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Kyne

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Everything posted by Kyne

  1. Thanks! They were somewhat inspired on it. Armored, big two-hander and tall. If I make a promotion for this I'd like to make it as tall as the berserker or warrior, similar in size to the Zweihander.
  2. UPDATE! Standing Sprites finished from both genders! Still can't decide on the haircut for the women though. I guess I could just animate all four (really just animate one and edit in the heads on the others) so people could have different sprites for different lady mercs. I was also thinking of straight up making it a different class all together since we now actually have a neat armored Mercenary animation :/ Sorry for the delay btw, my laptop battery fried and I have to get a new one. Small Version: Big Version:
  3. Actually I'm pretty sure that for Lyn's story, Lyn, Sain, Kent, Florina and Wil can not have their recruitment randomized. I'm guessing this might have something to do with them having 2 versions of their characters because of the game's tutorial. They will be randomized in the other stories but I've randomized FE7 dozens of times and those 5 never randomize, no matter what difficulty you play in.
  4. go for it man there are multiples of a few of those. Multiple Female Mercs and all that.
  5. Updoot! Got back to work on the male sprite because the trim looked cool after attempting it on the newly made breastplates and came to the conclusion that number two looked best. I also "finished" the female sprite. Big version: The girls have three different haircuts that I'm still picking from but I might add a ponytail or braid if I'm not too lazy. I'm still designing the sword but FE makes it weird. Making it the size of the original Merc sword makes it look gigantic (which, admittedly, it is) and making it smaller so it doesn't look as ridiculously large makes it look super puny in comparison. DAMN YOU FIRE EMBLEM ARTSTYLE. I'll keep trying and I'll come back to you folks on this. EDIT: Lol Echidna doesn't have the solobun. Oh well, you get the idea. I'll fix it on the next update.
  6. I know. I meant his FE7 patch. "Klok's Fix patch FOR FE7". And it's not about checking nightmare or not it's about whether the growths of the character he gets are the ones of the character replaced or their own.
  7. Sooo I have a question, it appears as though on version 1.1.1 a feature was added to make it capable of running with Klok's FE8 fix patch which adds a few character classes and all (they don't appear to have been added yet). If I apply Klok's fix patch for FE7 will the randomizer count the classes added in that patch? I've been using the randomizer him and Ephraim made mostly because of the added female variety and because I don't like crossgender classes. Then I realized his does it anyway and I figured I'd use this one. Not having that extra variety for the women is a little weird to me though (especially in a game with no female myrmidon or cavalier despite having female paladin and swordmaster. Not to mention the obvious lack of femKnights and femGenerals when comparing it to fe8). Considering the "advantages" in that department FE8 has, it hardly seems advantageous to give that type of attention to fe8 and not 7. Oh and also: I've been watching Ghast's playthrough of FE7 randomized and whenever he looks at growths he looks at the growths of the characters replaced rather than the characters recieved. Is he right to do that? Does this mean that if I get, say, Harken with his awesome pre-promote bases as my main lord he'll have Eliwood's growths instead? Because if that's so it changes everything.
  8. I mean eventually it will. Once all of the energy in the universe is evenly distributed there won't be a need for energy transfers which will make the universe essentially "stop", and time would freeze. Hey Vsauce, Kyne here.
  9. So you wanna make Ewan have an animation for staves eh? That doesn't seem too difficult. The animation itself should be relatively easy (just find yourself a sheet, make every single frame with the added staff and then essentially remake Ewan's script with the new frames.) To add it afterward is even easier. I recommend reading Blazer's Ultimate Tutorial ( http://www.feshrine.net/ultimatetutorial/ ) as it has a section on this that is excellent. (You're looking for chapters 57 and 58) First you'll need FEditor Adv. Look around in the forums here, it's super easy to find. As soon as you open it it should ask you for the rom that you want to edit. Find it and open it, then click Tools > Class Animation Manager. For the sake of example, I'll have Hector be able to use swords (since it's a similar thing to what you're requesting). There's already an animation for this in the FEditor animations thread in the resources section (which you should totally check out if you want any other custom animations btw) and I already have it on my computer so we'll just have to add it. The textbox labeled "Max Index" indicates the number (in hex) of Different animations in the rom. You can add more of them by simply increasing the max index. For FE7 it's A2 so I'm going to alter it to A3 because I only want to add one animation. After that I'm going to write A3 in the "input Index" textbox as well and scale one frame on the arrows next to the "Frame" textbox and then back down to 0. It should say "Failed to load". This is good as it tells us that we are on the right index. Then we click insert. This is the file we are looking for: a file with no extension(for some reason >.>)(Also excuse the random portuguese) If we load it... Alright, it's there. now we save the rom and take note of the indexes for all of Hector's animations. (In this case 07 for axe, 08 handaxe, 09 unarmed and our shiny new sword animation on A3). Then we close FEditor and open Nightmare. (You have the rom open in both programs and stuff gets weird. Pretty sure if you have it open in both Nightmare changes won't actually save.) We open our rom and the Custom Battle Animation Editor (pretty sure it's also called that for FE8) We then pick a pointer, and get to work. We pick a weapon (or weapon type), pick whether we want it to be specific to a weapon or universal across all weapons of the same type (all swords and the like), and then indicate the index or the animation. We have to do this for each weapon type the character uses as well as any custom items that they use (axe users always need two "custom animations" for the handaxe and tomahawk since they are not their own weapon type) as well as one for their disarmed state. After that you need to leave 4 0 values to indicate the end of the animation. The first of this is the separator present after each individual animation and then all three next values must be set to 0. (In this case I ran out of room on the first pointer so I simply used all 4 slots on the first pointer and then moved on to the second one for the last animation and the "ending 4 0 values".) Enter , Ctrl+S as usual and then load up the class editor. Pick the class in question (in my case Hector Lord); We add the base weapon rank needed for that class to use that weapon and change the Battle Animation Pointer into the one we just made, save our changes and that should be it! (I'm gonna edit Lyn Real quick to be a Hector lord.) Axe works... Sword does too! That's how you add them in. (in retrospect this was worthless since I told you to go read the Ultimate tutorial anyway. Whoops, the whole scripting and MAKING of the animation is explained there so you should still go read it.)
  10. If you want anyone to take your request you might want to add a few details. (what class, if lord, what archetype; general build; the type of motions; how armored is the character; that type of stuff)
  11. UPDATE AGAIN! It's been a while. Finished up the (unarmed) sprite and went ahead and recolored it into Eliwood, Hector, Dieck, Raven, Echidna and Harken. Just to see how it would look like. Top version is supposed to be a segmented breastplate and the bottom half of it is gonna need some editing in the shading. Also probably gonna outline the whole front shoulder in black like I did on the bottom ones. Bottom versions are my two attempts at solid breastplates instead. The second one raises the top of the breastplate a little bit to cover more of the neck (like it would in irl) I'm thinking of taking care of the dodge "animation" first since it would literally be only two more sprites until I add the sword. I also just realized that for the block I had him block with his sword which is making me think that maybe I should either re-do the dodge entirely like I wanted to initially or spruce up the weapon "block" and make a separate dodge animation for when he's unarmed. Making the female version of this is gonna kill me most likely. EDIT: Got to work on that breastplate already and I have a few different results: So from left to right: the normal hero breastplate; extended upwards a pixel (to cover more of the neck); extended the top half downwards a pixel (to make the top half cover the whole rib-cage as it should) and the fourth one is both extensions which I seem to be favoring atm. Thoughts?
  12. Isn't it stated that Fomortiis is tricking Lyon into thinking he's in control? Because if that's true then your whole theory falls kinda flat. There's also the fact that Duessel doesn't seem to know Lyon that well. He serves the king, yes, but Lyon being a mage and all makes it a little difficult for Duessel to have any contact with him (I think), since he doesn't seem to really have to teach him much (like he does with Ephraim.)
  13. Is there a way to make it randomize classes that it usually doesn't? For an example, there's data in fe7 and 8 for a female merc and shaman as well as myrmidon, knight and cavalier for fe7 that just aren't used. randomizing these in (after making certain balance changes and adding promo bonuses of course) would give the women more options without forcing them to have the men's sprites. And by this I don't mean a function of the randomizer itself (it's pretty obvious that there's nothing like that) but maybe I could alter it somehow? I have next to no knowledge of programming but hey I need something to do anyways.
  14. I'm banking on "we can't cause mass panic over half our country just up and falling apart because the people would go crazy" so he figured it to be best for this not to happen. They have also been destroying the sacred stones and Duessel knows this, so telling them that they are collecting them for their power would be a blatant lie. There's also always the diplomatic approach that would have been much more fitting to what Grado was before the invasion.gather with a few other countries, establish that a catastrophe is coming to Grado and ask for the help of the scholars of the other kingdoms. At least that's what I think.
  15. So I'm on mobile right now so I can't see pics or send any your way but I had this exact issue a few weeks ago. I fixed by remaking theanimation pointer. You see, for the game to recognize the "end" of the animation there need to be 4 0 values. This means that in order for the game to recognize it, you have to leave 4 empty fields. Say that this is a merc animation. They only use swords. Weapon used= 0 all swords All itwms of the same type = 1 Animation = number of animation. Separator = 0 (always) Then weapon used = disarmed/rapier (or 6) All weapons of the type = or 1 Animation used = yours separator 0 And finally weapon = 0 or all swords 0 specific for an item Animation =0 or none separator 0. That should fix it. If it spills over into the next pointer (not enough spaces in the first) simply add the next animation and when there are no animations left finish it with those 4 zero values. Then simply indicate the first pointer and the game will recognize it. This does however mean that classes with many different weapons often end up occupying 2 or more pointers, in which case the next class you do has to use the pointer after the second half of the first class's pointer. I'll be happy to give you screens if you need them once I'm on PC. Hope I helped!
  16. Yeah I'm pretty sure Limstella only ever contacted Desmond on official business.
  17. Right. Now I'm wondering how to do that. (or even make my own randomizer for fe. VB doesn't teach this stuff :/) I'm also wondering how Klok and Ephraim's randomizer accepts the "new" classes added in by the fix patch Klok provides and actually randomizes them in as well. Was not aware. Thank you for this!
  18. This uploaded twice for some reason. My bad I guess? ignore this one go to the other.
  19. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  20. So I've been dicking around with nightmare for a while and decided to try to make a rom with a few classes not in the GBA games (Halberdier mainly) as well as some female versions of classes that are always male and MAYBE male pegasus knights but don't quote me on that. After looking at some of the classes in FE7 I realized that A- There's two empty class slots. B- There's some classes that WERE created and even have base stats and growths but no promo bonus or battle animations (female merc, in fe7's case female myrm among others). Now giving them promo bonuses and battle animations as well as setting the gender on the female ones to make sure they only go to women is easy enough but in order to put them into the game I'd have to change the class of one of the playable characters into femMerc or femMyrmidon. My question is, is there a way to make them Randomizable? See, obviously, they are not used in the original game so, when I randomize it, they never pop up. IF I make them playable (promo bonuses, animations, setting gender and some other stuff maybe) will they pop up as randomized classes or does the randomizer just not count them as randomizable classes? Now I've used both Klok and Ephraim's randomizer (which usually gives you female mercs after you add the fix patch) as well as the universal one. I randomized 4 roms with each one and all of them have had the female Mercenary and Hero added, but there's always a chance that the characters won't be randomized into it or that they will be in the very endgame so i'll need to play through them to find out. I guess what I'm really asking is, in Klok's fix patch he "adds" loads of female classes and they are magically randomizable. How do?
  21. Well you have to take into account the fact that in FE7 (and I'm guessing fe6) each character only has one palette that they use for any classes and that in FE8 each character has 1 palette if pre-promote, 3 if normal class and 6 - 7 as trainees. If a character's palette does not fit their class they simply resort to the default palette for the class (typical clue clothes and green hair and all that.)
  22. Kind of a struggle meal but also not really because sometimes I actually just like it: Rice sandwich. As in, yesterday's rice heated up and put into bread with nothing else. It helps that my sister makes really good rice.
  23. New Update! After countless hours of me realizing spriting is freaking hard and it's gonna take me many moons to learn how to do so decently, I decided to try my hand at splicing in order to begin learning (tips by Yeti). After a good hour of mixing and matching I arrived at this: It's not perfect but it's a start. In fact I like this so much better that I'm probably gonna be moving forward with this. (palette will change btw, it's only black so that I could "uniform" the different armors) I used bits of the Hero as well as both Hectors. Head is still Merc.
  24. Tsunderes in general. "Oh she's a bitch/he's a dick but only because they like you!" If you're a bitch/dick to me I don't care what you feel like, I'm not gonna dig any deeper. I'll ignore/avoid you and move on. Oh and also: why does everyone close their eyes mid-conversation, when giving a reassuring smile, when just smiling and in a shed-load of other non-eye-closing situations in anime? I'd enjoy anime 5 times more if people weren't risking getting hit by a car every time they cross the street in anime.
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