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Kyne

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Everything posted by Kyne

  1. UPDATE FOLKS: I've begun to make a standing sprite for it. For now it's just Hector lord's legs with Hector Great lord tassets added on top along with merc's head but everything else will be drawn by hand and I'm going to alter the color scheme on these (Hector's boots won't be a different color from the armor for example) How is it? :0
  2. UPDATE! Finished the Magic sword, Crit and Dodge (though I'm planning on re-doing dodge). Main post has been updated accordingly. Oh and Like, I'm not too sure yet. I've been concepting some stuff on paper but I want to keep the same type of clothes. I was thinking a full gambeson rather than just covering the chest but for now nothing's concrete. Suggestions are appreciated!
  3. Richard is ♂ Class: Red Dragon Hair: Light Cyan Eyes: Gold&Green Height: 167 cm Extra: Loves to jump See the sad thing is I'm only slightly taller than that. I breathe fire though :O Username: Kyne is ♀ Class: Dread Fighter Hair: Honeydew Eyes: Pale Gold Height: 190 cm Extra: Tattoo I can't help but feel as though the results should have been switched. Honeydew is a little closer to my hair though. Only a little. My hair is brown.
  4. Holy cow thanks folks! For both the criticism and the general info. Right. All this rust made me forget to ease in AND out of things as well as weight distribution. I'll fix that here in a bit. Update coming soon now. EDIT: UPDATED! Fixed up the landing a bit and now I'm off to work on the crit. Oh and as for Bwd_Yeti's tutorial there's actually a version of his second one on imgur. (I know because I insta-bookmarked that shit >o>) Here it is if anyone wants it : http://imgur.com/1B5JYRx (best not embed this one ^^
  5. Howdy! I few years back I animated stick figures. It was pretty fun and i was in a nice little community (fluidanims before it merged with stick page and indeed a little after that) but I never got too good at it. I was always mediocre at best. Now I'm trying to not only unrust but also become better. I figured that spriting would be the next logical step (since I DO wanna develop games and all) so I'm trying to make a few battle animations for the GBA FEs. All of these "rigs" are done in flash. I'll start the actual spriting soon. Update on the Mercs that I feel should be out of a spoiler! I fixed up their stance because it looked rigid and dead so now they rest their hand on the hip and OMG THEY MOVE!!!11! I know there's a pixel or two missing from the tasset (hip/thigh armor) but I'll have it fixed on the next update, with, hopefully, the full attack animation. The reason for A and B is the way they shrug. In A, I just followed what Hector does in his crit animation, and stretched their chest up. I eventually decided that this might look a little awkward and did B, in which I stretched the abdomen instead, which makes it look much more natural in my opinion. What do you guys think? [img=http://i.imgur.com/Dd2HeGz.gif] (if the gif doesn't embed here, i don't know what to tell you. It doesn't appear for me either but it's there just fine when I preview my edits for some reason.) I'm still not sure whether that's part of the crit or normal animation but I'll work on it. The attack animation is already being worked on and I honestly don't know whether this should still be a merc or not. Mercenaries are fast and have good overall stats but I was thinking this class could be a little slower and maybe have a little less skill in exchange for a boost in strength, con and defense. I was also thinking that they might get axes but if I do decide to make them a different class I might not want them to be too "heroic". I was also thinking of having their promotion be capable of using light magic as a sort of "more fantasy-esque paladin" (you know, like in wow and DnD and all that.) with all of the monster slaying and light magic and bulkyness and all that. Still don't know. The only thing I know is that the promotion will be as tall as the berserker or warrior and have a massive sword. Maybe not Yeti's Zweihander big, but big. I'll move on to more/new classes soon enough. I want to complete the sprites for this one. PS: This thread will be updated as I make more animations but for now this is all!
  6. Kyne

    Adding Palettes

    Oh wow that's actually quite useful. Thank you! I'm gonna start experimenting right away!
  7. Kyne

    Adding Palettes

    Howdy folks! I've been editing some palettes in FE8 and having a blast recently. It's been neat to see what I can do with it but I was wondering if there's a way to ADD palettes into the game rather than editing existing ones. Often times I feel a little... "restricted"? when just changing palettes around and editing them because "What if I need them in this rom later?" So would there be a way of adding specific palettes to the game? Like for an example in FE8 Gerik has 3 palettes (Merc Hero and Ranger) but maybe I want to add 3 more for... i dunno Cavalier Paladin and GK. Any help is appreciated and thanks in advance!
  8. Well yeah one has to take into account that southeastern North America is one of the most tornado-filled places in the world (if not the most). A lot of people don't actually have a choice whether to live there or not though, moving ain't always easy. It's sad how "regular" these storms can get.
  9. Managed to solve it without this but thanks anyway ^^ PS: gl on that hack, bruh. I'm waiting for it :o
  10. I see, buffing someone's growths based on the bloodline... Definitely interesting. I'll be looking out for this.
  11. European here! I heard the death toll is pretty high in Haiti as well (over 850 iirc). I can only hope it gets better for you folks on the other side of the Atlantic. Best Wishes!
  12. I am... the biggest of idiots. I did this every single time I tried in HxD but COMPLETELY FUCKING IGNORED IT WHEN DOING IT IN NIGHTMARE. >.< Thank you kind stranger, I can now have my custom animations at will. Every time I try something programming-related I always mess up in the mot obvious of issues. (fuck those C# ";"s)
  13. I'm terribly sorry for the double post (and somewhat of a bump) but I'm completely stumped here. I also figured screenshots would help. http://imgur.com/a/dQ8NG That's a small album detailing my process in trying to set the custom animation pointers. Any help would be AMAZING and thanks to shadow for helping me narrow the issue down to it being a pointer issue (even though he knew it from the start and I decided to have a meltdown >.>)
  14. Howdy folks. I seem to be having some trouble inserting these things into fe8. See I've been trying to use TBA's Female Merc as well as Ekhidna's sprites from fe6 because fe8 apparently has data for a female mercenary and hero class. Well I insert the animations like the tutorial tells me to and they work fine as battle animations. When I change a character's class to Female Mercenary they can use the animations and same for Female Hero. The issue is in the promotion. For whatever reason, when my character tries to promote, the screen just goes black and the chapter music keeps playing. After some help from shadowofchaos I've narrowed it down to being a pointer issue (which he kinda just knew from the start because of the black screen) I'm doing it just like the tutorial though. Or rather I'm probably not but can't see what I'm doing wrong. I'm inserting the animations into the custom battle editor, taking the pointer and adding said pointer into the custom battle animations pointer in the class editor. when i tried to do it through HxD it straight up just didn't work and played the map animations in battle instead. help?
  15. Sorry about that, I tend to get in over my head and overreact when I mess up. Need to work on that. So I tried t replace the General(M)'s animations with the female hero. I also made Gilliam lvl 10 and gave him a knight's crest so he could promote. Worked wonders! The sprite was there (and Gilliam's palette fits the FemHero sprite surprisingly well). The sprite that popped up at first was still the general with the lance because I forgot to replace that one and it is their main weapon. I replaced it with the axe, worked fine. I replaced it with the sword and it worked fine. I then tested the battle animations and it wall worked fine as well. (sword, ax, hand ax and unarmed) I'm pretty sure the promo pointers are there as well for the FemMerc to use. (because Marisa was able to use the item) The promotion branches are there for the femMerc as well (FemHero and FemRanger) I re-tested this by changing Eirika into an Armorknight and having her promote. Worked wonders as well. I'm now thoroughly convinced that I just added the animations wrong in my first two attempts. It's odd because they did function in battle pretty much perfectly but I guess I messed up the pointer somehow. Tried to do the custom animations for the great knight in another clean rom to see if the armor knight could promote properly (with animations already in the game, it was just a custom pointer) and the same problem happened. Franz (who I made a great knight) had all the right battle animations but Gilliam could not promote. So I think it's safe to say that you were right and it is a pointer issue. After this i tried changing the promotion branches on this rom for the armor knight to make the armor knight promote into general and manakete instead and it worked perfectly. I guess my pointer just isn't setting the "promotion animation"? EDIT: I tried to do it through HxD in a separate rom afterwards since it would allow me to place as many animations as possible and it did not work out for some reason. After setting the Battle Animation Pointers the battle animations did not display (playing instead the map animations). I then tried again with the built in nightmare module and it did not work out. The animations all worked but Eirika still could not promote.I'm a little peeved here >.< What the heck am I doing wrong to these pointers? I'm following every instruction given to me in tutorials.
  16. Well I did (ish). I replaced Eirika's class with the Myrmidon and made her lvl 10 in order to make her promote and made Seth the Swordmaster(F) in order to see if the battle sprites (sword, ax, hand ax and unarmed) worked before hand. All of this was in a separate rom to Marisa's Mercenary class. (In that one, Eirika and Seth are their normal classes and I straight up used the unused class data for fMerc and fHero) I did have to make a custom animation pointer for the Hero because of the extra animations for axes and hand axes but I just used one of the default pointers from nightmare and placed that onto the "battle animation pointer" in the class editor. That should work right? The problem only comes up when promoting and only with her. Not to mention the issue was solved when changing back the animations for the class into those of the male hero. Right now I'm on my phone but once I'm back on the computer I'm going to try to add the animations through HxD rather than nightmare and see if anything changes, though I doubt it because the only thing it would allow me to do is add the ranged ax animations for the tomahawk and the hatchet instead of only the hand ax.
  17. I was dicking around in nightmare with FE8 and I realized that there is actually data in the game for a female mercenary and hero. Immediately this led me to believe that Marmar was going to be a merc in development or something but above all else I wanted to experiment with it! I added custom animations for both classes (Ekhidna's animations for Hero class and The Blind Archer's FemMerc). The promotion branches are already there (Nightmare told me that it was FemRanger and FemHero just like male Merc), The stats were there, though I fiddled with them a bit (mainly just CON) and Marisa COULD use the Hero Crest as a promotion item, but when I did it the screen just went black. I then made a custom pointer for the Hero's Crest again with all the classes that promote from it included (male and female) but it did the same thing. Could it be an animation issue or is it something else? I'll keep experimenting but I'd love the help! Thanks in advance. EDIT: I went ahead and tried to edit the myrmidon into having custom merc stats and battle animations as well as the swordmaster into having custom Hero battle animations and stats (So really I changed Eirika and Seth into a Myrmidon and Swordmaster respectively). The battle animations (as in, IN BATTLE) work just dandy for both classes in any weapon they equip as well as unarmed. and as it turns out, the FemHero also has an unused standing map animation (which i'm guessing is just Ekhidna's). But again... as soon as I tried promoting Eirika the screen went black and did not change back. I then changed the battle animations of the FemHero (or in this case, the FemSwordmaster) into those of the Male Hero and VOILA it works. So it was just the FemHero animations. On that note, is it just that FE6 animations are not compatible with FE8? I straight up just "dumped" Ekhidna's scripts from my FE6 Rom. If so, is there a way for me to edit them into being compatible or a place where I can get a compatible femHero sprite? I kinda wanted to use these in a bigger project once I'm a bit more knowledgeable of this stuff.
  18. Never mind I managed to edit the .nmm File itself so it let me write whatever I wanted. Solved.
  19. Hey, I've been dicking around with nightmare and it's been pretty neat so I've started to try and add custom animations. The problem is that according to both the Ultimate Tutorial and Kamon's tutorial in the FEditor animations V2 thread, I need the older version of the Class Editor Module which lets you alter the Battle Animation Pointer at will rather than a set limit in a dropdown box. Does anyone have this version? And if not, is there a workaround? Thanks in advance!
  20. That's precisely what I've done. It's worth mentioning that when you open the prologue editor Seth is the default character and when I change it to Eirika the setting below it don't change (I.E. class is still paladin etc...) I'm guessing that it has to do with the fact that Seth comes running in but Eirika does not, and is instead carried there by Seth. I'm gonna try to take away her Coordinates entirely to see if it works. Nvm I'm an idiot I was doing it all wrong. Was selecting the characters in the wrong way. Solved.
  21. Ok so I'm trying this whole Nightmare thing just for shits and giggles and I tried to alter the class on some characters. The issue seems to be with Sacred Stones' intro cutscenes because of the way Seth rescues Eirika. See, when I change Fado's or Seth's class using the Nightmare module for the prologue cutscenes it's perfectly fine, but and changing Seth's class during the prologue chapter itself is fine too, but changing Eirika's class results in her appearing on the map BEFORE Seth drops her and then a second Eirika walks around for a second and then walks off screen. From this point on, the rom is perfectly stuck. I'm guessing that it has to do with the event and Eirika's placement (as in, the X and Y Coordinates) but I wouldn't know how to fix this. Any ideas?
  22. I've always hated how if you want proper variety in the class randomizations you essentially have to check "allow crossgender" so the women can have a good amount of classes but they get the male sprites. However, I've been playing the Weapon Reversal mod for Sacred Stones which somewhat fixes this issue. It adds a few new classes and, more importantly, adds female versions of the pirate and brigand so one gets more variety in female classes (particularly since that way they can use axes) So I figured that maybe I should try to randomize it just for fun but whenever I try it always results in an error. Screenshots shouldn't be too useful since my PC is in portuguese but allow me to describe and translate the error message. So the first thing it tells me once I click randomize is "The Item Table Offset has been updated. Item Table may have been repointed. If the number of items has changed, only the items up to the original amount will be used." After that I click ok and it keeps going as usual until it provides me with the standard "you're played FE8 so avoid easy mode cus tutorials might be unbeatable with randoms" warning and immediately after that, an error message (in portuguese) comes in and roughly says: "A non processed exception occurred in the application. If you click continue, the app will ignore this error and will attempt to continue. If you click exit, the application will be immediately closed." "The object reference wasn't defined as an object (object's?) instance." If I press Exit the rom isn't randomized. If i press Continue it just sits there for the next five trillion years without doing anything but not really frozen either and... you guessed it, the rom isn't randomized. Any clues? Thanks for any help in advance!
  23. Seems like a fair argument. He's brave enough to fight with his units even though he knows he's not that good of a fighter. I can get behind that! On the other hand, i feel as though Roy serves as an example of courage and commitment to his army but Marth, Ephraim and others serve as both examples of courage as well as might. Essentially, Ike, Ephraim, Marth,etc seem to serve as the standard that all units should aspire to reach. That's how I see it though, I might just play FE6 in a few days if i feel like it and it MAY change my opinion. Probably won't though, since I HATE being forced to use "mediocre" units.
  24. Hey there, just gotta say that I've been having a blast with this hack. I do have an issue that is not even related to the hack that much, though. I tried randomizing this but it seems to fail every time I try, I'll try it again just to get the specific error again to maybe figure out what the problem is but right now I'm on my phone so no dice. Any idea what it might be? I'm guessing that it might be because of the newly added classes but I really wouldn't know.
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