Jump to content

Eliwan

Member
  • Posts

    489
  • Joined

  • Last visited

Everything posted by Eliwan

  1. 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.
  2. 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...]
  3. 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: ...And that's why the skill is named what it is and does what it does.
  4. 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.] Sleep, Berserk, Stone, Silence also.
  5. 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: 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)...
  6. but there are no supports, i thought 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 ... so "avoid +5"? would this even be -useful- ...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." 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*
  7. ... UNLIMITED HEALING WITH NO PRICE ATTACHED? it's like supports, but skills! I like this. I like this a lot. why even have it then so once you get unit, you never shop with anybody else unless you lack a supply. yusss. That would require enemies having poison... but i like this a lot i assume that this means 'can only happen once per map' eeeeee EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE one more way to make archers less useful: this skill lol lololol I love it... somebody already has this as a personal skill
  8. a utopia but since this clearly isn't a utopia it would be very clearly unjustified 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
  9. 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." 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 (I should redo the msword frames; they look awkward but i'm half asleep already) (crit still in progress, want to make it fancier and it probably shouldn't be so color-swappy, should it..)
  10. yay now do more curls with color2 (maybe a few texels of color1) in your gigantic color3 areas. nah. you just didn't use your third red as much as you could have: (note that this is probably actually -too much- use of the third red, i was just putting it where it would fit)
  11. i can certainly make skill icons if you need some... i see that note next to avoid+30 something like that though i imagine you already have a thing in the time it's taken me to start-edit-refresh-edit-actually post this post because the entire process has taken over 2 hours (and this is the third time I've edited this line). While kind of awkward, Mages or Shamans could easily be justified in having a similar version to the "Offense/Defense +2" skills you have for the Mercenary and Knight respectively-- Like +Skill (or even exactly "Offense +2"..) Monks could have something playing off of visions or divine favor, every so often being given some form of bonus (next attack is forced hit+crit, multiple stats, etc). [Though is that too religious/overt?] Personally I was a fan of Hex/Anathema (reducing enemy stats when nearby or adjacent) from Awakening but I realize that they would easily be annoying to add in, play against, etc.; depending on how abundant enemy skills end up being. What even are lancers They're not "Conscripts", nor "Soldiers", nor "Knights", nor "Cavaliers", nor "Pegasus Knights" nor "Wyvern Riders" or even 14!"Villagers"; but they are lance users. So I'll just go with the reference Battle Continuation - Continues fighting even if killed by damage*. If the enemy dies, self fails to die. *e.g. unit attacks enemy, enemy deals fatal damage to this unit, unit still gets its second attack if applicable and is not dead if the second attack killed the enemy. or you could even be more true and have it be like... "After reaching 0 HP, unit does not die until the end of the owner's turn". I'd imagine both of those are rather difficult to do, though. Dragonmaster is obviously the superior class name and as such should have the obviously superior skill of like "Consumation - If attacking an enemy below [threshold], the dragon eats it, restoring some HP and not consuming weapon usage." Sages could have something based on some belief around the plant-- the superstition of it warding, for instance, so "allies in range take reduced damage" would be appropriate given that. Or, of course, something like Tomefaire; but that would be uninteresting. No ideas for falcoknight/warrior that approach functional. For animations, should I create gba!fe scripts for them? (i'm nearing done with one) [i know i've asked a similar question before and was responded to with a link to the fexna subreddit but i couldn't find the existence of the gbafe -> fexna converter that was implicated by the sentence around the link]
  12. oh a swath is "a broad piece". It is a pretty nice curve--but it doesn't match with the curliness right above it. It makes it look like only part of the hair is fluffy! And knowing what my sister's hair looks like, the bottom part of hair does not mystically become noncurly just because there are layers of hair pushing down on it. Blue: Swath of outline that makes her neck look too narrow Green: Blob of outline that makes me have difficulty interpreting HOW too narrow her neck is, and how tight her armor is supposed to be Purple: the curliness of the hair that has no reciprocation by the 2nd shade below yes very very nicely So there's a big splotch of the 5th? skin tone in her hair and I can't think that was intentional because it looks really drat weird, like her face is blurring onto her hair. i admit i didn't count colors it still looks odd you could probably get away without the first green color, especially if you shifted the blue colors to be slightly more green in their first shades go draw it better then :V with great difficulty maybe like that, opening the mouth all the way it can like she's shouting? also, image has a 4th hair shade but still (mostly) looks like the two are actually distinct colors and a super derpy attempt at blending the hair locks (admittedly due to the mini icon you've done (which is still amazing for the record) it becomes obvious that they're actually the same color) though i shouldn't be trying to edit somebody else's sprites when they're better than any sprite i've done in the last month
  13. Altenna? That swath of outline color inside her armor-- is that supposed to be lack-of-neck? If it is, then her neck is too narrow. On her left (our right) the switch between the 2nd and 3rd hair colors is too smooth a curve. It doesn't match with the froofy-appearing 1rst-to-2nd transition. The back (towards the right-hand side of the image) of his neck above the collar shouldn't be visible. The skull tucks inward and he's pretty close to profile view; I would pull in the collar 3-6 pixels. So there's a big splotch of the 5th? skin tone in her hair and I can't think that was intentional because it looks really drat weird, like her face is blurring onto her hair. Something looks off on the right-most portion of her hair below the feather; the way that the locks overlap just looks strange to me. ...Why not have ANGRY LIPS to match with ANGRY EYES?
  14. only because you a scroooooob [in case it wasn't obvious, that is sarcasm.] It looks like blue-gray haired amelia wearing l'archel's outfit while holding a reaaaally deep breath. The head and neck look slightly at odds with the body; I think it needs to be pulled over to our left (towards her right shoulder) somewhere between 2 and 5 pixels Her right shoulder-- the one on the left side of the canvas--is too low or her left shoulder--the one on the right side of the canvas-- is too high. The blending between the jaw and the neck looks a little odd, and part of the problem is the 3 pixels of outline color that are from the hair-- I would recommend just getting rid of the last two pixels from it so that the neck looks less funny. You use the outline color pretty heavily but the normal FE jaws use the darkest two flesh tones for that part of the face-- and it looks especially odd here because considering the angle that part of her neck and that part of her jaw would actually be very close depth-wise, so the sharp coloring is out of place. Something just looks odd with her chin and the neck and I have no idea what. There's nothing wrong with it at all, it just looks a little funny to me. But to each of these in order; 1. she could be slouching like how one reclines in a chair 2. she could be rolling her shoulder 3. she could be pushing her head "forward" or "backward" relative to the camera
  15. Multiple dancers only means that the dancers have unlimited movement and may as well be given at level 20. You'd get a grand total of N-1 unit reanimations (where N is the number of dancers) if you used the dancers to dance for one another so that you can move them across the entire map each turn. But, if I had two dancers, I'd be using more split strategies-- have one dancer with one group and another dancer with another group; as opposed to dance-chaining.
  16. Can you upload the portrait to some image sharing site so I can try and debug it for you?
  17. ... but it is realistic for when you come to a sudden stop for things to lash forward. It's just I'm thinking of a downward-forward charge, so the sudden stop would flick forward and ever so slightly upwards. My own hair often flies itself a fair distance into my vision when I'm running and then halt, so that's where I was basing the idea from. But since I haven't gotten particularly close to starting the hair physics anyway it's all the same to me ='w'=
  18. wow everybody posting these glorious animations i guess i need to do the same once i have something worth showing ...marky, since you may see this, how much excessive wind flaring would you like your ridiculously long hair to have? like, charge enemy and then hair all completely whiplashes forward, covering enemies with it? :V
  19. Anti-aliasing, or making the edges less crisp, or having blending between two colors. In this case, yes-- it means the shading done with the skin tones next to (unoutlined) hair to show that it is close to the flesh of the face.
  20. Explaining a map does not always do the intentions justice. The more details you add the more likely it is that somebody will get lost, but the fewer you have the more impossible it is for somebody else to figure out what your intent is. Look at the Demon King's map in FE8, or the map for the chapter with Lyon. In the case of the one with Lyon, it's perfectly conceivable that you'd actually start at the top and not the bottom; the Demon King map could easily be imagined as a defense mission with your team on the central platform. But explaining how the Lyon map works is not in my opinion the simplest-- You start at the bottom, breaking into enemies. You have a few really tough enemies on each side, overlapping in the middle. There's a set of guards on the staircase, "forcing" you to go around-- going around causes enemies to spawn on the other side of the map than the one you crossed. After you advance into the final room, enemies come in until you kill the boss. And the same with the Demon King. That map is entirely made because the Demon King has the summon command; and spawns a horde of enemies that you then have to work around in order to actually clear the map. It's easy to grok in-game because the way the enemies are positioned and the player's experience with FE8's map design at that point allow you so much comfort in what tricks they'll throw at you that you can anticipate them. Admittedly that last point may be a bit of a stretch considering I played FE7 to death before I played FE8 so I'm almost certainly biased in that regard. :V -originally i was going to post this: ... Pretty sure I'm not helping here nor even making sense, though.
  21. Maps are hard to make good But there's also less to say about a map than a sprite Maps can be designed with gameplay in mind-- therefore that is an unknowable variable when commenting upon it. Maps can be designed with a specific start and end point in mind that is not obvious to begin with. Frequently I put enemy / ally positions on my maps for exactly this reason (not that i've uploaded them)-- to give at least an initial impression of how the map is supposed to flow. But, on the other hand, you may have a map like one of FE11's prologues-- with the two columns of silver lance knights as reinforcements-- Those knights are not obviously part of gameplay from the initial setup of the map. There are a lot of things that you may build a map around that you can't see. So maps would best be given with a text wall explaining the purpose of the map. But another thing is that the way to do a map "wrong" is mostly tile errors? If the gameplay offered by a portion of a map is tedious/frustrating/generally annoying, that doesn't reflect the totality of the map (for example, it may be really thematically appropriate, like in FE8 Ch 9 Ephraim: you have enemies on either sides of a wall pelting you as you charge into a fort). There are plenty of variables that you can't know with a map. On the other hand, with any sort of sprite, it's a picture, not a component. The sprite is the sprite and that's that. Yeah, animations are things, but animations also require knowing how long each frame will display so you can't know that from a sheet (thus judging how good an animation is from a sheet is just as impossible as evaluating a map's flow from just the tiles on it). ... Does that make sense?
  22. As a note, I'm currently doing Blanc's Sword+Magic+Staves animations and intend to do the other two as well but it's turning out much harder than I anticipated (I may change my mind to purely skinning/splicing together instead of trying to add some things of my own, I cannot into FE-stylized horses). Just hope you don't end up with a Nomadic Trooper as that's currently where I'm basing a lot of the frames from :V (I'll make the animation come from more classes if you end up with a nomadic trooper even if this idea I have doesn't end up panning out and it ends up being entirely the nomadic trooper at first; I just had noticed a complete lack of nomads and decided I'd use that emptiness to launch faster.)
  23. (warning: I liberally copy-pasted things from old documents of mine) COVER! Like Rescue, except the unit walks onto the target tile instead of pulling the target to their tile! SHOVING, of all things, was a pretty radical mechanic from FE9/10 that I never played much with. You could always transfer % based skills into Command skills. e.g. Luna >(Skl)% chance of ignoring half of enemy defenses ex1- After (N / Skl) combats/turns, can execute attack from menu to ignore half of enemy defenses ex2- Gain (Skl) points every turn and (Skl/N) points every combat up to X, can execute attack from menu that ignores half enemy defenses if points are maxed. I mean, that's obviously subpar, but it's what comes to mind. Considering you are also limiting the usage of the skills to a certain extent, you could also amplify their effects-- Like instead of just having Dance/Play, it could be used on a unit that is a distance away from the Dancer/Bard, or in an area like the transformed Herons(?) from FE9/10. also semi-related would be "opt-in" skills, which serve as further levers that the player can use to manage enemies (kill or maim to feed to other unit): Combat-canto, restricted canto ("After moving 1 space and attacking with a bow can move 1 space" sort of thing) FEIV Luna: When weapon has full uses, attack ignores half of enemy defense Charge: Atk increased by tiles moved (though would warrant recoding the movement method so that you can overlap your path?) Timid: Atk increased by N when allies are adjacent Wall: Takes reduced damage when unable to attack (no weapons / unequipped all weapons / using a bow but is in melee). tangentally related to -that- would be stat-decreasing skills or buffs based on unit status: (Spearhead)/(Impact): Damaging an enemy reduces their (Atk/Spd)/(Def/Res) by 2 until your next turn begins. FEIV Bravado: +8 damage when HP is full FEIV Toughness: Can only take 1 damage when HP is full Miracle: Can't be killed if HP of unit when hit is above (80%?) of max. tangentally related to -that- would be mechanics that lever against enemies: FEIV Bloodlust: +3 damage when HP is higher than target's Finisher: +4 damage when enemy HP is below half Underdog: +15 Hit/Avoid when lower levelled than enemy (promotion = 20 levels) Knowledge: Hit/Avoid increased by enemy weapon's Might, Crit/Ddg by half that. Skyfaire: Ignores enemy terrain bonuses in combat ... Does that at least serve as a springboard?
  24. Oh, right Firancas... I guess would make sense as Dark.
×
×
  • Create New...