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Posts posted by Eliwan
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most browsers do funky things to gifs at certain timings
for example, firefox rendered a 1ms delay as a 10ms delay, Chrome/Safari rendered anything less than 6 as 6, etc
it does look quite nice, honestly, I think you should just make it have fewer frames on that blur instead of trying to make it go through all the frames really fast.
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I really think that initial blur is far too long/slow.I like how it ended up though, I somehow managed to put detail into the hair and jacket(?) movements, but...yeah...
also I think you desperately need to increase the contrast of your palette. I can barely see that there is a difference in the blue hues.
btw on some of the frames, your palette is in a different order, and that will kill your anmiation if memory serves.
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I believe:How does this work, specifically?
Each time a character acts (fights, steals, dances, opens doors/chests, heals), Fatigue +1
If a character's Fatigue > their max HP, they cannot participate in the next chapter.
If a character does not participate in a chapter, their Fatigue is reset at the end of that chapter.
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I'm not good at sprites
*awesomeness*
*proceeds*
I would highly recommend using it, though his neck looks too harsh towards his collarbone to me--I think it should be 1-2 pixels to the left and/or use slightly lighter skin tomes. Or maybe something else is odd? Can't tell too well because it's so good :v
His right trapezius (the flesh that comes up behind the neck and goes towards the collar from this pov on the left side of the sprite) looks a little high up to me.
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1. you are aware that this doesn't (yet, admittedly, but discussion hasn't shown it ever being likely) have a str/mag split which ignis is 100% dependent on? (edit: unless you meant that that stat was the stat used as an additive, as opposed to the proc stat. this is very unclear, though, and I rushed through thinking. sorry.)[planet]: Ignis, but with [stat]
2. why?
3. why are they named after planets as opposed to latin for the elements? (e.g. the naming scheme for ignis. it's "flame") if they're related to that skill, then names like "terra", "aqua", "aer" (earth, water, air) or "aqua", "ligna", "terra", "aes" (water, wood, earth, metal) would be more appropriate, no?
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Thrones give 3 def/res, though, don't they?Throne increases res maybe?
11 - 3 - 3 = 5; though.
Maybe it's support bonuses (doubtful)?
Obviously that means that the game has a different damage formula. :V
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It is a thing that happens in a number of fan works.I was curious if that was a popular thing done in fanfiction, or if its taboo or if people genuinely don't care. Thoughts?
However, it is also usually done badly. If it is done well, my experience is that people don't really care, but it has to be sensibly justified (if it happens just because it happens, then people usually complain or forget that it even happens).
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No, you (also?) need to use the generic color sets. I have no idea what they are, though.For example, i made an animation, but if that sprite is onthe enemy team their colors wont change to red...In theory all i need to do is order the 16 colors of the upper right to match the pallete order like...i dont know a Monk?(My animation is female monk)
If you use specific colors, they automatically get subbed out with other specific colors when loaded on a different team.
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Well in my case I'm not sure how to comply to theme precisely (i was in fact just coming to ask this anyway)Come on people, where the entries at?
What do you mean by 'martian', here? Aliens?
Of any kind? Monstrous, technological..?
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Awkward frame timing. That aside, due to the palette, it looks like the sprites have much less depth than they actually do.
Also your gifs have color corruption (most visible in the critical animation).
Quite a lot of interesting detail is around, though, it looks nice.
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It kind of is (the game doesn't allot memory for units in those slots).I knew about the in-chapter limitation, but I'm talking about in the unit selection/item management interfaces alone. I only added a few units to each chapter, therefore the units don't disappear off the maps, but rather from in the unit "pool" i have gathered. I'm sorry to ask again if you already answered this, but is it for the same reason??
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there are a number here.I want to know if it's possible to download the hacks from Markyjoe's ragefest contests.
Literally go into the forum above this one and look around for a bit. Trawl, trawl! There are tons of things around.Also, I'm looking for some really good FE hacks, mainly 6-8. I already replayed 7 and 8 (was going to play 6 but everyone kept getting stat screwed so I abandoned it) so I;m hoping I can find new, challenging hacks to play.
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The torso is too long still. I would recommend pulling up the blue 'belt' 1-2 pixels.
On his right arm, you should pull down the shading a pixel next to his torso (there's a lightest-pixel below a darkest-pixel). I'd also recommend putting some shading on the shirt to accomodate somewhat for the glove.
Below the sash, on his left side, I feel like there should be a darkened green pixel where it currently has the lighter of the purples adjacent to the lightest of the greens.
I also feel like you need to increase the contrast between your two purples. They're too same-y at the moment, they almost read as a single color.
The implied line for the sword looks a little bit curved. Intentional?
Also, for the sword, is it just not going to be outlined?
Your palette has an open color. Keep it in mind when you work, for if you find yourself needing some detailing.
If you intend to not outline the sword I would recommend using that fourth color for the sword so it can have something resembling a solid appearance.
every single edit i can think of--
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as long as the top-right color is the transparent color, no.On the topic of palette organization, does it matter how you organise it, or does it have to be organised in a specific way?
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i don't like your palette organization :v
I would highly recommend taking skin/outline+shadow tones from the intsys sprites directly.
You use 56-32-64 (or 7-4-8 on usenti's default mode) when the normal outline color is 40-40-40 (5-5-5).
Your skin tones also have the same "problem", and thus it looks weird.
As for the sprite itself...
Your hands are too big. They're monstrously large.
The split in the pants should go up another pixel unless his pants have the split low relative to his hips/pelvis.
The sash / belt on his chest desperately needs an extra color to define its depth.
Since this is also the color of the shoulderguard, I would also recommend increasing the size of the shoulderguard itself, going upwards.
The blue belt? makes it look like his hips are really low (at the same height as his hands). For humans, however, this is not the case (the wrists fall near the bottom of the hips when standing slack).
His right arm is slightly "pillow shaded". Look at the Thief and Assassin frames for reference.
*I mean that they just have too much noise going on. It's not actual pillow shading, but you're using all of the colors in the exact same way the entire length down, which makes it look a little like it lacks depth instead of having it, to me.
Speaking of arms, his left arm (the one with the shoulderguard) is much larger than the other.
Finally, the entire pose looks really unnatural to me, which isn't actually a complaint, but this is the idle frame and most of those look like pretty natural positions to hold.
Why: He's leaning towards his left (this is implied by how the outline color is going on his right arm), he's holding his left arm up for no reason (implied by the straight line that shows his left side, and the whole left arm being visible), and his legs are really close together.
Or, perhaps, I just can't read the perspective on it. I do suck at doing that.
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it is already in the game/engine as a skill.Is Canto already in the game as an ability of mounted units or does it have to be made a skill?
Regardless of which way it's measured, they're of a specific size.I'm still curious as to why altering the window size is problematic, though I'm sure I'll see why if once I'm able to adjust that. Is it that overlay stuff {i.e. unit name/HP/inventory boxes and tile info} is set to specific parts of the screen rather than to the edge of the screen?
For example, the battle overlays are half the screen's default width. If they're anchored center, then you'd get empty space on the new edges.
But even if they're anchored on the edges, you get empty space in the middle.
In both cases, you would probably have to readjust something else in order to make it not look odd (e.g. the template itself to accomodate for the space between the two).
I doubt that it would be truly "problematic"-- simply involved and requiring a lot of time and decisions.
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It isn't strictly required (afaik it only is absolutely necessary if the first loaded frame does not naturally have all the colors you want to use in the sprite), but I've had issues personally when it isn't there, and it doesn't take too much effort to add in. :pAll this time I NEVER put the palette of my sprite there, for some reason it seems to work for a different animation when I inserted it into a game without putting the palette at the top right corner, but I guess I'll fix the frames up later
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Based on background color, I think you got it from the Ultimate Tutorial. =3
Anyway;
suppose this frame.
However, the eight rightmost pixels (since the image is 248x160) are not drawn to the screen, nor are they actually supposed to be inserted into the engine.
So as you can see, you have too much of the cut in bar- you have 248 pixels of it but you can only use 240 pixels.
The top two rows of the eight rightmost pixels (total 16 pixels) are used instead to load the palette.
(since I don't know your palette and I can't get a proper rip of your palette because of how I'm stealing your frames, I'll use one of mine)
The top-right most pixel of the image should be the transparent color, and all colors that you use intend to use need to be there (and you can't have more than 15 non-transparent colors, nor can you have partially-transparent colors-- things I assume you know already though).
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noepI don't think the cut-in would manage to successfully stretch across the GBA screen fully. I'd keep it as an extra.
the battle animations can use the entire screen's width (all 240 pixels of it)
speaking of that width, uh, blazeking
your animations are 248x160.
I assume you've done this to comply with the feditor animation assembler.
That means that the 8 rightmost pixels should always be blank except for the top two rows which should contain the palette of the character.
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i liked n00b showing up tooI did particularly enjoy the n00b showing up, then again, that just shows how bad my taste in humor is.
I hope they have some form of hilarity imbued within their existence besides the existence itself.
Well, the displayed hit rates seem to increase as the hit rate of the weapon equipped increases.So. Anyone wanna guess how the hit rates work in this game?
So at least that tenant is still around.
Terrain seemed to reduce hit rates, as well.
So... since I'm not in the mood to figure it out by trawling the videos for extended time, I'll go with...
Weapon_Hit + Skill*2 + Luck/2 - Enemy Avoid - Enemy Terrain = Displayed Hit
This works with Jimmy (~9:10 in pt1), Pichu (~9:32 in pt1), Markc (~10:04 in pt1), Smilies (~10:25 in pt1), and Raisen (~10:42 in pt1).
Avoid seems to have a different formula (from AS*2 + Luck). Jimmy has 10 more Avoid than this formula accounts for, Markc and Smilies 1 more, though it works for Pichu, Raisen has one less than she should by that formula...
But those differences could easily just be skills or supports, and without more data / more accessible data figuring it out is too hard to be worth it to me. :V
Admittedly how hitting interacts with displayed hit is a mystery and a pretty unsolvable-seeming one to me.
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unzip the rom. unzip the rom. unzip the rom.I went to play and for some reason it wont load. I keep getting "No image found on ZIP file". Then another Error pops up saying "Unsupported file type"any suggestions?
then apply patch.
then if necessary rezip the .gba.
Alternatively, if you want real help, give more information. OS, program being used, how you're patching the file, etc
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...What... exactly... is going on in the hit calculations for If/Fates..?
(original topic related)
How much effort would it take to..
make the save data accomodate for the different Player-Controlled Teams instead of only saving the data for the "blue" Team?
have a "preparations" screen for each Team that the chapter has?
(potentially combining the screen such that you rally up both teams at once)
(each Team would have their own deployment locations, force deploys, unit lists etc.)
(each Team would not be able to trade between the Teams, both during the map and prep screens)
Or, really, have completely separate Teams each Team functioning like how the army usually does in an FE game, with its own deploy slots, chapter order-- the whole works?
Like, um... after a Chapter the player would pick which Team to follow for the next chapter they do, and some chapters would be locked until certain Teams reached a certain point in their chapter set?
...sorry to be potentially completely wasting somebody's time with silly questions.
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Were you working on it in one program and then later opened it in usenti? (I've had that happen to me way too often)Apparently the file on which I worked on a new, way better palette AND a bunch of icons (at least four per physical weapon) was corrupted. ;-;
That really sucks- I hope you can get something working though!
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The rolling of 2 RNs and averaging them instead of using a single RN when determining if an attack hits or misses.What is True Hit?
But you clearly knew that.
(it's FEXNA. it's almost certainly GBA-related.)I'm hoping we're talking about the GBA style hit system,
Does If/Fates have its own particular brand of True Hit?and not something stupid like FE Fates.
Inserting Map Sprites
in Resources
Posted
You can replace a vanilla sprite, or:
-Replace the vanilla sprite in a different rom
-Open to the now replaced sprite in a hex editor
-copy the data to free space
-edit the pointer to point to that now-used-for-your-sprite-data via nightmare? iirc you don't need anything else
if you want to add a new one.
You don't need to mess with palettes, as the palette that is loaded depends on what the game thinks the item it is loading is, so if it is loading what it thinks is a map sprite it will palette it like a map sprite (even if it isn't).
I highly recommend exporting a bitmap from usenti, then editing/pasting on top of that bitmap to make sure you get all the color depths of the original map sprites, though.