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OpenBoR => Mod Center => Completed => Topic started by: NickyP on December 28, 2009, 12:55:19 am

Title: Fire Emblem: Castle Defense
Post by: NickyP on December 28, 2009, 12:55:19 am
EDIT: It has come to my attention that the archive is corrupt after downloading it. Give me a half hour or so to reupload it. Fixed.  :)

(http://img51.imageshack.us/img51/1922/screene.gif)

I present to you all, a late Christmas present: Fire Emblem: Castle Defense. The very first (and hopefully not last) tower defense-style mod for OpenBOR!

Download: http://www.mediafire.com/?wl3xyxtkutm (http://www.mediafire.com/?wl3xyxtkutm)
You can also download it here, under the Completed Mods section of Downloads.

Fun fact, I've released this mod exactly 5 months since MegaMan The Power War lol

From the readme:
Spoiler
I like Fire Emblem; they're really fun if you have time for them. What I especially like is the sprites from the GBA games, though; so small and cute, yet so well detailed and animated. Along with MapleStory, LaTale, and various other games, I've always wanted to put FE sprites to use in a BOR mod. But, how could I? The only animations they have really is an idle and 2-3 attacks! That's not really enough for a beat em up... or so I thought.

That's when I played Castle Defense, a tower defense WiiWare title that my brother bought. It had a two player mode and was kinda fun. But, I thought it would have been better if it had more action.. like a beat em up. That's when the ol' lightbulb popped up in my head, and I went straight to work. Months later, here we are with Fire Emblem: Castle Defense!

A quick note, everyone playing this should thank Bloodbane of Lavalit forums. During the development of this game, I ran across a bug that made it completely unplayable. After spending countless hours trying any and everything to debug the game with no success, I stopped working on it for about 2 months. That's when finally I sent my .pak to Bloodbane to check it out.. and lo and behold, he figured out the problem within a week. So, be sure to thank him, because without his help this would have probably never been released.

And one last fun fact: the day I'm releasing this is exactly 5 months since releasing MegaMan: The Power War Ep. 1. Sheesh, I guess I work fast...

~Gameplay~

This is a tower defense game. So, your objective is to... surprise, defend the tower. Well, it's a castle, but whatever.

Enemies will spawn from one side of the screen (or sometimes both). The will completely ignore you, because their job is to take down your castle. So, it's up to you wipe them out and keep your castle safe! Because if the castle goes down, so do you. Watch the "How To Play" animation ingame for more information.

~Game Modes~

There are 4 different game modes to play; two of them must be unlocked first. Below is a description of each:

Arcade Defense - Standard mode. Go through many different stages, defending your castle in each.
Endless Defense - As the name implies, this mode is virtually endless. Swarms of enemies keep coming and coming.. how long can YOU survive?
King Defense - Must beat Arcade Defense to unlock.
Extreme Defense - Must beat Arcade Defense to unlock.

This game is also 4 players by default. So, grab a friend or two and jump in!

~Controls~

This mod uses the attack1, attack2, and special buttons.

A description of what each does:
Attack1 - Light Attack. Weak, but quick.
Attack2 - Call for reinforcements. Takes 1/4 of the castles HP to use. After the reinforcements come, you have to wait 6 seconds to use this again.
Special - Heavy Attack. Flashier, slower, and usually stronger or longer in range.

Remember to set these controls in Options->Control Options->Setup Player #!

PSP users: Simply use the eboot I have provided in .7z. Place FE.pak into PSP/Game/OpenBOR/Paks
PC users: Similiarly, use the OpenBOR I've provided. Place FE.pak into OpenBOR/Paks

~Characters~

There are 11 different characters to choose from, and players can't play as identical characters (ie, only one player can be Roy etc). Each have differing power and ability; play around with all of them and find one that fits you!

~OpenBOR Version~

This mod was tested with OpenBOR version 3.2397. Windows PC and PSP users should just use the OpenBOR I have provided in the .7z. Though you can play this mod with a higher version of OpenBOR, I can't guarantee it will be the same, as in the updates some commands and features are modified.

~Tips~

-Don't kill your own castle! Remember that calling for reinforcements takes away 1/4 of the castles HP; so, if the castle has less than that, calling for backup will in fact destroy the castle.
-Prioritize your enemies. Enemies have differing movement speeds, attack speeds, attack power, and health. Make certain enemies higher priority, and take them out first!
-Learn when to use your attacks. Most Heavy Attacks can take out weaker enemies in one hit, but the lag time before you can move/attack again is longer. That could be costly to the castle, as other enemies will have time to attack while you're still showing off your moves.
-Don't give up! There is ALWAYS a way to win, even if it seems impossible. This game requires a lot of on-the-fly strategy, sure, but pull it off and it'll be rewarding!

Be sure to read it and see the How To Play animation ingame. Have fun, everyone!  :cheers!:

Also, be sure to give a big thanks to Bloodbane. Without his help, I would have probably never found the reason why this mod crashed everytime you hit an enemy. Thanks BB!  :)
Title: Re: Fire Emblem: Castle Defense
Post by: Fightn Words on December 28, 2009, 02:28:10 am
Very interesting idea Nick- it's definitely the first of it's kind for OpenBor. I'm not surprised about your problem, Bloodbane is a pretty helpful guy.
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on December 28, 2009, 02:43:50 am
Very interesting idea Nick- it's definitely the first of it's kind for OpenBor.

And hopefully not the last! I sincerely want to see my idea expanded on! Could you imagine the possibilities? Of course, I'll probably get inspiration to make another tower defense mod, but not for the time being.

I'm not surprised about your problem, Bloodbane is a pretty helpful guy.

Oh it was a huge ordeal that originated in this thread: http://lavalit.com:8080/index.php/topic,3858.0.html (http://lavalit.com:8080/index.php/topic,3858.0.html) . Back then only the first two levels were done. I had sent the pak to DC, he never responded. Then DJGameFreakTheIguana, he couldn't figure it out. Finally, like a month later I sent it to Bloodbane and voila, he got it. It turns out it was a dumb, simple mistake really.
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on December 28, 2009, 01:37:38 pm
Well, it WOULD be uploaded to Lavalits server but, it turns out you can't upload .7z's here.  >:(

So, I'll .rar it and reupload it later today.
Title: Re: Fire Emblem: Castle Defense
Post by: BALDOGON on December 28, 2009, 01:54:22 pm
Great job Nick!!Game is tight and like the graphics...... :cheers!:
Title: Re: Fire Emblem: Castle Defense
Post by: Splatter on December 28, 2009, 02:16:07 pm
I like the Fire Emblem games. Thank you very much for this great game. Happy holidays.
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on December 28, 2009, 05:12:35 pm
Thanks for the feedback guys!

Also, it's uploaded to Lavalit. All we need now is approval.  :)
Title: Re: Fire Emblem: Castle Defense
Post by: Orochi_X on December 28, 2009, 06:40:39 pm
Approved.
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on December 28, 2009, 06:54:37 pm
Thanks!  ;D
Title: Re: Fire Emblem: Castle Defense
Post by: Phemt on December 28, 2009, 08:04:44 pm
Nicky always surprises us with his sudden upload!  ;D

Thanks for this one NickyP and Bloodbane!  :cheers!:

downloading...
Title: Re: Fire Emblem: Castle Defense
Post by: Red Delta on December 31, 2009, 10:53:43 am
Nice work dude its a pretty sick game, the only thing that could be added is new characters  :)
Title: Re: Fire Emblem: Castle Defense
Post by: Bloodbane on January 04, 2010, 12:33:10 am
Oh it was a huge ordeal that originated in this thread: http://lavalit.com:8080/index.php/topic,3858.0.html (http://lavalit.com:8080/index.php/topic,3858.0.html) . Back then only the first two levels were done. I had sent the pak to DC, he never responded. Then DJGameFreakTheIguana, he couldn't figure it out. Finally, like a month later I sent it to Bloodbane and voila, he got it. It turns out it was a dumb, simple mistake really.

 I have to admit, it wasn't easy to discover the bug. Good thing is, wiequadrat asked me the same before so I have another mod for comparison. With 2 mods with same bug, it's was easier to find similarity which is the cause of the bug. I have to thank God again!
Title: Re: Fire Emblem: Castle Defense
Post by: maxman on January 04, 2010, 12:44:59 am
Interesting. I like the concept of that mod. Wait!..... How could I forget about this thread? I thought it wasn't there, but there is. ;D Oh boy... stupid me. :doh!:
Title: Re: Fire Emblem: Castle Defense
Post by: Die_In_Fire on January 04, 2010, 12:55:34 am
very cool!!

I played one time so far and loose on the stage when you are attacked in both sides


funny game!!
Title: Re: Fire Emblem: Castle Defense
Post by: Bloodbane on January 10, 2010, 11:52:34 pm
 Impressive Nick! Just like before, instead of going advanced, you made simple mod instead. Missing walking sprites is obvious here but ignoring that, you have done well!

 I've tried all characters and seems like only Hector, Ephraim and Sage fits me. I need to practice more with others.

 Couple suggestions:
1. Presence of snipers is good but you could add variation by adding archers. Let's differentiate them by say archers shoot at middle distance while sniper at long distance
2. Add priests or druids for enemies. They won't attack castle but instead they will attack player with sleep staff. You could make the sleep spell as bomb which doesn't hurt player but freezes them for say 1 second
3. Wyvern Riders could appear from sky before 'walking' on ground allowing them to appear in the middle instead of screen edge. This could trick players who waits by the edge to kill enemies right after they enter screen ;)
4. Make enemy cavalry sometimes throw javelin instead of attacking from close range. This will make them less predictable ;). Maybe there are more characters suitable for this
5. Try moving player's start position with spawn# command. It's not just for putting near the castle, you can make a level in which players start far from castle ;) while enemies such as Wyvern Riders are already coming
6. Try giving spawn animation to castle or just set castle's spawn altitude low so it doesn't fall from sky like that. Kinda funny to see such big castle to drop down :D
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 11, 2010, 12:31:46 am
6. Try giving spawn animation to castle or just set castle's spawn altitude low so it doesn't fall from sky like that. Kinda funny to see such big castle to drop down :D

On OpenBOR 3.2397, the castle is already on the screen and doesn't fall from the sky... I dunno what happened in the code, but it changed the way things are spawned in general. There's supposed to be fire in Stage 6 and rain in Endless Defense, but I bet you didn't see those either.

Other than that, I like all your other suggestions. Because this mod is completed, I pretty much consider it done and haven't even looked at any of the code since releasing it. That said, I may go back to it and look into some of your suggestions, but I still need to finish MMPW2 and the changes I made to Maplevania!
Title: Re: Fire Emblem: Castle Defense
Post by: DJGameFreakTheIguana on January 11, 2010, 12:48:45 am
So you actually got this out? Good, cause I sure couldn't figure it out, and I do remember finding common mistakes but fixing them didn't fix the bug. I'll try this out later.

X)
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 11, 2010, 01:13:22 am
So you actually got this out? Good, cause I sure couldn't figure it out, and I do remember finding common mistakes but fixing them didn't fix the bug. I'll try this out later.

X)
Yeah, three weeks ago. Where the hell were you?  :laughing:
Title: Re: Fire Emblem: Castle Defense
Post by: DJGameFreakTheIguana on January 11, 2010, 01:35:59 am
I was playin' Dungen Fighter online. It's the shizzle.

X)
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 11, 2010, 04:24:48 am
Is X) your new signature or something? Like DC and OX?  :laughing:
Title: Re: Fire Emblem: Castle Defense
Post by: Phemt on January 11, 2010, 10:01:01 pm
shizzle.

http://www.urbandictionary.com/define.php?term=fo'%20shizzle%20my%20nizzle (http://www.urbandictionary.com/define.php?term=fo'%20shizzle%20my%20nizzle)

What? i have an headache...  :doh!:
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 12, 2010, 01:00:56 am
Quote
Archaic phrase used by African American slaves since the 17th century. A corruption of 'For shine his hall, my knees ill' it was used as a greeting by slaves who had to polish the floors of colonial mansions. Later became an unrelated greeting.
'Missie, missie - yo massah done made me polish dat whole corridor, an it done made my knees hurt terrible - fo' shizzle ma nizzle, an no mistake!' from 'Gone With The Wind' by Margaret Mitchell.

Wow! I had no idea "fo shizzle ma nizzle" had such a serious historic background!
Title: Re: Fire Emblem: Castle Defense
Post by: DJGameFreakTheIguana on January 13, 2010, 07:40:03 pm
Is X) your new signature or something? Like DC and OX?  :laughing:
Nah, it's a my own Smiley.  :)
Wow! I had no idea "fo shizzle ma nizzle" had such a serious historic background!

....Me neither!

X)
Title: Re: Fire Emblem: Castle Defense
Post by: Bloodbane on January 13, 2010, 11:48:07 pm
 Phew, thanks to God! I could finish this mod.
 Saw the credits and you made big mistake Nick. It's Intelligent Systems who made Fire Emblem series not Nintendo!

 I was going to ask where's Eliwood but after playing last stage, I got my answer :).

Quote
There's supposed to be fire in Stage 6 and rain in Endless Defense, but I bet you didn't see those either.

 I didn't see the rain but I did see the fire.
Title: Re: Fire Emblem: Castle Defense
Post by: Damon Caskey on January 14, 2010, 08:48:56 am
I had sent the pak to DC, he never responded.

Uhm, when and how did you send me the pak? I do remember experimenting to find the problem and never could get it to crash, but not with your mod.

Sorry about that...

DC
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 14, 2010, 02:24:02 pm
Saw the credits and you made big mistake Nick. It's Intelligent Systems who made Fire Emblem series not Nintendo!

Not quite, BB! Intelligent Systems is a 2nd party company that develops Fire Emblem, but the franchise still belongs to Nintendo. It's the same way with Kirby and Pokemon; HAL Lab. makes Kirby games, but Kirby is still a Nintendo character, and GameFreak/Creatures makes Pokemon but it's still a Nintendo franchise. Get what I mean?

And now that you finished it BB, have any other feedback/suggestions?

Uhm, when and how did you send me the pak? I do remember experimenting to find the problem and never could get it to crash, but not with your mod.

Sorry about that...

DC
I e-mailed it to you on... 11/03/09. I then PM'd you like twice with a month inbetween so I wouldn't be annoying. But it's ok, it happens! You're a busy guy.  :laughing: But hey, now you have no excuse not to try this mod!  :P
Title: Re: Fire Emblem: Castle Defense
Post by: Damon Caskey on January 14, 2010, 04:14:31 pm
I see. I just never noticed them. I get a ton of PM's, most of which I ignore because they ask things that are already on the forum. I used to try and respond to all of them, but it was pointless.

Email.. ugh, I get about 300 legit emails a day, and that's not counting the ones Lavalit automatically forwards me. You probably just got lost in the shuffle. That or my filter killed it.

I'll give your mod a try sometime this weekend. I'm burning it up right now working on a little surprise for everyone.

DC
Title: Re: Fire Emblem: Castle Defense
Post by: Bloodbane on January 18, 2010, 01:38:19 pm
Not quite, BB! Intelligent Systems is a 2nd party company that develops Fire Emblem, but the franchise still belongs to Nintendo. It's the same way with Kirby and Pokemon; HAL Lab. makes Kirby games, but Kirby is still a Nintendo character, and GameFreak/Creatures makes Pokemon but it's still a Nintendo franchise. Get what I mean?

And now that you finished it BB, have any other feedback/suggestions?

 I'm confused. I can't tell which game belongs to Nintendo (or any console maker) and which are not. I thought it was imply licensed by Nintendo so it can be played on NES, SNES, GBA and DS. Anyways, thanks for the info.

 As for feedback, I don't have more except that you could make a level in which only the evil creatures attack the castle (Baels, Skeletons, Tarvoses, Gargoyles etc).
Title: Re: Fire Emblem: Castle Defense
Post by: NickyP on January 18, 2010, 02:51:16 pm
I think if a game says its liscensed by Nintendo, then it's made by a 3rd party developer and Ninty just gave them permission to dev for the console. I can't confirm this though, I'll have to pop in a few games to see if that's the way it works.

Or, you could hop on to Wikipedia and check it out yourself! http://en.wikipedia.org/wiki/Intelligent_Systems (http://en.wikipedia.org/wiki/Intelligent_Systems)
Title: Re: Fire Emblem: Castle Defense
Post by: drum_machine28 on December 06, 2010, 09:14:51 am
ummm...excuse me im new here when i download this Mod i can't play the PC-windows BoR.exe file, it shows that reinstalling might fix the problem but i did'nt even install it and now i can't play it, hope that you can solve my problem god bless
Title: Re: Fire Emblem: Castle Defense
Post by: zamuel on December 27, 2010, 06:03:37 pm
The idea and overall execution feel good.  I guess my nitpick is that some characters' "light" attacks still felt incredibly slow and the later levels feel more like they were design for multiplay as opposed to single play.  However, a lot of that can probably be chalked up to my inexperience with tower defense games.  As you said, hopefully this won't be the last game of this type for the engine.
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