be resuming work on the halfbody portraits sometime this month after a major work-related meeting.  So look forward to those.

    So yeah.  Just something to let you guys know I'm not dead.  With that, I wish you a good day/night and safe travels.

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