![Jason Godwyn](/img/default-banner.jpg)
- Видео 334
- Просмотров 230 177
Jason Godwyn
Добавлен 18 июл 2015
I make animations, indie games, fangames, and memes.
I let ChatGPT reclass my Fire Emblem Awakening Units!
ChatGPT made this the most CURSED Fire Emblem playthrough EVER! Full video coming soon.
Просмотров: 48
Видео
Me if I went to the Edelgard school of Fire Emblem Game Design
Просмотров 1,1 тыс.День назад
Fire Emblem: Edelgard Edition coming soon. Not.
Fire Emblem but Attack Stance and Guard Stance are actually balanced now
Просмотров 72514 дней назад
No Guard Gauge! Using Guard Stance won't prevent enemies from Double Teaming you, but will prevent you from Double Teaming foes! And the stat boosts granted to the Lead Unit by Pair Up are determined solely by Class! No need to have your S-Rank choices and child unit creation choices shaped by who you want to make into Pair-Up Bots and Stat Backpacks and 4 Strength 4 Stam Leather Belts for half...
Fates Conquest Mod: I made Fire Emblem Birthright's Hoshidan Royals recruitable #CQTakumiverse
Просмотров 8914 дней назад
The Fast Version unlocks these characters in Conquest based on when they are unlocked in other routes. Sakura is unlocked after Chapter 5 in all routes. Hinoka is unlocked after Chapter 8 in Conquest, Chapter 8 in Birthright, and Chapter 10 in Revelations. Takumi is unlocked after Chapter 10 in Conquest, Chapter 10 in Birthright, and Chapter 10 in Revelations. Ryoma is unlocked after Chapter 13...
Go ahead, Ryoma. Enemy Phase my game just like in Fire Emblem Birthright and Revelations.
Просмотров 2,2 тыс.14 дней назад
I don't actually bear any ill will towards this character, of course, that would be absurd. Behold, max stats Ryoma and his wife Charlotte. Or was it Rinkah? I forget. I think I paired him with Rinkah in one run and Charlotte in another. Anyway I gave him all the best skills and his Raijinto by another name and his strongest Pair-Up Bot and even if he wasn't one-shotting these Skeletons with po...
Swap Partner is a new technique that... please stop following my cursor
Просмотров 3714 дней назад
pain peko
Fire Emblem Rising Thrust - Fun with Colm! Also, UI Design is my passion!
Просмотров 99914 дней назад
I reworked the UI in Fire Emblem to display everything important about a unit on one screen. ATK, Attack Speed, stats, inventory, Personal Skill and Class Skills, Statuses, HP, Name and Class Name, everything. No more swapping between 2-3 different screens for each unit to see everything you need to formulate a proper plan in games where planning is necessary! Also, I wrote new code for the new...
I dunno man she seems perfectly fair and balanced to me.
Просмотров 12621 день назад
Sprites and a better name pending. To be fair, I haven't buffed enemy stats and growths yet, so my player units just seem OP for now. But man, Kitsunes and Werewolves in Fates sucked. Maybe I got unlucky with random growth rates in every playthrough of Fates Lunatic. After all, I am the guy who got strength blessed with Rinkah in my first Birthright playthrough and liked her so much I restarted...
Fire Emblem LTC strats are about to get nuts because RESCUE/DROP/TRANSFER WON'T CONSUME YOUR TURN
Просмотров 5021 день назад
Fire Emblem LTC strats are about to get nuts because in my game, Fire Emblem: Rising Thrust, USING RESCUE/DROP/TRANSFER WON'T CONSUME YOUR TURN! There is no restriction keeping you from attacking and rescuing and dropping and transferring and more. Don't get me started on the other movement techniques in my game. Also Amelia sucks, she's not in this game.
ATK displayed. Unit's STR/MAG plus weapon's might.
Просмотров 86Месяц назад
Knowing how much damage a unit can do with the currently equipped weapon or magic weapon is more important than knowing exactly what the foe's Strength stat currently is. Knowing a unit's exact STR only matters for personal skills like Effie's Puissance (Plus 3 Damage if your Strength is 5 points greater than the foe's) and if the foe might change his Might by equipping another weapon during hi...
They said it couldn't be done...
Просмотров 60Месяц назад
I have done it. I have made the UI absolutely PERFECT!!! ...Fine, I admit I'd rather add a button that, when held, makes UI elements appear over every unit that displays all their relevant information at once. I wanted it before Fire Emblem Engage came out, and Engage almost got it right but forgot the "Display all information potentially relevant to the player's strategy at a glance" part. But...
It doesn't bother me. It doesn't bother me. It doesn't bother me. IT'S BOTHERING ME A LOT.
Просмотров 34Месяц назад
when the text font misaligns your numbers pain peko
Fire Emblem: Rising Thrust - DIAGONAL ATTACKING IS REAL
Просмотров 52Месяц назад
IT'S PERFECT THE GAME IS PERFECT NOW or at least better than it was yesterday and honestly, that's my goal here. Now I just need to fix the portraits to fit the 3DS screen size I decided to go with. And then write the script and get the cutscenes and maps ready. Honestly after all this, how hard could that part be? That's a joke, that part is probably going to be the hardest part. I think this ...
Fire Emblem Rising Thrust Bugfix Mod - I fixed diagonal movement rangefinding
Просмотров 42Месяц назад
Now the game won't highlight inaccessible tiles as places your unit can go to just because they're technically "in range" if you overlook restrictions like "You can't move onto or through a tile that costs 99 tiles to move onto because that is a solid wall". You cannot move onto solid walls you are not a ghost. probably. okay maybe I will add cute ghost girls to my game ghosts are kinda cute un...
Fire Emblem - Rising Thrust - more combat with working diagonal Line Of Sight checks
Просмотров 960Месяц назад
Fire Emblem - Rising Thrust - more combat with working diagonal Line Of Sight checks
Fire Emblem: Rising Thrust but the screen is bigger
Просмотров 801Месяц назад
Fire Emblem: Rising Thrust but the screen is bigger
Fire Emblem: Rising Thrust - Diagonal Emblem battle
Просмотров 383Месяц назад
Fire Emblem: Rising Thrust - Diagonal Emblem battle
Imagine how broken it would be if I released the game like this.
Просмотров 889Месяц назад
Imagine how broken it would be if I released the game like this.
Fire Emblem Rising Thrust - I fixed Seth's exponential lag
Просмотров 107Месяц назад
Fire Emblem Rising Thrust - I fixed Seth's exponential lag
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL! But with exponential lag.
Просмотров 328Месяц назад
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL! But with exponential lag.
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL!!!
Просмотров 1,9 тыс.Месяц назад
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL!!!
3v3 Wild Pokemon Encounters. 1v1 in the Safari Zone where the Safari Balls are like Master Balls
Просмотров 136Месяц назад
3v3 Wild Pokemon Encounters. 1v1 in the Safari Zone where the Safari Balls are like Master Balls
Stealing Team Rocket's Shadow Pokemon and ensuring a NPC can identify them as rescued former Shadows
Просмотров 108Месяц назад
Stealing Team Rocket's Shadow Pokemon and ensuring a NPC can identify them as rescued former Shadows
Joining Team Rocket and Stealing a Pokemon and getting caught by a Cop in Jason Godwyn's Pokemon!
Просмотров 60Месяц назад
Joining Team Rocket and Stealing a Pokemon and getting caught by a Cop in Jason Godwyn's Pokemon!
Fire Emblem: Rising Thrust - OBJECTION! (HD sprites now with working giant mouths and VFX)
Просмотров 146Месяц назад
Fire Emblem: Rising Thrust - OBJECTION! (HD sprites now with working giant mouths and VFX)
Fire Emblem: Rising Thrust - Jason Godwyn's Larger Sprite System featuring Phoenix Wright
Просмотров 300Месяц назад
Fire Emblem: Rising Thrust - Jason Godwyn's Larger Sprite System featuring Phoenix Wright
"Hey ChatGPT, what's the best class for the Fire Emblem protagonist?" Red Mist Keypage with Myo's Prowess, choose the 2nd facet, don't forget to learn Hassou Tobi and abuse Omagatoki: Critical. "None of that was even Fire Emblem!"
What the fuck?!
Bluetooth Sword. Roy would be envious of her.
Still more balanced than Thracia.
is this lex tellionus?
I'm using the Lex Talionis LT-Maker engine, yes.
why diagonal mov/ranges?
Why diagonal mov/ranges? Because nobody can stop me. On a square grid you can be attacked from four places at once. On a hex grid? Six places. But on a square grid with diagonal movement and attacking? Eight places at once! And it only gets exponentially better when ranges increase. 24 units with 1-2 range options can surround a 25th unit and strike him. It turns Fire Emblem into more of a position-based strategy game by making Juggernauting harder, potentially even impossible.
Ah, I think I'd have to see it in practice but in principle I think that could work well with the right map design. It is worth noting, however, that diagonal movement is essentially worth double that of horizontal/vertical movement on a square grid, and because of that it strikes me as an odd choice. You've probably thought of that though.
Hang on, you forgot to give the unit the best bases and growths in the game as well as a good chance every attack they perform has a bonus effect
And mixed damage options that don't suck
Or a secondary item that gives plus 1 move and canto
Maybe in a bonus difficulty.
Galeforce!
Galeforce except killing isn't even necessary, you just have to end your turn hitting someone and my Canto code gets confused. After fixing how Hit And Run, the skill all Infantry Units share to let them spend up to 2 unspent movement points moving after combat, is supposed to work, I decided to turn the glitched implementation into a separate feature.
Perfectly balanced
Poison blow really sucks for a lot of unit types in Fates. It's fun to use for sure, but yeah
Poison Blow is one of those skills meant to ensure enemies can stay threatening even if you're using every advantage and option to get your stats as high as possible.
What the heck is going on?!
Romhacking. Though I don’t how they managed to mod the UI.
@@projectpitchfork860it’s clearly it’s own engine
This ui looks like a rpg maker game ngl
I'm using LT-Maker, but with custom code edits by me.
Giving all these different skills identical icons sure is a decision
My art guy isn't done making the skill icons yet (I'm my art guy)
Ryoma can't enemy phase in Rev well. He gets 2 shot on his join map in Rev. Now in BR yeah he can enemy phase
I played on Lunatic but maybe he just got absurdly stat blessed on my run in the stats that mattered. He solod so many enemy groups, having him around felt like easy mode.
He’s just as broken in Rev
@@TheLonelyNihilego No he's not due to Rev having stronger enemies both in stats and composition. He's still a great unit but can't compare to better units like Xander, Fuga, Speedstacked Leo, Shura, etc
@@oof5992 Xander SUPER fell off in my only two Rev playthroughs. I blame RNG growths.
Well duh he died, he’s supposed to have super vantage (enemy immediately dies upon entering this unit’s attack range)
Yep, even the best soldier will fall when outnumbered and surrounded.
Fast Version: mega.nz/file/EZU3wCSD#T4Hg3EoieHAYEAfBEd3RFzNyj668Bhdd16lrmZfpVzM Death Version: mega.nz/file/4VUBnD7K#tGDRiPshifblbJPwJrcHLi7G9GSeJ9SRtoXffKX6Ns0 Just recruit all Hoshidans and other Castle Recruits ASAP on all routes: mega.nz/file/JQFixIga#MohxHqz-gkQCjSKgKyrB7dNE9NoLFvua6KH-dYPx8vI
Good to know thag Eirika is a engineer main.
The Engineer... is engi-here.
Now make Epharim use a semi-auto shotgun
That is weird. It's like swapped the character but the game still thinks they're with the old partner or something.
Aren't bows supposed to attack first on defense?
I've temporarily disabled those "Higher range weapons deny counters to lower range weapons, break exists, bows counter first, spells don't counter, etc" skills for now but I'll add those back in when I'm done testing other stuff.
Just going off the thumbnail… Nani? Actually consistent dodgetanking? Now that’s something I like to see.
Because he can only dodge one attack per turn, if he doubles a foe he gets two free hits on someone who can't hurt him that turn. But if that foe doubles him, the second strike obliterates him. A good way to give the thief some combat utility, but not too much, and ensure it stays within the class fantasy. He won't be dodgetanking everything on the map, but when he really needs a lucky dodge, the player can decide when it happens.
Jason Godwyn, great content keep up the good content
0:14 And, what are these MYSTERIOUS units that can swim, then?
I'm putting Shark and Mermaid girls in my game because nobody can stop me. Fox Girls too. And Werewolf girls. And more.
Why would you use a Shield if the armored Knights already have one?
Two shields. It's great, just ask the Dark Souls players.
this is illegally underrated
Maybe keeping it on 30 characters would be the better choice, but when i see this, i just think about a company of warriors
LANCED
Good
Yes no longer paragraph character arcs all said in two sentences!! Still hate the meta dialogue
Gwar har har, I love being evil!
Peak dialogue. I'm sure I won't look back on this writing in ten years and cringe. Having fun is my goal, this isn't Shakespeare and I have no illusions about it being Shakespeare.
How the hell did you get negative avoid?! AND WHAT DOES THAT MEAN?!
Avoid reduces your chance to be critically hit. No, wait, that's "Dodge", and it's "Avoid" that reduces your chance to be hit. Having negative avoid makes your foe even more likely to hit you. My game removed random dodges and crits so I plan on removing them from the HUD too.
What game is this
This is Fire Emblem: Rising Thrust, a FE fangame I am working on.
Let’s say, hypothetically, you were flying over water and a ballistae gets you! If you make a map like that I could see this actually coming in to play
Yes, I got mad when in FE Conquest's Fuga's Wild Ride the enemies I defeated over bottomless pits weren't instantly destroyed.
comically large textboxes, very Seth
Should've had a green unit on the map so you could finish the joke :p
Yeah, that would drive me nuts.
I think where I'd adjust sprites would be the battle screens. Those are way, way too small and kind of destroy the charm of the GBA animations. Either reworking the sprites to twice their original size (either by just making everything twice the size or redoing the entire spritesheets) adding a new framing border to "narrow" the battlefield to something more like the original resolution, or pulling a more FE NES-style battlefield (where the sprites start further apart and rush into combat, and can get pushed backwards) to make a more "dynamic" battle scene to make up for the smaller battle sprites relative to the resolution. As it is, while the maps are probably okay if you design the maps with the resolution in mind, the battle animations are where the empty space is so overwhelming it turns it into a poor decision and would be better just having battle anims completely off permanently and focusing on map battle effects.
I've thought about turning off battle animations and I've thought about reworking them to use large still images like Fire Emblem Heroes and Darkest Dungeon. Recently I decided to resize the screen again to use the 3DS's top screen size. But some things are still misaligned.
Diagonal LOS for attacking and movement seems like an interesting choice. Coming from games like Mystery Dungeon which allow diagonal LOS, diagonals feel oddly overpowered movement and attack-wise. It makes crossing square open spaces much less threatening, for example, and allows for moving around obstacles like pillars or rocks without penalty to your overall range. Though most interestingly, it turns the diamond shaped movement range on its side and gives you a square movement range instead, where maximum range is not dictated by lateral movement, but diagonal movement. What inspired you to make this change, despite all the movement complications it introduces?
On a square grid you can be surrounded by 4 foes who each get one hit on you with 1 range weapons. On a hex grid, 6 foes can get you. But on a square grid with diagonal movement and attacking, 8 foes can surround and attack one foe in one turn. This makes juggernauting worse and 1-range melee units better, just like improving Attack Stance so it gets friends and foes within 2 tiles of the attacker and target. Really it's a bit silly that a swordsman adjacent to an archer can Dual Strike someone 2 tiles away from the archer and 3 tiles away from the swordsman but a swordsman right behind a foe couldn't help Dual Strike that foe unless he was adjacent to someone with a 2-range weapon attacking that foe in vanilla FE. My game has Attack Stance, so if we assume the first attacker's dual strike partner is positioned so he is in range to assist when attacking, without needing to move, so he can move in and attack next, eight attacks in one turn with 1-range melee weapons can turn into 16 attacks with 1-range melee weapons in one turn. The more places you can be attacked from with melee, the better melee gets. To balance this out, ranged weapons deny counterattacks even when the foe is seemingly in range to counter. Bows, Magic, even thrown melee weapons (which suck hard on purpose for balancing purposes and cannot double or crit), they all deny counterattacks unless your foe's weapon matches or surpasses their range.
Ahh you see its all fun and games until instead of 4 enemies attacking you now you face 7.
please add ghosts :D
fellow based ghost enjoyer
Stoked to see how this game will turn out
This is pretty impressive
Shouldnt the tanks be completely invulnerable to regular hits?
Oh my god, did you just made the pair attack of Awakening in GBA? That's f awesome dude
Pair Up attack is a feature in Lex Talionis Maker, I'm using that Python engine.
Rising Thrust? Did you mean Raiden Thrust?(sorry, too much FFXIV)
Hahaha, more like FFXXX.
The thumbnail is kinda funny tbh
Thanks, I worked hard on that thumbnail! It was a bit of a hassle to get all that text visible in the thumbnail.
Yeah, let's total drop something from Advanced Wars into FE. Cuz I mean, they're both grid games, right? Eh hehehehehehe
Ha ha ha, perfectly balanced as all things should be!
Move diagonal its broken
Yes.
I never played Fire Emblem but this looks neat, though sometimes it feels like there's _too much_ space on the screen.
This map feels open and empty because it's a big empty square for debugging purposes. The real maps will feel better. Even if I need to set the battles on small islands and surround them with water tiles to fit the screen's boundaries. Or set them inside caves and dungeons and castles and fill the sides of the screen with wall tiles.
yes
There's no diagonal arrow direction sprites?
I'll draw them later. Probably.