Search the Community
Showing results for tags 'Spriting'.
The search index is currently processing. Current results may not be complete.
-
Whenever I have to include a character in a flashback scene, I can never figure out a good way to change the sprite's palette colors. It has this sort of filter over it (like sepia?), but I can't get it to look right, even when applying a sepia filter. Does anyone know an easy way to get the colors for a portrait you wanted in a flashback scene? It would be easy if the portraits had the same color palette as the characters they're replacing, but I don't always have that luxury. Sorry for potato quality picture.
-
Calling all spriters & sound designers! There have recently been a chain of supposed leaks about the upcoming 16th Fire Emblem game (Found here: ) The legitimacy of these leaks are questionable at best, so I thought it could become a fangame, I however, am not particularly good at spriting, and I know nothing about sound design. So I require help in those departments. The game will be developed on FEXP.
-
Cannot figure out why this error is appearing and ill link screenshots of each layer and its properties and if anyone can figure this out you'll be a lifesaver, thanks!
-
I am extremely unfamiliar with any sort of graphics-related hacking beyond simple palette swaps, so apologies if I do not provide enough information to work with. Basically, I would like to have an additional animation sequence for the Pupil sprite (Ewan) which is used for activating a Staff-class weapon. This would use the same progression of frames as the class's normal casting animation sequence, except that a vertically-oriented Staff graphic would float in front of the Pupil (visually reminiscent of the way this is handled with the Druid class). In fact, said Staff graphic would probably just be copied from the Druid, though it would probably need to be re-pixeled to properly inherit the Pupil's sprite palette. My main problems would be inserting this new sequence into the ROM, getting it pointered so that it played whenever the Pupil used an appropriate Staff, and timing the sequence so that it terminates at the correct moment after the attendant spell animation is finished playing. I'd also have a hard time getting the staff to 'float' convincingly from frame to frame, but that's minor compared to the other listed issues. I'm comfortable with using Nightmare and am quite willing to use other utilities, but might there be a pre-made sprite sequence that addresses something this specific, or an easier way to insert and pointer the result? If not, what are some tutorials you would recommend that might help me in trying this out? Thank you very much for any assistance provided in advance.
-
Hi guys, I'm new to the Forums here, but I've been perusing the website for a few years now. I decided I wanted to sign up and show off some custom sprite work I've done (lots of splicing with some re-drawing), to see what you guys think. Any feedback is appreciated. I'll list off character classes with each image I post. Pegasus Knights: Fighters: Mages: Trio of Siblings (Wyvern Rider, Cavalier & Soldier respectively): A set of twins (Myrmidon Duo): Swordmaster: Any and all feedback is much appreciated! Thank you! Also, note, please do not use these without consent. If you want to use sprites of mine, feel free to contact me or post in here and I'll be more than willing to do commissioned work.