Klokinator Posted March 1, 2014 Share Posted March 1, 2014 There are many other Yeti!Classes that won't be included. I have left space though in case he ever did release them so a person could insert them into their game. (The numbers are ID slots for the classes) Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 1, 2014 Share Posted March 1, 2014 How about the spell animations? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 1, 2014 Share Posted March 1, 2014 Dunno. Quote Link to comment Share on other sites More sharing options...
Ninja Penguin Posted March 1, 2014 Share Posted March 1, 2014 Pretty sure he meant the stuff like Squire and the Axe cav from here. @Ninja Penguin, are you refering to FE7x's armours (lieutenants, phalanxes, and zweihanders ), and by extension, all of yeti and team's animations, or just GBA knight edits like the ones TBA made linked to in the post above? If the latter, they'll be useable one someone inserts them. If the former, it's a separate issue, maybe not directly linked to FEXNA Collectively "other spriters' material going into XNA," really, though my eye was most immediately on TBA's armor units and the new trainee classes. Thanks for the information, at any rate, Klok. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 2, 2014 Share Posted March 2, 2014 (edited) I don't really want people saying "hey cool all the halberdiers on the net are gonna be in fexna and free to use whoo hoo!" because it's not finalized and we haven't even asked for permission yet. I don't see why someone would want to not let their animations get used when they posted the sheets online somewhere, but even so asking for permission is always the polite and proper thing to do. Edited March 2, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
Agro Posted March 2, 2014 Share Posted March 2, 2014 I think you just need to make a comprehensive list of exactly what's included in FEXNA, Klok, since you seem to be getting a lot of one-word-answer questions. Or a FAQ. when you can't be facked, make a FAQ Quote Link to comment Share on other sites More sharing options...
Siuloir Posted March 2, 2014 Share Posted March 2, 2014 MP3's are not fully supported. They work, but there aren't loop points. MP3 format sucks anyway, learn to use the smaller and better quality Ogg format. Final boss animations, not yet but SOON. Yeti is adding the pre-battle and post-battle animations at some point, meaning you can have the screen flash for weapons like FE7 does for Armads/Sol Katti/Durandal and etc, and you can also make the bosses fade in and appear, like the DK and Dragons do as endgame bosses. Compressing OGG to a lower bitrate than an mp3 does a number on their quality, though it is a very efficient format in general. So I'm assuming by your statement that FEXNA relies on MIDI as well? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 2, 2014 Share Posted March 2, 2014 or maybe fexna relies on ogg? just a thought Quote Link to comment Share on other sites More sharing options...
Siuloir Posted March 2, 2014 Share Posted March 2, 2014 or maybe fexna relies on ogg? just a thought He was talking about loop points and discounting MP3, thought you can loop MP3s (and OGGs) both with a little audio wizardry. It was idle curiosity. There was no need for the condescension. Quote Link to comment Share on other sites More sharing options...
Zeo Posted March 6, 2014 Share Posted March 6, 2014 Just have to say this looks amazing, it's practically RPG Maker for FE. (Wait... FEXP... Derp.) Either way I'll definitely be touching on this like everyone else when it eventually drops. The idea I had for a romhack was actually a main story and then a prequel game starring a particular character from the main game. In the unlikely event that main game gets off the ground and finished, I'll without a doubt be using FEXNA for the prequel game. Looking forward to more progress. Quote Link to comment Share on other sites More sharing options...
Jedi Posted March 6, 2014 Share Posted March 6, 2014 My ideas to use this for are an fe6 retelling and a possible Romance of the three kingdoms Emblem :p so far anyhow Quote Link to comment Share on other sites More sharing options...
Nébulya Posted March 7, 2014 Share Posted March 7, 2014 (edited) Well, it's gonna be very awesome. A bit sad Yeti's class won't be in, but maybe later. I wonder if in the futur, if you'll ask for ideas? Because, i've got a bunch of these.. I'm impatient to see the engine released, as well as Immortal Sword! (And I see I'm not the only one who wanted to do a ROTK Emblem..Haha, great) But I've a question, if I want to add a class, do I need to do all of the things like Fexp (Animations graphics, etc..) or it will be easier? Like automatically in the fexp format and the database more easier too? Thanks! Edited March 7, 2014 by Metakirby Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 7, 2014 Share Posted March 7, 2014 Should be easier. I can't really say more beyond that, since I'm not even sure ultimately, but should be easier than fexp. Quote Link to comment Share on other sites More sharing options...
Nébulya Posted March 8, 2014 Share Posted March 8, 2014 Ok, we'll see that when this will be released. Last question, with Fexp, I wanted often to change colors from class to another. (so, each character with same class but not the same colours, etc..) But I wonder if Fexna, if we can choose the recolors from a added list? (let's say I want to add a class to Dark Druid. Dark Druid original color is DarkDruid.png ; the next colour would be DarkDruid1.png ; and when I choose a class, I can change that from characters to another.) I'm a bit confused with what I said, but here is the idea. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 8, 2014 Share Posted March 8, 2014 I'm confused too. I don't think palettes work the way you think palettes work. Either way, Country Colors can be a sort of universal palette for a character, or you can just... format every possible class for a character... I dunno. Quote Link to comment Share on other sites More sharing options...
Nébulya Posted March 9, 2014 Share Posted March 9, 2014 (edited) Never worked with it, but yeah, I was thinking of an hard way.. Edit: I think, it's because I work with Photoshop and not with the script. The recolor is cool, but I just don't understand how a character can have it without to change the recolor in the script. :) I'm thinking of a more faster way than that, haha. And by the way, when the engine will be released? I'm impatient of seing this! (and if one day, a help is needed for translation to another language like French, I'm here!) Edit 2: Nevermind, I found. I was thinking that it was difficult but..no. Now, I just have to have this working. Edited March 9, 2014 by Metakirby Quote Link to comment Share on other sites More sharing options...
blyegg Posted March 17, 2014 Share Posted March 17, 2014 Anything on... S Supports? :3 Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 17, 2014 Share Posted March 17, 2014 I wouldn't imagine it being that hard to implement Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 17, 2014 Share Posted March 17, 2014 Supports are, uhm... fully supported. They're S rank, if you will. Sorry for the puns yeto. Quote Link to comment Share on other sites More sharing options...
Brendor Posted March 17, 2014 Share Posted March 17, 2014 Ow. That pun gave me stomach pains Is this going to be out this year or you don't know? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 17, 2014 Share Posted March 17, 2014 (edited) I'd like to think it will, but we're three months into the year and we still have extensive editor fixes, tons of class animations, map sprites oh wait booton did those already, weapon/item data for all the SNES and GBA games, and a bunch of other stuff. The most important things are the user-friendly fixes, bug fixes as we come across them, and getting the editors to be as finished as possible, because you do NOT want this to be released, put four months of work into a game, then have a new version come out which invalidates your XML files unless you update every individual entry. <Item> <Key>33</Key> <Value> <Id>33</Id> <Name>Pirate</Name> <Class_Types> <Item>Infantry</Item> </Class_Types> <Skills>17</Skills> <Description>Sea-faring insolents who love fighting as much as drinking.</Description> <Caps Null="true" /> <Max_WLvl>0 0 5 0 0 0 0 0 0 0</Max_WLvl> <Promotion> <Item> <Key>107</Key> <Value> <Item>4 3 0 2 2 0 3</Item> <Item>0 0 0 31 0 0 0 0 0 0</Item> </Value> </Item> <Item> <Key>111</Key> <Value> <Item>4 2 3 3 0 0 2</Item> <Item>31 0 0 0 0 0 0 0 0 0</Item> </Value> </Item> Seriously, if you had to update 250 of these things, I don't think you'd be very happy. Edited March 17, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 17, 2014 Share Posted March 17, 2014 shouldn't be too hard to write some sort of preliminary auto updater that just replaces the relevant files when a new release comes out Quote Link to comment Share on other sites More sharing options...
Klokinator Posted March 17, 2014 Share Posted March 17, 2014 (I wondered if that was doable but Yeti never mentioned it was, so I assumed it wasn't. He always complains about updating XML when he adds to the editor so I just assumed it wasn't doable. My bad.) Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted March 17, 2014 Author Share Posted March 17, 2014 It's possible but I'm trying to avoid http://www.xkcd.com/1319/ Quote Link to comment Share on other sites More sharing options...
Alm Posted March 17, 2014 Share Posted March 17, 2014 This is likely pretty dumb to ask.... and I'm not certain if anyone has mentioned this yet, but what's going on with Manaketes? I suspect that they are indeed in, but I kinda just wanted to ask regardless. Quote Link to comment Share on other sites More sharing options...
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