Jason Godwyn
Jason Godwyn
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I dunno man she seems perfectly fair and balanced to me.
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 the game as a man to romance her only for her to end up so painfully low on strength despite extreme favoritism I abandoned her and left her on the bench. But it really feels like a Kitsune or Dogningen just gives you a worse version of whatever else better units can provide. And why is Beastbane a skill instead of an inherent property of the Beaststone? Bonus damage against Beasts isn't that big a deal, anti-Beast weapons aren't exactly rare. Beaststones suck, you can't even improve them at the forge. The only time I got anything good out of one of these units was that time I gave the Kitsune chick some Seal and Post Damage skills from outside her class. You know the one, the one whose Personal Skill damages foes. It made her great for the relatively useless (in that game) gimmick of chipping down and nerfing foes most of your units could KO in a single turn with a Double Team or two. I don't remember if I gave her Sol that run or in another run. I also got some mileage out of that Dragon child whose personal skill heals her when using a Dragonstone, but I quickly benched that kid for better units. I hear Dodge Tanking builds were good with the beast characters. But Dodge Tanking isn't a thing in my game, and it won't ever be a thing, so this is what the unit is built for. Cannibalism! Then again it's not really cannibalism if they're a completely different species. Those Kitsune/Ninetails girls can suck the soul right out of you! And the Werewolves/Hellhounds? They won't eat your soul, they prefer meat. They have a class skill that applies the Nosferatu effect to Beaststones, which inherently have the Beastbane property now. They have a class skill that seals enemy stats for a turn on hit. They have a class skill that applies heavy nonlethal post-battle damage. And they have a personal skill that heals you at the end of your turn and damages adjacent foes at the start of their turn if foes are adjacent. And they have a promotion that uses Beaststones better and unlocks a new weapon type unique to their respective Advanced Class. This is a unit meant for survival, nonlethal damage, and utility, not OHKOing stuff, and that's valuable in a game where enemies are stronger. Sure, there's whatshername and her Pacifism skill that keeps her from doing nonlethal damage, but she doesn't remain a Pacifist forever, not when her loved one dies, which is a totally original concept, I assure you.
มุมมอง: 48

วีดีโอ

Fire Emblem LTC strats are about to get nuts because RESCUE/DROP/TRANSFER WON'T CONSUME YOUR TURN
มุมมอง 3416 ชั่วโมงที่ผ่านมา
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.
มุมมอง 61วันที่ผ่านมา
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...
มุมมอง 47วันที่ผ่านมา
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.
มุมมอง 28วันที่ผ่านมา
when the text font misaligns your numbers pain peko
Fire Emblem: Rising Thrust - DIAGONAL ATTACKING IS REAL
มุมมอง 44วันที่ผ่านมา
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
มุมมอง 3614 วันที่ผ่านมา
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
มุมมอง 95314 วันที่ผ่านมา
No more shooting through walls. "But what if there was a map where you wanted foes to shoot through or over walls?" Can always add flags to each movement tile to decide whether they allow LOS or not. Or disable the check for LOS exclusively during the enemy's turns with event scripting. "That gimmick doesn't sound fair!" Good strategy games don't put you in fair situations. They make the odds s...
Fire Emblem: Rising Thrust but the screen is bigger
มุมมอง 79214 วันที่ผ่านมา
After experimenting with A LOT of screen ratios, I ended up going with 480x320. 3:2 (or 1.5:1) while still respecting the 240 x 160 (3:2) size and ratio of the GBA screen. What's the DS? 256 x 192, 4:3. And the 3DS's top screen? 400x240, 5:3. 480x320 isn't much larger than the 400x240 3DS top screen. It's plausible that a handheld console could have been made with these screen dimensions. It ca...
Fire Emblem: Rising Thrust - Diagonal Emblem battle
มุมมอง 36121 วันที่ผ่านมา
Man, rebalancing Fire Emblem to take diagonal movement and attacks into account is going to be a huge pain. And right now aiming attacks diagonally only takes 1-range attacks into consideration. I'll have to fix 2-range attacks and make sure they target a proper square, not a stupid diamond. My game has a lot of 2-range options, the fliers immune to 1-range attacks from grounded enemies (and co...
Imagine how broken it would be if I released the game like this.
มุมมอง 33821 วันที่ผ่านมา
lmao imagine being able to deny counterattacks at 1-range just because you're being sufficiently diagonal right now. You should only be able to deny counterattacks if using ranged weapons against foes with inferior ranges. Like when using crappy throwing weapons. "What are you talking about? Throwing weapons are OP! I love giving my untouchable godlike juggernauts 1-2 range weapons and watching...
What... the... hell?
มุมมอง 4821 วันที่ผ่านมา
I fixed the error that momentarily disabled diagonal attacking and created these weird... irregular mathematically-incorrect fantasy continent-esque movement ranges.
Fire Emblem Rising Thrust - I fixed Seth's exponential lag
มุมมอง 9621 วันที่ผ่านมา
I just had to optimize the code that checked for tiles the unit can travel to by moving up, down, left, right, and diagonally. And optimize the code for moving to those tiles. And optimize the code for drawing a path to a designated point. Turns out I might not need to reduce unit movement after all. But I might still reduce unit movement anyway. Or increase the screen size. GBA screen dimensio...
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL! But with exponential lag.
มุมมอง 32221 วันที่ผ่านมา
The further the unit can move in one turn, the greater the lag when displaying possible movement positions. Don't expect Stride Gambits or Emblem Sigurd or any shenanigans like that to let you cross 10 turns in a single movement. Then again my game does make Movement Techniques like Shove, Reposition, Draw Back, Swap, and Pivot into universal things while not ending your turn. Plus high Strengt...
Well. That's not supposed to happen.
มุมมอง 4721 วันที่ผ่านมา
I think the new ChatGPT might be dumber than the old one. But on the positive side, forcing me to take a break from coding every few hours makes me feel like a happier mentally healthier person. I haven't felt my HP recover like this since that time I decided to quit twitter. Sometimes I consider going back to twitter just so I can quit it again.
Fire Emblem: Rising Thrust - DIAGONAL MOVEMENT! DIAGONAL MOVEMENT IS REAL!!!
มุมมอง 1.9K21 วันที่ผ่านมา
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
มุมมอง 13121 วันที่ผ่านมา
3v3 Wild Pokemon Encounters. 1v1 in the Safari Zone where the Safari Balls are like Master Balls
Oh yeah, the battles are 3v3.
มุมมอง 6821 วันที่ผ่านมา
Oh yeah, the battles are 3v3.
Stealing Team Rocket's Shadow Pokemon and ensuring a NPC can identify them as rescued former Shadows
มุมมอง 10521 วันที่ผ่านมา
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!
มุมมอง 5821 วันที่ผ่านมา
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)
มุมมอง 142หลายเดือนก่อน
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
มุมมอง 297หลายเดือนก่อน
Fire Emblem: Rising Thrust - Jason Godwyn's Larger Sprite System featuring Phoenix Wright
I wonder if the GBA people could compete with this kind of speed.
มุมมอง 136หลายเดือนก่อน
I wonder if the GBA people could compete with this kind of speed.
GOTTA GO FAST
มุมมอง 66หลายเดือนก่อน
GOTTA GO FAST
My perfect Pokemon game
มุมมอง 334หลายเดือนก่อน
My perfect Pokemon game
Jason Godwyn's Pokemon: The Rebalance
มุมมอง 83หลายเดือนก่อน
Jason Godwyn's Pokemon: The Rebalance
I miss Denki Blocks so I started making my own remake.
มุมมอง 44หลายเดือนก่อน
I miss Denki Blocks so I started making my own remake.
Fire Emblem: Rising Thrust - THE WEAPON TRIANGLE IS REAL!
มุมมอง 807หลายเดือนก่อน
Fire Emblem: Rising Thrust - THE WEAPON TRIANGLE IS REAL!
Fire Emblem Rising Thrust - Now the X2 appears over your base damage and final damage
มุมมอง 479หลายเดือนก่อน
Fire Emblem Rising Thrust - Now the X2 appears over your base damage and final damage
Fire Emblem: Rising Thrust - Full Damage Info Display
มุมมอง 279หลายเดือนก่อน
Fire Emblem: Rising Thrust - Full Damage Info Display

ความคิดเห็น

  • @jaxonjaxon9901
    @jaxonjaxon9901 วันที่ผ่านมา

    0:14 And, what are these MYSTERIOUS units that can swim, then?

    • @JasonGodwin69
      @JasonGodwin69 ชั่วโมงที่ผ่านมา

      I'm putting Shark and Mermaid girls in my game because nobody can stop me. Fox Girls too. And Werewolf girls. And more.

  • @user-by6zu6kh2r
    @user-by6zu6kh2r 2 วันที่ผ่านมา

    Why would you use a Shield if the armored Knights already have one?

    • @JasonGodwin69
      @JasonGodwin69 ชั่วโมงที่ผ่านมา

      Two shields. It's great, just ask the Dark Souls players.

  • @Nelex5000
    @Nelex5000 4 วันที่ผ่านมา

    this is illegally underrated

  • @EldenLord-wh4ov
    @EldenLord-wh4ov 5 วันที่ผ่านมา

    Maybe keeping it on 30 characters would be the better choice, but when i see this, i just think about a company of warriors

  • @cedric15773
    @cedric15773 6 วันที่ผ่านมา

    LANCED

  • @thelegacyofgaming2928
    @thelegacyofgaming2928 8 วันที่ผ่านมา

    Good

  • @timce9220
    @timce9220 8 วันที่ผ่านมา

    Yes no longer paragraph character arcs all said in two sentences!! Still hate the meta dialogue

  • @nicholast6893
    @nicholast6893 8 วันที่ผ่านมา

    Gwar har har, I love being evil!

    • @JasonGodwin69
      @JasonGodwin69 8 วันที่ผ่านมา

      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.

  • @emceechupitheundying5692
    @emceechupitheundying5692 8 วันที่ผ่านมา

    How the hell did you get negative avoid?! AND WHAT DOES THAT MEAN?!

    • @JasonGodwin69
      @JasonGodwin69 8 วันที่ผ่านมา

      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.

  • @EthanKironus8067
    @EthanKironus8067 9 วันที่ผ่านมา

    What game is this

    • @JasonGodwin69
      @JasonGodwin69 8 วันที่ผ่านมา

      This is Fire Emblem: Rising Thrust, a FE fangame I am working on.

  • @spagandhi
    @spagandhi 9 วันที่ผ่านมา

    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

    • @JasonGodwin69
      @JasonGodwin69 8 วันที่ผ่านมา

      Yes, I got mad when in FE Conquest's Fuga's Wild Ride the enemies I defeated over bottomless pits weren't instantly destroyed.

  • @admg2005
    @admg2005 9 วันที่ผ่านมา

    comically large textboxes, very Seth

  • @wingedcatgirl
    @wingedcatgirl 10 วันที่ผ่านมา

    Should've had a green unit on the map so you could finish the joke :p

  • @CowCommando
    @CowCommando 10 วันที่ผ่านมา

    Yeah, that would drive me nuts.

  • @neoqwerty
    @neoqwerty 12 วันที่ผ่านมา

    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.

    • @JasonGodwin69
      @JasonGodwin69 12 วันที่ผ่านมา

      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.

  • @arclight3213
    @arclight3213 12 วันที่ผ่านมา

    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?

    • @JasonGodwin69
      @JasonGodwin69 12 วันที่ผ่านมา

      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.

  • @MrSuperpoder
    @MrSuperpoder 12 วันที่ผ่านมา

    Ahh you see its all fun and games until instead of 4 enemies attacking you now you face 7.

  • @nisekoishi
    @nisekoishi 13 วันที่ผ่านมา

    please add ghosts :D

    • @JasonGodwin69
      @JasonGodwin69 12 วันที่ผ่านมา

      fellow based ghost enjoyer

  • @Muscaplays
    @Muscaplays 16 วันที่ผ่านมา

    Stoked to see how this game will turn out

  • @something1558
    @something1558 18 วันที่ผ่านมา

    This is pretty impressive

  • @dylanzlol7293
    @dylanzlol7293 18 วันที่ผ่านมา

    Shouldnt the tanks be completely invulnerable to regular hits?

  • @williamrodriguez9963
    @williamrodriguez9963 18 วันที่ผ่านมา

    Oh my god, did you just made the pair attack of Awakening in GBA? That's f awesome dude

    • @JasonGodwin69
      @JasonGodwin69 15 วันที่ผ่านมา

      Pair Up attack is a feature in Lex Talionis Maker, I'm using that Python engine.

  • @StarshadowMelody
    @StarshadowMelody 18 วันที่ผ่านมา

    Rising Thrust? Did you mean Raiden Thrust?(sorry, too much FFXIV)

    • @JasonGodwin69
      @JasonGodwin69 18 วันที่ผ่านมา

      Hahaha, more like FFXXX.

  • @dylanzlol7293
    @dylanzlol7293 18 วันที่ผ่านมา

    The thumbnail is kinda funny tbh

    • @JasonGodwin69
      @JasonGodwin69 18 วันที่ผ่านมา

      Thanks, I worked hard on that thumbnail! It was a bit of a hassle to get all that text visible in the thumbnail.

  • @Tomouryu
    @Tomouryu 19 วันที่ผ่านมา

    Yeah, let's total drop something from Advanced Wars into FE. Cuz I mean, they're both grid games, right? Eh hehehehehehe

    • @JasonGodwin69
      @JasonGodwin69 18 วันที่ผ่านมา

      Ha ha ha, perfectly balanced as all things should be!

  • @adrielbetancourt7010
    @adrielbetancourt7010 19 วันที่ผ่านมา

    Move diagonal its broken

  • @robertlupa8273
    @robertlupa8273 19 วันที่ผ่านมา

    I never played Fire Emblem but this looks neat, though sometimes it feels like there's _too much_ space on the screen.

    • @JasonGodwin69
      @JasonGodwin69 19 วันที่ผ่านมา

      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.

    • @admg2005
      @admg2005 9 วันที่ผ่านมา

      yes

  • @dylanzlol7293
    @dylanzlol7293 19 วันที่ผ่านมา

    There's no diagonal arrow direction sprites?

    • @JasonGodwin69
      @JasonGodwin69 19 วันที่ผ่านมา

      I'll draw them later. Probably.

  • @thelegacyofgaming2928
    @thelegacyofgaming2928 20 วันที่ผ่านมา

    Cool, but why?

    • @JasonGodwin69
      @JasonGodwin69 19 วันที่ผ่านมา

      Why ask why when you can ask why not?

  • @indeaguin4294
    @indeaguin4294 21 วันที่ผ่านมา

    I thought Arthur would have 2 rings of attack range 😢

    • @JasonGodwin69
      @JasonGodwin69 20 วันที่ผ่านมา

      2+ range weapons get fixed later.

  • @CowCommando
    @CowCommando 21 วันที่ผ่านมา

    I forgot how over the top Fire Emblem could be. That Killing Edge animation for a basic 14 damage followed by a regular hit for the same 14 was hilarious, not to mention that just about everyone elses hits did more damage.

    • @JasonGodwin69
      @JasonGodwin69 21 วันที่ผ่านมา

      I wanted crits and misses disabled. I set crit multiplier to 1x and crit hit and crit avoid to 0. Hit is 110 and Avoid is 10. I should probably set crit avoid to 1.

  • @forgottenhistory249
    @forgottenhistory249 21 วันที่ผ่านมา

    I have not the slightest idea why this was recommended to me, yet I wish you good luck with whatever you're up to :>

    • @JasonGodwin69
      @JasonGodwin69 21 วันที่ผ่านมา

      TH-cam likes recommending my videos more the worse they are at explaining what's going on. I'm making a Fire Emblem fangame called Fire Emblem: Rising Thrust.

  • @oof5992
    @oof5992 21 วันที่ผ่านมา

    Nice animation

    • @JasonGodwin69
      @JasonGodwin69 20 วันที่ผ่านมา

      It's Lex Talionis, not an animation.

    • @oof5992
      @oof5992 20 วันที่ผ่านมา

      @@JasonGodwin69 Ah Lex Talionis is the animation software you use? Nice. Personally I use Paint

    • @JasonGodwin69
      @JasonGodwin69 19 วันที่ผ่านมา

      Hahaha, no! It's not an animation, it's a real game.

  • @CowCommando
    @CowCommando 22 วันที่ผ่านมา

    Nice work

    • @JasonGodwin69
      @JasonGodwin69 20 วันที่ผ่านมา

      Thanks! There was a bug where highlighting a unit's movement range near the edge of a map caused crashes because the game was trying to highlight tiles that didn't exist, but I fixed that.

  • @sonny167349
    @sonny167349 22 วันที่ผ่านมา

    It's... it's beautiful!

    • @JasonGodwin69
      @JasonGodwin69 19 วันที่ผ่านมา

      Glad you think so!

  • @nsikakime1371
    @nsikakime1371 22 วันที่ผ่านมา

    Theses animations look really good

    • @JasonGodwin69
      @JasonGodwin69 22 วันที่ผ่านมา

      It's not an animation, it's a Python-based game. I'm using the Lex Talionis engine.

  • @dasirrlicht5415
    @dasirrlicht5415 22 วันที่ผ่านมา

    sorcery!

  • @Seloliva1015
    @Seloliva1015 22 วันที่ผ่านมา

    That is definitely weird, but it could be fun

  • @ElusiveEllie
    @ElusiveEllie 22 วันที่ผ่านมา

    Its cool, but I feel like there should be some way to make diagonal movement take up more of your movement than going vertical or horizontal. Diagonal movement is technically further than the other directions, so maybe it could be possible to take a page from DnD's book and make it so every second diagonal move uses two movement instead of one

    • @Eric_Pham
      @Eric_Pham 20 วันที่ผ่านมา

      Well in chess diagonals is still one as it uses metrics space, the best way to see is to test both in a full play through to FEEL which is best

  • @BrianDesignsYoutube
    @BrianDesignsYoutube 23 วันที่ผ่านมา

    I think his Rattata is in the top percentage of Rattata.

  • @Crazycolorz5
    @Crazycolorz5 23 วันที่ผ่านมา

    That's pretty cool.

  • @CowCommando
    @CowCommando 24 วันที่ผ่านมา

    Can you squeeze through diagonal spaces between enemies and around corners with this, or is it just a visual thing?

    • @JasonGodwin69
      @JasonGodwin69 24 วันที่ผ่านมา

      It's not a visual thing. You can squeeze through diagonal spaces between enemies and around some corners. If a unit has 5 move, the unit can move 5 tiles in any direction. North, West, Northwest... Any direction.

    • @Averi0
      @Averi0 23 วันที่ผ่านมา

      @@JasonGodwin69 As cool as this mod is, this is also exactly why diagonal movement just doesn't work in a full tactics game environment. Looking forward to seeing this being developed, though!

    • @JasonGodwin69
      @JasonGodwin69 23 วันที่ผ่านมา

      On a square grid, your unit with 8 move can look at an adjacent foe north of him, move left, move up, move up, move right, move down, move down, move left, and he's back where he started after running a circle around the foe. Diagonal movement lets you do this with just 4 moves. It makes dancing around your foes too easy. However, I've already considered this. Zone Of Control is a new gimmick I'm adding to my game after Diagonal Movement and Diagonal Attacking at 1 Range are perfected. Zone Of Control will stop a unit from running past an enemy unless that enemy is dead or Broken. You cannot enter and exit the same Zone Of Control on the same turn unless that unit is dead or you have Canto/Canter/etc. I also plan on adding Gravestones, which will fill the space dead units occupy to block the path, and disappear at the end of a turn, ensuring the old "Suffering from success" problem where you obliterate many enemies you would rather wound nonlethally so you block the flow of enemies won't happen. Intentionally equipping worse weapons to become better at defense is just plain silly. "Won't this make long 1-tile chokepoints miserable to deal with?" It would if my game had any. Putting those in castle maps is bad game design.

  • @EroPantherH
    @EroPantherH 26 วันที่ผ่านมา

    150mm is too big for a tank

    • @JasonGodwin69
      @JasonGodwin69 24 วันที่ผ่านมา

      "150mm is too big for a tank"? The American 152mm M81 Gun/Launcher says otherwise.

  • @joaopedroperugiasoares6440
    @joaopedroperugiasoares6440 26 วันที่ผ่านมา

    That description sounds interesting, what fangame/romhack is this?

    • @JasonGodwin69
      @JasonGodwin69 24 วันที่ผ่านมา

      It's a Pokemon fangame I'm still working on. It's going to be called "Jason Godwyn's Pokemon".

  • @empoleon7750
    @empoleon7750 27 วันที่ผ่านมา

    What game is this?

    • @JasonGodwin69
      @JasonGodwin69 24 วันที่ผ่านมา

      It's a Pokemon fangame I'm still working on.

    • @empoleon7750
      @empoleon7750 24 วันที่ผ่านมา

      Ah. It looks cool.

  • @TsukiStuffs
    @TsukiStuffs 28 วันที่ผ่านมา

    pretty interesting bait desu

  • @bama2055
    @bama2055 หลายเดือนก่อน

    haha this looks neat. Looking forward to seeing how this project further develops.

  • @ItsmeInternetStranger
    @ItsmeInternetStranger หลายเดือนก่อน

    Sounds like that pokemon fansite needs to get the fuck over itself.

    • @JasonGodwin69
      @JasonGodwin69 28 วันที่ผ่านมา

      It's absurd. The moderator's justification for demanding the character's breast reduction was that "It's fetishistic". She's a drawing with big tiddies! There are people out there with fetishes for feet and hands, too, want me to cut off all the hands and feet of all the characters I ever make? There are people out there with fetishes for death and violence and "le unredditorific self oofing uwu" (Christ I hate censorship, being forced to mince words is an insult to everyone who suffered from real harm just to satisfy control freaks who enjoy pretending to care the most about harm) so should death and violence and the ability to hurt youself making stupid choices be removed from all of gaming?

  • @ArcanaOnline
    @ArcanaOnline หลายเดือนก่อน

    I want to hear about this Pokemon fangame

    • @JasonGodwin69
      @JasonGodwin69 หลายเดือนก่อน

      Pokemon Pink by Jason Godwyn. I made the Professor OC woman very large.