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Tethical, a tactical RPG engine
Paying for it is the plan, especially for quality music (which I recognize needs to come in themed packs rather than single tracks). A lot of the initial contributions have been from people who just want to help out the project, though.
Tethical, a tactical RPG engine
Hello! I'm the person behind the project. I recorded the audio sentence-by-sentence. I thought I was putting my best foot forward, and now I just feel really embarrassed. I'm not asking you to revisit the project; I just wanted to say I heard you on the audio issues and the battle animation speeds. I attempted to fix those by removing the pauses between sentences and speeding up the animation speed of the actions used in the kickstarter video.
If you're talking about the text, the backgrounds, the two maps, the character sprites, or the large character portraits, the assets you've claimed are copyright infringing are original work. That original work was done by real people in the community where I put the discussions related to this engine. For example, you can see how the event progressed in this thread: http://ffhacktics.com/smf/index.php?topic=9928.0
Real people spent real time and real talent on that stuff. I think it looks great, but there certainly wasn't a budget for it. For the characters in battle, it was volunteer work. For the people who made the sprites in the event, it was work on their own fan project. For the map in the event project, I made that! The guy who's bad at video editing and talks real slow! That guy! Is all of that in the style of FFT? Absolutely! They don't own new work in their old style, and this is new work. Also, related to the assets being an unfair representation of the final game you'd actually make with the product I'm pushing, you have the same access to this fantastic community that I do.
Ultimately, for your $10 you'd get the tools to create an sRPG, but it's not like RPG Maker where you have a host of assets to choose from. You'd have to make those until I can solicit enough contribution assets to where it actually is like RPG Maker. If you already own assets from work you've already done on other projects, it's just a matter of dropping them in. For sprites and effects, you need to make a format outside of the engine using the sprite animation tool. Displaying it is just a matter of configuration, and the pixel-scale is taken care of for you (there's just a visual illusion that has to be accounted for and configured against).
And, the reference implementation game is just a reference you could play and look inspect. It's there as a default to give you a reference for how to implement whatever feature you want in this engine. It would be there rather than starting you out with all the features you need and a remarkably blank slate. You can, of course, start with a blank slate if you want to. I have several times (once for each of the fan projects). I can't change the fact that my project is an engine, rather than a game that you functionally pre-order on Kickstarter.
Anyway, I wanted to apologize for the audio issues. Thanks for talking about my project. I appreciate it.
If you're talking about the text, the backgrounds, the two maps, the character sprites, or the large character portraits, the assets you've claimed are copyright infringing are original work. That original work was done by real people in the community where I put the discussions related to this engine. For example, you can see how the event progressed in this thread: http://ffhacktics.com/smf/index.php?topic=9928.0
Real people spent real time and real talent on that stuff. I think it looks great, but there certainly wasn't a budget for it. For the characters in battle, it was volunteer work. For the people who made the sprites in the event, it was work on their own fan project. For the map in the event project, I made that! The guy who's bad at video editing and talks real slow! That guy! Is all of that in the style of FFT? Absolutely! They don't own new work in their old style, and this is new work. Also, related to the assets being an unfair representation of the final game you'd actually make with the product I'm pushing, you have the same access to this fantastic community that I do.
Ultimately, for your $10 you'd get the tools to create an sRPG, but it's not like RPG Maker where you have a host of assets to choose from. You'd have to make those until I can solicit enough contribution assets to where it actually is like RPG Maker. If you already own assets from work you've already done on other projects, it's just a matter of dropping them in. For sprites and effects, you need to make a format outside of the engine using the sprite animation tool. Displaying it is just a matter of configuration, and the pixel-scale is taken care of for you (there's just a visual illusion that has to be accounted for and configured against).
And, the reference implementation game is just a reference you could play and look inspect. It's there as a default to give you a reference for how to implement whatever feature you want in this engine. It would be there rather than starting you out with all the features you need and a remarkably blank slate. You can, of course, start with a blank slate if you want to. I have several times (once for each of the fan projects). I can't change the fact that my project is an engine, rather than a game that you functionally pre-order on Kickstarter.
Anyway, I wanted to apologize for the audio issues. Thanks for talking about my project. I appreciate it.
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