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Hidden 11 yrs ago Post by Light
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Freeshooter92 said
I could probably make sprites, and you could use numbers as opposed to letters. (12,25) for instance. I just can't think of things without fixed destinations for whatever reason.


The problem isn't making them, the problem is that the larger numbers and such won't fit within 16x16. Even one letter won't look good on that small resolution. I will try and I'll show you what it looks like. I even have the font of letters and numbers that are used in the GBA games so I'll try to make a set with those as well.
Hidden 11 yrs ago Post by PlatinumSkink
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Um. I assume they'd be placed on the sides of the board.
Hidden 11 yrs ago Post by Light
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Yes they would. Which means they would be subject to the same resolution as the board itself, which is 16x16 pixels per tile.
Hidden 11 yrs ago Post by PlatinumSkink
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Yeah. Small text is small enough for that. You just have to turn it on the side if it becomes too large on the bottom, or alternate between two different heights. Kind of.
Hidden 11 yrs ago Post by Light
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I think you're overestimating how big the resolution is. In a little while I can get on my computer and I'll show you.
Hidden 11 yrs ago Post by PlatinumSkink
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...

*tilts head*

Edit: Apologize for not doing it to the actual map-image, but eh. It was meant as an example to why I am confused.

Edit2: I also did the Y-axis in the wrong direction, but eh. Still serves as the intended example.
Hidden 11 yrs ago Post by Light
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Well the X axis would be letters

Also the images you see on the battles are stretched by the tile-program that I use to layer units onto the battlefield. The actual components of the sprites are in a much smaller resolution.
Hidden 11 yrs ago Post by Freeshooter92
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You could just use numbers. Or the names of Transformers.

Mostly I just want to say 'Eve move (Optimus Prime, 17)'

I kid, I kid.
Hidden 11 yrs ago Post by Light
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Here's what a single-letter/number grid marker looks like on 16x16 resolution, zoomed in to 800% (the zoom I use to detail such small sprites)


Here's that same A at the normal zoom level.


Here's what a souble letter/number grid marker looks like at 800%


And at normal zoom level


They need to be originally made at this resolution so that they can be used on the tile program without problems. Making them afterwards and putting them next to the stretched image-host pictures would be a "rinse and repeat" that I don't want to add to the already complicated routine. Making them like this allows the tile maker to see them as a natural part of the map, and will line them up perfectly against the maps as well. So if you're ok with how this looks, I'll implement it into the games, and I'll try to make it look better over time, like trying to get the FE7 font on them and such.
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Also why do people not use Attack? Idk about you but I like to see how a battle's going to go before I send my units to get themselves killed.
Hidden 11 yrs ago Post by PlatinumSkink
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Hm. That looks kind of tight, but since it should only need to be done once per map if I understood it correctly, I am completely fine with this. It'd make it easier to simply specify coordinates.

Oh, I will use Attack when I am unsure. However, mostly I simply use the calculations available to me in that sheet and work out what will happen myself, I feel that I may waste unnecessary time if I make you do what I could as well do myself. I know you will need to do it regardless, but it makes one exchange less between us needed. Believe me, I am not acting blindly when I use engage immediately. I have everything calculated beforehand in my mind using the sheets so I just go ahead and do my commands, it saves time as well, our matches are long as it is. So far, I do not believe I have made any mistakes with this method.
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I have a calculator spread sheet in private that I can copy-paste your unit's information into premade charts that will crunch the numbers for me, and even display the results the way they're shown in FE6, 7 and 8.
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Also everyone (particularly for Merc and Fs92 at the moment), I needed to tweak the PExp formula again because previously it was more based on passing turns than actual combat performance. While this does mean you both earned less than stated before (3075 instead of 3400 for Merc, and 683 instead of 900 for Fs92), this deduction is only because of Fs92's forfeit combined with a very small amount of kills on both sides. Under a normal combat scenario, the awarded PExp will be much more fair.

The change I made was reducing the exp value of each passing turn, and increased the exp values of each type of kill (base, advanced, other, base lord and advanced lord) significantly. This is because generally the passing turn count will be higher than a player's kill count, so in the long run, you will all actually earn MORE than you would have previously.
I've also added monetary awarding. Merc you earned 1464 gold, and Fs92 you earned 325.
Hidden 11 yrs ago Post by Freeshooter92
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I don't care? Unless you drastically reduce the XP I get I'm okay with anything.
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Hahaha ok then. Also it was to deter people from boosting by turn count.
Hidden 11 yrs ago Post by Freeshooter92
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I don't really care about the exact specifics of things that don't have an immediate effect on actual combat, to be honest.
Hidden 11 yrs ago Post by MercuryHg34
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Freeshooter, ready up.
Hidden 11 yrs ago Post by PlatinumSkink
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... Naiyo... missed an 88% chance to hit... Oy! Don't miss when I was planning on giving the experience to Takaho...! The math worked out so perfectly...! ... XD Suppose I can't really complain since I dodged that javelin... XD
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PlatinumSkink said
... Naiyo... missed an 88% chance to hit... Oy! Don't miss when I was planning on giving the experience to Takaho...! The math worked out so perfectly...! ... XD Suppose I can't really complain since I dodged that javelin... XD


She rolled a 98 lol.
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Name: Grant
Sex: Male
Appearance: Dark purple hair with black eyes.
Initial Weapon: Sword
Asset: Strength
Flaw: Magic

Hope you don't mind a latecomer to the party.
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