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Posts posted by lonelyVoxel
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Take a savestate on the old version, then load the state on the new one. It should work just fine.
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I used everyone unironically on my first Shadow Dragon playthrough because literally everyone but Marth, Caeda, and Beck died
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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!
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Oh dear. At least it's possible! Albeit tedious, but hey.
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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.
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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?
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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.
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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.
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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.
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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.
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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?
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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.
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Y so kill tho
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If only I had the same gumption for my LP
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Don't worry Moniker, I've gone the cheap route. =P Anyway, I'll get to it at some point
which means in like 2 years because just look what happened to my Jugdral LPIt's likely not a lot anyway, but if the extra characters were replaced I bet they're at least attempts at humor.
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Stay determined, Moniker! You're finally free!
I'd love to see you do the tower and ruins, but there's a reason I'm doing a run of my own. If anyone's interested I could chronicle those at some point.
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Thank Naga for Finisher weapons! I really don't think there would have been any way to beat Gleb other than mass Phantom or friendly sacrifices. Hooray for the subsidation {subsiding?} of BS!
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That's kinda weird about the chest text... The Juna Fruit was only obtainable in Japan through an event I believe, so maybe NOA was planning some sort of event where that text would have made more sense in context?
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I totally respect the guy, it sounds like a massive amount of code for one man. I wait patiently for the day the fruits of his labor may be shared.
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Ah, I didn't know about that subreddit. I took a look and it isn't really much, but it's proof that the engine isn't just Yeti trolling us =P
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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.
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Have fun in coleg, maybe you'll learn to make that OP armor? Would be useful for Selena.
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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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Lance Arrows are a great idea! Maybe even as good an idea as firing an explosive from a bow =P
FE4 Translation Patch (Open Beta v7)
in NES and SNES Era
Posted
I suggest trying to soft patch. If that doesn't work, you may just have the wrong version of FE4 somehow. I know there's a pre-patched ROM out there somewhere with an older translation on it, which will not work with this patch.