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Eliwan

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Posts posted by Eliwan

  1. but btu tbutbutbtutbubututbutbtubutbutbtutbu

    CAPTURE AND FATIGUE WERE THE BEST PARTS OF THRACIA IT MADE IT FEEL LIKE ACTUAL ARMY GAME

    ---;;--;--;-;-;-;-;-;;--;;-;--;;;-;-----

    That said, good on you. They're difficult mechanics to work with due to how much restriction they place on choices of enemy equipment (anything you give the enemies a determined player can probably acquire), Fatigue requires making sure all units are good and that there's enough EXP to go around to make sure that you don't have starved units, etc etc etc etc

    Good luck with getting going, and wish you the best.

    Oh and those portraits need plenty more fixups than are listed beneath them but I think you can realize that later. :p

    I also notice a lack of mentioning of the Pursuit Critical Coefficients; 're you changing those up or is that part of changing up the skills system?

  2. So... anyone knows how the project is going? (half-finished, not even close or almost finished?) Sorry if I write impatient.

    proyect is not the dead.

    (that is to say - it will be done when it is done and development hasn't really stopped, despite not knowing what's actually going on personally.)

  3. Thank you. Now, let's get some classic archetypes.

    Tropes are Not Bad. Tropes are Tools.

    Sticking so closely to a trope only works if you have things that don't cling to tropes.

    (I lack comment on Def-Luck Jeigan because having some manner of Jeigan is imho not wholly necessary, but this isn't a bad implementation)

    Slade: A hawk mercenary who works with bandits at the start of the game, but has a personal code of honor that means that he will not fight people who cannot defend themselves. Starts as an enemy, but to recruit him is a tricky task indeed: You need to have a Cleric/Troubadour-y character talk to him. Oh, and he starts with a Killing Edge and the Adept skill. There, the perfect Navarre character!

    That should suffice for now. Critique?

    It's literally the wikia entry for the Nabarl archetype.

    That's all you've written here.

    It's just...... the archetype. With no, well, interesting notes of character there beyond the type.

  4. Halving WTA/WTD's is supposed to make it easier to go up against an enemy with an advantage.

    WTA is incredibly minimal by default (+/- 10 to 15 hit, +/- 1 might).

    It would be much easier to just say "unit cannot be at triangle disadvantage" and it'd have about the same effectiveness. And accomplish the same end task.

    Killing Blow: This unit will take no damage if they can kill the enemy within this round of combat.

    Psuedo-Brave is cool. Really really really strong, but cool.

    Blade Master: +6 damage when equipped with a weapon with "Blade" in the name (Iron Blade, Steel Blade, it's my take on Odin's personal skill)

    I feel like this would be so polarizing that once you got a character with this skill you would end up treating "Blade" weapons like those swords were actually Preference weapons.

    Sword Mastery: Auto-Counter (the skill) and take no damage from sword-wielding enemies.

    ..

    So two things

    A) This is ridiculously broken

    B) The Skill, Counter, deals return damage equal to the damage you take; if you take no damage you can't reflect any.

    Stand and Fight: Take 4 less damage from enemy-initiated 1-range attacks

    this is neat.

    a variant of this was also already in this thread as a personal for an archer

    Coward's Way: Deal 4 more damage from player-initiated 2-or-higher-range attacks

    This seems like it could be interesting but that element is very dependent on the enemy composition and the unit that has it. On a sword wielder, it would be a way to force them into magic swords which they may not want-- on axes/lances it'd just be saying "always use javelin/hand axe", again it would be potentially interesting for mages-- but really, only when you're using a mage against an archer :p
  5. Approximately 250 megabytes of ram, and the Java Runtime Environment.

    edit: For smooth running, that is. With all three open at once.

    FEditor and Nightmare both ask ~80 Megabytes. You'll also need text processor, probably some hex editor, which is why I said 250.

    You'd actually probably want to only have one open at once, but you'd also want to have tutorials open instead.

  6. Insufficient information to properly debug. What other emulator did you use?

    Additionally, did you try and patch an already patched ROM? :V

    Finally, you should be able to change the control setup of any even remotely intelligently built emulator to what you want; probably via Options or Settings :M

  7. 1. Can mugs and character battle animations formatted for fe7 be used in fe8 without having to edit them?

    Yes but some of the script commands may have changed (example: Nergal/Athos sfx/gfx are probably different)

    2. Are there any changes that I have to make to fe7 events to make them work in fe8? Specifically, I use Eventiel ( http://tebrigade.b1.jcink.com/index.php?act=Pages&pid=2 ) for the base of my events, and add in the smaller details afterwards. I included the event data for an (unfinished) early chapter I was making in the spoiler at the bottom of the post. If there's anything major that needs changing for fe8, could you point it out to me?

    I believe that there are tons of differences, as many of the codes are different between the two games (though the assembler actually may end up with the same hex? I don't know how events work to be perfectly honest).

    I also believe there is not an FE8 eventiel equivalent though there may actually be one.

    3. Random extra question, is it possible to give a "use" effect to a weapon (similar to the Fruit Knife in fates)?

    yes

    there may be a hardcoded check that needs to be edited, my memories on the matter are annoyingly hazy

  8. A. It's an Anima tome

    This is not an advantage. Elder Magic beats Anima Magic, Anima magic beats Light Magic.

    The fact that it is an Anima tome merely makes it, as pwnage kirby said, "anima Luna".

    B. It's accuracy isn't shit

    Or is it? You didn't state stats for such an item /s

    Luna's hit rate is 95 in FE7 (the only True Fire Emblem Game*), doesn't really get much better than that.

    *god I hope I don't need to specify that this is sarcastic but I should for good measure

    But usually hit rates don't matter too much unless they're actually awful--and even awful hit rates can be compensated for by playing smart (especially here, since there are a number of skills).

    C. If Mega Flare has 20 Might, is used by someone with 25 Magic against an enemy with 5 Resistance it will deal 48 damage (20+25+(5/2= 2.5, rounded up to 3)

    Oh, so you mean it

    ignores enemy defenses

    ala luna

    AND gains damage equal to half the enemy's resistance.

    Unless you mean to add that this tome also actually ignores the target's resistance, then it is simply a half-Luna.

    ... >>

    Fine, how about this:

    Might+Magic+([sum of all stats]/5)

    For Mega Flare's damage calculation.

    so it uses 1.2x Magic

    and 20% HP, Skl, Spd, Luk, Def, Res, Con, Move?

    sounds ridiculously amazing.

    [even if it excluded hp/con/move, it's still insane. Anybody with decent stats would be getting a bonus 10-20 damage from those stats-- that's an insane effect.

    10: that means Mag+Skl+Spd+Luk+Def+Res = 50, or you have an average of 8.333 in each of those stats.

    20 requires an average of 16.66, which is not too outlandish for endgame.]

  9. Mega Flare: S Ranked Anima, deals (User Magic + Enemy Resistance/2) damage

    I thought that a weapon that got STRONGER the more defence (well, Resistance) would be kind of unique and powerful.

    We could express Luna as "deals user's magic + enemy's resistance", however, as its property is that it ignores resistance.

    Unless you mean to add that this tome also actually ignores the target's resistance, then it is simply a half-Luna.

    otoh, if it was any stat other than the target's resistance-- say, their actual defense stat, strength, speed, or luck (or any of the user's stats), this would be quite interesting from a tactical point of view.

    Twin Sword: Can only be used on even-numbered turns, but very powerful

    this is actually interesting

    Quick Blade: Uses Speed in place of Strength

    Finesse Blade: Uses Skill in place of Strength

    aka: why use anybody besides a myrmidon
  10. Is it possible for FE7 to have a class that activates "Luna" Based on skill???

    Sure, I can do that. Probably.

    But it would be hardcoded by class ID(s) since I am not exactly great at codes. I'll add it to my todo.

  11. login to discord more than once in a blue moon

    07/09/2016

    Um, if you need help with battle frames, I've got a lot of experience tinkering with them

    I can and will gladly make your battle frames cooperate with whatever you need

  12. So as soon as that step starts, the head completely changes shape, and on the second new frame the feet look strange and the head looks even more bizarre. Usually the FE heads stay at about the same angle even when logic dictates it should change.

    I think the bend in the knee of the first step frame is too low pixel-wise, as though the place where his leg is bending is actually below his knee.

    I'm really interested already-- this general sort of thing is something that's often shopped about but not too many deliver on the subject~

  13. You can use overlapping locks-- for example, Eliwood can't ever use an Axe, Bow, or any form of magic. Therefore you could, for example, lock Forblaze to Athos by giving Forblaze and Athos the Rapier/Durandal lock instead.

    You could then even have a personal bow-- say, for Louise, and use that same lock, since she can't ever use a Sword, Lance, Anima, Light, Dark, or Staff.

    You can also use the locks in combination-- for example, a weapon that has both the Rapier/Durandal lock and Wolf Beil/Armads lock could only be used by somebody that has both the Eliwood and Hector unlock abilities.

  14. I was experimenting with the Blue outline. I thought it looked... ok. Not really sure what other color to use. Erk's original was a faded purple, and that looked ok as well, but I felt the blue worked better. There's probably a better color for it though. Possibly a darker and faded blue would work... Although I'm not changing the undershirt, that looks good.

    Every GBAFE mug uses a purplish outline. FE8 uses a different one than FE6/7 do, but all FE6/7 mugs use the same outline color and all FE8 mugs use the same outline color.

    It's not a color neutral black because that reduces the vibrancy of the whole set-- a truly neutral black can easily seem to siphon the liveliness out of a piece and make things feel drab or bleak.

    Purple is used probably for a few reasons--

    a. Blue and purple are colors that have a low value (closeness to black),

    b. Purple is a color that easily ramps* to black and is visible doing so often in life (a few moments after the sun finishes setting, particularly).

    c. Purple transitions well from the skin tones.

    *transitions? Your colors are, since not single tones, actually "ramps"-- like the skin colors that you have are a ramp, & you can do a lot with that.

    Expanding on C: This makes it look not unnatural when you use the outline color for details on the face, usually in the eyes and eyebrows.

    Regarding the actual pixel art itself; the neck on his right-- the left side of the canvas-- looks extraordinarily awkward given the angle his head seems to be at.

    On the other side, there's no transition between the third and second skin tone combination and the outline color-- which makes it look completely separated from the cloak. It really needs some transition--using the other flesh tones already in palette-- to not look awkward. The chin line also doesn't follow shading down the rest of the neck-- which makes it look out of place; as it casts a shadow in one place but not in another.

    You have a lot of colors that are close-- all 3 of the colors that you use on the trim component of Erk's cape, in particular, are very near to one another, and are not really distinguishable.

    You also left the skin tones from the original mugs in their place-- this creates more "chaos" within the pixel art instead of a "unity" which is usually sought for to make everything look more like it belongs.

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