Jump to content

Alusq

Member
  • Posts

    295
  • Joined

  • Last visited

Everything posted by Alusq

  1. Yay! Also, turns out it isn't so much "documentation" as "a big ol' event". Oh well.
  2. Can... Can I steal the idea of strategists being able to refresh units? My project's resident strategist isn't a player-avatar, but she still needs a gimmick. Also, I love how Tacty's holding that open book~ And since you've got the name-able tactician thing going on, would you consider taking it a step further and letting the player choose what weapon he uses? It'll be heavy on use of animation/class slots, but I have documentation on how to do it if you think it's a neat idea. May as well offer an idea after asking to steal one, right? Anyway, re:screenshots, good going! The map looks nice (I regret not being able to use the Sacae tileset very often) and Tacty should be really cool to play. His portrait has his hair really flat on his face, though— I get that he's meant to look generic/like he could be anyone, but he needs more of a shadow on his face.
  3. "lolol another nooby FE6 remake. Prepare for giggl— ... wait, it's not an FE6 remake? And Eldritch Abomination's helming it?!?!" ^my approximate reaction. If you want one, you've got yourself a music-insertion-person. I don't have many examples of my work online now, but I inserted most of FE: Bloodlines's music and intend on uploading a sampler of some other music-as-inserted-into-FE on youtube just as soon as I have internet that isn't slayed by video upload/download. Also, the pretty colors that you see in FE:BL's maps were my doing too. [shot]
  4. thrones being 1/5 as large as an entire house is totes accurate yo also jokes, what are those??? :О I mentioned in chats that using map-sprite boats on the same chapter as tileset boats would be kind of weird. Nobody really cared in favor of "omg there's a boat map sprite". But yeah, 0/10 boats break immersion would not rent would not buy
  5. They're sailing to Ostia right now so that they may join up with their comrades, the house-sized throne and chests. resistance is futile They're just anagrams with one letter changed... and as a bonus, I can combine them into Alusqаwl. Alusq is fine though. ^ш^
  6. you had one job Glad that people think my thing is a thing, though, but will they be able to puzzle out how it's relevant to Bloodlines?!?!?!?! Ghast don't spoil kthx
  7. I'd like to inquire as well, for beta testing as well as help with miscellaneous stuff that most people don't bother to do after that's done. I don't post on Serenes much so this is very "guy appears from nowhere; sounds legit", but I've been watching this project and Ghast can vouch for me as a beta tester. My Skype is sqawll if you wanna hit me.
  8. How about an optional theme to give people direction? If only the scene was more active, I would suggest giving short-term and long-term projects their own categories, but that isn't the case. @FEXP/XNA and modding being grouped into the same category: the obvious solution seems like it would be just to re-name the "ROM Hacking" forum to something more neutral, like "Custom FE" or "FE Fangames" even. But old traditions die hard.
  9. I made a worthwhile use of my time! Ohey, I forgot about that one. The difference is that that map never actually got used in a project, though. That said, if someone /does/ want to use it in a project, I'll happily give it to them
  10. It seems like you had enough fun using Find and Replace in FEditor to mention it, especially when you're throwing around terms like "open world" for the sequel. Good thing you've got a talk conversation as your saving grace! My comment on the story was more snide than I intended, though, so I apologise for that. Can writing be dead on a forum where it was probably barely alive in the first place (correct me if you want)? I don't feel compelled to debate with you on this when I never wanted to. By the way, my saying that FE8CM reminds me of a Japanese hack minus the theft wasn't meant as a knock on the game. It's a new take on the game with game mechanics, new classes, and other stuff worked into it. If it makes for a good FE game, it will be as replayable as its base game (which is very replayable). You obviously have far greater and more organised plans for this game than FE7CM, so there's no reason to have a negative outlook on it until you start parading around like people are going to be playing it for the rest of their lives.
  11. Comparing a reskin mod to Skyrim kind of invites criticism. How are you going to have an open world? Maybe utilise world map hacking somehow to make the player go to different parts of Magvel? Perhaps even some sort of story split between the two main characters nearly halfway into the game— will the player frolic through Gheb's bountiful folds as Ephraim, or strike into the mountains in search of Lyon, Eirika's onii-chan? FE7CM has done nothing but prepare my palate for the true main course of storytelling that is to come. Or did you mean more "you get to choose what class you promote Franz to" than "open world" and "choices"? When you reach Molyneux-level highs of trumpeting off your projects to the public as revolutionary, you should expect at least a vigorous prodding.
  12. Seems more like a Japanese hack minus the theft to me. Reskin doesn't equal replayable, as you seem to imply. They're replayable already because FE games are replayable. Add some cool Nightmare edits to an FE game and it usually remains just as replayable. But hey, I'm interested in how you're going to make Magvel into an open world, so keep us tuned on that!
  13. The title screen stuff's palette works the same with sub-palettes as the tilesets do, if I recall correctly. One sub-palette is the "FIRE EMBLEM" logo, another is the Durandal, another is the Armads, another is the "© Nintendo" at the bottom, etc. I don't think that they're compressed to any meaningful amount to cause any trouble. What you insert with Usenti/GBAGE is usually what you get in-game.
  14. There's no need to open a hex editor (aside from Nightmare) to edit map palettes. In fact, you can do it entirely with GBAGE as you would with almost any other graphic. 1, Go to the Chapter Data Editor in Nightmare 2, look at the chapter's map palette and tileset 3, go to those places in the list in the Event References module and write down their locations in the rom 4, open GBAGE; paste the location of the tileset graphics in the Image Control box; paste the palette's location in the Palette Control box 5, click Save as Bitmap; save the image anywhere 6, open the image using Usenti (not paint because that can mess up the order of the colors!) 7, on the right side where the palette is, click the button that says "16". The 256-color palette you see actually contains one 16-color sub-palette per row (this is how maps appear to have more than 16 colors). There's a different row for grass, one for mountains/walls, one for rivers, etc. Click on the bar to the left of the palette to change which sub-palette you're viewing. 8, use the Red, Green, and Blue sliders for the colors to change them to whatever you want. After you're done, make sure you switch back to the first sub-palette and turn off the "16" button. 9, click Import a Bitmap to insert the graphic in GBAGE— but UNCHECK "Import Graphics" so it only imports the palette. After that all that's left is to test it in-game and perfect the colors. One thing to pay special attention to is grass, since the grass in the corners of tiles for cliffs, road, etc all have their own colors that are separate from the main grass tiles' colors.
  15. can the chapter hold any water in terms of gameplay, though?
  16. new music in the 1.2 patch GUARANTEED. (posting here so I can't back off from it)
  17. I see, that makes sense. It /is/ a gameplay hack after all, so good idea to give it lots of milk first. may as well continue the metaph—[stabbed]
  18. I played the demo, and I like what I see so far! Not perfect of course, but it is cool enough to make me want to post critique even though I'm no gameplay expert. I can also try to clean up the portrait sprites if you want? Healer-transporter sounds great already: two defenseless classes merged into one with a whole lot of utility. Also congrats on the AI stuff; thieves are a bugger to work with. [spoiler=thoughts on the demo]Prologue: ·Visiting the village giving the player a game over is funny and doesn't set the player back much, and also prevents them from visiting the village to stop the bandits from destroying it. Well done. ·There are two types of enemies here: bandit fodder, and bandit fodder with swordreavers. And right now, it isn't very challenging or rage-inducing. I would suggest separating them into bandits with swordreavers and soldiers with axereavers, so all of your units are weak against something. The enemies need more skill, too: Rye didn't need forests to dodge the swordreavers and Zel barely needed forests either. I think Miguel only got hit once during my whole time playing, too. Make it more of a challenge balancing the enemies between your two sword users and your axe user. ·The archers next to Zagan don't really add anything either, just sitting there. Make them move (or have them placed so you have to step into their range to fight Zagan) and be more challenging. Zagan is also easy to defeat, but I got a lot of dodges, so he's probably fine as is. ·The chapter's called Train Your Jagen, but who's the Jagen? Zel? I assume that this is advice for later since the three guys are all pretty equal. Rage 1: ·I think that letting the player keep the other two guys from the prologue would make the chapter more interesting. You can only do so much with one dude moving around this huge map, especially with the rain. My guess is that they were intended to be in the chapter, but you forgot to add them back when making the forgiving death in the prologue? I don't even see why there needs to be forgiving death in the prologue in the first place. ·The enemies at the beginning are all pretty easily cheesed by putting Zel in a fortress and/or having him move through the giant swath of forest. Yes it slows him down, but there's already rain anyway. ·Village-destroying troubadours, heheheh. And the prize for the middle-right village is a... vulnerary. That's underwhelming and also just enables me to continue letting Zel tank everything. (I find out later that I can't do this because of the map flooding, but it can still be done for quite a few turns) ·Ach, I got stuck in the cliff-area of that village because I didn't move fast enough and a flood appeared in front of the exit. You got me good there. ·Oh, the bottom-left village gives you a game over if it's destroyed. Consider warning the player that they shouldn't let that village in particular get destroyed: not letting them know is more unfairness than difficulty. Unless all villages are supposed to cause game overs when destroyed, in which case you should fix that. Additionally, you could make game-over-causing villages look different from non-game-over ones, similar to how red and yellow houses are different in vanilla FE7. ·The luck blade screws me over more often than it helps me since I inevitably break my weapons and then have to equip it because it can't be thrown away... I LIKE IT. GOOD RAGING. ·On the tile above where the Employee can rescue-staff Zel (top-left of the mountain), there's an invisible FE6 killer ballista. Is this intentional or perhaps you just used a wrong grass tile there? ·The music changes to Silent Ground temporarily when the weather is changing to rain before changing back. Intentional or just leftover in the events somewhere? ·Heheh, the "floods" of river tiles appearing in different places are pretty funny~ ·Does the lightning hurt whatever unit is on that tile? I never tested it, but it would be funny (and require the player to memorise where the lightning strikes, too). You should make it play the thunder sound effect when it strikes, too. ·The 15-use vulnerary is very welcomed, but the first use for it that comes to mind is just having Zel sit in the forest near Athos and tank all the enemies. ·BOOTS? NOW WE'RE TALKING. ·Wait, the bottom-left village ALSO gives you a game over if you visit it? I suppose I'm stuck trying to keep the troubadours from moving onto it. ·Ah, the soldier dude in the house makes a barrier in front of the village. Well-played. I wish he'd join my side or something afterward because I'm still stuck with just Zel. ·I wonder if the warp-and-rescue lady joins if I visit the house that she returns to... eh, she probably just kills you for peeping on her or something. ·I visited the village in the top-left, which made a shaman appear and then disappear in the top-right of the map. Is this a glitch and he's supposed to stay, or is it just hinting his location to me? ·Does the luck blade always have the devil effect when you attack using it? Seems that way to me... Argh, I would've had Athos beat if only I had used two less uses of one of the other swords. ·I restarted from the prologue, this time trading the luck blade for Rye's iron sword. Miguel died that time, but I'm not getting him back anyway (and you mentioned that death in the prologue is forgiven for the two who aren't Zel). ·The rush blade loses almost all of its uses when I restart the chapter. No wonder I was having problems with weapon uses. Try nerfing it to 50 uses or something and make sure the uses don't decrease when you restart the chapter; I think 80 is too much for the game to parse properly. ·GOTCHA, ATHOS. And not a moment too soon, because a flood just blocked the exit. xD ·Aw, the luna shamans appearing right as you hit the wall is pretty cheap. You were probably going for that, though. ·... I can't do any damage to Bauker. I should've kept the luck blade after all. ·The cracked wall comes back when the map floods more, meaning that there's a wall with 0 HP that can't be destroyed anymore and I have to restart. ·This time, I'm training Zel in the prologue. I only managed to get him one level higher than before (4, with similar stats to how he was at level 3 last time), but now he has all four swords. ·No idea how to beat Bauker; the luck blade doesn't work because he crits for too much damage, and with the rush blade, I would need Zel to dodge an impossible amount of 80% hits, only doing 2×2 damage each round. ·This chapter was a pretty fun puzzle, in retrospect. The big issues are that the player only has one unit, Bauker is just boringly hard (I still can't beat him, and it's because of a lack of patience for RNG abusing rather than clever difficulty), and the chapter starts slow with that stretch of forest and army of enemies. I suggest letting the player keep Rye and Miguel from the prologue (maybe have the soldier who barricades the zombie village join after doing that, too) and also having the mysterious guy at the start mention the warp-and-rescue lady's services: I assumed that the houses were just useless villagers talking until I visited all of them. Also, I don't understand what the village in the top-left is supposed to do. It adds that invisible shaman to the map, but he's a weak generic unit, so I'm assuming it's for some other purpose. Is it supposed to be the healing merchant? All that being said, good job so far. This is a big step up from your Ragefest entry, and ten chapters is a good length to shoot for.
×
×
  • Create New...