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Posts posted by Matt Snow
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Man that thief(?) is tall. Also I really like Riven's new mug, but the green bugs me... I don't know I think the difference between the two shades is too big?
I also like the minor changes to the archer.
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Make Inuyasha. Or someone terribly complicated.
Cyclops looks pretty cool.
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You can use Usenti.
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Favorite so far.
Like it but the opening on the middle cliff bothers me for some reason. d: Also I think those mountains in the top left are kinda repetitive, though not terribly so.
God those mountains... so good. :O
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I was meaning to ask, are you gonna base these off the TV show or the book descriptions? Because some characters are very different...
Also I don't really know if it's an error but Melisandre's nose looks weird to me :|
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Not decent ones XD
oh but there are tiles for this: http://gyazo.com/23706f763dec524cbac9f2fe5920f4b4
There should be a pillar base that has some shading on it.
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The map for chapter 3 and chapter 7 look pretty good (the two overworld ones in case I didn't get the numbers right), though the light grass could use some work.
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Happy birthday ✰ツ✰.
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I'm up for maps.
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I did use it as part of a TURN event, here when I load a character on turn 2:
ALIGN 4TurnBasedEvents:TurnEventPlayer(0x0,BeginningScene,0)TurnEventPlayer(0x0,Noa_Arrives,2)TURNNoa_Arrives:_LOAD1 0x0 OthersENUNFlashCursor(3,0,60) //Flash Cursor on NoaENUNText(0x912) //Hey what's going on, why are Tyg and Garlan fighting.REMAENDA -
Sorry didn't see this XD.
Well I inserted these events and I don't really notice a fade to black when it loads units.
#include EAstdlib.event
#include Definitions_SH.txtEventPointerTable(0x07,ThisChapter)ORG 0x00EF8820ThisChapter:POIN TurnBasedEventsPOIN CharacterBasedEventsPOIN LocationBasedEventsPOIN MiscBasedEventsPOIN Dunno Dunno DunnoPOIN TutorialPOIN TrapData TrapDataPOIN Allied EnemiesPOIN $0 $0 $0 $0 $0 $0POIN BeginningScene EndingSceneALIGN 4TurnBasedEvents:TurnEventPlayer(0x0,BeginningScene,0)TurnEventPlayer(0x0,Noa_Arrives,2)TURNNoa_Arrives:_LOAD1 0x0 OthersENUNFlashCursor(3,0,60) //Flash Cursor on NoaENUNText(0x912) //Hey what's going on, why are Tyg and Garlan fighting.REMAENDAALIGN 4Allied:UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [4,0] 0x00 0x00 0x00 0x00 [ironSword,SlimSword,0x0,0x0] NoAIUNIT Garlan Fighter Tyg Level(1,Ally,False) [3,0] 0x00 0x00 0x00 0x00 [Hatchet,IronAxe,0x0,0x0] DefendUNITScene_Units:UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [5,4] 0x00 0x00 0x00 0x00 [ironSword,SlimSword,0x0,0x0] NoAIUNIT Garlan Fighter Tyg Level(1,Ally,False) [3,4] 0x00 0x00 0x00 0x00 [Hatchet,IronAxe,0x0,0x0] DefendUNIT Noa Archer Tyg Level(1,Ally,False) [4,5] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] DefendUNITOthers:UNIT Noa Archer Tyg Level(1,Ally,False) [3,0] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] DefendUNITCiv_Unit:UNIT 0x8E 0x6F 0x00 Level(3,NPC,True) [11,8] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] MoveGuardUNITEnemy_Leader:UNIT ONeill Brigand 0x00 Level(4,Enemy,False) [11,6] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] DefendUNITALIGN 4Enemies:UNIT 0x55 Brigand 0x00 Level(3,Enemy,True) [12,3] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] MoveGuardUNIT 0x58 Brigand 0x00 Level(2,Enemy,True) [12,2] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait2TurnsUNIT 0x59 Brigand 0x00 Level(1,Enemy,False) [13,2] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] NoAIUNIT 0x61 Brigand 0x00 Level(1,Enemy,False) [12,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait1TurnUNIT 0x62 Brigand 0x00 Level(1,Enemy,False) [11,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] Wait2TurnsUNIT 0x63 Brigand 0x00 Level(1,Enemy,False) [10,1] 0x00 0x00 0x00 0x00 [ironAxe,HandAxe,0x0,0x0] NoAIUNITALIGN 4CharacterBasedEvents:CHARLocationBasedEvents:LOCAALIGN 4MiscBasedEvents:DefeatAll(EndingScene)AFEVDunno://DO NOT TOUCHWORD $00Tutorial://DO NOT TOUCHWORD $00TrapData:ENDTRAPALIGN 4ALIGN 4BeginningScene:FADI 0x20LOMA 0x40ENUN_LOAD1 0x0 Scene_Units //loads guys at beginningENUNText(0x15,0x90D) //textREMASTAL 0x20MOVE Tyg [14,3]MOVE Garlan [13,3]MOVE Noa [12,3]ENUNDISA TygENUNMOVE Garlan [14,3]MOVE Noa [13,3]ENUNDISA GarlanENUNMOVE Noa [14,3]ENUNDISA NoaENUNSTAL 0x20FADI 0x20LOMA 0x00ENUN_LOAD1 0x0 Civ_Unit //Loads civilianENUNREMASTAL 0x20FlashCursor(11,8,60) //Flash Cursor on himENUNText(0x18,0x90E) //textREMAMOVE 0x8E [9,9]ENUNDISA 0x8E //make civ leaveENUNSTAL 0x30_LOAD1 0x0 Allied //Load Tyg and GarlanENUNFlashCursor(4,0,60) //Flash Cursor on TygENUNText(0x18,0x90F) //Text about how they have to go to the beach and back, Noa will catch upREMAMOVE Tyg [9,6]MOVE Garlan [8,5] //Moves them Closer to the beachENUNFADI 0x20_LOAD1 0x0 Enemy_LeaderENUNText(0x18,0x910) // Text about how they're almost there, then bandits show upREMA_LOAD1 0x0 EnemiesMOVE 0x55 [13,5]MOVE 0x58 [13,8]MOVE 0x59 [11,8]MOVE 0x61 [6,0]MOVE 0x62 [4,2]MOVE 0x63 [6,4]ENUNText(0x911) //We gotta fight them offREMAMOVE ONeill [12,3]ENUNENDAALIGN 4EndingScene:FADI 0x20Text(0x18,0x913)REMAMNC2(0x01)ENDAMESSAGE Events end at offset currentOffset//The map for this offset is at 00EF86D0 -
Umm I have the same question as Vennobennu, what exactly are you trying to do? I mean I normally bring in reinforcements like he said, though I change the LOU1 to _LOAD1....
I mean, it'd be nice if I was wrong and there's an easy way; but the _LOAD 1/2/3 commands are used only during cutscenes, not during actual chapters. For instance, using the _LOAD commands during a chapter causes a fade to black.Woah really O_O- This has never happened to me... I think, what do you mean causes a chapter to fade to black? Because I always use _LOAD1 and the chapter plays fine...
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Well if you used TILED and formated it correctly then I'm pretty sure that all you have to do is use the MAC1 code when you want the door to change, like if you gave the map change an ID of 7 it would be:
Door_change_event:
Text(0x950)
REMA
MAC1 0x00 0x07
ENUN
More stuff.
The 0x07 is the ID number, so if it were 8 it would 0x08 and so on. Also if you want to reverse that tile change, IE close/open the door again then you use:
MAC1 0x08 0x07
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I can't use the mug colours themselves because they're not the right colours.
Really?, weird I just used the colors from the mug XD. I'm not really sure how most people make battle palettes, but I took Hendricks colors and I think it looks pretty sweet.
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I liked the games portraits a lot, but I don't think some of them went well with the battle palettes. Like in Wakeley's portrait, his armour look red-brownish (at least to me), but his battle sprite is purple. Henrick is also like this, his armour is white in his portrait, but his battle sprite has blue armour.
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Yay this is starting. Hopefully video's get posted soon.
P.S.
FEE3 or FE4, because "Fire Emblem Electronic Entertainment Expo" has 4 "E"s.
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I really like the younger Karel and Renault . The oswin looks kinda wierd though... almost like he's hunched over IMO.
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Sure, I use
_LOAD1 0x0 Guys_Your_Gonna_Load.
Umm an example would be....
BeginningScene:
_LOAD1 0x0 Allied_LOAD1 0x0 EnemiesREMAENUNText(0x1B,0x91C)REMAENUNFlashCursor(XXX,60)ENUNText(0x1B,0x91D)REMAENUNMOVE 0x90 [2,3]ENUNFlashCursor(XXX,60)ENUNText(0x1B,0x91E)REMAENUNFlashCursor(XXX,60)ENUNText(0x1B,0x91F)REMAENUN_LOAD1 0x0 XXXENUNText(0x1B,0x920)REMAENUNMOVE XXX [7,5]ENUNFlashCursor(XXX,60)ENUNText(0x1B,0x921)REMAENUNCUSA XXXENUNText(0x1B,0x925)REMAENUNDISA XXXENDAThe "XXX"'s are character names XD -
I don't know if this is correct but for me it happens automatically. For example if I have this unit block:
Allied:UNIT Tyg Myrmidon 0x00 Level(1,Ally,False) [1,9] 0x00 0x00 0x00 0x00 [slimSword,0x00,0x0,0x0] NoAIUNIT Garlan Fighter Tyg Level(1,NPC,False) [0,9] 0x00 0x00 0x00 0x00 [Hatchet,0x00,0x0,0x0] DefendUNIT Noa Archer Tyg Level(1,NPC,False) [0,9] 0x00 0x00 0x00 0x00 [ironBow,ManiKatti,0x0,0x0] DefendUNITAnd Noa died last chapter then it doesn't load him. I'm pretty sure it should be like this for FE7 too. Oh but make sure you write the unit with the same parameters. Like if you made them show up as a level 2 enemy, then you should write them in the new chapter as a level 2 enemy, even if they turned into an NPC or Ally unit. The game should remember that info automatically.Hope that helps,and that I'm not terribly wrong. -
So Cybil has the Pegasus and the Horse icon. Does that mean the the Claymore is effective against pegasus knights too?
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That monks palette is awesome... some of the pixels don't match. Did you re-script the whole animation?
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IS = FEShrine's community project
Damnit Fuzz! And yes.
Snows sprites
in Sprites
Posted
Map Dump: