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Found 10 results

  1. This thread is no longer being maintained. Forward The time has come for a new battle and spell animations topic. Why? I can't edit the second post of the other topic (magic, lords, monsters, other stuff). This means I can't maintain that topic very well. Tang and Jyo are baffled about the error I'm getting, and the other topic is kind of messy and missing things anyway. So, here we are. Introduction In this thread you will find battle animations and spells that can be inserted into the ROM via FEditor. When using someone's work, always, always, always give them credit. It's the right thing to do. If you have an animation of your own that you'd like to share, feel free to post it here. With a migration of this scale, there's bound to be errors. If stuff is missing, assume I don't have a link to it, and give me one. If stuff is messed up, let me know, and I'll fix it as soon as I can. Missing images will be coming soon (If you have links, give 'em to me). This was a lot of work to put together, but I think it was worth it. Cheers! Sword Animations Lance Animations Axe Animations Bow Animations Mounted Animations Flier Animations Magic/Caster Animations Monster Animations Miscellaneous Animations Spell Animations Have fun~
  2. BBHood217

    My OC, J.G.

    I don't believe I've ever posted this here before. It's a portrait of an original character of mine that I made years ago: It's a frankenstein hybrid of Fir, Nino, and a civilian kid. Her name is J.G., and yes she's a mage. And.. that's all I got, even after all these years. In my spare time, I've been trying to figure out how to make an FE game out of her and I still haven't succeeded. Oh well, I'm sure I'll think of something one of these days. Here's the portrait animated: And here's her combat animation: I used Lisandra_Brave's female ponytail mage as a base. The single sprite is in 16 colors, for GBA insertion purposes. Here's her map sprite: Just an edited pupil, but it works well enough for me. I'm quite happy with what I've done so far, but of course there's still more to be done. I gotta make her map sprites and promoted class, and then I gotta figure out what to do with her.
  3. Hey everyone, I'm posting this thread for Illumina25, who is a new user and thus can't make threads. We've both tried to solve this problem with no luck for a few days, so I hope one of you can help him. Here is his problem in his own words: I have been hacking Radiant Dawn recently, and have understood editing weapon/unit stats and text in general. However I have been having trouble editing the animation for weapons in battle. My exact problem is that essentially I want to make Leonardo's bow into a spear. However, the weapon keeps the animation of the original weapon even if you switch it, i.e. changing Ragnell into an axe and giving it the Urvan icon, it still looks like Ragnell in battle, but has Ike's "axe" model on the map. I have tried a few things as follows: In FE10Data.cms, that file really only affects the stats of a weapon, I basically know what each pointer and byte does in the item stats, as explained in the FE10 hacking notes. The only thing that affects the model of the weapon in any way is the ID, the first 4 bytes of the weapon. For example, changing Ragnell's ID into Caladbolg's ID removes Ragnell from Ike's inventory and replaces Caladbolg in the convoy. Its name is still Ragnell, it's still Ike only, and everything else, however the weapon model in battle is Caladbolg. However, this replaces a weapon which I do not want to do. Since I figured that the Data file did not have to do with weapon animations, I went to FE10Battle.cms and looked there. I sort of have an idea of how this is broken down (as its not in the FE10 notes I believe), which I can post if necessary, but changing the pointers there did not really do anything. The only change that worked was essentially changing the EID pointer of a weapon, which changes the "hit" effect when hitting an enemy. Then I just decided to look through the rest of the game on WiiScrubber, and found toward the end files labelled under "xwp." This seemed to have every weapon in the game, including ones not used. I tried replacing Urvan with the Ragnell file to see if that would change the model, but instead just caused it to crash only when using it with animations on. In short, I've tried all I know and don't know what else to try. I feel like changing the model of a weapon in battle should be easy. I understand pointers/offsets/etc in HxD and understand how to use WiiScrubber to extract and replace, so feel free to explain how in any way. TL;DR - I tried what I know, not sure how to change the model of a weapon in battle.
  4. I'm working on a RWBY crossover hack, and thought I'd share some of my sprites. Battle animations: Weiss Video link with custom sound effects My first ever battle animation, started out as a simple Eirika edit. Pyrrha Video I managed to get the pre-battle frames working. You can have a short (30-40 frames) animation at the start of each battle if you remove all C commands from Mode 9 (or 11 for ranged) and add 10 idle frames before the start of your dodge and after the end of your attack. There's no crit yet, just a scribbled concept. Blake Video My favourite so far, a mashup of Lyn/Myrm/SM. Stick figure WIP version Yang My first attempt at a full custom. Ended up being only mostly custom. Ruby Portraits To be honest these don't interest me very much compared to battle animations. I've done a lot of the characters but the quality ranges from simple splices to straight recolours. Have a look anyway: I'm slowly updating and adding portraits to replace the splices/edits with customs: Ruby Weiss Blake Yang Qrow Cinder Emerald Torchwick Adam Coco Jaune Nora Pyrrha Ren Sun Scarlet Sage Neptune Penny Winter Misc. Weapon Icons
  5. I've always loved the GBA battle animations, and I recently got into making my own. This is my attempt at making Fates' Royal families, Someones probably done this better before but I thought I'd take a crack at it. I've completed the 4 Nohrian siblings and almost all of the Hoshidians except for Ryoma due to his weird faceplate. First I did Everyone's favorite cinnamon roll; Elise! Heal Animation: I had some trouble with the hair at first simply because of how bizarre her pigtails are, I ended up using a modified version of Rebecca. Next on the list was; Leo Basic Anima Attack: Anima Crit: I'm thinking about trying to make a sword animation for him, I definitely want to give him a special Brynhildr animation. The Most difficult thing about making Leo was that I couldn't find Male battle animations only sheets, so I just took Selena's battle animations and copy/pasted Ewan's hair onto her Skipping a sibling I actually did Xander next, due to Camilla's... unique character design. Basic Sword Attack: Sword Crit: It was fun to make a paladin without a helmet, it always seemed weird to me that Seth has a helmet when fighting but not in his portrait. I'd also like to come back to Xander to give him a fancy ranged attack when using Siegfried. Next we have Camilla: Basic Lance attack: Lance Crit: Sorry if anyones disappointed by a serious lack of something (she's not using an axe.) But i'm still learning and I don't think a more accurate design is something I can do, I took the face and hair of a pegasus night and changed it up a bit to fit a Wyvern lord. Moving on to the Hoshidians My first is; Hinoka: Basic lance attack: Lance Crit: Hinoka was a fairly easy color swap. Sakura: She was probably the quickest and easiest. And last one (for now) Takumi: With Takumi I decided to have separate animations for when he has his Yumi equipped vs other bows Regular Bow Attack: Bow Crit: The hardest part with Takumi was his pineapple hair I ended up using his actual map sprite from fates to give me a better idea. Fujin Yumi Attack: Fujin Yumi Crit: When he's using the Fujin Yumi I changed it so his bow is gold, the bowstring only appears when he's firing and has a cool "disintegrate" affect to it. In his crit the symbol is meant to be the Japanese word for storm, which is part of the names of the Japanese gods takumi and ryoma are based off of (Fujin of wind, and Raijin of thunder/lightning) I'm unsure if it really fits though, I'm considering making similar ones for the other princes, any ideas for those would be great! Any constructive critisism would be super awesome as i'm pretty new to animating as well as this forum so if you have any tips send them my way. I'm gonna go do more animating Thanks for reading all this stuffXD These animations were modified using a free internet software I found called piskelapp you don't have to download anything except whatever animations your changing. If you want to use these for something feel free! Please Credit me if possible (and send me a link please!)
  6. I'm trying to make a battle animation of a sprite I made for the tactician. I have the sprite sheet already made and now I'm in the process of putting it in the game to animate it. My issue is the FeAdv wont let me. I've been reading the Ultimate Tutorial by blazer which tells me I need 16 colors or less and a script with commands. In the tutorial Blazer kindly gave all the commands for you to copy and paste between the dash lines which I did. Blazer said to test out the standing frame first so put that in the game before you make any others. This is what I have been trying to do. I went over that Pdf constantly over 5 times trying to figure what I'm doing wrong and I'm at a complete loss here. Now on to my problem when I'm in the animation creator on FeAdv I load the script then press save to file. I get an error and I try again and again. Then I try something else I insert my standing frame and woo I finally get some progress guessing I was suppose to do that anyway right? >.< Then I load the script and click save to file and then I get Error incomplete animation! I tried it over and over going over my work seeing if I did anything wrong. I went through the check list blazer put and everything is correct as far as I can see. So can someone please help me out here? I'm really new at this to so forgive me for being a noob. UPDATE: Down in the replies I have added the script and screenshots so if anybody has the time I would really appreciate the help thank you in advance.
  7. 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!
  8. Hello. I'm fairly new to using Nightmare 2 (and hacking in general). With the help of Crimson Red's Ultimate tutorial I was able to figure out the basics of using the program. I set myself some easy goals at first, and I successfully changed around some basic weapon values, shops, and character stats in the FE7 rom, and everything was in working order. I wanted to do the same and a bit more in the Sacred stones, starting with swapping around spell animations, but, there isn't any "spell association" module for FE8 like there is with FE7 (I downloaded all my resources from FEshrine) and in fact, there seem to be a few differences in the modules included. I did do a bit of searching, but most of the info I find is only related to FE7. To clarify, all I'm trying to do at this juncture is edit existing animations that are already present within the ROM, like say, I want to give a non-ranged lance a throwing animation, or give an existing sword a spell animation. Is there any way around this? Is there any way to acquire more nightmare modules for FE8? Thanks for your time. So far I've only used Nightmare 2, nothing else.
  9. Okay, so I'm developing a hack for FE7 and I've added a really useful hack that replicates Thracia's Mag = Res system. The game works mostly fine, but I'm running into issues with classes that attempt to use both melee and magic weapons (e.g. Troubadours with swords and staves). Here's an example of my issue in action: https://webmshare.com/Wn1MK I've used the Melee and Magic Fix that comes with FEditor but that hack doesn't seem to work correctly.
  10. So I'm doing a rather minor hack at the moment. I've hacked my game to where Falcoknights can use lances and staves a la Awakening. So far, there don't seem to be any issues, but I kinda run into one where after, say, Fiora heals someone with a staff, the next time she attacks with an Iron Lance she just raises her hand as if throwing a javelin and the animation stops there. The enemy still gets destroyed, but the animation doesn't display correctly. Any tips or things I could do to fix this?
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