I'm excited to see this game finished
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This is a discussion on [WIP] Fire Emblem PSP within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; I'm excited to see this game finished...
I'm excited to see this game finished
ahh right so with the amount of modablitity you want then someone could make a map pack with a story then if they wanted for it? the main mmo sounds fun so i'll play it a fair bit i just prefer playing fe proper like on gba, snes, nes and gc. (old time FE fan).
how would you implement guests and things and background story into the mmo side then? , would it be kinda like your madeupcountry and your made upcountry2 and you have had a rivalry for years so now fight it out?
very much looking forward to this.
Will be so awesome... any time plans when it'll be finished?
this is a great idea! it would also be great if it was multiplayer online. I used to love playing fireemblem for GBA
When I'm finishedOriginally Posted by blotus21
Considering I only started a week ago I honestly can't say when It would be done.
There is still quite alot to be done, I just have a framework for it right now.
Found a good link on pathfinding:
I would hope to finish the map + movement system today.
Then comes the battle system.
Heres a shot of it so far in windows (i only have 1 sprite setup so far)
Its also only got 1 army setup. The world map animations work fine though, pretty easy to change in code just gotta do:
soldier->PlayAnim("idle"); or soldier->PlayAnim("hover"); etc and it changes the anim the world map sprite plays to one named that.
as for the battle system,
pretty much every formula is right here:
Although I plan on making all classes be more useful and not take so much damage if they aren't a heavy armor unit.
Last edited by GiffE; 04-14-2007 at 10:06 AM.
the battle system will no doubt take a while as thats always the biggest bit of FE games and well any games at being made.
Heres a little update and a video of some progress... I know we all love vids
Whats updated so far:
-Easy Sprite Animation - makes handling animations easy.. simply unit->PlayAnim("idle"); and it will loop that animation.
-With 1 unit setup so far for tests.
-Sprite data files are external (compiler and example are included in the editing tools) these data files control the animation's name and all the frame dimensions of that sprite.
-Added movable space upon selecting a unit.
-Movement Stat controls Size of space unit can move.
-Uploaded a video to google video!
heres the vid:
(its much smoother than this Fraps just kills FPS when recording a vid)
Last edited by GiffE; 04-15-2007 at 09:19 AM.
but looking nice so far dude.
^ btw never answered my second post of questions.
Not that much to show. I've only gotten a week put into it so far.Originally Posted by mraellis
Although a lot of coding has been done, much of it goes into ease of use and editing. The map editor has to be updated every time i make a change to some code, as more data has to be included in the maps, sprites etc. Making alot of the data in game located in separate editable files for "mod-ability", takes time to create the proper methods on importing those in game effiently.
The video is simply to show some of the systems I've implemented thus far, Sprite handling, and The tile map's to name a few.
I'm not quite sure its still on my white board with the other "TODO:'s"Originally Posted by mraellis
For 1 countries wouldn't be made up. They would based off of ones from the games. Quest wise, it would be nothing like normal MMO quests since you cant really fight a designated group of monsters, only other players.
I cant really comment on how quests will be implemented because I'm not quite sure myself. But there will be some kind of quest :)
ahh right, i can't wait to see what you decide later down the line then.
will love you if you do a proper story single player
and ease of use and easy to editing is EXTREMELY important, hard coding everylittle thing is what makes so many devs quit!
btw is modabilty a word since we keep using it?
Do you also have impassible terrain in your movement code? I was messing with a game like this myself and that was one of the things I had. It wasn't really too trivial to jump from having a character able to move a certain distance to having terrain that limits where the character can go. Unless of course you want them go through forests and water unimpeded. :)
This is an old screenshot of it. You'll have to excuse my poor handdrawn graphics, but you get the idea.
Yes, in the map editor you select terrain types, different terrains give different stat boosts and only certain units are able to walk on certain terrain. Water can be walked on only by pirates, fighters are the only ones who can scale cliffs. Flying units can go anywhere.Originally Posted by LMelior
This was setup in code by along with the array that holds the tile info, there is one that contains the terrain type. Depending on the number its set to, is the type of terrain it ill be. This has not been completed but more or less outlined in the map format.
Upon creating the movement range it checks the terrain type and only allows it if it IS walkable.
well done giffe thats a brill feture to have done
Just finished the Path finding system (based off this method):
I had it draw the tiles that the unit walks along red.
Next on my TODO list is the Terrain, and also making it so that the path finding does not walk on terrain the unit cannot walk on and finds another path.
After thats done I can finally start working on the battle system. :Jump:
cool good luck
GiffE i have a idea for the quest instead of having quest what about Achievement medal so lets say: 5 Wins, 10 Wins, Win with not unit loss stuff like that which could give you money and Medal to trade in shop for units. Money/Units, Medal/Special prize.
Free Prizes at Prizerebel Join us!
I already got 11 Gifts. Ask me for details or proof.
Ha! just like that? Excellent work!Originally Posted by GiffE
I had the code save the first valid paths the code found for each of the possible end locations. Kind of wasteful, but easiest to code. Judging by how quickly you got your A* variant running, you can probably do it a better way. By the way, did you use a heuristic at all? The way I coded it, it's not needed for player movement, but I was planning on using something like it for AI purposes.Originally Posted by GiffE
looks great. just hope you don't give up on such a beautiful project. Ad-hoc support would be awesome.
good idea zeroe x
I'm sure theres better ways, and I will be editing and revising the code improving it as I need to for the terrain to work properly anyway.Originally Posted by LMelior
All I did for this initial model of the pathfinding is get the distance between each tile i could move to and the destination point (psuedo: sqrt((x-x2)^2 + (y-y2)^2)) And use the shortest one.
Obstacles such as this one:
I have not figured out how to do yet :Cry: As the distance of the best possible route requires you to step on a tile further away to get around.
The pathfinding is only to make the effect that the character is walking to the position you sent him to.
As for medals,
That does sound like a good idea... BF2 Style :) But then the concept of story still does not exist in the game which some have requested. (as its one of the best part of the real FE... even though it would be extremely difficult to create a story in a pure pvp world)
maybe 2 different modes then?
You should just make this a pvp game mainly on battling.
@ people who want a story, If you want story go play the gameboy advance version or something.
Use A* for pathfinding.
牧来栠摩琠敨映汩獥PSN: youresamFrom Earth the Frozen Ipaqs shall rise and be silenced and all will live free.
784w/e guy, what about people who have completed all FE games ever made (gba ones more then 5 times each) including the wii one and are desprately awaiting a new game with a story?
theres a gamecube one too btw
but thats not the point doing a story would just delay the release and waste his time thinking up a story.
Fajita: You're a bit behind as that's what the code is based on already (and what the picture is showing).
But if you're still planning on doing multiplayer only (which you said a week ago) you don't have to worry about that. I think you should have single player though, because almost every enemy in Fire Emblem games has very simple AI where you don't need pathfinding at all. Think about how most enemies move in the game, and you'll know what I'm talking about. That way you can scale the difficulty though terrain setup and enemy placement, instead of some clever AI programming.
sorry forgot to add i completed the gc one to ;)
and i'd prefer the wait for a story, or he could ask someone else to help him make one.
Finished the Terrain Map Editor part to the map editor, still compiles it all into the same map file, which is getting larger and larger :)
(editor uses a different color for each terrain type, a Key will be added. Of course the colors are only visible when in Terrain Edit mode)
I have to update the map loader code in the game to load the new terrain data. Then creating the rest of the terrain system in game will be a synch.
I hope by now you guys have a little faith that i will finish the project :)
how big is it getting? :)
and yeh lots of faith you will finish it after all the work you've done so far.