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lonelyVoxel

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Posts posted by lonelyVoxel

  1. Yeah. At this point I'm just patiently waiting for the opportunity to dink around with it, and trying to come up with a story that would fit this game style. Really, big thinking is what's gotten me into trouble with game making. I've had these idea floating around my head that are just too big for my current ability {basically nada aside from basic Unity and Java}. Thanks for the answers on that topic!

  2. Oh dear. The screen is big enough for me, and that sounds like more trouble than it's worth. I'm also getting the sense you can't just put an imaginary line down the center of the window and be able to have FEXNA read that as an edge for anchoring on either side. Either that, or, even with that, things in relation to other things would have to be rewritten quite a bit.

  3. I'm still curious as to why altering the window size is problematic, though I'm sure I'll see why if once I'm able to adjust that. Is it that overlay stuff {i.e. unit name/HP/inventory boxes and tile info} is set to specific parts of the screen rather than to the edge of the screen?

  4. Thanks for the answers and explanation. Does sound like it's just more work for stuff that's already there in R menus and such. When I get to making a game I'd likely not be needing to modify the engine a lot, so if extending the display is that much of a hassle then it just seems like a waste of time. I'll probably screw around with a lot of stuff, even then.

  5. Ah that's really cool that mouse stuff is already possible

    The reason I ask "how hard" is because most people say "is x possible?" and the answer is 99% yes, so I want to know what level of difficulty rather than just getting a yes or {super unlikely} no. I'm not talking a second window, however. More of a window extension, but it would effectively be a separate screen as you said.

  6. I wouldn't want to completely rework the interface, rather remove the need to press "R" to access unit info in order to display that already existing interface beside the main screen. That in itself would probably require quite a bit of coding, even without mouse functionality.

    For controllers in general, if anything doesn't already support controllers within itself, XPadder allows you to map buttons to keyboard keys. If it doesn't end up doing that once released, it shouldn't be too hard to do that instead.

  7. How hard would it be to add mouse functions to FEXNA, like how the Touch Screen is used in the DS and 3DS Fire Emblem games? To go with it, how hard would it be to have a second portion of the screen? How I imagine it is that it would be the same size as the normal screen, and would have unit and/or map info on it, like 3/DS main series FE.

  8. The issue is that units currently don't save learned skills in any way--any time the engine wants to access the list of skills a unit has, it simply combines those attached to the actor, class, and inventory. You have to attach a skill to one of those to give a unit a skill. You could make skill scrolls a held item only usable by certain classes, so as long as it's in their inventory they have the skill, but there's no way to make it disappear but have the unit keep the skill, at least right now.

    (by default you can't make the skill scroll untradeable either)

    Hmm, I see. What I gather is that you could have a skill scroll as a hold item, but it can't be consumable. That would still be useful.

    And what about not being able to make things inventory locked? Is that just not a base feature?

  9. Would a workaround for the skill scroll be to make it so that, upon level up, the scroll in the unit's inventory would be learned? Like, by having the scroll in the inventory, that skill is written as the unit's next still gained via level, then consumed upon level up if it has limited uses.

  10. Welcome to the best source for FEXNA info! It's basically squat right now, since Yeti's just slaving away at code as far as we know. I don't think there's a lot more that's really known other than there will be quite a few tools you can use, and you can do basically anything as long as you can do the coding.

  11. Personally, I wouldn't cut the amount of chapters. However, I think the goal you have set for now is reasonable, and, if you feel you want to take more time, you could add in those cut chapters, even a smaller alternate route, later on. I still think you should put in everything you've planned, there's no real deadline for this unless you really feel you want to move on from it. I'm really glad you've put in the time to make this for us, and look forward to the next beta. Hang in there, man, and take as much time as you need.

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