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Fire Emblem: The Ambiguous (At Best) Storyline
#141
Posted 03 January 2011 - 10:11 PM
I'd update the 2003 Nintendo crap too. As for teh Press START and Fire Emblem text, that stuff has to be edited through other "bleh" means.
And subtitles are a pain in the butt, if you're not adept at this stuff, I wouldn't waste your time (I personally couldn't get it to work and just left all my hacks' title screens saying "Fire Emblem"... >_>).
Signature thanks to Shu.
#142
Posted 05 February 2011 - 05:46 AM
I will post here again to let people know whether I will have time, I think i will, but not at the start of the year, middle of the year or during November.
However after christmas/new years, I'm practically free from all worries about school, and I'll definitely have time to finish the whole project around then. I've set some benchmarks to get to during the year if i get time.
I will, however, finish the next chapter so you can all have a look see and let me know what you think. I'll also let you know whether i have time this year or not.
Of course, as i'm really only just starting out, I may end up cutting it short or doing some other short project and coming back to this one. I do want to finish this one. My friends keep bugging me about it, because i said I'd put them in, so theres not going to be any forgetting. Just perhaps very very sow work over the year.
Well, that's it for me now. I wouldn't get your hopes up on this. At least not now anyway.
#143
Posted 05 February 2011 - 06:36 PM
Signature thanks to Shu.
#144
Posted 19 April 2011 - 07:27 AM
Okay, I have decided that I need to write my own events instead of disassemble and change co-ordinates of already existing events, because, quite frankly, I can't understand all of what the disassembler throws at me (I find it confusing), and I wanna do some awesome stuff. (One idea is that there are a bunch of spies in an army and if any of them die, game over. You'll be able to identify them though.) So I'm going to re-write the events for chapter 2, because it's a bit dodgy, then work on chapter three. I've refreshed my memory by going over Arch's Event tutorial again, so I'm fairly confident, but chances are I'll mess something up along the way.
I am off to write some events.
#145
Posted 20 April 2011 - 07:44 AM
Boo FEditor won't insert my script!
So I have a nice events file for the chapter (pretty much the same except for locations because of the different map). The map and events are inserted fine. Coolio, insert script. Script inserted. Awesome, let's test. ... No change? WTF?
I'm off to rage and restart and rage.
EDIT: Ok, all good now.
I'm having trouble doing the tile changes. I don't quite understand what the tutorials are telling me to do, nor do I know how to insert them once I'm done. I'm just doing two villages. Can anyone help?
#146
Posted 23 April 2011 - 06:19 AM
Screens or it didn't happen:

Until I properly learn to change the tiles on maps, I wont be releasing a patch. The armoury and both villages work, but the gates aren't closed, and for some reason disassembling the chapter tile changes doesn't work and I get a bunch of codes.
Otherwise, enjoy the screens.
#147
Posted 23 April 2011 - 02:42 PM
#149
Posted 24 April 2011 - 03:36 AM
QUOTE (Fitz24) |
Why aren't you doing custom events? That's my favorite part of hacking! |
Because I've only just got the hang of regular events.
Maybe in the future I'll do something like that, but for now, I'm sticking to regular events.
QUOTE (Navi) |
Blazer has a tut on tilechanges, its pretty easy to follow IMO |
I'll look it up, I think that once I see an example I'll be good to go.
#150
Posted 25 April 2011 - 09:07 PM
Signature thanks to Shu.
#151
Posted 27 April 2011 - 10:03 AM
How do I embed video? >.<
#152
Posted 27 April 2011 - 04:32 PM
#153
Posted 27 April 2011 - 07:54 PM
Anyhow, protecting valuables sounds cool. Try and spice it up as much as you can, unique goals are epic. Especially when they force us to use new strategies. In fact, you just somehow gave me inspiration for an awesome chapter idea.
Dang, now I have to invent a chapter in one of my hacks
Signature thanks to Shu.
#154
Posted 28 April 2011 - 01:35 PM
QUOTE (Blazer @ Apr 28 2011, 05:54 AM) |
In fact, you just somehow gave me inspiration for an awesome chapter idea. |
Really? Wow, I'm honored.

I'm trying to think of jobs and tasks that actual merceneries would actually do, like protecting valuables or protecting a travelling merchent through a valley or something like that. Hmm I'm getting ideas just typing here.
#155
Posted 28 April 2011 - 07:52 PM
You could employ various different strategies: focus on one area at a time, divide between two, or divide between all 3. You'd only have 1 healer who would have to be used appropriately. There'd be a shop with light runes, mines, and of course the general armories and vendors for standard weapons, magics, and items.
If any of the pillars "die" (are destroyed), then the number of turns you must defend for increases. Example: standard would be 20 turns, but if one dies, it's 30 turns, and if two die, it's 40 turns.
The map itself would be a series of walls. Like, you'd get closer and closer to each of the pillars. Think of how a water droplet makes "rings" when it hits the water. The water droplet is the pillar and the rings are the walls.
You'd start on the outermost wall and you'd defend as long as you could, but once any enemy steps onto the floor that comes after the wall, all your units (all 8 of them) would magically be warped to the next wall, and defend that one.
One good strategy would be to put a rune on the space right next to the wall, making enemies stuck there for a few turns until the light rune wears out, slowing down the enemies while you are preparing behind the next wall. But then again, the enemies WILL have ranged weapons (including longbows) so making them clutter up (since reinforcements will come) might be bad. And which units you put where will be key.
Will you defend each pillar at a time, sacrifice one pillar to defend the rush on the other side, or just try and standard out the game and defend every pillar equally with no major strategy?
Hmm, this would be a great idea for a one-chapter hack... XD
Signature thanks to Shu.
#156
Posted 29 April 2011 - 06:45 AM
#157
Posted 29 April 2011 - 01:02 PM
Oh yeah, nice hack Zeldiac.
Images - 11/22 Writing - 5/17 FE: Immortal Shrine
Need help with hacking? Post in the subforum, or Skype me (smashedfish76).
#158
Posted 01 May 2011 - 10:58 AM
I've almost got the events down for the prologue of this prequel, and I anticipate a patch within 6 weeks if all goes well and things work.
For now, look at the prologue map, and criticism is good.

#159
Posted 01 May 2011 - 02:37 PM
#160
Posted 01 May 2011 - 04:22 PM
oh and why try and minimize the empty space, as well as not clutter the trees inthe corner so much.
Like ask yourself some questions in terms of map design (and not actual mapping flaws, such as not shading, using the wrong tiles, elevation problems, etc.)
- is this realistic?
- would this be fun to play on?
- where would reinforcements come?
- does this map force the player to think/make choices about where they may go, divide their forces, etc., or is it boringly linear?
Signature thanks to Shu.
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