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Found 3 results

  1. Hello again, everyone. Von here. I recently released the first fully playable build of my SRPG Studio game, Sanctaea Chronicles, and am now starting to move into the presentation upgrading phase of the project. Those of you who’ve been keeping up with it are probably familiar with the work of my artist, Furan, who’s been making new halfbody portraits for the game: Looks good, doesn’t it? But there’s a bit of a problem. You see, the RTP class graphics that the game is currently using aren’t consistent in appearance with these new class designs Furan and I have cooked up, and Furan is already occupied enough working on the halfbodies. Meaning that if I want to upgrade the class graphics that are currently in use, my best bet is to recruit at least one additional artist onto the project to make new class graphics based on the art Furan is already producing. Before writing this request thread, I did some calculations for how much work is going to be needed for a full overhaul: https://docs.google.com/spreadsheets/d/1vxsaZoqyi3enryp-L6mFCcKLAqAYUj86ByzipMIPmoA/edit?usp=sharing For charchips (map sprites), I’m going to need 94 new sets, with a set consisting of 4 graphic sheets (player, enemy, ally, waiting) of 15 map sprites organized like this: For motions (battle sprites), I’m going to need 86 new sets, with a set consisting of 3 graphic sheets (player, enemy, ally) of battle sprites organized like this: The new graphic sheets will need 15-45 rows (for melee, depending on number of weapon types) or 5 rows (for bows and magic), with the amount of sprites in each row varying based on the needs of the animation. If you want an idea of how the battle animations are set up to move in the engine, think something resembling the Jugdral games. The map sprites as a whole would resemble the kind seen in Fateswakening, much like the halfbodies already being worked on. The battle sprites would ideally resemble an extension of that, roughly the same size as their RTP counterparts. If this all sounds like a massive order, I know quite well that it is. Which is why I decided it would be wise to consult you guys about it first to get an idea of its feasibility. If you’re interested in taking on the challenge and joining my team, please let me know in the thread responses along with whatever amount of money it all will cost me by the end. If you aren’t able to join or are unwilling to do so (and I don’t blame you if that’s the case), then feel free to direct me where I can shove it find some artists who might be. Thank you for taking the time to read this long post, and good day. Let me know if you have any other questions.
  2. I would Like to Preface that I'm hacking FE7 and that I have already repointed to Class table So, I've been having some trouble doing exactly what the title says, associating moving map sprites with a custom class, along with a couple of other problem related to custom classes, easily broken down, they are as follows: 1. In nightmare, when I try to add my custom class number to a class list(say, adding 0x65 to the Class List.txt) I find that it shows up in Class editor, and only Class editor, not even Character Editor, which is in the same folder. Am I doing something wrong? and how do I do it properly? 2. Using GBAGE, I have written over the Peer standing and moving animations with my own custom map and moving sprites. The moving sprite went fine, but I had to repoint the standing sprite, does this have any impact on how nightmare associates the peer with it's repointed standing sprite, or no?(as in, does night, mare still point to where the old sprite is, or where I repointed it to using GBAGE when I imported a Bitmap) 3. when I open nightmare(specifically the Class editor) and scroll down to my custom Class (0x65) I notice that there is a option for choosing the standing map sprite of the custom class, but none for choosing the moving map sprites, how should I go about associating the moving sprites with a new class? That should be it for now, I will add more questions relating to this topic whenever I get the chance. Note, Currently, problem number one is the one Im trying to solve the most, as I know ignoring it now will lead to me beating my head against the keyboard at a later date(though that is not to say that my head has not already made contact with the desk multiple times) Thanks in advance!
  3. [spoiler=Battle Sprites] Awakening Generation 1 and Khans. Working on generation 2 and villains, MOST of them. I don't think I'll be adding Grima. Because he's huge and all... If you recognize these characters, you've won a million internets...These were for contests on Deviant Art, where you had to sprite your favorite gaming villain, and your favorite non FE character, both in FE style. Spyro was my childhood, so here he is in all his glory, along with the evil Sorceress. Promoting laguz idea originally came from Ana. Shifted bird base: vulture and tempest from Pocket Kingdom. [spoiler=Map Sprites] [spoiler=Stat Sheets] [spoiler=Mugs] [spoiler=Icons] [spoiler=Mug and battle sprite combos]
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