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Eliwan

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Posts posted by Eliwan

  1. 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.

    Also Sae'rah's exp gains are bugged, she gets more exp from just battling than killing. lol

    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.

  2. 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.

  3. 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).

  4. - You are now allowed to make multi-chapter hacks.

    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)

  5. lol what are you talking about, it's free use dude.

    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).

  6. 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)

    I'd love to be able to make sheets, but it seems sooo hard and I have no real concept of a starting point or method.

    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.

  7. 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

  8. random gimmick characters

    I'm just going to stare at klokler for a bit longer

    for those that haven't checked the doc:

    At the end of player turn:

    -Randomly teleports to an unoccupied tile

    -max HP changes to a number between 20 and 80

    -movement changes to a number between 0 and 10

    -other stats change to a number between 0 and 30

    Every single attack is random:

    0-20 damage

    0-100 hit rate

    0-50 critical rate

    Weapons further make randomness:

    -50% chance that damage dealt is restored as HP, 50% chance that enemy heals and self takes half that amount as damage

    -+10 all non-HP non-Move stats. 50% chance to keep this bonus, 50% chance to make all enemies while within 5 tiles to have +5 all stats

    -30% toxify target, 20% toxify self, 20% enrage target, 10% enrage self, 10% sleep all player units, 10% full heal all player units

    toxify = deal 1-99% of the afflicted's current HP, non-fatal

    rage = berserk, doubled atk/skl/spd but luk/def/res are 0

    take advantage of a class in new ways?

    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.

  9. 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.

  10. 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.

  11. 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..

  12. Chrom never used a Falchion, don't point out his sword name was falchion, it was more of a claymore!

    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).

    Also might as well have Katana be "Shit Sword" because their usefulness is very limited.

    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).

  13. spike's hair doesn't all look like it connects to his head, it almost looks like his hair is a parasite attached to his head and sucking his brains out or something more lewd.

    and i like purple-hair black-armor a lot more now, I really like the.. scar? it reads like a scar or birthmark on her nose.

  14. I'm bad at formatting box stuff so I just posted the full faces.

    BPam6OP.png

    the boxes are simple if explained well (and i'm going to try)

    i'm not actually sure if they're incremented by 4 or by 8, but for both the eye and mouth frames they're 32x16 boxes, the corners of which must start on proper increments

    {{checked some mugshots: it can be incremented by 4 or 8, for example 24x32 is a valid start point}}

    e.g. if incrementing by 4, the top-left pixel can be (0,0), (12,0), (20,0), (12,16) etc-- what I used here for the eye frames was (24,24) since I didn't know if multiples of 4 are valid.

    then the mouth frames follow the same set of rules, just with more frames-- including an alternate mouth-set on the top of the box (usually smiling frames).

    [watch, i'm going to come back to this and edit it saying it's all terrible once i've gotten in a different thoughtrain for any amount of time...]

  15. Sailor Mars from Sailor Moon?

    No, actually, she's the main character from a FE quest I participated in.

    The name for her skill comes from Mars--the god.

    Which I reached from the following train of logic:

    Q!Cynthia has the skill "Iron Woman", making her less prone to melee physical effects (both hit rate and damage, though)

    Iron Woman -> Iron Body

    To have an iron body is to have trained thoroughly and be practiced, to be powerful and trained-- to have techniques and muscles.

    -> Martial Arts

    "Martial" comes from the name of the god "Mars"

    "Mars" is the god of war, life, virtue, etc. War requires strategy, requires understanding of tactics

    Q!Cynthia had skills related to becoming stronger in mind as well, so that tactical element was already present

    What's a good tactical usage for a tough archer?

    Baiting enemies into melee.

    After they're in melee, you do need to actually kill them.

    Martial arts in fiction often depicts the concept of pressure points-- ways to weaken an enemy without killing or even having them show damage.

    So a logical extension of THAT would totally be reducing an enemy's defense-- not their resistance, that seems more mental.

    ...And that's why the skill is named what it is and does what it does.

  16. I wonder if I can make it so when she's attacked at 1 range (only by a physical weapon I guess) the attacker gets, before the battle, -2pow/def?

    that would actually do what i meant to write the first time.

    [it was supposed to be "when attacked in melee by a physical weapon, enemy def -2" in the first place.]

    (Most statuses will last one turn, I think...? I dunno, stuff like Poison seems like it wants to last longer, but that's all all I can think of that really wants that...?)

    Sleep, Berserk, Stone, Silence also.
  17. How hard is it to check what range combat is taking place at for a skill? I'd imagine it wouldn't be too hard but one never knows.

    ...

    thanks computer, you ate more than the pasted half of this post.

    edit [e.g. the actual post i was trying to make in the first place]

    I ask because

    [spoiler=An Archer]Cynthia

    Archer F

    8 Con

    "An archer with a positive outlook on life, holding onto her virtues even in the trying times of war; where she shines with her intelligence and strength."

    Personal Skill:

    VNAb566.png Mars - Takes 2 reduced damage from melee physical attacks, being attacked in melee reduces the def of the attacker by 2.

    Growths:

    55% HP

    45% STR

    55% SKL

    40% SPD

    30% LUK

    35% DEF

    30% RES

    Level-up quotes:

    0-2:

    "This is not enough for greatness."

    "I'll have to make time for more training!"

    "I expected more from such a moment."

    3-5:

    "I won't let anybody down!"

    "Failure is never an option!"

    "Continue the attack."

    6-7:

    "Let them all come!"

    "I won't be stopped!"

    "Improvement is always nice to feel!"

    was a reference I wanted to make but i wanted to be sure her skill would be codable before I made her sprite(s)...

  18. Blanc- True Bonds: The range restriction on support boosts is removed. Any supports Blanc has will give him & support partner boosts wherever they are on the map.

    but there are no supports, i thought

    Gris- Unit Notes: Gris gets a stat boost if he fights the same class twice in a row. Does not stack with itself.

    depending on how large the stat bonus is, and how the map is designed, this could be useless, useful, barely noticible, or patently ridiculous; varying on a per-map basis.

    this seems odd to me personally

    Grey Noble: Enemies get a flat -5% to hit chance when combat is engaged.

    ... so "avoid +5"?

    Noir- Leg-Binding Curse: After Noir attacks a unit, all other combat engaged with that enemy this turn will gain a +5% chance to Hit.

    would this even be -useful-

    Black Noble: Enemies will deal -1 damage to Noir.

    ...so "defense/resistance +1"

    plus, wouldn't it make more sense for these three to have personal skills and class skills that match up with one another?

    like

    Blanc: Chivalrous - "Defense/Resistance +2 for allies within 3 tiles."

    WhtKn: True Bonds - "Support bonuses given and recieved are doubled."

    HlyKn: Audacious - "Self and adjacent allies cannot be critically struck when attacking."

    Gris : Experimental - "10% chance for attacks to do 1.5x damage, 10% chance for attacks to do 0.5x damage."

    LncKn: Peculiarity - "Own critical rate is increased by enemy's damage."

    SplKn: Avant-garde - "Every 6th turn, damage and critical (after self and enemy calculations) are swapped."

    (so to clarify that last one:

    damage output = skill/2 + weapon crit + luck/2 + support!crit - enemy luck (+ enemy damage)

    crit rate = weapon might + pow + support!attack - enemy def/res)

    Noir : Twisted - "Stats increase upon dealing more than half of enemy's max HP in one hit."

    DrkKn: Bloodlust - "Gains 1 Atk each turn that self has taken or dealt damage, to +5. Resets if no damage was dealt or taken since last turn's start."

    DmnKn: Oppressor - "Deals [?]% of the target's current health as additional damage."

    (Wilhelm can't go to the gargoyle bog because he's racist).

    wouldn't it be speciesist in this case?

    (also i'm pretty sure neither applies, but i don't )

    -

    the doc has a note...

    26M "(add a bow user sometime probably also maaayyyybe another staff user?)"

    i have a bow user i'd really like to suggest

    i need to go ask her creator if they're interested in helping though so *scoots away*

  19. First Aid - Non-battle skill, heals ally for Skill/2.

    ...

    UNLIMITED HEALING WITH NO PRICE ATTACHED?

    Birds of a Feather - When near ally Peg.Knight, gain +5 avoid and +5 hit.

    it's like supports, but skills!

    Rivalry - When near ally Wyv. Knight, gain +10 critical.

    I like this. I like this a lot.

    Glide - Same as Canto.

    why even have it then

    Golden Goose - Lessen the price of items by 10%.

    so once you get unit, you never shop with anybody else unless you lack a supply.

    Fragile Pride - +5 critical and +20 avoid when near-death.

    yusss.

    Purity - Heals nearby allies from poison.

    That would require enemies having poison... but i like this a lot

    Angelic Grace - Dodge one attack that would normally kill you.

    i assume that this means 'can only happen once per map'

    Inertia - When unit has used up all its movement and attacks an enemy, gain +Speed/3 damage.

    eeeeee

    EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

    Turbulence - When attacking another flier, Skill/3 chance for them to be unable to move on their next turn.

    one more way to make archers less useful: this skill

    Witch Hunt - +10 hit and +Skill/2 damage when attacking female magic users other than the religious ones.

    lol

    lololol

    I love it...

    Hard Worker - Damage cannot go under 1. AKA, they will always deal at least 1 point of damage to the enemy.

    somebody already has this as a personal skill
  20. In what world is brainwashing justified by someone disliking people!?

    a utopia

    but since this clearly isn't a utopia it would be very clearly unjustified

    Fine. Gris and Noir are working on a curse to remove uneducated opinions, anyway. Wilhelm can be the first test subject, anyway.

    a. why do you care

    b. this is contradictory (curse would still leave the opinion undereducated)

    c. it's not like this game will have supports, according to topic creator

    oh oops i got double ninjad

  21. a. I just realized I never gave Firancas a description

    "A brutal, aggressive, and dauntless knight that seems to never rest."

    would fit her well

    b. Blanc "blond Ephraim hair, Matthew's face and Heath's outfit."

    siRmnBD.png

    somebody who actually knows what they're doing should probably clean it up some though

    (the extra pixels on the bottom are an attempt at making the person taller for no real reason other than can)

    c. "Make battle sprite, a horse unit that uses swords and magic"

    i like nomadic troopers so

    RCOmrGj.gif

    (I should redo the msword frames; they look awkward but i'm half asleep already)

    xYCSDYk.gif

    (crit still in progress, want to make it fancier

    and it probably shouldn't be so color-swappy, should it..)

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