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deranger

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Everything posted by deranger

  1. Guys. guys. execute talk events.
  2. The cap isn't as springy on its own/ gets pushed back so it wraps around him less. Idk, it's not essential. New lord's interesting.
  3. Make sure you execute all talk events.
  4. [spoiler=also a test]i [spoiler=also a test]i [spoiler=also a test]i [spoiler=also a test]i [spoiler= also a test]i [spoiler= also a test]i Why do only half the tags in my gallery's OP work Shameless self-promotion, for a cause!: http://serenesforest.net/forums/index.php?showtopic=25606&p=1520644 Apparently I fixed it. Or someone not me fixed it.
  5. deranger

    Toa's Sprites

    The way it is currently wouldn't be correct for facing either direction, I believe. It's kind of about making the light come from one single place. You're gonna need at least 3 shades in the hair usually.
  6. deranger

    Toa's Sprites

    I'm generally not a fan of it. It doesn't seem like you do much anti-aliasing. If I have the correct definition of anti-aliasing, that is.
  7. deranger

    Toa's Sprites

    Definitely a heroic pose. Your armour shading looks pretty unconventional. A lot of your shading, actually.
  8. Nomadic Trooper and Falco Knight in one chapter. Look forward to seeing them in future action.
  9. I wouldn't recommend it. Us Canadians are, ummm, assholes. I'd recommend keeping on doing that thing you do. I realize that that's most likely poking fun, but I'd like to reiterate that the average project fan doesn't have much to say during the last few days' debacle. Just patiently waiting on what has always been an awesome project.
  10. I think it's just a matter of getting the scarf to look right. I like the idea of it, but there are quite few references. I guess you' could treat them as cape sections. Realistically though, scarves like Sothe's would be extremely poor combat uniform choices. I like the lyn bow, and was never a fan of coloured bows. Bow lord's legs look better now. Lance lord's lance still looks like it's going through his cape, rather than having his cape go around him.
  11. What's your reference for the bow lord's legs/foot placement? Right now his back leg seems a good deal shorter than his closer one, as in the torso is quite square to the camera while the legs aren't. EDIT: It's hector's legs flipped, isn't it? Yeah, I don't think a body can turn that much from that kind of standing angle. You can try it yourself in a mirror, face you legs on way, turn your torso 90 degrees from that. It's not gonna be comfortable, and will be hard to explain via sprites. Eliwood's legs, or someone else who's side face, would work better. Hector's got a few frames (like frames 4 or 5) that would work better. Out of curiousity, what sheets have you been working with most commonly? Hector's t1 and t2 obviously. I think I see a bit of eliwood. Anyone else? Mercs? - Whoops, guess the answer is mercs, soldiers, and most of the axe wielding classes. I'd make sure you're not putting lances through capes. Its something that happens in some of IS's sprites even, I think, and has always bugged me. I think you're misinterpretting which sprite is which. Left to right is T2 lance, T1 axe, and then capeless T2 lance and T1 axe just to see what they look like capeless. Cape != promoted in this case.
  12. Woah. I've been missing out. Why is the patch link from 5 pages back dead? Also, skills? For realz? Completed graphics look good.
  13. Also, Raven already has an updated mug. Which, IMO, looks pretty sweet.
  14. All dat trim O.O. I like it. Some of your proportions are a bit off.
  15. You seem quite good at ensuring your maps contain no height errors. Keep up the good work.
  16. Aye, maps sprites. We need more map spriters. Everything still looks solid, the merc-myrm is a cool skin. Based on beta-erika? Lord's first tier looks pretty ike like, kind of curious what he'd look like if you changed the hair and made him ike colours.
  17. That was a pretty fun chapter to watch. Stoked to see Shin promote.
  18. I'd dig it if this thread were to include map sprites too.
  19. (More) sprite rips? Cool. Cool, cool, cool.
  20. You need more frames to make it appear less choppy. Compare the number of frames you have to, say Lyn's animation. You'll notice that before moving, even if characters are going fast enough to have blur frames, they'll bend a knee or something similar to generate that power. It's hard to generate a lot of movement from a standing still.
  21. Cool. @ discussion of its limitations that went on earlier: I don't think people were trying to say it was a bad thing, just saying that the random generation wasn't great for certain things (indoor maps, as mentioned). It's definitely great for saving work on outdoor maps. I supposed if it could be coded to keep track of height, it could make some nice looking indoor maps. Coding that would also be a step closer to implementing height as a game mechanic, which would be cool.
  22. You'll probably come up with some kind of cool stuff on FEXNA. I look forward to it.
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