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Ants!
December 5th, 2007, 01:11 AM
I'm going to start a fire emblem game. I have pretty much the whole thing planned out both in my head and on paper, I just need help with a few things.

First I need help with the stats and numbers side of things. The site we used to go to for a classes base stats seems to be gone now, but besides just that I need to figure out how to actually calculate the things like hit, avoid, crit., support, affinity, weapon/magic triangle etc. for combat (and factoring in the weapons stats with it), and raising weapon skill levels and determining experienced gained both on the field and at the base. Probably a few other things I'm not thinking of at the moment too. If there is some magic site that you know of that explains it all that would be great, otherwise someone could coach me on AIM or something.

The second thing I will need help with is sprites. Mostly I'll need the battlefield sprites from the three Game Boy Advance titles (including the monsters from Sacred Stones), but I'm also going to be making customized units that might even need to have sprites created for them. This I could probably do myself but some of you are better at sprites then I so I'll probably ask some of you to try.

MightyZagaro
December 5th, 2007, 11:28 AM
Huh? It's right here...

http://myweb.tiscali.co.uk/elaice/

This should answer pretty much any questions you have about the game works.

Avant-garde
December 5th, 2007, 12:24 PM
I'll get your some sprites for the map, hopefully, within the week. (Got them all on my other compy...The one with no power cable) We might even put some multiple frames in there, so it looks like the field in an actual game :O

Ants!
December 5th, 2007, 05:04 PM
Sweet, now all I need is to own software that can make gifs :p

Thanks berserker, that should take care of it all but if I have any questions it doesn't answer I'll ask them here, and if Daniel can provide me with most of the sprites we've been using in these things so far that would mean that I'm almost set.

Some of the unusual unit types I'll be using are ghosts and animated corpses, I don't think I'll be able to find any battle map sprites of ghost so those may have to be drawn from scratch, but I think I can use the zombies from Sacred Stones for the other thing. I'm also going to have wolves, which I think I'll be using the wolf laguz for stats and the wolf monsters on Sacred Stones for sprites, so I'm probably covered there, but besides ghosts there is at least one more that may have to be almost drawn from scratch: winged units. As in soldiers, mercs and mryms but with wings like an untransformed bird laguz, as a GBA style sprite. Should be interesting :D

BlazzinBlade
December 5th, 2007, 08:39 PM
here, i recolored nergal to make him look ghostly, i did it in paint so sorry if the quality isn't that great :P

Overworld:
http://i42.photobucket.com/albums/e349/blazzeboy/Custom%20Sprites/ghost.png

Battle:
http://i42.photobucket.com/albums/e349/blazzeboy/Custom%20Sprites/Ghostbattle.png

i also got FE6, FE7, and FE8 character stats and growths, from Rick himself :D
http://www.gamefaqs.com/portable/gbadvance/file/921183/29563

Ants!
December 5th, 2007, 09:52 PM
The stats are going to be based heavily on the ones for Radiant Dawn on the site Berserker linked to. In fact I'm not sure if I'm going to bring in shamans and pirates, but I'll try.

Great idea on the sprites, I think I'll use those overworld sprites as ghosts.

Also this is going to be a pretty long one. It's going to be based on a novel I've been working on, I'm taking the story and plot from that and adapting it to work as a Fire Emblem game, and It may even be a two parter (as in there will be a sequel), and there will be several parts, sort of like how the story of Radiant Dawn was divided into four parts.

And one more question: I was planning on having the game here, but do you guys think it should go instead to C&C? I ask because Flare still has his game here and is apparently going to be back soon according to his last post, and C&C might net some more participants than just us.

Ants!
December 7th, 2007, 01:59 AM
Okay, I started work on this gradually, drafting the opening post and also setting up an Excel spread sheet since it has formulas and stuff, so once this thing gets started it will help to minimize the work in updating each turn. That = more likely I'll be able to keep it going longer. But I have Finals next week so it will be sometime after that that we'll start this.

Also, some battlefield map sprites I'll need specifically: Ships (like the ones where you're getting boarded in part FE7), and inside of caves or mountain tunnels.

So what's the verdict on hosting this here or in C&C?

MightyZagaro
December 7th, 2007, 06:19 AM
I'd say C&C. Rel said not to expect anything else out of Jeigans until the semester is over.

Also, if you're going to use the RD support system, you might wanna ditch the Earth and Heaven affintiies. Earth because it's stupidly uber and Heaven ebcause it's stupidly crappy.

Ilhan Bey
December 7th, 2007, 10:27 AM
Okay, I started work on this gradually, drafting the opening post and also setting up an Excel spread sheet since it has formulas and stuff, so once this thing gets started it will help to minimize the work in updating each turn. That = more likely I'll be able to keep it going longer.
Holy crap that's brilliant! Dear sweet Light that would have made things easier!

So what's the verdict on hosting this here or in C&C?
Based on the reasons you gave, C&C seems like a good idea.

Aside: Oh goody, this time I can make my little peggy knight. Whatever BB says. >___>

Ants!
December 7th, 2007, 03:55 PM
I'd say C&C. Rel said not to expect anything else out of Jeigans until the semester is over.

Also, if you're going to use the RD support system, you might wanna ditch the Earth and Heaven affintiies. Earth because it's stupidly uber and Heaven ebcause it's stupidly crappy.Yeah, the support, affinity and biorythms are things I never really figured out so I'm working my way through those right now. I may decide to scrap biorythm altogether though, along with those two affinities as you suggest.Holy crap that's brilliant! Dear sweet Light that would have made things easier!Haha yeah it's like, enter the characters stats here, enter their targets stats there, and the other stuff (damage, hit, crit, attack speed etc.) automatically is calculated for you here.

Steven
December 13th, 2007, 09:45 PM
You should let me be a beta tester.

Ants!
December 13th, 2007, 09:51 PM
Sure. I'll gladly accept help from anyone. In fact I may do a lot of planning and stuff off site.

Tomorrow I take my last exam, and because I'm putting my other big project on haitus until January I ought to have a lot of time to devote to getting this started.

Ants!
December 16th, 2007, 11:05 PM
I'm almost done drafting the opening post. Before I actually start though I need to know more about the change in biorythm. Like what determines how rapidly it fluctuates, is it dependent on class or the individual character? And what is the pattern for each? And does it change each turn or each phase of each turn?

MightyZagaro
December 19th, 2007, 11:12 AM
Just forget about Biorhythm. How it works is totally random and unknown, and there's really no way to calculate how it moves. If Serenes doesn't know, then it's just an unknown fact.

Biorhythm sucks anyway, so IMO we're better off without it.

Ants!
December 19th, 2007, 04:16 PM
Okay I'll just drop it then. I must say I'm relieved as it would be perhaps the most difficult thing to keep track of.

Avant-garde
December 20th, 2007, 08:35 PM
In case you didn't know, I'd be joining this as the expert guy.
Because I beat RD in Hard.
It was hard. ;-;

Ants!
December 21st, 2007, 07:14 AM
I have a question about calculating the critical rating. Do you first use the hit rating to find out if there will be a hit and then run a second calculation of the crit rating out of a hundred to find out whether that hit will be a critical one, or do you run just one calculation for both of them? In other words, if the hit rating is 80 and the critical rating is 25, does that mean 20 percent chance to miss, and then if it doesn't and it's determined to be a hit then it has a 1 in 4 chance to be critical, or does it mean that there is a 20 percent chance to hit, 55 percent chance for a regular hit and a 25 percent chance at a critical hit?

Also blazzinluigi sent me a link to the units map sprites but I still need the landscape and building map sprites of all types (like broad field maps, in-city maps, in-castle maps, desert maps, cave maps and aboard-ship maps. And any other kinds of maps you might find in case I have use for them).

Edit: Oh yeah, and I invented a new skill. What do you guys think?

Skill name: Owl Vision
Point cost: 10
Description: Can see 2 spaces further in darkness
Activation: always

Edit2: I finally finished the opening post and posted the club. I'm not ready to start the first chapter yet because as you can see I still need help with a couple of things, but people can start reading through it and creating their characters.

Also I'm not nearly satisfied with the look of the opening post, so if it looks ugly to you don't worry because I plan on tweaking it when I've had more sleep.

http://forums.gamewinners.com/forums/showthread.php?t=554676

MightyZagaro
December 21st, 2007, 11:49 AM
Janaff's skill already does that in RD, so its kinda uselessto have two of the same thing.

And you run two RNs. One for hit and one for crit.

And if you miss, you don't crit. I know that's how the game works, because I've had Rolf miss with 100% crit.

Ants!
December 21st, 2007, 06:19 PM
I didn't know about Janaffs skill, but I'm not using laguz in this game (though there will be wolves based on laguz) and so their skills aren't in it either. I've thought of another one today though that I think I'm going to add: no movement cost over forests.

I have one more question I forgot to ask last time: I can't find out how much constitution each class should start with, or how to use that and their currently equipped weapons weight to calculate the units current weight. Or how to find out what their build is or whether build is just the same thing.

MightyZagaro
December 21st, 2007, 06:55 PM
Use the GBA CON bases, I guess?

ANd the weapon equipped affects weight? didnt know that...in fact, I had no idea about that.

Just use Con to determine shoving I guess.

Ants!
December 21st, 2007, 07:01 PM
I could have sworn I read somewhere on Serenes that the equipped weapons weight affects that units weight or something, but I can't find it and I was up all night anyway so it's likely I never read that anywhere at all. However, this still confuses me:

Rescue if: (Weight - 2) >= other unit's Weight
Shove if: (Build + 2) >= other unit's WeightWhat's the difference between Weight, Build, and Con?

Avant-garde
December 21st, 2007, 08:25 PM
Wt is how much the unit 'weighs'; for instance, Ilyana might as well have Featherfall on her all the time. Con is their mass, which is why Dragon Lords have so much. Build is their muscle mass. >_>

Ants!
December 21st, 2007, 09:02 PM
But how do those numbers relate?

Edit: And regarding the problem with not having battle map sprites, I'm stupid. I just checked the sprite thread in this very forum and Rel has links to some that still work. In fact what's more embarrassing is that I though to check it after it popped up on a google search. Someone could have told me that before and saved me from having to repeat myself a few times instead of just ignoring me :flaming:

MightyZagaro
December 21st, 2007, 10:24 PM
You didn't check the sprite thread already? I assumed you did and coudlnt find the resources. I almost never check so I couldnt tell you.

And I cant tell you how they relate. Just use Con for all 3. Makes it more important.

Ants!
December 21st, 2007, 10:48 PM
Haha I didn't look in there because I was stupid and you guys didn't tell me to because you assumed I wasn't stupid :link: Anyways I dug up a little more and discovered that I did read it somewhere, just not on Serenes. Here is exactly what my strategy guide says:

"Cn: The unit's body size.
Wt: The unit's overall weight. Affected by equipment, may reduce movement."

I won't figure out movement penalties for equipped weapons, that sounds stupid anyway. I'll just use con like you say for shove and rescuing.

Also, though Rels sprites have most of the basic stuff it is still lacking a few of the more uncommon map types, such as on boats or in caves. If you guys ever come across those sprites while wandering the net be sure to tell me. Also the ruins from parts 7 and 8 would be nice too. In fact any sprites besides the usual field, town and castle stuff would be gold.

Avant-garde
December 22nd, 2007, 12:07 PM
why not use feplanet? >_>
Also, if that's an official strategy guide, He means speed. Movement penalties from equipped weapons= lol no, sorry.

BlazzinBlade
December 22nd, 2007, 03:58 PM
uhh, about feplanet,
What has happened: FEPlanet's forums got too active, were using too much of the server's resources, so my hosting account is currently suspended.
What is happening: I'm currently working on getting a dedicated server which should hopefully be online within the next few days.

Sorry everyone for all the downtime we've been experienceing.
been like this for 4 days :/

Avant-garde
December 22nd, 2007, 04:21 PM
Uhh...WHy not go to their IRC channel? I'm sure their server has the majority of sprites, or, if not, The people do...Youi can ask for them to upload somewhere. ^^;

Ants!
December 23rd, 2007, 07:30 AM
Well I don't need a special map right now, but maybe it will be back up before I do. If not I have IRC installed. Whichever the case ends up being, thanks for the advice :)

Edit: Something I just realized I don't know and couldn't find on Serenes or feplanet: How do you calculate how much experience is earned after encountering an enemy?

MightyZagaro
December 23rd, 2007, 12:35 PM
http://myweb.tiscali.co.uk/elaice/fe8/calc.html

all the way down

Avant-garde
December 23rd, 2007, 02:34 PM
By the way. On that 'Owl Vision' Skill, It might as well be a skill that Thieves have that lets them see farther in the dark. Makes sense, ne? Give it to a normal(inferior) unit, and they'll see their death coming before it gets there :O

Ants!
December 23rd, 2007, 06:13 PM
Thanks BB.

As for the vision thing, I'm mostly going by RD standards, and I don't think I remember thieves having an added bonus to vision in that one. I may decide to give them one anyway though :)

Avant-garde
December 24th, 2007, 03:51 PM
They do. They do in every game. :P Maybe if you used Heather during that one chapter with the cave...you'd have noticed :O