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Bloodfox1998

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Posts posted by Bloodfox1998

  1. 26 minutes ago, Lenh said:

    -This doesn't solve the issue with the breastplate being an illogical design point, and there's anatomical wonkiness that's kind of downplayed because you have the bigger elephant of the breastplate there, but eh.

    -I think in general you have an issue with pulling/replacing the right colors for your splices. Again, match your new color value to the original color value you're replacing.

    Honestly, I can't thank you enough. Not only did you teach me about mistakes I commonly fall into and how to fix them, but you also went so far as to actually fix said mistakes, giving me a good example to go off of. I'll be sure to credit you if I ever end up actually making this hack. I took some of your advice and used it to touch up another of my sprites. I'm curious of what you think. 

    595df488dd4c2_V2vsV3.png.b3025ab48d61c98a553a5e5a163d9f51.png

  2. 8 hours ago, Lenh said:

    - Black spots on the hair don't work.

    - Stray browns on the jacket collar near the belt. Either get rid of those or incorporate that color into the rest of the jacket.

    - Shading on the jacket is uggs/pillow shading on the circled area in particular. Part to blame on the vanilla source, part to blame for selecting colors with a higher contrast that really accentuates it. Same could be said for the purple.

    - Darkest brown and dark grey are very similar but underutilized as subtle color-shift shading, which aside from straight laziness or palette swapping ease would be your only reason for keeping two similar colors without just crushing them. You could really use the extra color to push depth on the jacket.

    - Color scheme is pasty skin, yellowy-desat brown, red-brown, blue-purple, and blue-grey? There's no real harmony in it so it looks over-busy/confused, and with so many colors a lot of them are flat, when you could have fewer with more depth/shading.

    - Bad seam /missing eyebrow

    - The trim on the breastplate irks me, might be b/c shading on the actual metal is flat.

    So taking these specific points into account, I redesigned the sprite a bit. Mainly I focused on choosing colors that look better together as well as fixing a few small errors in the sprite's structure. I was a bit confused by what you meant when you said "Collar isn't aliased with the neck", so if you could clarify what you meant, that'd be great.

    595db276ed7f6_V4vsV5.png.f0565c96754acc156a0bc36245f18b8f.png 

  3. 1 hour ago, Teapot said:

    I don't need to know who you've shown it to - the final results alone speak volumes. There's nothing wrong with being proud of what you've done; it's the fact you're being defensive about your work that inhibits your ability to improve. You've done nothing to address your actual work in the past couple of posts. All you've done is go on and on about how we're getting on your case.

    I'll state it simply: going back to your "artist friends" and hiding in your little clique isn't going to make you improve, if this is the level of quality your private chats produce. As I said earlier, pick one or two mugs you want the most help on and we'll provide the rest.

    Alright fair enough. Let's not fight anymore, it's just making us both look bad. Here are the splices I personally feel are the most well made among the bunch. What would you suggest could be improved about them?

     

    Spoiler

    595c8c14d3348_betterportraits.png.6d49f5040c68aaec82dea984ab7ad53d.png

     

  4. 1 hour ago, Teapot said:

    They're just giving you adequate warning because we're not the sort of people who sugarcoat our critique. Most people you've shown your work to are probably not artists nor spriters in the least, or they're friends who don't want to hurt your feelings; i.e. people who can't really be counted on to give you objective feedback to improve your work. As far as I can tell, you're pretty much just sitting on your laurels because you can do some simple splicing.

    I will say that the initial text wall was perhaps a bit much (mostly because I don't really care if a hack project goes through or not here in the sprite board), but I will agree with the first paragraph: they're mostly very novice splices with poor proportions and little regard for actual technique. Shading is poorly applied, if at all in some places, the palettes are all over the place and borrow from both FE6/7 and FE8, and, really, there's just such a massive slew of proportional issues that unless someone were kind enough to sit through each and every mug with you, we'd really never get through this entire cast.

    IMO, pick a few you think need the most work and ask for critique on those. The forum will provide the rest. Whether or not you want to listen depends on you, but I'll most certainly state that I am absolutely not amazed by any of these.

    See this kind of stuff is the reason I almost never want to post on these forums. I didn't come here to be personally attacked because I'm proud of what I'm done. And I'll say it again, how do you know who I have and haven't shown these to? Don't just make assumptions like that. I'm really sorry if any of this is coming off as rude to you but despite you having valid criticisms I'll take into account, you worded it almost insultingly. Nearly everyone I've interacted with on these forums is just so harsh and unfeeling, and it kinda makes me never want to come here again. Either way, I see your points, and I'll look over the proportions in more detail with a couple artist friends of mine.

  5. 1 hour ago, Ritisa said:

    Right now they're super obviously splices between multiple faces/hairs/and bodies, with little done to differentiate them from their original sources... Sometimes ignoring proportions outright for the sake of plopping someone's head on someone else. Which is a pretty common mistake I see among newbie splicers.

    Have you taken a look at some of the splicing/spriting tutorials around here? A lot of them are pretty good.
    But if tutorial learning isn't your thing (I understand if it's not, it's not mine either.) critique is something folk here are usually more than welcome to give, if you're able to take it.
    Just be warned that people have a tendency to do so somewhat "aggressively" compared to other places. If you don't hear a lot of "you did this thing or that thing well" as encouragement, don't take it personal, it's just how people operate here.
    Is it a good thing? I wouldn't really say so... But one could argue it weeds out those without the will to *actually* see a project through. A test of resolve. Making a game is freaking hard, and FE games will demand an incredible amount of resources and time from you. Do you have the strength of will and the personal time to put into a project? That's what you'll find out very soon after starting to work on something.

    I will furthermore say it seems like you've got high ambitions. I don't like shooting people down for this, but seriously, it is the number one most common cause of downfall among people who wanna make games, and not just FE games. They overestimate what they can do, especially alone, and get discouraged or burnt out before they're even halfway through. Do not attempt to make your "dream project" or "this thing I really want to do" your first project. It is a path destined for disappointment.
    Instead, I much more strongly recommend trying to design your game in a sort of organic way. My own project, Revenge of the Emblem, started as a freaking contest entry, but now it's evolved into something I could have never expected, changed radically over the course of development, embracing changes for harmony in gameplay and narrative, and all of it for the better. It was also my first attempt at a project where I, for once, varied up my workflow, as an experiment of sorts. I basically ran in gameplay first, and then built my story around the things the gameplay created. It was actually pretty neat. I don't think I'll do it that specific way in the future, (I've learned it's very bad for me to design the two independent of each other; I'll lose motivation to finish any portion because it "feels" finished, even though it isn't.) but it worked very well to give the game its unique identity.

    ...Honestly any time I see any fangame that's still in concept phase but has a title that's not overtly declared as tentative, it's usually a good tell as to when it's somebody's baby project. Some idea they had cooking beforehand. It's fine to have some idea of what you want going in, but I strongly recommend against concepting beyond your "guide" as a solo developer. We just don't have the manpower to overcome our own weaknesses to translate our idea cleanly to the "canvass" of the game. You'll have to make sacrifices and change things for the sake of the game, often throwing entire ideas out, sometimes redefining the game entirely for its benefit. It is much easier to do this when the project is not something you feel is "the story you have to tell."

    And that's one other thing before I end this text wall of probably discouraging-feeling advice; not everyone is a writer. I haven't seen what you're capable of so I can't say for certain, but I will say that this is an incredibly common pitfall for just about every fledgeling RPG developer. They get an idea in their head, they weave a little story around it, really like it, and want to make a game about that story/tell that story through a game, without any actual understanding of how game story developing tends to go. Oftentimes these are also people who self-credit themselves as writers, when they are usually, at most, storytellers. The types of people you'd picture as old folk telling stories to children, metaphorically speaking, if you get what I mean. It doesn't take much actual writing skill to just "make a story." It takes skill to make that story well written and have meaning, and that's hardly even accounting for characters themselves, whom writing requires a strong understanding of the human psyche in order to do consistently. Writing is not just "I have an idea, let me write it down, everybody will love it!" No, hardly. This phase of writing can be useful, but it is not usually a skill that is exactly sought after. Loath as I am to say it, ideas are a dime a dozen.
    Do not be afraid to consult an actual writer if your own writing is poorly received. You'll get actual critique on something most people, for some reason, go without being actually critiqued on, just panned for "THIS IS BAD" rather than anything constructive or even especially helpful. Heck, if your project shows merit and they aren't occupied by their own project, it's possible somebody may even be willing to help you straight up. And let me tell you that, while managing a team is a skill in and of itself, the more people you have helping you, the better. Games are made by studios with hundreds of people in them at the minimum for good reason.

     

    Hopefully all that wasn't too demotivatingly worded. I just have seen a lot of things happen kinda the same over and over again and would rather not see another repeat of them if possible. :/

    To be honest, I feel like you're assuming a tad too much about who I am and everyone knows what they say about assuming. I write stories as a hobby, and have been called a fairly strong writer many times before, so the plot is no problem, and I've even got a skeleton of the story structure planned out. And while they may be obvious splices, I'm proud of them, and most of the people I've shown them to already have been amazed by them. The only thing stopping me from actually making the hack faster is not knowing how to event and insert maps, but besides that, I'm pretty strong with everything else. 

    tl;dr, I feel like you're a tad to worried about me haha.

  6. 30 minutes ago, Ritisa said:

    Is that... something you should even be doing though?

    Unless you can read japanese and have kinda like studied how they feel about that

    I feel like our own artists would probably not like that, but idk, you'd have to ask them

    I wasn't really planning on just using the sprites, so much as just dumping them to sort of either grab parts from them or to just look how they're put together so I can make my own original ones. I was also gonna put said hack in the credits of my own, so it wouldn't just be like I'm claiming them as my own, or at least I would hope it doesn't come off in that way. Either way I should be fine with just the classic gba fe sprites as I have been for a few months now.  

  7. Hey y'all. I was curious if there was any tool that could be used to rip portraits from a JP rom of FE8. I was hoping to get some of the portraits from the FE Midori hack to use in my portrait splicing ventures for my own hack, but to my knowledge FEditor adv doesn't support JP roms.

    Any help is greatly appreciated.

  8. I've been enjoying it so far, but there's something that seems off: The Starpiercer bow seems to be unusable, no attack range indicators show up when I move a Sniper that has the bow equipped. Is this unintentional or is it counterattack only?

    The Starpiercer Bow has a range of 2-4, but the game doesn't display it correctly.

  9. i'm not very experienced with technical computer things, but is it possible to use it on a gba emulator for an android phone?

    also what do you mean by applying it to the FE8 rom?

    thanks

    Ok, so basically the way most rom hack are given out, are through what are called "patches". It's just a generally safer way of distributing them because as you know, giving out ROMs is actually illegal. So what the patch file does is it basically replaces the files from the game with the ones from the hack. To do this, one would need to download a program called a patcher. The patcher allows one to apply the patch to the specific rom it goes to. I recommend the Tsukuyomi UPS patcher in this case. So to use the patcher, one would download the patch from the original post, and have the rom file, in this case, a regular sacred stones rom. Unzip the sacred stones rom from the zip file it came in and unzip the patch as well. Open Tsukoyomi and click apply patch to rom. Then you will be prompted to sellect a patch followed by which rom you wish to apply it to. Should you do everything correctly, a message saying the rom was patched successfully should pop up. After this the rom can be run normally from the emulator. As for running it on a gba emulator, it should work if you place the rom file where ever you would normally store roms for it.

  10. Hey all! I made a rom hack/reskin thing for The Sacred Stones, entitled "Lute Emblem: The Sacred Lutes", and decided to post it here to see what you guys think. The patch can be downloaded below, and should be applied to a regular Sacred Stones rom (Which you'll need to find yourself). The hack replaces all the playable characters, as well as some major villains, with custom portraits, and changes their classes and growths. Some of the in game text is also changed as well.


    Enjoy!


    Lute Emblem Official Release.zip

  11. Hello, I was having an issue with the Custom Battle Animation Nightmare Module for FE8. I inserted custom animations over the default Ephraim and Eirika animations (they were for magic classes if that matters), and when I tested them in game, the default map animation played for the attack instead of the custom one. I assumed this was because the animation was still set to play for their actual weapon type rather than magic so I checked out my nightmare modules and found the Custom Battle Animations module. Everything was perfectly fine at first when I was using the drop down menus to select the weapon types and the animation used, however the issue arose when I went to go put the hex for the custom animations in the class editor. Rather than a box I could enter the hex into, there was a drop down menu where I could select all the default animations. I tried adding the hex values into the associated text document, and increasing the number at the top of the doc to account for that, yet the hexs didn't appear in the list. Any help would be greatly appreciated.

  12. Thanks it worked like you said! Small related question, is there a nightmare module for FE8 that can be used to assign the animation used for certain weapon types? Like when i inserted the animation over Eirika's normal one, it only used the map animation, as if there was no animation for the class.

  13. Hello all. I'm currently working on a somewhat basic reskin of FE 8 for me and my friends, and ran into trouble when it came to editing the battle palettes for Ephraim and Eirika's replacements. As you probably know, because Ephraim and Eirika don't actually have a palette and use the default palette of the battle animation, I've run into toruble. I've attempted to edit the individual colors of the sprite sheet in Usenti, and made sure to requantize to ensure that I only had 16 colors, but when I try to insert the sprite via FEditor, it still says that the sprite exceeds 16 colors. Strangely after attempting this and re opening the sprite sheets in Usenti, I found that somehow a small gradient of colors was added to the list of colors on the right that are currently in the image. Any help would be greatly appreciated!

  14. So I just tried using the space at offset 00D00000, and it seemed to work until I loaded a save and checked some peoples items. I was able to check the units weapons, but everything had the icon for an iron sword and was either named Div, avoid or was simply blank. Like CT075 said, I was pretty sure i was using space from when I expanded the rom. As for the thing with "max index" in FEditor for the animations, wouldn't increasing the max index for storing animations overflow into other data in the rom? Granted I'm not really too knowledgeable on this kind of stuff.

    EDIT: So I decided to redo the process of moving the pointer, and while it didn't work for the couple of files i had saved from prior tests, everything seemed to work fine when I started a new file. Huh. Thanks for the help guys!

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