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Mrbrkill

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Posts posted by Mrbrkill

  1. Flyers, high mobility units, high movement units that soar over obstacles and give archers a reason to exist. There are generally two main class lines that make up your Air Force, the lovely ladies of the pegasus knights, and the fearsome wyvern riders. Since you don't usually want too many flyers with there arrow and wind magic, throughout all of fire emblem history, who is better?


    Consider them in each game the pair appears, and how they fair as player units, and how loathsome they are when coated in red paint. The after you consider each game, chose what is the superior chose for a flyer.


    Personally, I'm not a complete scrub, but haven't played all the games, so I have a slightly smaller field of view, but here is my opinion.


    Fire Emblem 6

    This game is fairly clear cut. Between Milady and Ziess, and the fact GBA peg knights have low con and a love for steel lances, wyvern riders win for me.


    Fire Emblem 7

    Now enemy peg knights still are typically a none issue, Florina, Fiora and Farina all are really awesome units and come earlier then the fairly mediocre Heath (in my experience) and the late Vailda. Point peg knights.


    Fire emblem 8

    I don't have quite as much experience with this one but, I've found Vanessa to be alright, and Cormag and Tana to be awesome. I'm not really sure but I want to lean Cormag because it's a GBA game, but not sure so I will say it is a tie.


    Fire emblem 9

    A new weight system a does help peg knights, but the fact wyvern riders gain axes rather then swords, and the fact it is Marcia vs Jill is about a tie, but Haar is better then other peg knight prepromotes, so I would say that wyvern riders get a point.


    Fire emblem 13

    Awaking completely flips the tables. The lack of weight helps the peg knights out the most, making enemy peg knights a fairly sizeable threat, where wyvern have axes that are more easily dodged tanked, and a very exploitable resistance stat, where peg knights are almost immune to magic. Then when you compare units, Sumia, Cordilia and Cynthia (all great) to Painne who eats a second seal and the tardy Cherche and he even tardier Gerome. That's not even mentioning galeforce... So easy point to peg knights


    So for me it's 2 peg knight, 2 wyvern rider and one leaning wyvern rider, so I am fairly undecided.


  2. So I pretty much finished the beta, I have enjoyed it. The writing is amusing, in especially the hackers. For the chapters, they were exciting, and surprisingly difficult. The gameplay felt very awakeingey. I do have a few complaints.


    In the first level, one of the objectives is visit all the houses, and in the area you start in there are a bunch or unvisitable huts. Considering the unique map tile choice I found this confusing, and wasted a turn trying to visit the huts. It doesn't add anything gameplay wise, so this seems unneeded.


    Also I don't think you can really do anything about this at this point, but the starting playable unit variety is a little lacking, mostly because of the three mages, who feel almost the same gameplay wise. Also the fact the majority of starting units are super fragile doesn't help diversify them game play wise.


    I will not there are a few exception an I love how the archer is one of your best starting units, to compensate for the fact she's an archer.


    I will not that during the intralude I skipped the text then after having control of the new party and stupidly making a mistake reseting, my save file got completely corrupted.


    Overall though great job, and I looked forward to future updates.

  3. Marth appoints unseen "good" people to help oversee Macedon in FE3 after Minerva's rule crumbles and then dedicates himself to rebuilding all the continent after everyone cedes everything to him. He has Draug watch Grust on his behalf, for instance, not a native Grustian. Seliph also has to oversee the reconstruction of a big chunk of Jugdral and he outsources the rest of it to his friends and relations... and if they're dead, he takes on it all. Ephraim oversees the reconstruction of Grado as well as the restoration of Renais. Alm gets all of Valentia so of course he's rebuilding it into what becomes Valm. Leaf wants all of Thracia and gets it and then turns it into a military power. It's actually pretty standard aside from the Elibe lords and Ike.

    Marth, Alm and Seliph basically become the ruler of their respective continents, thus reconstructing the world would be their responsibility.
    Leaf's story is about reclaiming his country he lost, so of course he's going to rebuilt it when he wins it back.
    Ephraim is the only lord who actually helps rebuilt another country he hasn't conquered and who's people he isn't responsible for. unless he finds a wife
    So it's the norm to only rebuild your country, just it so happens your examples conquered the world with the power of friendship, making it their country and their problem
  4. Now I would agree that the story of awaking is a bit rough, you are being a little unfair to Chrom, in peticular who he seemingly leaves Plegia completly alone to be consumed by a dark cult.


    Though less ideological, is more realistic. Yliesss was equally devastated by the war, and in no condition to occupy another country, not to mention the war ended with the majority of Plegia surrendering peacefully. After finishing of Gangrel, Chrom had no reason to stay and more important problems at home.


    Though the grimleaf became more powerful, according to Gangrel, during his rule still held tons of power politically in the country, with Aversa even being the chief advisor to the king. So unless Chrom followed his father and declared war on the grimleaf and wiped out all the members, they still would have had power.


    The first arch is a compressed version of a generic fire emblem plot, and Chrom does no more to help the country then any other game, except this time we see the consequences.


    None of the other fire emblem lords ever try to rebuild the countries they invade. They rebuild their country, but always delegate that immense task to natives they recruited, usually the nobles and royalty. Chrom only recruited Thaja, who I don't think anyone would want running a country.


    Also with the Valmense, they had no time to rebuild, for the final grima arch started immediately after the fall of Walheart.


    Not to mention occuping another country is a huge grey area.

  5. I would like to play Fire emblem 6 on hard mode, but i don't want to play through first on normal. For FE7 I was able to find a save file so hector hard mode was unlocked, can I find the same for FE6? If anyone is willing send me a link or solution, it would be very much appreciated.

  6. I've been trying to insert this sprite post-6386-008802200 1357959022_thumb.png.

    If i insert it with the player phase sprite (pointer 194594) the pallets out of order, causeing it to look all screwed up.

    How can i fix the pallet?

    If i try to arrange the pallets using Usenti, it just mixes it self back up again.

    Is there a way i can fix the pallet?

  7. I'm following this tutorial http://forums.grandb...pic,2709.0.html and using un-LZ- GBA

    I've taken lyn's standing sprite, and pasted over the female pirate animation, but now when i try to insert it, I get this error

    "Error image not indexed"

    How can I resolve this error, or if link me to a tutorial that explains importing custom map sprites better.

    Edit: Also is there a hidden male priest animation, or do i have to import it?

  8. I'm having problems with a seize event to end the chapter.

    Here are the my location and end events. If you need more info I can give it.

    Location_events:

    Door(30,25)

    Door(28,11)

    Door(29,11)

    Door(31,1)

    Door(29,2)

    Door(18,4)

    Door(19,4)

    Door(8,4)

    Door(5,9)

    Door(16,14)

    Door(1,14)

    Door(8,20)

    Door(4,27)

    Door(5,27)

    Door(10,29)

    Door(18,25)

    Door(22,28)

    Door(22,34)

    Door(29,21)

    Door(40,23)

    Door(41,23)

    Door(38,28)

    ChestMoney(9001, 33, 21)

    Chest(IronRune, 34, 0)

    Chest(Elixir, 25, 0)

    Chest(BraveSword, 8, 0)

    Chest(Luna, 3, 9)

    Chest(BraveAxe, 12, 11)

    Chest(BraveSpear, 2, 12)

    Chest(BraveBow, 3, 20)

    Chest(EarthSeal, 16, 27)

    ChestMoney(100009, 14, 0)

    Chest(LockPick, 11, 12)

    Chest(RedGem, 26, 19)

    Chest(KillingEdge, 26, 33)

    Chest(Ballista, 25, 32)

    Seize(0x48, Ending_event, 42, 35)

    Armory(Armory1, 38, 27)

    Armory(Armory2, 39, 26)

    Vendor(Vendor1,39, 27)

    Vendor(Vendor2, 38, 26

    //CODE 0x00

    LOCA

    Misc_events:

    //CODE 0x00

    AFEV

    Ballista_events:

    //CODE 0x00

    Opening_event:

    OOBB //

    LOU1 Good

    ENUN

    ENDA

    Ending_event:

    MNCH 0x01

    ENDA

  9. For the record the handaxe animation for the female pirate is broken. When you try to insert the animation file it gives you a "this animation is unreadable error" and if you try using the script to make a new file, it doesn't give you an error but it stops at mode 11 and gives a "incomplete animation" error when you try to save as file.\

    Here is the code

    /// - Mode 1

    C03

    C07

    4 p- HAxe01.png

    4 p- HAxe02.png

    C42

    C05

    4 p- HAxe03.png

    C13

    4 p- HAxe04.png

    4 p- HAxe05.png

    4 p- HAxe06.png

    4 p- HAxe01.png

    C06

    C0D

    ~~~

    /// - Mode 3

    C03

    C07

    2 p- HAxeC01.png

    C38

    2 p- HAxeC02.png

    2 p- HAxeC03.png

    2 p- HAxeC04.png

    15 p- St03.png

    4 p- HAxe01.png

    4 p- HAxe02.png

    C42

    C05

    4 p- HAxe03.png

    C13

    4 p- HAxe04.png

    4 p- HAxe05.png

    4 p- HAxe06.png

    4 p- HAxe01.png

    C06

    C0D

    ~~~

    /// - Mode 5

    /// - Mode 1

    C03

    C07

    4 p- HAxe01.png

    4 p- HAxe02.png

    C42

    C05

    4 p- HAxe03.png

    C13

    4 p- HAxe04.png

    4 p- HAxe05.png

    4 p- HAxe06.png

    4 p- HAxe01.png

    C06

    C0D

    ~~~

    /// - Mode 6

    C03

    C07

    2 p- HAxeC01.png

    C38

    2 p- HAxeC02.png

    2 p- HAxeC03.png

    2 p- HAxeC04.png

    15 p- St03.png

    4 p- HAxe01.png

    4 p- HAxe02.png

    C42

    C05

    4 p- HAxe03.png

    C13

    4 p- HAxe04.png

    4 p- HAxe05.png

    4 p- HAxe06.png

    4 p- HAxe01.png

    C06

    C0D

    ~~~

    /// - Mode 7

    C02

    4 p- Dg03.png

    C0E

    16 p- Dg04.png

    C01

    4 p- Dg03.png

    C0D

    ~~~

    /// - Mode 8

    C02

    4 p- Dg03.png

    C0E

    16 p- Dg04.png

    C01

    4 p- Dg03.png

    C0D

    ~~~

    /// - Mode 9

    16 p- St02.png

    C01

    ~~~

    /// - Mode 10

    16 p- St02.png

    C01

    ~~~

    /// - Mode 11

    16 p- St02.png

    C01

    ~~~

    /// - Mode 12

    C03

    C07

    6 p- HAxe01.png

    6 p- HAxe02.png

    C42

    C05

    6 p- HAxe03.png

    C13

    6 p- HAxe04.png

    6 p- HAxe05.png

    6 p- HAxe06.png

    6 p- HAxe01.png

    C06

    C0D

    ~~~

    /// - End of animation

  10. Alright, trying to make a disarmed animation, but it's my geting an "incomplete animations" error. How do i fix that?

    /// - Mode 1

    C03 -

    C07 -

    3 p- standing.png

    /// - Attack Frames

    C04

    C1A

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    /// - Mode 3

    C03 -

    C07 -

    3 p- standing.png

    /// - Critical FramesC04

    C08

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    /// - Mode 5

    C03 -

    C07 -

    5 p- standing.PNG

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    /// - Mode 6

    C03 -

    C07 -

    5 p- standing.PNG

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ///- Mode 7

    C02

    2 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C0E

    3 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C01

    2 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C06

    2 p- standing.png

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C0D

    /// - Mode 8

    C02

    2 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C0E

    3 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C05

    3 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C01

    2 p- standing.PNG

    3 p- dodge1.PNG

    20 p- dodge2.PNG

    C0D

    ///- Mode 9

    3 p- standing.png

    C01 -

    /// - Mode 10

    3 p- standing.png

    C01 -

    ///- Mode 11

    3 p- standing.png

    C01 -

    ///- Mode 12

    C03 -

    C07 -

    3 p- standing.png

    /// - Attack-That-Will-Miss Frames

    C04

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    ~~~ - End Animation Data

  11. Now I'm getting an error saying two of my frames are too big, but they are piercing frames. They are both 488 x 160.

    Edit it's randomly fixed

    /// Mode 1

    C03

    C07

    3 p- standing.png

    3 p- attack1.png

    3 p- attack2.png

    3 p- attack3.png

    3 p- attack4.png

    3 p- attack5p.png /// Pierceing frame

    C04

    C1A

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    3 p- attack6.png /// Pierceing frame

    3 p- attack7.png

    3 p- attack8.png

    3 p- attack9.png

    3 p- attack10.png

    3 p- attack11.png

    3 p- attack13.png

    3 p- attack14.png

    3 p- attack15.png

    3 p- attack16.png

    3 p- attack17.png

    3 p- attack18.png

    3 p- attack19.png

    3 p- attack20.png

    3 p- attack21.png

    3 p- attack22.png

    3 p- attack23.png

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    ~~~

    /// Mode 3

    C03

    C07

    3 p- standing.png

    3 p- crit1.png

    3 p- crit2.png

    3 p- crit3.png

    3 p- crit4.png

    3 p- crit5.png

    3 p- crit1.png

    3 p- standing.png

    3 p- attack1.png

    3 p- attack2.png

    3 p- attack3.png

    3 p- attack4.png

    3 p- attack5p.png /// Pierceing frame

    C04

    C08

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    3 p- attack6.png /// Pierceing frame

    3 p- attack7.png

    3 p- attack8.png

    3 p- attack9.png

    3 p- attack10.png

    3 p- attack11.png

    3 p- attack13.png

    3 p- attack14.png

    3 p- attack15.png

    3 p- attack16.png

    3 p- attack17.png

    3 p- attack18.png

    3 p- attack19.png

    3 p- attack20.png

    3 p- attack21.png

    3 p- attack22.png

    3 p- attack23.png

    /// - RETURN TO BASE

    3 p- standing.png

    C06

    C0D

    ~~~

    /// Mode 5

    C07

    5 p- standing.PNG

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ~~~

    /// Mode 6

    C03

    C07

    5 p- standing.PNG

    C05

    4 p- standing.PNG

    C01

    4 p- standing.PNG

    C06

    3 p- standing.png

    C0D

    ~~~

    /// Mode 7

    C02

    2 p- Dodge1.png

    C0E

    16 p- Dodge2.png

    C01

    2 p- Dodge1.png

    C0D

    ~~~

    /// Mode 8

    C02

    2 p- Dodge1.png

    C0E

    16 p- Dodge2.png

    C01

    2 p- Dodge1.png

    C0D

    ~~~

    /// Mode 9

    3 p- standing.png

    C01

    ~~~

    /// Mode 10

    3 p- standing.png

    C01

    ~~~

    /// Mode 11

    3 p- standing.png

    C01

    ~~~

    /// Mode 12

    C03

    C07

    3 p- standing.png

    /// - Attack-That-Will-Miss Frames

    3 p- standing.png

    3 p- attack1.png

    3 p- attack2.png

    3 p- attack3.png

    3 p- attack4.png

    3 p- attack5.png

    C04

    C1F

    /// - Frames after hitting but before stopping to wait for HP depletion

    C01

    /// - RETURN TO BASE

    3 p- attack06.png

    3 p- attack7.png

    3 p- attack8.png

    3 p- attack9.png

    3 p- attack10.png

    3 p- attack11.png

    3 p- attack13.png

    3 p- attack14.png

    3 p- attack15.png

    3 p- attack16.png

    3 p- attack17.png

    3 p- attack18.png

    3 p- attack19.png

    3 p- attack20.png

    3 p- attack21.png

    3 p- attack22.png

    3 p- attack23.png

    3 p- standing.png

    C06

    C0D

    ~~~ - End Animation Data

  12. I'm getting this same error again, this time for a revision of my wyvern rider animation.

     FEditorAdvance.ClassAnimationCreator.loadFromScript_helper:
    SyntaxException
    Error parsing line 3:
    Can't add a terminator to an empty mode.
    

    My code

    ~~~
    /// Mode 1
    
    C03 -
    
    C07 -
    
    3  p- standing.png
    
    3  p- attack1.png
    
    3  p- attack2.png
    
    3  p- attack3.png
    
    3  p- attack4.png
    
    3  p- attack5p.png
    
    C04
    
    C1A
    
    C1F
    
    /// - Frames after hitting but before stopping to wait for HP depletion
    
    C01
    
    3  p- attack6.png
    
    3  p- attack7.png
    
    3  p- attack8.png
    
    3  p- attack9.png
    
    3  p- attack10.png
    
    3  p- attack11.png
    
    3  p- attack13.png
    
    3  p- attack14.png
    
    3  p- attack15.png
    
    3  p- attack16.png
    
    3  p- attack17.png
    
    3  p- attack18.png
    
    3  p- attack19.png
    
    3  p- attack20.png
    
    3  p- attack21.png
    
    3  p- attack22.png
    
    3  p- attack23.png
    
    /// - RETURN TO BASE
    
    3  p- standing.png
    
    C06
    
    C0D
    
    ~~~
    /// Mode 3
    
    C03 -
    
    C07 -
    
    3  p- standing.png
    
    3  p- crit1.png
    
    3  p- crit2.png
    
    3  p- crit3.png
    
    3  p- crit4.png
    
    3  p- crit5.png
    
    3  p- crit1.png
    
    3  p- standing.png
    
    3  p- attack1.png
    
    3  p- attack2.png
    
    3  p- attack3.png
    
    3  p- attack4.png
    
    3  p- attack5p.png
    
    C04
    
    C08
    
    C1F
    
    /// - Frames after hitting but before stopping to wait for HP depletion
    
    C01	
    
    3  p- attack6.png
    
    3  p- attack7.png
    
    3  p- attack8.png
    
    3  p- attack9.png
    
    3  p- attack10.png
    
    3  p- attack11.png
    
    3  p- attack13.png
    
    3  p- attack14.png
    
    3  p- attack15.png
    
    3  p- attack16.png
    
    3  p- attack17.png
    
    3  p- attack18.png
    
    3  p- attack19.png
    
    3  p- attack20.png
    
    3  p- attack21.png
    
    3  p- attack22.png
    
    3  p- attack23.png
    
    /// - RETURN TO BASE
    
    3  p- standing.png
    
    C06
    
    C0D
    
    ~~~
    /// Mode 5
    
    C07 -
    
    5  p- standing.PNG
    
    C05
    
    4  p- standing.PNG
    
    C01
    
    4  p- standing.PNG
    
    C06
    
    3  p- standing.png
    
    C0D
    
    
    ~~~
    /// Mode 6
    
    C03 -
    
    C07 -
    
    5  p- standing.PNG
    
    C05
    
    4  p- standing.PNG
    
    C01
    
    4  p- standing.PNG
    
    C06
    
    3  p- standing.png
    
    C0D
    
    ~~~
    /// Mode 7
    C02
    2  p- Dodge1.png
    C0E
    16  p- Dodge2.png
    C01
    2  p- Dodge1.png
    C0D
    ~~~
    /// Mode 8
    C02
    2  p- Dodge1.png
    C0E
    16  p- Dodge2.png
    C01
    2  p- Dodge1.png
    C0D
    
    ~~~
    /// Mode 9
    
    3 p- standing.png
    
    C01 -
    
    ~~~
    /// Mode 10
    
    3 p- standing.png
    
    C01 -
    
    ~~~
    /// Mode 11
    
    3 p- standing.png
    
    C01 -
    
    ~~~
    /// Mode 12
    
    C03 -
    
    C07 -
    
    3  p- standing.png
    
    /// - Attack-That-Will-Miss Frames
    
    3  p- standing.png
    
    3  p- attack1.png
    
    3  p- attack2.png
    
    3  p- attack3.png
    
    3  p- attack4.png
    
    3  p- attack5.png
    
    C04
    
    C1F
    
    /// - Frames after hitting but before stopping to wait for HP depletion
    
    C01
    
    /// - RETURN TO BASE
    
    3  p- attack06.png
    
    3  p- attack7.png
    
    3  p- attack8.png
    
    3  p- attack9.png
    
    3  p- attack10.png
    
    3  p- attack11.png
    
    3  p- attack13.png
    
    3  p- attack14.png
    
    3  p- attack15.png
    
    3  p- attack16.png
    
    3  p- attack17.png
    
    3  p- attack18.png
    
    3  p- attack19.png
    
    3  p- attack20.png
    
    3  p- attack21.png
    
    3  p- attack22.png
    
    3  p- attack23.png
    
    3  p- standing.png
    
    C06
    
    C0D
    
    ~~~ - End Animation Data

  13. Where can i find some default animation sprite sheets. I would like some sprite sheets for the Wyvern rider, the with the default blue pallet. I would like to make, say a female wyveren rider, but still make it so that the enemy pallet still looks good, and if i wanted to give her Heath's pallet she'd still look fine. My current one, not only doesn't have a red version for enemies but if I try to put a different, normally compatible pallet it still looks weird. Could someone send me a link or something please.

    Also if this is in the wrong form I'll move it, I wasn't sure if this should go under hacking or sprites.

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