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ML's FEXNA Escapade


Mercenary Lord
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There's not going to be a whole lot of anything here right now, but I had an idea for a FE Game prologue and I want to eventually get around to it

Gonna be using FEXNA because lets be real, I know nothing about hacking

So someone should definitely hold me to this because its a cool idea I think

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With ARM & Thumb you can do a lot unless you mean like colour quantity, data, and music limitations

With ARM & Thumb you can do a lot unless you mean like colour quantity, data, and music limitations

Edit: you could even use C/C++

Edited by Brendor
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Because wanting to use an easier and simpler tool that is less prone to completely breaking at every step is such a bad thing.

i'm pretty sure that he was trying to say that FEXNA is the right choice

because the effort of learning how to use C/++ in the context of hacking is greater and yields a far smaller reward than learning the minor C# necessary to mod FEXNA

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With ARM & Thumb you can do a lot unless you mean like colour quantity, data, and music limitations

Edit: you could even use C/C++

Yeti was boss enough to make an entire editor set dedicated to letting anyone with have a brain and some spare time make a fangame. (Though it hasn't been released yet oops)

It's efficient, it's simple to learn when you have someone guiding you/a basic tutorial, and you get results fast. There's very little messiness about it, and even when you break the program, it's as simple as running the source code in Visual Studio C# express, and you can see where it breaks. It's actually pretty genius

i'm pretty sure that he was trying to say that FEXNA is the right choice

because the effort of learning how to use C/++ in the context of hacking is greater and yields a far smaller reward than learning the minor C# necessary to mod FEXNA

Yeah, it's very intuitive, although there are some bits that could be pulled together a bit more. like text editing hngh

Anyway, since this is my adventure through learning to make a FE game, I'll give some info. Today I successfully learned how to make a new chapter and input it into the world map screen without destroying everything.

Edited by Mercenary Lord
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i'm pretty sure that he was trying to say that FEXNA is the right choice

because the effort of learning how to use C/++ in the context of hacking is greater and yields a far smaller reward than learning the minor C# necessary to mod FEXNA

I'm confused; are you speaking in favor of XNA(it sounds like it)? Because I'm pretty sure Siuloir is as well...

Guess I read into it wrongly then.

In my mind I see hacking as being more difficult and fragile, so I figured he meant that hacking was better because it requires more effort due to the perceived difficulty.

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Guess I read into it wrongly then.

In my mind I see hacking as being more difficult and fragile, so I figured he meant that hacking was better because it requires more effort due to the perceived difficulty.

No, I think he was saying the effort to make a rom hack with everything you want in it is much more than the effort required to use XNA, and will net less results as well.

Funny how you two finally agreed on something :p

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Yeah, it's very intuitive, although there are some bits that could be pulled together a bit more. like text editing hngh

To be fair, the text editor and the map editor haven't been integrated into the main editor just yet. I imagine one yeti integrates text editing into the main editor and possibly the event editor as well, typing out and pointing text paths to each other will be a cinch.

Not to mention we're also waiting on a skill editor, animation data editor, and a -finished- tileset editor.

All in good time though.

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Because wanting to use an easier and simpler tool that is less prone to completely breaking at every step is such a bad thing.

Actually, Nickt, I was agreeing that XNA is by far a superior and simpler tool to use. (Also has more broad based applications due to programming aspects). There's no point in forcing yourself to use an inferior tool really; The only reason I started hacking was because I assumed FEXNA was going to be a very, very long ways off. In retrospect, I tremendously regret my decision, and would restart Inheritance of Ash in XNA at the earliest possible opportunity.

(Even though hacking 'breaking at every step' is often easily fixable....Okay, easily reverted.)

To be fair, the text editor and the map editor haven't been integrated into the main editor just yet. I imagine one yeti integrates text editing into the main editor and possibly the event editor as well, typing out and pointing text paths to each other will be a cinch.

Not to mention we're also waiting on a skill editor, animation data editor, and a -finished- tileset editor.

All in good time though.

I thought skills were supposed to just written in C+.

And what method is used to import animations currently?

Edited by Siuloir
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The vast majority of skills are, but since stat boosts are now skills, having a quick editor to just slap together a +3 RES skill or to make fire dragon bonuses quickly rather than editing the xml file directly is a lot easier.

Additionally, just adding a skill entry (Like you make the code for sol, but then you need an entry to actually attach it to a weapon/item/etc) currently means also editing xml so it's pretty tedious. Once those have an editor though, skills will be a breeze. The more complex skills will still be edited via C# in the actual project files.

Animations are... a pain in the ass. Like the editor for making animations is badass, but actually getting an animation ingame is like a 20 step process which has been simplified over and over again, but as long as you have to edit raw code and don't have a gui editor for the various ifs/elses it'll be very noob-unfriendly, and fexna aims to be noob friendly.

Edit: Also ML, what's the point of this topic if all you say is "I have idea" and then don't tell us what the idea is? You literally could have said nothing at all and it would accomplish just as much. Tell us the idea son.

Edited by Klok's Juicy Tits
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Good luck with your future project in mind. I'm not saying hacking is better just that XNA isn't your only option although I'd imagine hacking the FEGBA roms will become near obsolete if not completely once FEXNA is publicly available

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Today I hashed out a fairly rough idea for the story. It's kind of nuts, so I can't really be super clear on it. But I can say that in the prologue (which has three parts for reasons, trust me), you meet 9 characters (two of which are kids), and by the end of the prologue, 6 of them are dead forever.

The prologue also relates to the rest of the story i promise

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Edit: Also ML, what's the point of this topic if all you say is "I have idea" and then don't tell us what the idea is? You literally could have said nothing at all and it would accomplish just as much. Tell us the idea son.

I was gonna say

wouldn't this sort of thing be better suited to the Hacking Concepts section?

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Today I hashed out a fairly rough idea for the story. It's kind of nuts, so I can't really be super clear on it. But I can say that in the prologue (which has three parts for reasons, trust me), you meet 9 characters (two of which are kids), and by the end of the prologue, 6 of them are dead forever.

I assume we choose who survives?

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37ce9bf9d93ee85c5318080f43e79d47.png

First screenshot of progress

delicious progress

p.s. these are placeholders

I like how a new project in FEXNA starts with showcasing world map events, whereas by contrast every hacker groans aloud when forced to deal with world map events.

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