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BwdYeti

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About BwdYeti

  • Birthday 09/13/1987

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  • Favorite Fire Emblem Game
    Sacred Stones

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  • I fight for...
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  1. Tactile finally has dialogue prompts! The engine was in a good place to add them without too much trouble, and even if I won't have much use for them that doesn't mean no one else will. Do note if you have an existing project you want to use with the new version, the editor will need code that is included in the update, so you will have to merge the update into your game using git. The process is described in merge.html in the quickstart guide of FEXNA, and you can ask for additional help if you need it for your pre-existing project. In the meantime, I'm still working on the port to use MonoGame for all platforms, so look forward to that in the hopefully not too distant future.
  2. It's been a long time coming. This is a fairly large update to coincide with the latest release of FE7x, and includes full support for Android, among other things. Should still plan to provide a real guide on how to build for Android, but the project files are fully compatible now and all the ingame menus work with touch controls. The next major things on the docket in terms of Tactile development are switching from using original XNA to fully using MonoGame, to vastly simplify the initial dev install, and possibly automating the process to update your existing games when new versions come out, if I can figure out manipulating git more from code. In the meantime I want to do some work making Tactile more appealing to use, though.
  3. Fixes to the last release missing some files in TactileSharedLibraries and some small additions. Also, the editor will inform you if there is a new release now ~'3'~ -edit- Somehow messed up fixing the one main thing the last version was supposed to fix. All good now, and easier to update from older versions.
  4. New update without too much new functionality at the moment for casual users, but Tactile now includes all the project files necessary to compile for Android. It's not explicitly supported yet/there's no how-to guide because there are many in-game menus that don't yet support touch controls, making it somewhat unplayable. However, if you're willing to poke around with the Android project files you could figure it out. The work on the next update will be focused on adding touch and mouse support to every menu and providing support on how to build for Android. If you have trouble building a new project with the new version after using older versions, you may need to delete your TactileSharedLibraries folder and let the editor regenerate it on new project creation.
  5. New version up. Download pages linked in the first post will always have the most recent version. The first two of those updates are part of the engine code, so to update an existing project the easiest way is to use git. The guides included with FEXNA explain the basics if you need help. re: assets above, at some point I would like to put together an open source and free to use pack to include with the base engine. Something to work toward in the future.
  6. (old topic link) It’s the engine FE7x uses. This is the public beta. Have fun. The core engine and more information are available at http://bwdyeti.com/tactile/. However, I expect that what you actually want is FEXNA FEXNA is now a content pack for Tactile, a collection of GBAFE assets that have been ported into the engine, for use when generating a new project. While Tactile is an original engine I have the rights to, FEXNA has been split off to play it safe. Use at your own risk of course, like with hacking. The FEXNA links are available in this Google doc. If you just want one simple download, you can get FEXNA and Tactile in one package. Otherwise if you’re interested in trying Tactile on its own, you can get just the FEXNA Content Pack separately. Copy it into Tactile Editor/srccontent/ so the editor can find it. Source Control The engine and content are all on GitHub, if that is a thing that interests you. FEXNA can be found separately on GitLab. Setup Installation instructions can be found at bwdyeti.com/tactile/install/, while a more detailed guide explaining creating a new project and getting started with Git can be found in the FEXNA download. License There are detailed license files in the download and on GitHub. The tldr is you can do whatever you want with Tactile other than sell it, and for now you can use the FE7x content that’s in FEXNA for educational purposes, but don’t distribute it as part of your own game. We’ll sort out making much of the 7x content available at some point. Patreon If you read all that and thought “wow that guy made a whole game engine for free, I sure wish I could support him somehow”, I made a Patreon I guess. Tactile will always be free to use, as well as all kinds of other stuff I made, but I appreciate the consideration.
  7. BwdYeti

    FE Recolor

    Made an update to the program, to overhaul the UI and improve performance. Head to the first post to check it out
  8. If you need an axe armor sprite the map sprite repository has one. If it doesn't meet your needs, it can at least serve as a placeholder until you get an original sprite made.
  9. Only if it doesn't involve increasing enemy stats from hard. If you can think of other ways to make the game more challenging, then that would be awesome. Different enemy AI, enemy classes, maybe weaponry etc... I think it's important that enemies don't just get stronger though, since that disrupts gameplay balance and unit viability. Enemies with higher AS just mean that units reliant on doubling become bad. That's quite a bit pitfall in regards to design. Unfortunately this is the only realistic way a higher difficulty is happening. The number of players on hard is less than a tenth of normal, and lunatic would be that much smaller. Hard mode's changes are all individually designed compared to normal though, which lunatic would still preserve, so bigger numbers on top of the weapon, unit count, reinforcement, enemy class, etc changes should still combine to a coherent, if... 'crazy', challenge re: confusion over chapter order, an update soon will help and an interface update in the future will make things much clearer. For now though, the correct chapter order is to just play through each list of chapters as a self contained story arc, and then move on to the next block. If you have an unlocked chapter you haven't played yet, that's the next chapter.
  10. Hey great job on the run kirbymastah, especially that swag strat at the end ;D Here's a link to the run if anyone wants to watch it my donation didn't get read on stream D:
  11. ...Huh Time to complain to the face spriters
  12. So this is unrelated to FEE3 and might not even make it out for the next release but [spoiler=huge image] Apparently I never posted this photo anywhere back when I took it in April because I am a bad This is not actually playable because I haven't even started touch controls, let alone finished mouse controls, nor do I have any idea what kind of performance I'm going to get, but just know it's still planned
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