BwdYeti Posted November 12, 2011 Author Share Posted November 12, 2011 I see demotions. And that fow looks so smooth. No, it's just that I didn't code forced promotion events until a few hours agohttp://puu.sh/8y5z I like how the biggest indication of progress is that it's slowly looking more like it did before I restarted x: Link to comment Share on other sites More sharing options...
eCut Posted November 15, 2011 Share Posted November 15, 2011 As cool as the FoW looks, it kinda defeats the whole purpose of FoW. Link to comment Share on other sites More sharing options...
Thor Odinson Posted November 15, 2011 Share Posted November 15, 2011 As cool as the FoW looks, it kinda defeats the whole purpose of FoW. less dramatic, more playable, pretend most of the enemies are invisible I'd think Yeti just haven't coded that part yet. Link to comment Share on other sites More sharing options...
Celice Posted November 15, 2011 Share Posted November 15, 2011 It'd be pretty neat if you could do a similar lighting-trick with light sources in the maps, like torches or firepits, or even around cities (darkening away from buildings). Like, make a slightly brighter, flame-tinted aura or something. Link to comment Share on other sites More sharing options...
BwdYeti Posted November 16, 2011 Author Share Posted November 16, 2011 Was already planning too And yeah FoW isn't coded yet so the units are visible, it's just aesthetics right now Link to comment Share on other sites More sharing options...
BwdYeti Posted December 28, 2011 Author Share Posted December 28, 2011 (edited) I am pretty much very hype about this lol planned features that are as old as the project and only now even started on Edited December 28, 2011 by BwdYeti Link to comment Share on other sites More sharing options...
deranger Posted December 28, 2011 Share Posted December 28, 2011 (edited) But I thought people turned white when they get stabbed. Will people catch on fire too? And how will cavaliers react when they get stabbed in the nuts? HOLY CRAP THIS IS SO COOOL And Bern gets a new palette? Or is that a place holder like the other two Edited December 28, 2011 by deranger Link to comment Share on other sites More sharing options...
Aethereal Posted December 28, 2011 Share Posted December 28, 2011 I am pretty much very hype about this lol planned features that are as old as the project and only now even started on Incredibly awesome. Thanks for making me even more excited. Jerk. Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted December 28, 2011 Share Posted December 28, 2011 That's fancy. I can't wait to see all the animations. -thinks about people who turn the animations off- Link to comment Share on other sites More sharing options...
The Blind Archer Posted December 28, 2011 Share Posted December 28, 2011 -thinks about people who turn the animations off- I weep for them. Honestly, I do. Link to comment Share on other sites More sharing options...
Bryan Posted December 28, 2011 Share Posted December 28, 2011 I weep for them. Honestly, I do. Why would you turn off animations on anything Yeti works on? I feel sorry for them too. Link to comment Share on other sites More sharing options...
Ansem Posted December 28, 2011 Share Posted December 28, 2011 >dondon Is there gonna be a turbo button tho? Link to comment Share on other sites More sharing options...
Crimson Red Posted December 28, 2011 Share Posted December 28, 2011 Hype hype hype This stuff is sick. In the OMG it's awesome way. :O Link to comment Share on other sites More sharing options...
deranger Posted December 28, 2011 Share Posted December 28, 2011 Is there gonna be a turbo button tho? BOOOO But really, the turbo buttons addicting, and the game's more fun without it. I'd need a setting to turn it off, if there is one. Link to comment Share on other sites More sharing options...
Ansem Posted December 28, 2011 Share Posted December 28, 2011 I hate waiting for enemy phase to finish. The maps in this game are huge too =X Link to comment Share on other sites More sharing options...
Esme Posted December 28, 2011 Share Posted December 28, 2011 I hate waiting for enemy phase to finish. The maps in this game are huge too =X Perhaps they could add phase skipping like in FE11 and 12 where if you pushed start during the enemy phase it would skip completely. Dunno if that'd be difficult to implement, though... Link to comment Share on other sites More sharing options...
eCut Posted December 28, 2011 Share Posted December 28, 2011 (edited) As I brought up on the FE7x forum, the poses of the fighter do not really make sense with the way he is being attacked. The cavalier is stabbing him yet he appears to be crouching and the mercenary is coming from above so you'd think the fighter would be crouching from taking a blow to the head, not spread out as if he's been stabbed/hit front-on with a lot of force. Though what I am saying may be completely unnecessary as I do not know what is looks animated, nor do I know how you are doing it. Maybe every class has an x amount of hit poses that happen at random instead of a specific hit pose for how they're hit. Regardless, the poses are well-done and it is a very cool idea. :) Edited December 28, 2011 by eCut Link to comment Share on other sites More sharing options...
BwdYeti Posted December 28, 2011 Author Share Posted December 28, 2011 (edited) Perhaps they could add phase skipping like in FE11 and 12 where if you pushed start during the enemy phase it would skip completely. http://puu.sh/bNjQ You mean like this? This was one of the first features implemented after the switch to XNA lol Ten enemies can move in less than a second ~'3'~ The little text in the corner blinks :R Edited December 28, 2011 by BwdYeti Link to comment Share on other sites More sharing options...
Ansem Posted December 28, 2011 Share Posted December 28, 2011 OH MY GOD YETI I LOVE YOUUUU Link to comment Share on other sites More sharing options...
uguu Posted December 29, 2011 Share Posted December 29, 2011 Why would you turn off animations on anything Yeti works on? I feel sorry for them too. Why would you turn off animations on any Super Robot Wars game? I feel sorry for them too. Oh wait no I don't because strategy games take over twice as long with all animations on. In my opinion, the best way to include an animations on/off thing would be to allow people to decide before each battle whether they want to watch the animation, like in Super Robot Wars, though having another screen before every battle could be annoying. Maybe dedicate a button to turning animations on/off at any point or allowing you to skip animations by pressing start like in the DS FEs? Link to comment Share on other sites More sharing options...
Esme Posted December 29, 2011 Share Posted December 29, 2011 http://puu.sh/bNjQ You mean like this? This was one of the first features implemented after the switch to XNA lol Ten enemies can move in less than a second ~'3'~ The little text in the corner blinks :R Oh! I've never played FE7x, so I did not know that. Link to comment Share on other sites More sharing options...
BwdYeti Posted December 29, 2011 Author Share Posted December 29, 2011 It isn't in any demo out so far, it's in the new XNA version I'm working on now Maybe dedicate a button to turning animations on/off at any point or allowing you to skip animations by pressing start like in the DS FEs?Already going to make battles skippable with Start, and at one point I was considering making Select/something switch the animation mode at any time but with the player able to skip the enemy turn or individual battles I'm not sure it's needed. Might still do it though Link to comment Share on other sites More sharing options...
deranger Posted December 29, 2011 Share Posted December 29, 2011 As I brought up on the FE7x forum, the poses of the fighter do not really make sense with the way he is being attacked. The cavalier is stabbing him yet he appears to be crouching and the mercenary is coming from above so you'd think the fighter would be crouching from taking a blow to the head, not spread out as if he's been stabbed/hit front-on with a lot of force. They didn't at first to me either, but now they make sense. The mercenary attack involves his sword slicing down, which would strike the fighter in the head/shoulders. If the fighter was leaning even slightly back, the strike would push his entire torso back instead of forwards. And I so the fighter as more being stabbed in the stomach than the head, which would make crouching make sense. Even if it was in the chest, which is what it looks like the strike is coming from above, so it might push the body part it's striking downwards. Link to comment Share on other sites More sharing options...
BwdYeti Posted December 29, 2011 Author Share Posted December 29, 2011 More important than either of those things, the second one is a normal hit and the first is a crit. That'll be the general style for all attacks, slight flinches and hunching over on normal hits and being knocked backward on crits. Some attacks might use the same frame for both hits (like the crit frame on an uppercut, or the hit frame on a gut stab), but I prefer the consistency of the current plan Link to comment Share on other sites More sharing options...
riariadne Posted December 29, 2011 Share Posted December 29, 2011 can I have the honor of giving you a medal, a trophy, or several of each because this is approximately the best thing ever all i can do is wonder how awesome other classes will be too Link to comment Share on other sites More sharing options...
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