eCut Posted December 29, 2011 Share Posted December 29, 2011 (edited) How will magic work, the same way? Or do we have to wait and see? :p Edited December 29, 2011 by eCut Link to comment Share on other sites More sharing options...
BwdYeti Posted January 15, 2012 Author Share Posted January 15, 2012 http://forums.bwdyeti.com/index.php?showtopic=485 New progress report whoo And we promised a new video to go with the progress report in the Immortal Sword shoutbox so Link to comment Share on other sites More sharing options...
deranger Posted January 15, 2012 Share Posted January 15, 2012 (edited) Gah stupid teasers within teasers. What does uther look like when he flinches? I R mad! And Marcus! And Hassar's below .5% critical was cool. Oh, and I guess flinching frames in general are sorta cool... Edited January 15, 2012 by deranger Link to comment Share on other sites More sharing options...
Crimson Red Posted January 15, 2012 Share Posted January 15, 2012 Uther's probably cool enough that he just doesn't flinch. :P Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted January 15, 2012 Share Posted January 15, 2012 (edited) Gah stupid teasers within teasers. What does uther look like when he flinches? I R mad! And Marcus! And Hassar's below .5% critical was cool. Oh, and I guess flinching frames in general are sorta cool... I thought Crits used one RN? Or have I been misinformed on GBA mechanics? Or FE7x mechanics, for that matter? Edited January 15, 2012 by L95 Link to comment Share on other sites More sharing options...
Jubby Posted January 15, 2012 Share Posted January 15, 2012 Uther's probably cool enough that he just doesn't flinch. :P He actually grabs the offending weapon and chops the user in half with it. Even mages. Link to comment Share on other sites More sharing options...
deranger Posted January 16, 2012 Share Posted January 16, 2012 (edited) I thought Crits used one RN? Or have I been misinformed on GBA mechanics? Or FE7x mechanics, for that matter? I think that's only true for FE6. I don't know what I'm saying, I meant hit%*cri%=chance of crit, which, of course, isn't actually true. Edited January 16, 2012 by deranger Link to comment Share on other sites More sharing options...
shadowofchaos Posted January 16, 2012 Share Posted January 16, 2012 And Hassar's below .5% critical was cool. Criticals use one RN. Hit starting with the GBA is the "True Hit" that uses two RNs. Link to comment Share on other sites More sharing options...
deranger Posted January 16, 2012 Share Posted January 16, 2012 Criticals use one RN. Hit starting with the GBA is the "True Hit" that uses two RNs. Ah right, whatever, I deny the game the right to lie. Link to comment Share on other sites More sharing options...
BwdYeti Posted January 27, 2012 Author Share Posted January 27, 2012 http://forums.bwdyeti.com/index.php?showtopic=488 The initial XNA version of FE7x is now available~ Be sure to give feedback not only on how the new engine runs (a large part of the switch was to get better performance, so if it's slow or not working for you it means I need to fix it o: ), but also on the new changes to gameplay mechanics, skills, and more that have been introduced. Link to comment Share on other sites More sharing options...
Andreyas Posted January 27, 2012 Share Posted January 27, 2012 I cannot seem to get it to run. Is there a program I need to download? Is it because I have windows 7? Link to comment Share on other sites More sharing options...
deranger Posted January 27, 2012 Share Posted January 27, 2012 wai, whaaaaa--- *downloads and doesn't study for SAT* Link to comment Share on other sites More sharing options...
BwdYeti Posted January 27, 2012 Author Share Posted January 27, 2012 I cannot seem to get it to run. Is there a program I need to download? Is it because I have windows 7? Did you install .NET and XNA? They're both linked in the demos topic. It's kind of a pain to have to install them, but at least you only have to do it once and you'd need them anyway for other XNA games Link to comment Share on other sites More sharing options...
deranger Posted January 27, 2012 Share Posted January 27, 2012 Did you install .NET and XNA? They're both linked in the demos topic. It's kind of a pain to have to install them, but at least you only have to do it once and you'd need them anyway for other XNA games Didn't really take that long, at least for me. Like 5 min total max. Link to comment Share on other sites More sharing options...
Andreyas Posted January 27, 2012 Share Posted January 27, 2012 Thanks. I am currently downloading them. I guess I should have checked that before I spazzed. ^_^ Link to comment Share on other sites More sharing options...
Andreyas Posted January 28, 2012 Share Posted January 28, 2012 Double post: It works! :D Link to comment Share on other sites More sharing options...
deranger Posted January 28, 2012 Share Posted January 28, 2012 Well that was fun. New options are pretty nice, esp screen zoom. I've forced myself to use the old immortal sword controls on vba, so I didn't end up using that =P. As far as mechanics, I liked the whole WTA when attacking with or against bows. Just need to figure out how it works. I didn't figure out how the lighting worked for the map (is it supposed to be brighter in certain areas?) Umm, ran pretty smoothly. Overall same good stuff made slightly better. Link to comment Share on other sites More sharing options...
Andreyas Posted January 29, 2012 Share Posted January 29, 2012 It might be my computer, but once in a while, the game will stop working. Now, this is something that has to be fixed, because I suspended the game once or twice and when I tried to go back into Load Suspended Game, there was no suspend data. Link to comment Share on other sites More sharing options...
Nanami Touko Posted January 29, 2012 Share Posted January 29, 2012 That's never happened to me, or Yeti's other testplayers, so it might be just your computer o 3 o Link to comment Share on other sites More sharing options...
Andreyas Posted January 30, 2012 Share Posted January 30, 2012 If only this game was playable on VBA. Oh well.. it is still awesome either way. n_n Link to comment Share on other sites More sharing options...
deranger Posted January 30, 2012 Share Posted January 30, 2012 ^you don't know what you're saying. And suspend didn't work for me. None of the menu options did for that matter. I was under the assumption that they hadn't been implemented yet. Link to comment Share on other sites More sharing options...
Nintenlord Posted January 30, 2012 Share Posted January 30, 2012 Ok, played a bit of the first chapter (Uther got killed by mages and armour knights ) and here's my issues/suggestions: -The left/right scrolling in unit stats screen feels sluggish. -The map is too dark in the darkest parts compared to the rest of the game and it doesn't really look like it's night. Night would have more bluish tint in it. -Exp bar feels out of place in the bottom of the screen, there's nothing else going on the screen when it appears so why is it at bottom? It works better with GBA games since they have less on the battle screen. (I play on 2x zoom if it matters.) -The rest of the screen (aka not portrait and the level up card) could use some darkening when your unit levels up like in GBA games. -Small pauses and timing things randomly popping up here and there, nothing major really. In general game runs really smoothly on my 5-year-old machine. And that's all criticism I can think of. I do like how it shows more info when you put your cursor over a unit. And in general the demo feels solid. Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted January 30, 2012 Share Posted January 30, 2012 Since when is night blue? :v I have to say it runs nicely. I get a tiny bit of lag still on the enemy phase, though, probably just my computer. Link to comment Share on other sites More sharing options...
Nintenlord Posted January 30, 2012 Share Posted January 30, 2012 Bluish tint =/= blue. Blue has bluish tint, but not all colours that have bluish tint are blue. And where do you think the name midnight blue comes from? Link to comment Share on other sites More sharing options...
BwdYeti Posted January 30, 2012 Author Share Posted January 30, 2012 And suspend didn't work for me. None of the menu options did for that matter. I was under the assumption that they hadn't been implemented yet. The suspend option in the map menu doesn't quit to the title currently, but it does save (as does doing any action, like in GBA FE). What's important is if the load suspend button on the title screen works, test that maybe? :M Ok, played a bit of the first chapter (Uther got killed by mages and armour knights ) and here's my issues/suggestions: -The left/right scrolling in unit stats screen feels sluggish. -The map is too dark in the darkest parts compared to the rest of the game and it doesn't really look like it's night. Night would have more bluish tint in it. -Exp bar feels out of place in the bottom of the screen, there's nothing else going on the screen when it appears so why is it at bottom? It works better with GBA games since they have less on the battle screen. (I play on 2x zoom if it matters.) -The rest of the screen (aka not portrait and the level up card) could use some darkening when your unit levels up like in GBA games. -Small pauses and timing things randomly popping up here and there, nothing major really. In general game runs really smoothly on my 5-year-old machine. And that's all criticism I can think of. I do like how it shows more info when you put your cursor over a unit. And in general the demo feels solid. The status screen scrolling is a bit slower than in GBA FE because of how much more space the graphics scroll over, and it would be jumpy if too fast. I'll see if I can do a little. The darkness could be partly a difference in monitor calibration, or just different opinions on what's too dark. No one else has told me it's too dark but some have said they almost lost track of some enemies in the darkness... which is kind of a good thing I think, designwise? I'll think about it It is some bluish tinted, I didn't go further because it looked strange to me The battle scene will be getting redesigned so I haven't bothered to pay much attention to the exp gauge, but I'll keep it in mind, and the level up not darkening things was something I forgot about until after release and will get to Thanks for the comments Link to comment Share on other sites More sharing options...
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