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Found 18 results

  1. Metroid Prime Remastered released recently. The overall reaction to it has been fairly positive due it not being full price, having an extensive graphical overhaul, and multiple control options, with the graphical update easily being the most brought up aspect of the remaster. However, some, including myself, have pointed out that the Prime Trilogy is still available on the Wii U eshop at half of the Prime 1 remaster until the eshop closes in March, and, when compared to Prime Trilogy, Prime Remastered is essentially 1/3 of the content at double the price in exchange for new visuals and control options. Others have suggested that the remaster could've been an opportunity to restore content that had been cut from Prime 1 during development, such as the Kraid fight. In a way, however, this discussion is nothing new; graphics/visuals vs content is an argument that has appeared many times in various forms since at least the last several years, and probably longer than that. The discussions around Prime Remastered are simply the newest example of this discussion. So, I thought I'd ask: which is more important?
  2. I purchased a hard copy of this game along with a Nintendo Switch a few weeks ago. I spent over $500 so I could play the latest installment of the Fire Emblem franchise and I am rather unimpressed. I have been a fan of Fire Emblem for nearly 20 years now and I hate to see the series lose its identity. Design: The maps were generic, bland, too similar and repetitive. Graphics: The overall game environment is of good quality, including the objects, the backdrop and the textures. However, the character models and special effects leave much to be desired. Animations: The hair physics and facial animations during cut-scenes are impressive at first, but they still could have done much better for combat. (Ex: Miasma is just a purple fire spell.) Characters: Each character is too distinct and tries too hard to stand out. Also, their personalities are very '1-dimensional' and have barely any development. They are tired tropes and awkward. Story: The story was poorly written. The plot was weak and all-too-frankly cliché. Soundtrack: The looping music became tiring, especially during exploration. Overall: The game went in too many directions, certain parts felt rushed or unfinished. The quests, resource management, character recruiting and weapon maintenance all felt like chores rather than enjoyable game-play. The story had me cringing far too much (especially the voice acting), because the personalities were out-of-place within the setting. The mixing of university 'students' and church 'staff' was a bad marriage to say the least. Fire Emblem is a strategy (tactical) role-playing game of the fantasy genre. The most important aspect of Fire Emblem should be good map (level) design. The satisfaction should come from the success of executing a logical strategy after surveying the map (not grinding levels and constantly exhausting the RNG feature.). The second most important aspect of Fire Emblem should the class-tree system. Each class has a role and purpose, this should compliment the use of strategic thinking. The third and final most important aspect of Fire Emblem should be the main character(s) and story. If the protagonist is silent, then it should be the tactician. If the protagonist is tied to the events of the story, then it should not be silent and play a clear role with a distinct motive. There are other things worth mentioning, but I'll leave it at this. Also the dancer animation arm roll is objectively lame. 5/10
  3. Howdy Serenes folks. As one of the main people working on the ultimate graphics repo now, I thought it'd be good to personally throw a thread up here on Serenes. Could a mod move this to resources, please? Apparently I can't create a topic there /shrug. Pin it if you find it valuable enough. ------------------------------------------------------------------------------------------------------------------------------------------------ 1) First of all... Emblem Anims I've made a site that allows viewing, downloading, etc. of all free to use animations. Navigation generally involves the navbar at the top but you can also use the search bar (which may become more powerful in a future update). Clicking on an image will start a gif looping through all available combat animations. For the sake of brevity, you can learn more about it at my main FEU post or check out my github/readme. ------------------------------------------------------------------------------------------------------------------------------------------------ 2) Ultimate FEGBA Resource Repository (this link also available from emblem anims) For all assets that aren't battle animations, this (or the last release by klok) is probably your best bet for finding them. I've added a few new sections since, including a "Tools" section so that new hackers can get up and running faster and with less hassle, f2u maps, and f2u unfinished animations such as stills or spritesheets (hence the rename to resource). This repo is constantly updated from my PC via drive backup, so the data contained should always be 100% up to date and may change from one day to another. If you have any free to use asset that you don't see in here or on emblem anims, please feel free to contact me or post it in the comments so that it can be added. To learn more about the graphics portion of the repo, check out the FEU thread for Ultimate Graphics Repo. ----------------------------------------------------------------------------------------------------------------------------------------------- Happy hacking!
  4. Hey! So I decided to dump all the stuff I've been making for EiMM in the Discord here for anyone to easily find it. Keep in mind I'm kinda new to Graphic Design aka I mostly suck. I will update OP with more stuff as I keep making it That said:
  5. Hi guys, today I decided to download Tiled to create a map, as long as I found a problem, after having imported some graphics to test tiled I found this problem (Go to see the image)… Can anyone help me to resolve this problem?
  6. Hopefully I made these big enough :o Tell me if they look better at a certain size! I really want this to look cool. (I'd be kinda sad if someone has done this already...)
  7. Hey everyone, I'm trying to update the FE12 translation patch with the names supplied in Awakening. I've made good progress, but I've hit a roadblock involving this part of the Guide screen: The name "Roro" is baked into an image file, so I can't change it without modifying the graphics, which I've never done before. I have two questions related to this: Where do these name graphics reside in the ROM? I see a lot of promising things in the dic/ directory, but this leads to my second question... What resources do I need to read/modify FEDS image files? I looked in the Resources subforum for help here, but I couldn't find anything that would let me view graphics in a friendly format, let alone edit them. Sorry if this question is somewhat noob-ish, but it's hard to find many resources about FEDS hacking at all online.
  8. I'm trying to give weapons various stat bonuses, including negative ones, the only problem is that instead of displaying say a -1, the game displays a +9, but the bonus is a -1. This clearly seems to be a problem with the graphics display in the game. So does anyone know how I can change this so the game displays negative stat bonuses?
  9. I've been a fan of video game graphics for some years now, and I'd like to know what others think as well. For me, it's 16 bit sprites onward. As a spriter, I enjoy this medium because it's pretty easy to pick up once you start getting serious about it, and the things that you can do with just a few pixels is just astounding. Spriters like Abysswolf shows what happens when you're passionate enough. I generally like a lot of from the Handheld era, notable ones are Tales and Mega Man Zero sprites. The Naruki Dungeon sprites are very interesting because of the detail and motion they showcase in spite of being so small. The Mega Man Zero sprites and backgrounds showcased a better feeling of the environment that you're play in than with the X games. Along with the music, the level designs and the backgrounds of the games fit so well with how they were created.
  10. So, while making the icons for my FE7 hack, I got really frustrated by the lack of reds and generally, the awkward palette. So I'm asking, can I change it to something easier to use? Something like this: Also, leave comments on how I can make the palette better!
  11. So I added a custom portrait to a clean rom (I replaced Seth's portait) and THIS happened. Has anyone else experienced this problem before? Here's the bitmap I used for her. Thanks!
  12. Well I've gotten no replies to any of my questions and I know I'm probably behind on rom hacking as most people seemed to be doing so in 2010-11. I am trying to add FE-7 and 8 sprites/portraits, chapters, music in one. I've found so far the only way to add without replacing is adding in HXD so I wondered where free space is in sacred stones.gba. Starting at offset 00E47180 FF FF FF FF FF...... FF FF FF............ and above that 00 00 00..... 00 00 00........ appear in many places. Are all of those chunks free space to add characters and will this add to my nightmare character modules? Also, do you know any other offsets I am free to edit without ruining my rom? Blazer if you see this how did you put FE7 and FE8 characters in the same game as seen on youtube and is that rom available to download? Thanks, sorry I'm so nooby at this stuff.
  13. Hello everyone, I went ahead and made a video showing my issue. It's 2:30 a.m. so I couldn't talk, but I managed to record my mouse pointer: Basically my issue is no matter what I try (changing pointers, re-inserting graphics) the moving sprite for the fighter class is always the big dumb oaf I'm trying to get rid of (seriously, I HATE the default fighters). If anyone knows what's going on any help that is provided will be greatly appreciated. I will also remember to include "[sOLVED]" in my topic title once the issue is resolved. :) Thanks, Gryphon EDIT: I managed to figure it out. Three months back when I was still an uber noob I changed around the text files in the Nightmare module folders. This caused classes in this module to display at the wrong IDs. Fighter is at ID 0x11, not 0x12 like I thought. Thanks to all who took a look at this and tried to help.
  14. I'm editing the title screen on my rom hack however I want to stop the class reel from happening. I found out this was possible with the "rekka no ken title screen patch" (I think its by nintendlord) but when I apply the patch amd load up my rom the title screen glitches and then I get the "scream of death" (when the screen freezes and then produces a horrible screeching noise). Does anyone have any idea what might be wrong with my rom?
  15. Hello! :) I was wondering if someone could point me to a guide or tutorial on how to change the in-battle GUI for a FE7 hack? Also, if there are any available, could you also please point me to any existing free to use GUI's? Thanks
  16. Hey everyone, hows it going? Hey, so recently I was looking around at the map sprites in Awakening, and I noticed that there are no map sprites for the Dread Fighter or Bride class in this game. I've searched everywhere, Serene's Forrest, VG resource, other Fire Emblem fan sites, and a good amount of time in Google Images searches, and I'm pretty sure the sprites haven't been ripped yet. If anyone here can help or knows of a place that can help, I'd very much appreciate it! (Side note: there are multiple palletes for each class).
  17. for a while i was one of the few people that did asm nowadays though pretty much everyone is better than me (see: blazer, that guy who does FEIV, jubbs, kot) due to tutorials and people just being flat out not dumb BUT since everyone needs a hobby, i've been slowly trying to get myself back into this junk by teaching myself how to hack the graphics. "But Cam, GBAGE already exists!" Not *that* kind of graphics, silly. I can insert images into the ROM just as well as the next guy. What I need help with is this kind of stuff: To anybody who doesn't know what that is, that's the tile viewer in VBA. Which leads me directly to what I'm asking- does anybody know how to find/alter the tsa that is used for dynamic graphics (see: the battle screen) given only the offset in memory? To be more specific, the graphics i'm trying to fit a map over are between addresses 0x06013400 and 0x06014000, which is this set of tiles. I'm trying to see if I can't relocate the data on the battle screen, just for kicks.
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