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About Ritisa

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    Demotivated Developer
  • Birthday October 16

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. Where the hell is my turnwheel option? Hands down the best thing about the game that truly bridged the gap between classic and casual. Should have been done this way in the first place. I don't care if it's story significant or not, just leave it in as a mechanic and keep its charges at 3 so it's not nearly as busted and bang you've fixed one of FE's most troubling gameplay identity problems that has stuck around for way too long. Another thing? I adored how attentive to detail SoV was, especially involving alternate dialogue. The more of that kind of thing there is the better. And on that note, holy frick I never realized how much I wanted fully VA'd FE until SoV, it does so much for the game it's unreal.
  2. It's not really necessary. If anything it's more fun playing without them.
  3. I don't listen to anything other than soundtracks And music from the modern era is soulless anyway. Why? Because Music is now a business, and people just prey on people's psyches to make music that is "appealing", with no substance to it. But even disregarding that I've always been more partial to soundtracks anyway, as I use the music I listen to in order to set a mood, of sorts, and soundtracks are designed for that.
  4. They bloody deserve some kind of crisis, because it's the only way they'll ever get slapped out of their hubris. There are no ifs ands or buts about it. I'd rather see them see the errors of their ways and realize how utterly awful they've been and show genuine remorse about it and try to fix their problems rather than just go bankrupt though, because the problem is that if the company just dies the worst of the worst are going to get off relatively fine and go contaminate some other area of society and/or the game development industry, and those few who still care and are otherwise just being hurt and manipulated and taken advantage of will be out of a job and struggling to find anywhere to go. Either that, or those corrupt folk ruining the company need to face criminal charges for their countless mistreatment of their employees and all what have you. But if it's a choice between it continuing to exist as is and it being eradicated I'd rather see it shut down in the most brutal corporate way possible to hammer home that they fucked up. Hard. It's just that calling for its shutdown isn't going to deliver justice to those who deserve it, given how this type of thing works. It might deal it indirectly, but there's an equal chance it won't. Point is, the people responsible need to face the consequences of their actions, and those who did no wrong and have just stuck with the company because they had little choice deserve far better than what they've put up with.
  5. Well yknow what, though? Every website should also have a light theme. I can't tell you how many sites there are that don't for some arbitrary reason, and I simply cannot use them, because they hurt my eyes far more than light themes do. There's actually reasoning to this. People operating in low lighting conditions should use dark themes, but people operating in well-lit conditions have no need for them and need the standard bright theme. Otherwise, you end up with too much lighting contrast between the ambient and what you're looking at. While I understand the use of dark themes at night, if you need them during the day you should really look into improving your room's lighting. Poor lighting is bad for your health in an incredible myriad of ways. Do not be dark brooding edgelord sitting in darkness, it bad for you.
  6. Meh, in my last run of this Nolan came up and said fuck the weapon triangle and ORKO'd him iirc. Was pretty fucking hype.
  7. This sounds fine to me. Only thing to worry about is balancing support bonuses, but it shouldn't be that bad as long as they don't go the inflation route.
  8. Right now they're super obviously splices between multiple faces/hairs/and bodies, with little done to differentiate them from their original sources... Sometimes ignoring proportions outright for the sake of plopping someone's head on someone else. Which is a pretty common mistake I see among newbie splicers. Have you taken a look at some of the splicing/spriting tutorials around here? A lot of them are pretty good. But if tutorial learning isn't your thing (I understand if it's not, it's not mine either.) critique is something folk here are usually more than welcome to give, if you're able to take it. Just be warned that people have a tendency to do so somewhat "aggressively" compared to other places. If you don't hear a lot of "you did this thing or that thing well" as encouragement, don't take it personal, it's just how people operate here. Is it a good thing? I wouldn't really say so... But one could argue it weeds out those without the will to *actually* see a project through. A test of resolve. Making a game is freaking hard, and FE games will demand an incredible amount of resources and time from you. Do you have the strength of will and the personal time to put into a project? That's what you'll find out very soon after starting to work on something. I will furthermore say it seems like you've got high ambitions. I don't like shooting people down for this, but seriously, it is the number one most common cause of downfall among people who wanna make games, and not just FE games. They overestimate what they can do, especially alone, and get discouraged or burnt out before they're even halfway through. Do not attempt to make your "dream project" or "this thing I really want to do" your first project. It is a path destined for disappointment. Instead, I much more strongly recommend trying to design your game in a sort of organic way. My own project, Revenge of the Emblem, started as a freaking contest entry, but now it's evolved into something I could have never expected, changed radically over the course of development, embracing changes for harmony in gameplay and narrative, and all of it for the better. It was also my first attempt at a project where I, for once, varied up my workflow, as an experiment of sorts. I basically ran in gameplay first, and then built my story around the things the gameplay created. It was actually pretty neat. I don't think I'll do it that specific way in the future, (I've learned it's very bad for me to design the two independent of each other; I'll lose motivation to finish any portion because it "feels" finished, even though it isn't.) but it worked very well to give the game its unique identity. ...Honestly any time I see any fangame that's still in concept phase but has a title that's not overtly declared as tentative, it's usually a good tell as to when it's somebody's baby project. Some idea they had cooking beforehand. It's fine to have some idea of what you want going in, but I strongly recommend against concepting beyond your "guide" as a solo developer. We just don't have the manpower to overcome our own weaknesses to translate our idea cleanly to the "canvass" of the game. You'll have to make sacrifices and change things for the sake of the game, often throwing entire ideas out, sometimes redefining the game entirely for its benefit. It is much easier to do this when the project is not something you feel is "the story you have to tell." And that's one other thing before I end this text wall of probably discouraging-feeling advice; not everyone is a writer. I haven't seen what you're capable of so I can't say for certain, but I will say that this is an incredibly common pitfall for just about every fledgeling RPG developer. They get an idea in their head, they weave a little story around it, really like it, and want to make a game about that story/tell that story through a game, without any actual understanding of how game story developing tends to go. Oftentimes these are also people who self-credit themselves as writers, when they are usually, at most, storytellers. The types of people you'd picture as old folk telling stories to children, metaphorically speaking, if you get what I mean. It doesn't take much actual writing skill to just "make a story." It takes skill to make that story well written and have meaning, and that's hardly even accounting for characters themselves, whom writing requires a strong understanding of the human psyche in order to do consistently. Writing is not just "I have an idea, let me write it down, everybody will love it!" No, hardly. This phase of writing can be useful, but it is not usually a skill that is exactly sought after. Loath as I am to say it, ideas are a dime a dozen. Do not be afraid to consult an actual writer if your own writing is poorly received. You'll get actual critique on something most people, for some reason, go without being actually critiqued on, just panned for "THIS IS BAD" rather than anything constructive or even especially helpful. Heck, if your project shows merit and they aren't occupied by their own project, it's possible somebody may even be willing to help you straight up. And let me tell you that, while managing a team is a skill in and of itself, the more people you have helping you, the better. Games are made by studios with hundreds of people in them at the minimum for good reason. Hopefully all that wasn't too demotivatingly worded. I just have seen a lot of things happen kinda the same over and over again and would rather not see another repeat of them if possible. :/
  9. Is that... something you should even be doing though? Unless you can read japanese and have kinda like studied how they feel about that I feel like our own artists would probably not like that, but idk, you'd have to ask them
  11. I'm glad I'm not the only one who thinks this. :/ Pretty much came here just to say this. Ike had no reason to be in RD. It basically ruined all the development he got in PoR and did nothing for him beyond that anyway. I'd actually argue Ike is the mary sue, despite how much people love to paint Micaiah as one.
  12. The primary advantage, outside of instances of potentially easier encounters, is movesets. Some gens have tutors or TMs to teach moves to pokemon that other gens don't have. But unless it's a move you really like, that's not worth too much unless you play competitively or are going for some absolutely ruthless postgame tower thing run and wanna use your favorites.
  13. Actually I'd have to double check that. I feel like the Body Ring doesn't actually make it harder to rescue someone, since it's counted as a buff not a hard stat? Even if it does ehhh it'd make sense if it did something like that. Counterbalance. No hard physical change, but enough to offset the strength increase to prevent this object from freaking breaking your flimsy little arms. The Energy Ring on the other hand just, uh, puts more force behind what you do? I mean that'd explain to a degree why it works on magic too.
  14. basically the same thing as LoZ's goron bracelets. It increases the capacity of things you can lift, without actually altering your body itself. Same with Energy Rings. This is especially obvious in the Body Ring's case as the increase in con is displayed as a permanent green "buff" stat, rather than adding +2 to the old one.