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Posts posted by Mrbrkill
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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.
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I decided to start another lunatic play through yesterday, and my avatar got a perfect level up, then immediately got crit on enemy phase and died. I burst out laughing.
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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 wifeSo 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 -
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.
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http://serenesforest.net/forums/index.php?showtopic=45104&p=2829930
there's a link for a save with hard mode unlocked in this post
Thank you very much
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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.
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So would do you need? I have found this thread recently and would be willing to submit. I'm sorry if I'm just brain dead, but can't come where I'd insert one.
Also what do you want to do with thiefs? Are they promoting to rouges or assassins
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Is it possible to do a pokemon like infinite no loop? For exemple, when the game asks for taction data, i could make it so hitting no, doesn't do anything and force your to insert the information
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When i open feditor with my rom and i open the tools and select portrait editor, it doesn't open.
For what i can tell, it might be related to a common error, but i don't know what it is or how to fix it.
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I've been trying to insert this sprite .
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?
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How do i fix it?
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but what is the format that is needed.
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but the problem with this tutorial is that it doesn't teach you how to insert your own custom animations.
I'm trying to add a female pirate map animation. Is there a video tutorial i can watch?
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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?
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Also how do you let the game know what character is your lord? I currently have a myrimdon as my "lord", but how can set him as it, or on the other hand is it possible to make it so that all my units have the ability to seize.
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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
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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
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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
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Sorry here's a different way to phrase what I what.
Where can i find the enemy pallet for wyvern rider.
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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
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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
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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.
Sky Battle! Pegasus vs Wyverns
in General Fire Emblem
Posted