GFE1R [Generic FE1 Remake]

“Blog post” #1: Gee, FE1, at effie’s e3?

if you haven’t watched it yet, this video came out a few hours ago:

and, first off, I have to get the bad stuff out of the way:
-There were A LOT of graphical(and non graphical) glitches, and I do mean A LOT, because the FEE3 Build was rushed. I was sick during most of the month before E3; and by such, I couldn’t get any work in for that.I apologize for the current build looking quite unprofessional.
-Mel didn’t show off how the MU Maker fully worked, but you can see gifs of it on this thread from a while back(and in the op.).

But overall, I quite like what’s been shown, even though it’s obviously incomplete, and I had to go back to an old build to rush it.

Now, for the pretty obvious question to ask:

MY DUDE ITS BEEN 4 MONTHS WHAT WERE YOU EVEN DOING

and, well, not much, in the term of actually showable progress. since a while back, I’ve been slowly but surely formatting the GFE1R Source to a new build system, but it takes a lot of time, and effort, and it bores me to hell. you know what also bores me to hell?

A while back I developped this system, that allows me to change the current map sprite shown depending on equipped weapon, because it looks neat. problem is, it’s a pain in the ass. firstly, I had to rearrange the entire class data, which, sure, was easier than raw hex or FEBuilder because it was using spreadsheets, but was still a major pain in the ass.
I also took that time to try to add placeholders for 3rd tiers, which I did do, but ended up being a pretty major pain in the arse and pretty long.
Then, there was actually inserting the sprites, and, well, it’s still not done. it’s so tedious to do, I just start on it and give up two or three sprite indices later.(and even then, I don’t even have most alternate weapon map sprites, so I have to use placeholders)
so, I haven’t worked much on actual new features a lot, and that’s why I haven’t posted anything in 4 months.

However, I still wish to post progress. after all, this is an update post.

We’ve had some pretty damn good progress on maps, in fact, most of them are done, and some of them even have custom palettes! Here’s some of maps:

Keranos has also been working on remixing the OST for this hack:

And lastly, it isn’t done yet, but I can tell 'ya, i’m working on something big. very big, huge, kind of like a castle. Look forward to that.

Anyways, don’t have much to say for this first blog post, I hope I’ll at least get to do one every 1-2 months to keep you up to date with what’s been done and what’s been procrastinated on.

With love, your favourite procrastinator extraordinaire, Kirb.

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personally not fond of some of those choices for map changes, altea castle especially feels like it wastes more space then the original did and some of its design choices just look stupid.

mechanically this sees to be shaping up pretty well though so colour me interested/

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Maps are finished in terms of existing I suppose. I’m not sure what Kirb’s on about, but they’re not finalized at any rate. I’ll be working hard to ensure maps don’t suck (sorry Kaga).

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Just make sure to give credit where it’s duuuuuuuuue.

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eh, i suppose im just being overly nostalgic for some of those maps, but despite some of their very stupid choices i always felt the majority of them worked well for what they were trying to achieve. that being said, when working with gba tielsets some stuffs gonna have to be changed so just do ya best.

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Hot fucking damn. Y’all gonna put this as a patch on FEBuilder or something similar, because I can think of several hackers that’d love it

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7743 is the one who adapts patches for Builder.

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Ah. Should’ve been obvious but I’m dumb.

Dismounting :weary:
Also wow, these maps are looking hot. I especially like the throwback to FE1’s palettes for chapter 6, it looks amazing. The final maps also looks great. I hope this version is actually fun to play, unlike Shadow Dragon’s.
I still think chapter 16 looks a tad too big, however.

There are definitely some issues with two of the indoor ones (Doluna Keep and Altea Castle) - missing shading, heights that don’t make sense, bridges being used as the tops of walls, etc., so I’m hoping those will get resolved with additional passes later on in development.

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Kirb, I’m glad to see you’ve taken my words to heart about how to properly post a hype update. This looks great! Good job to you and your team!

Aaaaand why the fuck was this at the top of the index if it was 8 days old reeeeee

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Hey, I saw on the FEE3 trailer that you were looking to recruit voice actors for the project. If you’re still looking, I can record a few voice samples for you for characters such a Camus, Navarre, Oguma etc or even for minor bosses like Harmein or whatnot. I voice act professionally as one of my career paths and while I’ve done mostly commercial auditions I’ve done a few auditions for freelance sporting games.

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Hey check the OP join the discord link that is in there and reach out to Kirb there for a faster response.

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I guess this was never formally announced, but most people already knew of this; GFE1R has been cancelled, due to lack of motivation and progress.

All assets are still free to use; I will be releasing them formally later on when I get the time, but for now if you wish to use something made for GFE1R but can’t find it, join the discord in the first post and ask for it there. However, please keep discussion to assets use.

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I just checked, and the discord link in the first post is invalid.

r.i.p.

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That camus sprite is absolutely gorgeous

leif is the cutest girl
replying to an old post because i never read the thread and the gif is the first thing i saw

I never knew this. Glory to Another Generic FE1 Remake.
What about some of the ASM, like the character creator? I’m in too many discords.

In slightly more serious terms, RIP to the project, it showed a lot of promise, although you don’t need me to tell you that.
I made this awhile ago and now it feels relevant to finally share properly, even if the reason isn’t the same.

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