Lord Glenn Posted May 30, 2014 Share Posted May 30, 2014 (edited) Given that the tilesets are just images and palettes, I don't see why you wouldn't be able to incorporate new ones - you probably would just need to define (i.e. code) new properties for tiles that don't follow an existing template (i.e. Throne, Plains, etc.). Same with defining new palettes for tilesets - it probably just reads them in straight from the new tileset you are adding. And, given that FEXNA is written in C#, if the above isn't true right now, all it should take is someone coding in the above functionality to make it work. Edited May 30, 2014 by Lord Glenn Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted May 30, 2014 Share Posted May 30, 2014 (edited) How would map creation and insertion work, Yeti? Also will there be the possibility of custom tilesets and palettes? I'd like to note, Trial map 3 has a custom tilseset. (the wall that comes out of the mountain doesn't exist in vanilla unless I am forgetting something) Edited May 30, 2014 by L95 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted May 31, 2014 Share Posted May 31, 2014 Given that the tilesets are just images and palettes, I don't see why you wouldn't be able to incorporate new ones - you probably would just need to define (i.e. code) new properties for tiles that don't follow an existing template (i.e. Throne, Plains, etc.). Same with defining new palettes for tilesets - it probably just reads them in straight from the new tileset you are adding. And, given that FEXNA is written in C#, if the above isn't true right now, all it should take is someone coding in the above functionality to make it work. Yeti has a handy tool that makes map insertion as well as map tileset insertion really easy. It might be in the OP but if not, this is it currently. (WIP, seriously guys, WIP.) Most of the waiting on FEXNA comes from yeti finishing key editors such as this one, and the few remaining extraneous ingame features. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted May 31, 2014 Share Posted May 31, 2014 Why isn't Coastal Castle using _ in the middle too? Klok pls Quote Link to comment Share on other sites More sharing options...
Klokinator Posted May 31, 2014 Share Posted May 31, 2014 Hey man that's Yeti, not me. Quote Link to comment Share on other sites More sharing options...
Siuloir Posted June 1, 2014 Share Posted June 1, 2014 (edited) Yeti has a handy tool that makes map insertion as well as map tileset insertion really easy. It might be in the OP but if not, this is it currently. (WIP, seriously guys, WIP.) Most of the waiting on FEXNA comes from yeti finishing key editors such as this one, and the few remaining extraneous ingame features. Again, very RPGMaker, so super easy to use once you get used to it. Looking forward to it. Klok, is it possible to show a shot of the windows/programs used to setup spell/battle animations? Edited June 2, 2014 by Siuloir Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 2, 2014 Share Posted June 2, 2014 (edited) That particular program is in the OP, and also is currently being edited so even if I post screenshots, it will be different in the final release. Yeti's trying to streamline animations because animations have always been a pain to add into hacks/fexp/fexna. P.S. why did you quote me twice? Wallotext much? XD Edited June 2, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
Siuloir Posted June 2, 2014 Share Posted June 2, 2014 That particular program is in the OP, and also is currently being edited so even if I post screenshots, it will be different in the final release. Yeti's trying to streamline animations because animations have always been a pain to add into hacks/fexp/fexna. P.S. why did you quote me twice? Wallotext much? XD Wall of image more like! Because I fail at buttons, apparently :D. (Likely I hit it twice, and then failed to realize it because I was using the small post window.) Kinda like I failed to look back at the editor in the OP. Again, all this looks super familiar to me, so I'm rather enthusiastic - The setup is well within my comfort zone and past experience. Quote Link to comment Share on other sites More sharing options...
Darkpaladin109 Posted June 5, 2014 Share Posted June 5, 2014 Will we be able to make characters use both magic and strength? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 5, 2014 Share Posted June 5, 2014 They do by default already. If you're asking about MAG/STR split, it's anyone's guess. Not currently implemented and not planned to be implemented by yeti's choice, but if like 500 people bug him about adding it, you might be able to sway him :P Quote Link to comment Share on other sites More sharing options...
gringe Posted June 5, 2014 Share Posted June 5, 2014 I dunno, having the option for the split seems like a fairly big deal. It was one of the most limiting aspects of the GBA games compared to the rest of the series. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 5, 2014 Share Posted June 5, 2014 I'm pretty sure every person in the beta, including myself, have requested it at some point or another. He makes good points about how fairly useless it is, but on the other hand I personally want it in my own game since I'm planning for magic users to be more than just... attackers and healers. Anyway, if he adds it, he adds it. If not, there are workarounds, and the more people who beat him over the head with requests, the higher chance he has of implementing it. You could also commission him post-release and he might just code it for more incentive than a polite "thank you". Quote Link to comment Share on other sites More sharing options...
Siuloir Posted June 5, 2014 Share Posted June 5, 2014 (edited) I dunno, having the option for the split seems like a fairly big deal. It was one of the most limiting aspects of the GBA games compared to the rest of the series. I'm pretty sure every person in the beta, including myself, have requested it at some point or another. He makes good points about how fairly useless it is, but on the other hand I personally want it in my own game since I'm planning for magic users to be more than just... attackers and healers. Anyway, if he adds it, he adds it. If not, there are workarounds, and the more people who beat him over the head with requests, the higher chance he has of implementing it. You could also commission him post-release and he might just code it for more incentive than a polite "thank you". To be fair, a STR/MAG split is only useful to hybrids, and only to differentiate their staff/tome ability from their physical weapon ability, which if you think about is a fairly niche case, so I can understand his stance. Since it's an open source program, if someone wanted to do things the easy way, you could just (conceptually speaking) rejigger it to use RES as MAG even (a la Jugdral) and then swap the Staff calculations over to RES as well. As I think I've said before, I'm of the opinion that Yeti should be left to code what Yeti needs, and then the community can actually step up. I'd rather have a quicker, modular release than a drawn out, feature-heavy one. Edited June 5, 2014 by Siuloir Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 5, 2014 Share Posted June 5, 2014 (edited) it'd just be another (set of) variable(s) in the class/character/unit structs anyway unless yeti did some weird stuff for the sake of optimization it shouldnt be too difficult for the community to step up anyway Edited June 5, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 5, 2014 Share Posted June 5, 2014 Yeah that was the other thing too, since C# is a ridiculously commonplace language it's no biggie if he doesn't add it so I've stopped pressing the issue. I'm more interested in multiple promotions than that :P Quote Link to comment Share on other sites More sharing options...
NICKT™ Posted June 19, 2014 Share Posted June 19, 2014 Hopefully you can please my curiosity, if you will, but I would fashion to inquire as to the extent of control we will have, if any is granted, that we have of cutscenes in regards to image display? In mind, I recollect the openings of Fire Emblem 7 and Fire Emblem 8, both pre-title and prologue chapter, as I had just played through Fire Emblem 8's prologue chapter and was quite intrigued by whether I could manage something similar in FEXNA where in FE8 it shows off all the different nations. More or less, the cutscene itself boils down to nothing but images on top of one another, but I figured I'd ask. So, will we have the ability to do things like over-world cutscenes, will we have the ability to over-lay images and can we control those images to perform certain ways. Images that I feel might help explain or give a general idea of what I'm trying hopelessly to explain. 1: Image of Joshua from FE8's opening. 2: During opening of FE8, a fog overlay is displayed and is scrolling whilst having semi-transparency, hopefully this can be replicated in FEXNA. Not to mention that when you near the end of the opening of FE7, you see the legendary weapons all spiral in to the centre and change in size, those features would be nice. Image manipulation, would probably be an apt way of describing it, I imagine, suppose this is why I often choose not to post early in the morning, my brain doesn't work. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted June 19, 2014 Share Posted June 19, 2014 Maybe. Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted June 19, 2014 Author Share Posted June 19, 2014 It's not something I've really thought about but yeah some degree of cutscene support is necessary Quote Link to comment Share on other sites More sharing options...
NICKT™ Posted June 19, 2014 Share Posted June 19, 2014 Well, I look forward to seeing whatever information gets put forward on the topic in the future. Good job and good luck. Quote Link to comment Share on other sites More sharing options...
Baldur45 Posted July 2, 2014 Share Posted July 2, 2014 (edited) This is a great program. Great job so far! Are skills going to be added? Wrath, Elite, Critical, Pursuit, Canto and Meteor Sword, Sol, Astra, Continue and Renewal are good examples. Skills make hacks amazing.And also, a Strength/Magic split would be awesome. That would make it easier to create hacks based on FE4 classes e.g. Master Knight, Mage Knight, Mage Fighter, Princess. And can you add an editor to create custom staves, including staves that resurrect dead units? It would make it easier to implement the Valkyrie Staff into a hack. Also, will it be possible to add maps made in Tiled? Maybe an option to repair and forge weapons and spells would be nice. Also, how about the drill grounds idea with a healer, like in FE7x. Also, is there an estimated release date? Edited July 2, 2014 by Tangerine Quote Link to comment Share on other sites More sharing options...
Brendor Posted July 2, 2014 Share Posted July 2, 2014 Some skills are already made and other skills can be made in C# pretty easily(or at least a lot easier than doing it in assembly) I *think* Yeti was working on a program to convert .mar and .fmp to usable map formats idk about .tmx though There is no planned release date Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted July 2, 2014 Share Posted July 2, 2014 This is a great program. Great job so far! Are skills going to be added? Wrath, Elite, Critical, Pursuit, Canto and Meteor Sword, Sol, Astra, Continue and Renewal are good examples. Skills make hacks amazing.And also, a Strength/Magic split would be awesome. That would make it easier to create hacks based on FE4 classes e.g. Master Knight, Mage Knight, Mage Fighter, Princess. And can you add an editor to create custom staves, including staves that resurrect dead units? It would make it easier to implement the Valkyrie Staff into a hack. I'm not sure if it's just your wording, or you don't understand, but yeti's engine has nothing to do with hacking. If yeti's engine has a revive from dead staff, it doesn't magically make it possible to hack one in. (Also, if you've been following Yeti's engine, you'll know that skills like Astra are definitely already in.) ...Aren't meteor sword and astra the same thing? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted July 2, 2014 Share Posted July 2, 2014 (edited) This is a great program. Great job so far! Are skills going to be added? Wrath, Elite, Critical, Pursuit, Canto and Meteor Sword, Sol, Astra, Continue and Renewal are good examples. Skills make hacks amazing.And also, a Strength/Magic split would be awesome. That would make it easier to create hacks based on FE4 classes e.g. Master Knight, Mage Knight, Mage Fighter, Princess. And can you add an editor to create custom staves, including staves that resurrect dead units? It would make it easier to implement the Valkyrie Staff into a hack. If you want FE4/5 classes, add them yourself. We're adding all -decent- or better fan-imations from the feditor topic that we will get permission for, all the gba classes from fe6-8 (Read: This puush) and a few of yeti's FE7x classes. Most of the skills you mentioned are already in the engine and can be added with a novice's knowledge of fexna. (Heck I've added a couple myself and I'm universally known as a shit coder) Also, will it be possible to add maps made in Tiled? Maybe an option to repair and forge weapons and spells would be nice. Also, how about the drill grounds idea with a healer, like in FE7x. 1. Whether it'll be pre or post release, I don't know, but at some point yes. 2. Dunno. 3. No idea what you're talking about. Also, is there an estimated release date? ... Edited July 2, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
Tryhard Posted July 2, 2014 Share Posted July 2, 2014 (edited) 3. No idea what you're talking about. I think they mean the training ground thing in FE7x and will that be in. also estimated release date plox Edited July 2, 2014 by Tryhard Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted July 2, 2014 Share Posted July 2, 2014 (edited) Oh, what music will be included with the release? (EX: FE7 soundtrack? FE8?) Edited July 2, 2014 by L95 Quote Link to comment Share on other sites More sharing options...
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