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Relentless Halberdier

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Everything posted by Relentless Halberdier

  1. Well, I'm not withholding the details of the job, just didn't think it would be a good idea to post all the minor details until I knew at least one person was up for giving it a shot. If you think I should post them now, though, I will. Give me a minute and I'll edit the original post to include them. Okay, full details are now available at the bottom of the original post. Take them as suggestions rather than outright demands - as long as the logo is at least semi-fitting and looks good, I'll take it and be ultra grateful for it.
  2. Greetings, artistic folks! I've been spending the past few days creating/formatting a custom UI for my game, thanks to SuicuneSol donating some awesome sprites to the cause, though I eventually found that I had a pretty large space where there was just nothing, which was both boring and ended up showing the plain black parts of the battleback sprites. I decided to fill this space with a small window that shows the faction logo/emblem/sigil's of whichever two groups happen to be battling in any particular fight. The window itself isn't particularly pretty, but it's doing the job so no need to worry about that just yet. You can see it below. More importantly, I realized (after a disastrous attempt to create one myself) that getting good-looking faction logo's is going to be tough. Then I remembered you're allowed to make sprite requests here, so I thought I'd give it a shot. For anyone interested, this is how the faction logo's will be formatted: The maximum possible size these logo's can be and still fit neatly in the box is about 29x29 pixels, but I personally think they would look better at about 24x24. I'm not gonna be picky about this, though, so feel free to experiment with the size. The second thing is that I will need rather specific logo's, not just any logo that fits in the box. The logo's will need to fit their faction as well, in a symbolic sense. However, I don't wanna scare anyone away with details, so I'll wait until at least one person volunteers for the job before I mention what the logo's need to look like. There will only be rough guidelines, so you'll still have a fair amount of creative freedom to do what you want with them. Thanks for reading, and please post a reply if you think you might be able to do this! EDIT: Specific logo details can be found below for people who want to give this a shot.
  3. Okay, finally have access to the program again, so I've started updating. The boss fight in the first dungeon is now much more difficult. He will spawn corrupted copies of Caelen and Flynn every two turns during the fight, which become progressively more powerful everytime they are spawned, forcing players to end the fight within 7 turns or end up fighting against copies that are twice as strong as their own characters. I now plan to make the first floor of the dungeon more difficult as well, though the difficulty of the very first chapter will remain the same so new players aren't immediately turned off. Fixed a bug where Caelen would become untargetable if you landed on the exact tile where she spawns on the adventure map. In the process of replacing Flynn's current battle sprite with a recolored version of Ephraim's. Disabling the minimap call on command turned out to be more complicated than I hoped. I basically did what you suggested, 47948201, but all that did was get the game stuck in the minimap state, but without the actual minimap showing. So the cursor would be invisible and you could scroll around the map, but you couldn't interact with anything and there was no way to exit back out. My next thought was to just comment out every piece of code related to pressing the Select button, but even having done that, the same problem occurs. And it gets worse - disabling the minimap fully is now of vital importance, because I've realized that trying to open it during a cutscene will crash the game. That might have been what was crashing the game for you, RisingSolaris. If anyone has any suggestions, I'm all ears. EDIT: Aha! I have half-fixed the problem - I can now disable the minimap on command, preventing people from just opening it up in Fog of War maps and seeing the locations of the enemies. HOWEVER, this solution for some reason does not apply during cutscenes, so the game still crashes if you press the minimap button during a cutscene. Gonna keep looking for a way around this. For anyone interested, the problem was pretty simple. I assumed the minimap was bound to the same input as the GBA games, but it was bound to a different input instead. EDIT2: I've fixed the AI problems. Hilariously, the reason enemies would run up to you and not attack wasn't because the AI was coded wrong, it was because I simply made the enemies too weak and allied units too strong. They did 0 damage to Flynn, so they didn't even bother attacking! I've rebalanced that map, and it's now pretty difficult. Vulneraries are essential. EDIT3: Replaced all the music with music from Radiant Dawn, so the soundtrack is now consistent and high quality at the same time. EDIT4: Finished replacing Flynn's sprites! Took extra care with the actual animation, looks spot-on. (in my opinion, anyway.) EDIT5: Experimenting with the UI, want people's opinions on something. Does the new one look okay? It pulses into a lighter color just like the original healthbar. EDIT6: Obtained a sexy new UI, courtesy of SuicineSol! Really liking how it looks. I won't upload a new demo version until I've got at least another three chapters done, because the current method of saving does not carry over from version to version, so you'd have to start again with every new demo. Not much point releasing incremental updates with that in mind. New demo coming soon just in case anyone who hasn't already played decides to check Divinitas out. I really want to show off all these cosmetic changes.
  4. Oh, I could probably make try to make the frames myself. It's one of the things I'm saving for last anyway - even Flynn and Caelen don't have frames yet. And thanks!
  5. This is Wen's reply: So yeah, he seems pretty cool with it. I'm still gonna remove the image as soon as I can (don't have access to FEXP for a few days, which also means it might be a little while before the current demo gets updated) but it's nice to know he's not angry. Probably just a simple oversight on my part, I'll fix it as soon as I can. As for the minimap thing, I'm gonna experiment with that when I get the chance. Using a variable to determine whether the call would be deactivated or not was my first idea, I just couldn't seem to implement it correctly. It's pretty simple though, I'll probably get it sorted soon enough. Also, Jealousy - disregarding the issue with the art, which I think is more or less sorted now - I'm assuming you've played the demo? I don't suppose you've decided whether or not I can use the Aeorys sprite yet, based on what you've seen?
  6. Jesus, barrage of comments while I was asleep! I figured there would be a way to just turn off the minimap, but what I really want to be able to do is turn it off for a single section of the game, then have it be functional again after that. Commenting out that line would just disable the minimap at all times, I imagine. Thanks, though. Yeah, I know. Sadly, I only really got into this hacking/FEXPing business a few weeks ago, so recoloring is the extent of my spriting abilities. However, I've noticed people in this community tend to be very generous with their own mug splices/FCs, so I figured just making the game with recolors (and then swapping them out whenever someone comes along and offers to make a few splices for me) is the best way to go for now. Really? Usually I'll just automatically assume a criticism is valid but... DUDE I LOVE THAT CURSOR. I THOUGHT IT LOOKED SO BOSS. I'll look into changing the color, though. Yeah, all the music in that first mission was kind of a tribute to NemesisTheory, the artist. I asked her if she'd consider composing a few original songs for the game and she said she could work something out, so I put some of her old songs in the game to prepare for that, if that makes sense? But it's not fitting, I agree, and lots of people have said that. What I'm planning to do now is replace all the tracks with songs from the Radiant Dawn OST, so the placeholders will at least be high quality and consistent. I believe MarkyJoe also brought this up. I agree that traversing the adventure map, especially with forest tiles, seems clunky. I'm looking into ways of fixing this, but I can't just give Flynn infinite movement during that section. A lot of events require the player to reach a certain portion of the map and then end their turn, so you could easily just go right to the village on your first turn and then Caelen would never pop out. I could probably just adjust the eventing to accomodate this, buuut... I don't know, I kind of want the adventure maps to be something you have to progress through rather than something you can just teleport around in. However, I was originally planning to have a small skirmish take place in the fields after the village/dungeon section. This might make limited movement in that area less of a problem, because you'll have a combat situation to deal with while advancing. The idea with an adventure map is to make every turn have something worthwhile so as not to bore the player with travel time, I just haven't fully implemented that yet. Unfortunately, yeah, that probably is Wen-M's. I've said this a few times, but everything in the game right now is a placeholder - due to that, I just took the intro images from google and video game render sites (thus why Gabranth is the God of Order), never actually thinking I would be showing anyone a version of the game with these images in it. I didn't know Klokreations or Serenes existed at that point, so I thought I'd have to finish the game completely and commission new, original art before I got to show anybody... In other words, it kind of slipped my mind that I essentially stole the intro art. My bad. I never intended to take people's personal art, though, I thought all the pictures in the intro were from video games. I'll go look at Wen-M's DA page and see if I can find the picture you're talking about, and if I can, I'll take it down. Once again, wasn't my intent to steal art. EDIT: I feel it's important to note, though, the intro is the only part of the game in which this issue is present. I intentionally isolated the copied art in the intro sequence with the intent of fully re-doing that part once I had the funds to commission personal artwork. I've been extra careful to credit everyone who has contributed to the main game, which, granted, is only NemesisTheory and Jesse so far. EDIT2: Sent Wen-M a note myself and said I'll take the art out of the game if he tells me to, as well as offered an apology, should clear things up. Also, contrary to the above statement, I just realized there may actually be one thing in the game I haven't credited - the mug of the Shaman guy in the first dungeon. I could've sworn it was in the original Fire Emblem games but I can't find it anywhere on the official mug sprite lists, so I must've found it elsewhere. Gonna scour the internet now to see who it belongs to.
  7. That's really strange. Could somebody else possibly download the game and tell me if they run into the same problem? That'd be a big favor.
  8. Really? Hm, that's odd. Hang on, I'll download this version of the demo myself and see if I encounter the same problem. Shame that I keep running into issues with these demo versions, can't be making a very good impression. EDIT: Nope. Oddly enough, it works fine for me. It may have been a one-off error triggered by a very badly timed button press or some such, I've had that happen a few times while playtesting. Did you try more than once, and did it bug out at the same point?
  9. Whoops. Thanks for pointing that out. I probably never would have noticed. Link is now not only validated but replaced with a newer version, including some additional cosmetic touches (and a lot of bugfixes). Flynn now has a custom mug, courtesy of Jesse - not sure if he's only at Klokreations or if he comes here too. Other characters are still recolors right now, but that should be changing very soon.
  10. Just bumping the thread with a pleasant endorsement. Working on chapter three, should be done in a few days.
  11. No, I actually agree. The bubbles were an experiment more than anything - I wanted to see how much I could change the UI, which, as it turns out, is a hell of a lot. I just don't really have the artistic skill to make it look good, so I didn't bother taking it any further than the bubbles. The thing is, I eventually plan to change the resolution and the tile size at which FEXP displays. After doing that, none of the original graphical assets will display properly anymore, so I'd have to commission a whole new set of everything - face sprites, map sprites, combat sprites, everything. Due to that, I'm currently operating on the idea that anything currently in the game is a placeholder, and so I shouldn't really mess with it too much - it's all going out the window eventually, anyway. That's also why I'm mostly working with recolors instead of custom mugs, it'd be a waste of time for me. If anyone wants to generously offer custom mugs, though, that'd be super nice, because it makes the game look nicer without me having to take a break from eventing to do it. /rant. I will go over the recolors, though.
  12. Setting: Divinitas takes place in a world where Gods walk among man, ruling over them in nearly all aspects of life. The mortal races are used as footsoldiers in a divine game of Chess, with warring factions such as The Pantheon and the Usurpers forcing mankind to divide and choose sides in a conflict with no end in sight. Characters: [spoiler=Flynn Luteus] RADIANT DAWN STYLE: GBA STYLE: The son of a renowned noble lord, Flynn has lived a sheltered, pampered life. Having only read about the outside world in old tomes, he has an insatiable curiosity concerning the nature of the Planes and its denizens. As he came of age, Flynn earned a reputation as an accomplished spearman, competing in numerous jousts and tournaments to honor his family name. His father, impressed with his abilities, has made arrangements for Flynn to be drafted into a prestigious organization known as the Lucent Creed. Eager to carry on his father's legacy, Flynn hastily sets out to meet his destiny, unaware of the truth behind the Creed's reputation. [spoiler=Alistair of Udicium] RADIANT DAWN STYLE: GBA STYLE: Alistair is a figure shrouded in both mystery and reverance. As the undisputed commander of the Lucent Creed, he is renowned for his bravery and valor in the face of the Untouched menace. However, those who know him personally understand that he is a deeply disturbed individual... As one of the founding members of the Creed, he has seen a great many allies die before his very eyes. Hardened by loss, he has grown cruel and malicious towards his enemies. [spoiler=Caelen] RADIANT DAWN STYLE: GBA STYLE: Caelen, a somewhat atypical Luxan, joined the Lucent Creed not too long before Flynn. Being the new blood, as well as being non-human, lead to a certain degree of bullying within the ranks. Her sassy and sarcastic attitude has ultimately resulted in the mistrust of her superiors, particularly Alistair. However, there seems to be more to her than meets the eye... [spoiler=Barthe] RADIANT DAWN STYLE: GBA STYLE: Barthe has quite a reputation. Known by strangers as the Dread Pirate of Lympherda, he is feared and hunted by vigilante's seeking to claim a large bounty on his head. Whether his reputation holds true is questionable, but regardless, Barthe seems kind enough to his allies. He has a rocky friendship with Flynn, as he and the elders of the Luteus bloodline have a long-standing business relationship. Hired by Flynn's father, Barthe is to take Flynn to the heart of Dibestia to join the Creed. [spoiler=Reynald Greene] RADIANT DAWN STYLE: GBA STYLE: Reynald is an eccentric scholar who authors a vast compilation of Planar knowledge. He writes on a great many topics, ranging from metaphysical theories on the essence of the Planes to whether Luxan can dye their hair. When he's not hard at work, he takes pride in sharing his expansive knowledge with those less wisened. That said, he does have trouble knowing when to shut up. Gameplay: Divinitas has a few features that (I hope) set it apart from other ROMhacks or FEXP projects: Adventure Maps: [iN THE DEMO] Free roam maps that give the player only one objective - reach your destination - and a host of sidquests to complete on the way, including... Dungeons: [iN THE DEMO] Fully optional dungeon areas, sometimes with multiple floors, and all with their own self-contained plotlines. Branching Narrative: [NOT IN THE DEMO] Though I haven't found a way to implement yes/no dialogue prompts into FEXP, I still plan to make player choice an important factor in the game with gameplay-based decision making. Overhauled UI: [iN THE DEMO] This one has probably been done a lot, but I think it's a pretty nice addition anyway. Still a work in progress though. Gameplay Variety: [NOT IN THE DEMO] One great thing about FEXP is that it gives you a huge amount of room to experiment with new types of objectives, or new ways to structure a level. I already have lots of ideas for some very innovative maps. To-Do List: This is mostly for my convenience, feel free to ignore this: Screenshots: [spoiler=GBA Style] [spoiler=Radiant Dawn Style] Download Link: Demo [OLD] Latest Version Prior to Discontinuation [uNFINISHED] If downloading the latest version, make sure to select 'play tutorial' in the main menu, otherwise you'll be taken to an even LESS finished version of the game. Other Notes for Latest Version: I really appreciate anyone giving this a try, and I appreciate feedback, criticism and bug spotting even more! Credits:
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