Crazy Li Posted November 18, 2014 Share Posted November 18, 2014 So I could just take the frames in an outside program, assemble them to animate how I want and use that instead if I find it easier? Neat. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 18, 2014 Share Posted November 18, 2014 I haven't tried it myself, but apparently the GIF rips on FEP are apparently A-OK so it's quite likely. Quote Link to comment Share on other sites More sharing options...
Fateborn Posted November 20, 2014 Share Posted November 20, 2014 (edited) This is for my own curiosity, but is it possible to change a non-lord playable character to a lord character in the middle of game? Edited November 20, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 20, 2014 Share Posted November 20, 2014 Yeah, there's a change class event, and you can make it a promotion or just use it to switch classes (When I eventually finish FE8CM, and then my Sacred Contention remake, you'll be seeing this in action for Roguelike Emblem) but the only downside is there's no way to force an animation for the promotion, that I know of. Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted November 20, 2014 Share Posted November 20, 2014 (edited) I don't think they meant class, I think they meant making that character the main character. (ex: is now able to seize, and... other main character things) Edited November 20, 2014 by L95 Quote Link to comment Share on other sites More sharing options...
Crazy Li Posted November 20, 2014 Share Posted November 20, 2014 Considering it features batallions, it would have to allow the change of the main character. Logically, the leader of the batallion should be considered the "main" character of that map with the Seizing ability. Otherwise, a Seize map would be unbeatable if you split your team between multiple leaders. Quote Link to comment Share on other sites More sharing options...
Topaz Light Posted November 20, 2014 Share Posted November 20, 2014 (edited) It occurs to me that it'd be kinda interesting to be able to set who needs to Seize by map as part of the completion requirement rather than setting a specific lead character who always has to seize. And I'd honestly be surprised if there wasn't a way to toggle whether or not a given character's death will result in Game Over. Edited November 20, 2014 by Starlight36 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 20, 2014 Share Posted November 20, 2014 (edited) Oh yeah, setting the main character is really easy. Really, really easy. It's not even a task. You can set multiple main characters, you can make a class the main character (seizing ability), you can add/remove via events, it's just not even an issue. Toggling game over deaths is also a simple event too, just a heads up. Edited November 20, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
CT075 Posted November 20, 2014 Share Posted November 20, 2014 i mean, if it doesn't exist, you can always just code it in Quote Link to comment Share on other sites More sharing options...
Crazy Li Posted November 20, 2014 Share Posted November 20, 2014 i mean, if it doesn't exist, you can always just code it in Yes, but I'm pretty sure people asking about what it does mean without coding it manually. Quote Link to comment Share on other sites More sharing options...
PowerOfKaishin Posted November 21, 2014 Share Posted November 21, 2014 (edited) I'm still interested in trying to code. I just don't want to do that monotonous assignment. If you have anything that requires a bit of thinking, let me know. Edited November 21, 2014 by PowerOfKaishin Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 22, 2014 Share Posted November 22, 2014 >I want to code something for you >I don't want to do th thing you asked for I have a C++ project coming up that's similar. Maybe I could take a crack at it if I have time in between and can reuse code Quote Link to comment Share on other sites More sharing options...
fengaridotdll Posted November 23, 2014 Share Posted November 23, 2014 I can't wait till this comes out I'm too lazy to actually edit game ROMS Quote Link to comment Share on other sites More sharing options...
Brendor Posted November 23, 2014 Share Posted November 23, 2014 you know you're still going t have to do stuff right? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 23, 2014 Share Posted November 23, 2014 (edited) Actually Brendor, we've recently added a "Create game" button that makes full custom games from scratch. It generates maps, sprites, mugs, a full story, and you can even choose the length of the game with a simple toggle menu. All for only $19.99. Edited November 23, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
SentryDown Posted November 23, 2014 Share Posted November 23, 2014 Took me a minute to realize that was sarcasm. Just a random question, but how much money is generally a good amount to donate to Yeti, and is the link on the FE7x website updated? I donated a small amount some time ago but I'm curious if Yeti has an amount that he would prefer not to receive (ex. a number too high) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 23, 2014 Share Posted November 23, 2014 I'm sure he'd prefer to receive a million dollars. That sure seems reasonable to assume to me, anyway. If you want a serious answer, just donate whatever you feel like. The engine is in depth and I've donated a massive sum to make sure it gets released, so in my opinion it's worth a lot to the community. Quote Link to comment Share on other sites More sharing options...
SentryDown Posted November 23, 2014 Share Posted November 23, 2014 Sounds good. I enjoy the progress I'm seeing and I'll be doing what I can to support the project! You're doing a great thing, Yeti! Quote Link to comment Share on other sites More sharing options...
deranger Posted November 23, 2014 Share Posted November 23, 2014 Just a random question, but how much money is generally a good amount to donate to Yeti, and is the link on the FE7x website updated? I donated a small amount some time ago but I'm curious if Yeti has an amount that he would prefer not to receive (ex. a number too high) So far I've donated what the released content is worth to me. I've played the shit out of the Trail maps, and played through the first 3 released chapters, and love them more than a lot of games I've paid for. So my decision was made by that comparison. I really should donate more, for the potential both the game and this engine have. Quote Link to comment Share on other sites More sharing options...
Crazy Li Posted November 23, 2014 Share Posted November 23, 2014 Actually Brendor, we've recently added a "Create game" button that makes full custom games from scratch. It generates maps, sprites, mugs, a full story, and you can even choose the length of the game with a simple toggle menu. All for only $19.99. It also reads your mind to know every detail you wanted to modify :p But seriously, it will be a nice program to use and I'm not afraid to do some work to make want I want. I mean, I forced FEXP to make a prologue map the way I planned it, so I should be fine with a maker that's actually designed for FE, right? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Share Posted November 27, 2014 (edited) >That moment when I realize Yeti's map tool has had procedural generation for years now and I never knew [spoiler=Maps!] Sure, they have those black tiles, but if you're a good mapper you can just pop the correct tiles in there yourself. Not even hard. Edit: I decided to put serious effort into it. First, I placed down that village at the top left. Then, I placed some chests in the bottom right, as well as a wall piece or two. Then, I pressed the "repair" button. Generally, you can press "generate" to make a completely random map, but this pseudo-random map was a better fit for me. The Repair function basically fills in blank tiles, while ignoring tiles that are already filled in. Now, the map originally generated like so: Pretty ugly, right? However, by manually filling in a tile or two, and then replacing whole areas with blank tiles and pressing repair, I went from this: to this I did a lot of repairing, manually fixing tiles, and etc, and I ended up with this masterpiece: So, what does this basically mean? No more... noob maps. Also, this program totally works with romhacking too, so new creators won't have to rely on abominations anymore. Edit: Current version: Edited November 27, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
fengaridotdll Posted November 27, 2014 Share Posted November 27, 2014 you know you're still going t have to do stuff right? I know I'll still have to do stuff, just not as complex and program-heavy as ROM hacking I won't mind attempting to create custom sprites though Quote Link to comment Share on other sites More sharing options...
Blackzero Posted November 27, 2014 Share Posted November 27, 2014 If you release this right now, I will pay you whatever you want every month. Quote Link to comment Share on other sites More sharing options...
SentryDown Posted November 27, 2014 Share Posted November 27, 2014 >That moment when I realize Yeti's map tool has had procedural generation for years now and I never knew Wow... that looks really cool and super handy. How did you manage to miss it? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Share Posted November 27, 2014 I never noticed the generate map button. http://serenesforest.net/forums/index.php?showtopic=50795 Let's go there and not derail the conversation any. Quote Link to comment Share on other sites More sharing options...
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