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TheeBill

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Everything posted by TheeBill

  1. Found a bug while manually updating the font stuff on my build. Confirmed it exists on the official one:
  2. To anyone lurking who wants to know the reason: I think I remember hearing about this soon after the Switch's launch. Gamevice failed the first time, so it's likely they'll get shutdown again. Just looking at the difference between the joycons and their controllers makes me want to laugh at this. Gatekeeping technology is really hard to do. I actually believe this is more of a marketing ploy. To get people to talk about their product.
  3. Found a bug with the LevelEditor. It crashes when I try to delete factions.
  4. Try running main.py with the command prompt (aka cmd). This way when the program crashes, the window won't close so you can read the error message. The engine prints an error message to the prompt when it crashes so make sure to read what it says.
  5. Are you asking about the map .png file the Editor asks for when making a new chapter? For that, I personally just use FE Map Creator and then copy and paste the image into paint and save as a png.
  6. Yea it is. I just checked. I guess I'll just have to deal with it then. Transferring from 32bit to 64bit at this point sounds too much like an unnecessary headache. Thanks.
  7. I didn't really think much of these messages either until I saw this. I'm getting something similar when running main.py What exactly is causing these messages? My OS is windows 10. Is %1 some sort of Linux holdover that is incompatible?
  8. Yea nevermind I think I found what I'm looking for here -> To anyone who might wonder the same thing.
  9. Title pretty much sums it up. I want to try giving my FE project a more subdued art style akin to fe4/fe5 (but not exactly like it).
  10. I don't think anyone is going to want to do the math for you. but you can probably figure it out yourself by looking at the information here -> https://serenesforest.net/three-houses/
  11. Did some further touch ups from yesterday. Changes were mostly to make the armor shading look better. I also widened his lips slightly.
  12. After browsing a bit of Feuniverse I got inspired to make my first full custom mug for my next character. And here it is. No splicing done to it all: True Size Blown up so it's easier to see I gotta say, it was pretty fun drawing this up. Would appreciate any comments & critique before I go further and add talk, blink, etc. frames. My shading skills are pretty crap imo so I'd really appreciate any critiques there. If things go well I might redesign the og 4 to look more original too. Also I probably should admit now that I stole borrowed the skin tones from one of the portraits from Absolution so shout out to ZessDynamite.
  13. When I applied all your changes into my code I came across a similar error achieved the same way as before (I click anywhere on the map except Randall). I fixed this myself by just adding a simple check before it. Seems to work fine after. Now on to my next venture (and problem). I'll try to explain this as well as I can. It's not necessarily a bug on your end and is something that can only really be fixed on my end cause of my changes. I just need clarification on a few Engine attributes. I apologize for the info dump. I wouldn't be surprised if you didn't really know what I was asking. I'm kinda bad at this stuff.
  14. An update from yesterday: I somehow managed to stop the error by creating a fake MapObject specifically for the Overworld sections. So now if you click anywhere on the map a generic options menu appears instead. Now I'm really curious to see how far I can get with this. I gotta say this is some really malleable software you got. Nice work!
  15. That depends entirely on you. If you have a project in mind that you really wanna work on go for it. Though I think if you have to ask you probably should wait.
  16. I got something a few hours after posting the original message. But I've since hit a wall. Here's a gif link to what it looks like so far: https://gyazo.com/f990061e40fb50317416320d98c576ca I can only pretty much display the character and the map. Movement works somewhat. For some reason pressing up once makes me do a weird up and down motion. It's only the second press and after that takes me to the location properly. The locations are also in reverse order for some reason (Randall starts on location 1 instead of 0). Aside from that movement seems fine. That's pretty much where everything breaks down though lol. I'll write up the issues I ran into: If I happen to click literally anywhere on the map except Randall, the game crashes. Sometimes, Randall becomes unresponsive if I release and re-activate control of him a few times. Doing anything except moving the cursor crashes the game I think (i.e pressing x). I can't seem to get triggers working at all. It crashes the game before the map even shows up. Fortunately (maybe?), all crash logs I've encountered so far seem to go back to the same thing with a map attribute being type None: So I'm hoping it's a quick fix that maybe I could even do as I look at it more. I think that the non-crash movement issues are probably on me though because I'm still just barely understanding how the routes work. Here's my overworld_data.txt if you're curious.
  17. How complete is the overworld feature? I'm looking to include it in my project but there's no documentation available on it. The update txt file mentions that it's incomplete but a quick peek at the code shows that there's currently a lot available. I wouldn't even mind writing some code for that (I've already done some slight modifications already on my own) but I have no idea where to look lol. All I want is to be able to move the party between chapters with the option for side chapters. Is that too out of reach at the moment?
  18. Maybe have a look at the ultimate tutorial. They have some sections on battle animations. http://www.feshrine.net/ultimatetutorial/ You only really need something simple like MS paint to do pixel art but I personally use Asesprite (it costs money now). Also yea, definitely use preexisting sprites as a base to maintain FE proportions if you're just starting off.
  19. Experimenting with custom sprites. The above sprite is a redraw of Randall's sword idle pose. Sprite was made from scratch (no splicing) so I'd really appreciate any critique.
  20. Just wanted to say that those look really nice! Looks similar to hidari's designs. Did you draw them?
  21. Made slight adjustments to Randall's (the pink haired dude) and William's (male blonde) sprites -> - Added shading underneath where the hair begins to part (as per critique, thank you!) -> - Shifted the neck forward. - Made it look more like his head is in front of his collar and not uncomfortably on top. (by making the chin more pronounced) - Slight hair touch up.
  22. Eh, don't worry about it. I actually enjoyed writing that up lol.
  23. I'd like to argue somewhat against this by highlighting the changes I did make: While the first animation borrows heavily from Eliwood's lord animation. I made the following changes: - (Randall) does a small twirl backwards into his standing position after his normal combat strike. (Eliwood hops backwards instead). - (Randall) does a small hop backwards into his standing position after his critical combat strike. (Eliwood does an elaborate flip). - (Randall)'s critical combat strike is a sword swing instead of Eliwood's poke (like Randall does in his regular combat animation). - (Randall)'s class will have access to light magic, so I created staff 'attack' and staff dodge frames accordingly. Perhaps having the two side by side would make this more apparent? The other two animations I can see where you're coming from. The Pegasus Knight's only change is the inclusion of the twin tail hairstyle (So I had to add and animate that for each frame) while the mage is a literal recolor. I am a little sad that you think the faces are "just spliced and nothing else" though. I spent several hours on each of them to ensure that the various character parts I slapped together fit and were shaded properly. I could add comparisons between my mugs and the 'base' mugs they came from to show differences but that seems a little unnecessary. When it comes to critiquing those, I'm looking for any comments on the position of the neck, shoulders, inconsistent shading, etc. You mention how the only "real input" given that can be given is how good the color choices are, yet you yourself don't make any critiques on that 😐 . So your message just really comes off as disincentive. I really do appreciate your honest opinion though. Hope I don't sound a little too defensive.
  24. EDIT 2020-02-25: Made some formatting changes (including the title). Made it more obvious that they're mainly edits at the moment. Hello everyone. I've begun working on yet another project. These are my first time actually making fe-styled splices and animations, so I'd appreciate any critique so my characters don't look like trash. They're intended to be in a fire emblem sacred stones art style. While I doubt this will be an issue, I should make it clear that these sprites aren't currently for public use (yet) so pls don't steal ty. Battle Animations (all mostly edits currently) Mugs (all splices currently)
  25. Thanks for the input guys, I might actually look into making it a reality in my spare time. My question to anyone still interested, how do you think potions should work weapon triangle wise? Should it be "outside" of it or grouped in with weapon type? Thanks in advance.
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