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Eliwan

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Everything posted by Eliwan

  1. 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.
  2. it is already in the game/engine as a skill. Regardless of which way it's measured, they're of a specific size. 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.
  3. 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. :p
  4. 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).
  5. noep 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.
  6. i liked n00b showing up too 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 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.
  7. unzip the rom. unzip the rom. unzip the rom. 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
  8. ...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.
  9. 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) That really sucks- I hope you can get something working though!
  10. The rolling of 2 RNs and averaging them instead of using a single RN when determining if an attack hits or misses. But you clearly knew that. (it's FEXNA. it's almost certainly GBA-related.) Does If/Fates have its own particular brand of True Hit?
  11. Wayward Winds' reported Battle Animation bug: I could not replicate the bug from a clean FE7 nor FE8 rom so I don't think it's a problem with the animation package itself? However, replacing Sae'Rah's animation removed the issue, so it clearly is because something is wrong with Sae'Rah's soldier animation. I've been rereading the doc for an hour and... I just can't see a mistake; which is the worst because I'm 90% confident it's because I messed it up. i've had this happen in vanilla fe7! - on an animation note, djambo's / the journeyman animation still has the random miscolored hair frame on the melee return.
  12. Yeah, you can replace the palette (easily via GBAGE even). You just have to redo every single weapon icon to fit your new palette. Once you have your new palette assembled, export a bitmap from the weapon icons, and use Usenti to place your new palette in one by one. Use that new paletted image and reinsert it, making sure to overwrite the palette as well and not just the graphic data. re palette itself I think you need some hues to the grays (or are they colored and my eyes are just tricking me) and a second "dark" color. Many of the weapon icons use two dark colors for their outline and removing one of them makes the icon seem less dimensional and more flat.
  13. I don't understand what's going on in the first one. It looks like they're dashing forward, slashing through the enemy, and then spinning around behind the enemy for some reason. I actually prefer the second one, because the slash looks more sensible to me. The large movements on that latter one are... uh, :effort: though not bad (they are functional).
  14. I assume that you're seeking the total play time of the submission to still be pretty short, despite enabling usage of the chapter break? (because one primary usage for the chapter break is to reduce iteration times)
  15. Free use would be utilizing the ideas / concepts (e.g. fangames in general); using the thing but adding one's own content/value to the thing (e.g. let's plays). Er, to make sure I say it clearly-- romhacking isn't free use, but it isn't illegal (only the rom itself is). Messing around with intsys' code/data/property could easily fall under illegal though; but the patch itself doesn't really have anything actionable in it. So it depends on if you're looking at what the file actually is, or what the file becomes. You have a pretty decent case in the latter of actual infringement.. But it's kind of pointless--As I'm pretty sure Nintendo doesn't go after free fangames (though obviously don't just trust my words, go check it yourself; I may be misremembering).
  16. those are amazingly crisp, smooth, and interesting mugs The second one's clothes look a little flat, though; I think the colors need more contrast I'm confused on the battle sprite, is that line next to their left hand supposed to be trim or hip or leg or sheath or pouch or second weapon? it doesn't really read as any of them to me, but that's mostly because of the palette (which is because of the limited colorcount) Stickfigures. Plan the motions out by doing them yourselves and then make stickfigures of those motions, specfically the stopping points in the moves. Flesh in those moments, create blur frames when necessary for snappy motions. It's the same as making a bunch of sprites, save those blurs.
  17. you should probably put the spell load a few frames earlier than it is currently the knife kind of... flies out after a pause after the motion stops. ed: why did this post??? i wasn't done can you recognize any pieces of the glitchy line, if you've freezeframed it? andros' mug is amazing, but he always felt like the sort of person to slouch and now it looks like he's standing exceedingly upright I think Skyla's left eye (the one closer to her visible ear) is too far to the right of the pixel map I also think both of her eyes are too high on her face. finally: hyyyyyyyyppppppeeeeeee
  18. I'm just going to stare at klokler for a bit longer for those that haven't checked the doc: The problem with this is that exactly how somebody interprets this is really up to their context I'd say that Cynthia interacts with being-an-archer slightly differently than other archers due to her skill, and I'd say that it "takes advantage" of being range-locked thus able to guarantee 'weakening' an enemy without actually killing it.
  19. it barely needs to be said that one can barely contain one's delight at these amazing things that cover a huge variety of stylization choices and look better than the original material's execution of the style blue-hair-goggles wip looks like their neck is a bit long.
  20. these are varying degrees of relevant, sorted by the order they occur in during the animation-- Idle frame: why is there a line of skin tone on the edge of the glove? The blur frame for her arm being raised to the skies should have skin tone close to her shoulder instead of being solid purple. We can see part of her arm when she holds her hand up to her face/chest, but that skin tone becomes purple despite it remaining skin tone after the blur as well. It also is significantly higher than her hand goes, further contributing to looking awkward. The blur frame for her arm going to her other side looks awkward due to her immobility. It feels like she should be twisting for that motion, but her head just kind of slides a single pixel. The frames where she has her arm crossed just look impossible-- like her elbow isn't actually extant, but instead her arm is serpentine in motion. Admittedly, this is probably because I'm seeing "there should be bodily motion" there--as opposed to this actually being a problem, just my biases coming to play. The blur frame for when she moves her arm across her body, causing her scarf to move, seems woefully insufficient for the amount of motion she is performing-- it doesn't seem like, to me, it covers all the area that her arm should be moving over. Definitely looks nice, though I think she could move her leg more and twist before her arm snaps outward. but then again--i have little idea what i'm talking about when it comes to animacy of a motion set.
  21. Flat bonuses and % bonuses are both really nice; it depends on how high stats in the game go. I prefer flat bonuses, because they're more relevant at lower levels; but then it is more liekly to be less useful / played around when at higher levels. I'd personally love to see it with defenses over any speed, but that's because it reduces the randomness (having somebody wounded and just hoping they dodge feels really heartwrenching, though that may be desirable to some I personally do not like the feeling of being forced to start over because of tiny chances). Something like +3/5 Str/Skl/Def/Res at 50/30% HP would be how I would envision it--the multiple breakpoints to make it more rewarding when played around right, if that makes sense..
  22. The Fang of Naga is far too small to be a claymore, though. It really ISN'T two-handed size-- it is only the handle that is so large, the edge is woefully insufficient for a greatsword. It's an edged and oversized gladius (with a fuller, but some gladii had those and others didn't). It also was the best possible thing in some circumstances (though such moments were not too often-occuring). While a katana isn't as versatile as a machete/saber/cutlass/falchion/falcata/scimitar sort of weapon is and would definitely faire miserably in most wars that that list of weapons got used in; it was, in its area, a very useful weapon of war due to the way combat got fought. It's not a bad sword. If you're talking in terms of craftsmanship, they'd probably actually be amongst the best-- if you're talking about usability on a long campaign, then yeah it's absolutely awful because it is a weapon that demands sharpness and thus extensive time on maintaining it. This was the primary advantage that the weapons listed had: they were less reliant on their sharpness and could easily handle being used for many combats without needing to tend to it in any way. [/swordlove] ...Reference weapons are, in my opinion, boring if obvious (e.g. being named as references). Not that 'boring reference' is necessarily a bad thing, but that it can feel hamhanded (I feel that Awakening was super inaccurate when it came to the character-named weapons, for example; for a variety of reasons depending on each weapon--but also that it was super lazy).
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