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BBHood217

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Everything posted by BBHood217

  1. There's actually no need to fix this. In the current version of TLP, the thing about visiting the houses has actually been removed; so now you only need to go fast to be eligible for 7x.
  2. If I can contribute, then any amount of time I spend is worth it. Even if the other anims will probably start taking longer.
  3. I've made a couple of new spell animations, as part of a set of magic reavers. They can, of course, be used for other things. Below is the zip with the files for the new spells (namely Elfire and Luna; Divine already existed, used as Ulver's magic attack). And with those done, my next goal are the long-range magic spells. C rank spell anims.zip
  4. I've started adding spell animations, and I'm wondering if any new ones have been added in any newer version of the Lion Throne.
  5. I noticed while playing Absolution that the world map text doesn't seem to have all the letters. And sure enough, Label_white which has the text is missing some letters. Would it be easy enough for me or others to fill in the rest of the letters, as the space for them seem to already be there?
  6. It seems to work just fine. But is there a way to make it check for a skill instead of a tag?
  7. Is there a way to impose a limit on stealing? Like the thief can only steal an item if their con is equal to or greater than the item's weight? Or perhaps a skill that protects whoever has it from all stealing attempts?
  8. Huh, I've never thought of that. Why was that wall fine in chapter 5x, but then suddenly cracked in chapter 8?
  9. Healing in Absolution doesn't seem to get tracked by the records, the two healers are constantly at the very bottom of the MVP rankings. I wonder if it has something to do with the fact that heals there are staffs instead of light magic like in the Lion Throne.
  10. The easiest demonstration of what I mean is in FE7, specifically the cutscene after getting Durandal and the ending. In them, the text advances all by itself (agonizingly slowly, I might add) and pressing A doesn't do anything; when it reaches the end of a line, there's no prompt but a short delay before the dialogue continues on its own. That's what I want implemented.
  11. There are times in GBA FE where dialogue can pause for a time before autoadvancing. Could that also be implemented here, a sort of timed wait where the dialogue pauses and it continues not after pressing A but instead after a set amount of time? There were a few instances in Absolution where the dialogue went by too fast because there was no pause, and I think they could benefit the most from autoadvancing.
  12. There's something I'd like to ask, if it's not too much trouble. Would there be any nasty repercussions if a download link to the FE8 hack would somehow resurface?
  13. Well, here's the error message: Traceback (most recent call last): File "main.py", line 116, in <module> File "main.py", line 43, in main File "main.py", line 61, in run File "Code\StateMachine.py", line 205, in update mapSurf = self.state[-1].draw(gameStateObj, metaDataObj) File "Code\PrepBase.py", line 1069, in draw self.owner_menu.draw(mapSurf) File "Code\MenuFunctions.py", line 384, in draw self.vert_draw(surf) File "Code\MenuFunctions.py", line 422, in vert_draw main_font = GC.FONT[self.color_control[index+self.scroll]] IndexError: list index out of range I think I've also figured out the cause. It happens when, after merging an item to full uses, you then try to take an item from the convoy without backing out of the menu. Well then, now I feel silly. Of course I have it set to 1, I was working on the game. Don't worry, I switched it off before the release. I'm not entirely sure myself what the cause could be, so maybe it'll be better if you just get everything and download the whole game if it's not too much trouble for you. You can place a generic princessboss in the debug level, and then try to load the debug level in the game and see what happens.
  14. I wouldn't mind playing what's pretty much the final version of the romhack as well. But if the creator thinks we don't need it anymore now that's it's its own game, then there's not really much we can do.
  15. Now that I've released my game, you might find it useful to see how I did things and also find some more bugs. There are a few things I found while working on it up to testing and releasing it, and you can use my game to test for them. Note that my game is still using v0.9.3.8 so these might have already been fixed in that update you just released. - The List thing has already (hopefully) been fixed. I can't take all the credit for that, MK404 and LordGlenn found it while betatesting the game. - Something about the Merge command is causing a crash, happening around when you try to merge more than one item in one session (as in without backing out). - Are skill charges supposed to carry over between chapters? Skill charges are empty when starting a chapter after opening the game, but not in the next chapter if you keep on playing. - Sol is now a proc skill, but its description still calls it an activated skill. Also, is there a way to bring back the activated versions of Sol and Luna? - "Discard_info" doesn't seem to work, it just shows "Discard" over and over instead of the defined string. "Storage_info" is fine though. - This is kind of a big one. You know how the turnwheel has limited uses? Turns out that number of uses is just an illusion and it can go into negative numbers. So the turnwheel actually has infinite uses, and people can just choose to play along with the number of uses or not. - This one is odd and hard to describe. My game has a unit called PrincessBoss; and for some reason when a generic princessboss is in a map, trying to load that map causes the game to hang. It just freezes, with no error messages whatsoever. It runs fine if the princessboss is a character though. I don't know what to make of this. That's all I've found so far. If there are more, perhaps other people can find and report them. In fact, I've been thinking about that and I have to ask you something. As far as I know, Serenes Forest is the only place you've shown your game engine so far. Have you considered posting about it in other sites too, like FE Universe? It'll help make the engine known to more people, they could give you more feedback and bug reports, and maybe some of them could even help you with the engine itself if they have the coding knowledge.
  16. Hey, I made an update. It has some more features, a new map and a few new characters, and combat animations at long last. And this time, MK404 is fully aware of this; in fact, he and LordGlenn helped out this time. I'm probably done with this now and will probably try my hand at something else in the future (whenever that is), but any feedback would still be appreciated. Go ahead, play this game, see how it works, and maybe you too can use rainlash's game engine to make your own FE game.
  17. Is that what the kids are calling bad guys these days?
  18. I just finished the whole thing. I'm working on my own thing right now so I'll give feedback later, but I'll at least mention this about Chapter 5: The tile data for the pillars is misaligned again.
  19. This crash happened during preparations: It seems to be in regards to the List command, specifically when using it to swap items with the convoy. At least I think that's the cause. Then it crashes when attempting to save or play the map afterwards.
  20. I genuinely wanted to include this. I do know of a way to do this in the engine, but it's not very elegant. I will probably bite the bullet and implement it next patch or talk to the creator of the engine about it. The way I did it was to create a skill that granted MOV -99, then gave that skill to enemies and bosses that were designed not to move. This way, they effectively had 0 MOV and that also showed up on the map as them being unable to move anywhere. It's inelegant, but it works. Edit: There are a couple of things about Chapter 3 that I wanna mention: - The pillars are misaligned, the tile data has the pillar terrain being below the pillars instead of on them. - There's no indicator of how many turns you have left to escape. GBA FE showed a turn counter in the objectives window on the map, and I believe the debug level of Lion Throne also demonstrates this.
  21. I'll just say before this gets closed that it's very unlikely this decade-old mod is active anymore.
  22. It works now, I can finally get my gold. This does mean that vanilla Lion Throne will have to be updated since it's still using the old method so that initial 1500 gold at the start isn't actually being given.
  23. I can't seem to change the "money" constant. Neither "set_game_constant;money" nor "inc_game_constant;money" work, my funds still show 0.
  24. Is the "num_levels" constant still used? I noticed that it's missing from this new version, so is it not needed anymore? Will the game still work fine and play through all the levels even if it has more levels than what the Lion Throne has? Also, is that flag for the title screen particles implemented yet?
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