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Trickster

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Posts posted by Trickster

  1. Why do people say that killing enemies makes Chrom and the avatar heartless? There are medals that are given out in the U.S. Army for "Gallantry in action against an enemy of the United States" i.e. killing them. These medals are given by people who many would consider war heroes. So just because you kill people and don't dwell on it much isn't a reason to hate them.

    Especially consider there's a conversation about WHY no one really talks about killing humans

    edit:

    Ignore this post I didn't realize I was necroposting

  2. I actually have to say I do dislike his English voice on the opinion that it is a little to deep... but I do feel what they were going for and that's enough to get me past playing it in the English version with the voice bug on super reset hell Lunatic+.

    Actually I think Inigo's voice in english is fine, listening to the japanese version it just doesn't fit, at least in my opinion. To be fair, my age isn't to far off from Inigo's and our vocal range is pretty close, so it's not that out of place.

    But what the hell Owain why are you so deep in the japanese version!?

  3. Your cliffs are too straight liney (diagonal lines are still straight lines). While you're not tile spamming, you still need to break them up those lines with changes of direction and/or breaks in the cliff.

    xFL68rj.png

    Alright, looking any better now?

  4. I don't believe you fixed any of the height errors. The upper right wall is two above two different levels. The left is 1 above the lower level, and 2 above the higher level, meaning the wall magically raises itself 2 in height between the bottom and top.

    sorry I'm having trouble understand, could you circle the parts I've messed up, I honestly don't know which parts.

    regarding the forest though, the biggest issue is that they're all thicket tiles, and ground units can't cross them at all(unless you modify movement costs), so you might want to change up some of those darker tiles for the lighter forest tiles.

    the biggest problem I'd have to say is the grass, it's very spammy and there aren't any sort of paths, which doesn't look so great. Check out existing FE maps that use that tileset(FE6 chapter 21, FE7 chapter 27) to get a feel for how paths in the tileset work.

    I believe I'm going to just scrap the map because how horribly restrictive the Bern tileset is. There's no snags to use, no castle, and the only indoor materials is the shrine of seals stuff, so just going to axe it

    Instead I'll just go to the next map I made

    hMsioAA.png

  5. I think the pillar bases is an issue with the tileset itself. Looking at some of the other maps from the base game I assume it is supposed to be some sort of floor reflection of some kind. I guess it's supposed to be really shiny tile flooring?

    Yeah it is the Tile set, hence why I was using the other ones earlier, but they didn't match well with the tiles

    Maybe make the light grass a little less uniform? (Not the road.)

    And what part of the grass were you referring to? The dark patches or the lighter stuff?

  6. Alright, so I've gotten rid of the upper part since it was useless and added more to the garden.
    I should have explained that the player will spawn at the upper left, by the stairs, while enemy reinforcements (Cavaliers so they can actually catch up to the player) will spawn opposite on the upper left as well as having several fighters by the lower stairs and soldiers protecting the boss in the garden.
    945480.png


    Tremble at my mighty path way, It's lopsidedness terrifies you!.... because it's shit.

  7. So I'm back, but this time I've got a map
    944625.png

    So the map is that it's a castle garden, hence the trees and grass in the center.
    The objective would be to defeat boss.
    Who would be in the center, having several soldier around him, other enemies on the map would include cavaliers and fighters, with a handful of reinforcements coming from the stairs.

  8. So I tired to make Linus have a smaller body, to show that he's younger.


    925769.png



    However his head looks a little on the big side, but I just wanted to see if I'm on the right track or not.

    I really need to stop spriting/splicing at 3am

  9. They really don't look that young. Try drawing references from Hector or some of the other teenage characters (which is most of the PC cast, really). The fact that their bodies haven't been changed doesn't make them look any younger either, although I'm sure you're getting to that..

    Alright thanks for the tip.

  10. Could I ask about how much younger you're trying to make the Reed brothers? It doesn't really look like they've de-aged more than a year or so. :/

    My aim was to scale them back only a couple years, I was hoping to make a game that centered around the fang's first formation, however as Legault implies the fang actually hasn't been around very long, maybe three to five years at most. Considering Legault is barely older than the bothers and he's only in his twenties I was trying to get them to look around the age of 17-19.

    tl;dr

    18ish

  11. They have belts because without them, their outfits are massively bland. Name one important FEGBA character with less flair on their outfit: everyone at least has, like, a golden clip or some capey thing--heck, even some generic villagers' clothes have more stuff going on. Throw on some cool things. Younger people like cool things anyway, right?

    As for the sprites themselves, you did a pretty good job of removing the belts and generally reducing their apparent age, though AAing with colors that weren't previously there is slightly unnecessary and might cause trouble with hacking if you add fancy stuff to their outfits. Also, Linus' right eye (OPV) wants to be moved left, and his jacket's trim is kinda messy right around here:

    528e8f3d27b84d8e3cde442e5740a961.png

    EDIT: Also their ears are a liiitle gnarly where you removed the earrings since it looks like you kept the general shape of the ear in some places.

    Hey thanks for the imput!

    924730.png

    So I fixed the jacket, because I was editing it at 1am after a nine hour shift so I was probably to tired to notice how off the jacket looked.

    I moved the eye over one left and one down, and I think it looks nice. I fixed up the ear a bit.

    As for the Plainness of their appearances, it will have a point in the hack I'm making but I'll add some additional flair onto them when it'll be right for the plot, but for now they have commoner clothes.

  12. How are belts relative to their age? If not, then why remove them instead of just giving them a different outfit entirely?

    That was more of a personal change, I never really understood (or liked) why they had belts on their collars, so I just removed them

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