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Eliwan

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Posts posted by Eliwan

  1. OH MY GOD THE HAIR LOOKS SO MUCH BETTER NOW

    yay

    now do more curls with color2 (maybe a few texels of color1) in your gigantic color3 areas.

    I think I fixed the swath problem but started a new one with the armour...

    nah.

    you just didn't use your third red as much as you could have:

    MVEMl4f.gif

    (note that this is probably actually -too much- use of the third red, i was just putting it where it would fit)

  2. I can't think of icons for some of them (and others probably have less-than-perfectly-fitting icons)

    i can certainly make skill icons if you need some...

    i see that note next to avoid+30

    3qdTHAI.png

    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).

    mages monks shamans lancers falcoknights dragonmasters sages warriors

    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.

    As far as I know, the TODO list hasn't been updated lately because the stuff hasn't been fulfilled, right? If it has been, please correct me on that so I can update it!

    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]

  3. 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.

    I'd answer, but I don't know what a swath or lack-of-neck is. X(

    Would you care to define them please?

    oh

    a swath is "a broad piece".

    Really? And I was proud of the smoothness X(

    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.

    MX53shh.png

    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

    attachicon.gifmerc.png

    Maybe something like this does it?

    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.

    You mean the grey colour? Well, it was originally a darker shade of the hair colour, but it had to be replaced because of the palette limitation.

    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

    You have a good eye, because I lazily drew that part from scratch.

    go draw it better then :V

    B-but how does one go about making angry lips?

    with great difficulty

    aess8X6.png

    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

  4. eva%20or%20ivalera_zpsxjhnjh2c.png

    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.

    merc_zpszhlulfd4.png

    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.

    maria_zpsm39orqmy.pngmaria%20angry_zpsauobqzqf.png

    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?

  5. Apparently, making girls is much harder than making guys.

    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

  6. umm you know there is a reason why FE games don't have multiple dancers... that said if you had two but could only recruit one(or at least deploy only one or limit the dance command to once per turn) then it should be fine...

    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.

  7. Make the hair flow realistically and naturally. I don't like when it just defies logic. It takes away the elegance.

    ...

    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'=

  8. AA? Do you mean the shading?

    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.

  9. 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:

    The thing with maps in particular is that you can have things that look like tile errors that are intentional.

    Like...

    this map that I have relatively handy. Most of the thickets on it are "wrong", but they're there because of their gameplay purpose as opposed to "looking right". So as a result it looks worse than it would be if it was made "correctly" (looking natural / blending well), but then it would create the wrong gameplay.

    So maps are harder to critique except with regards to height/tile errors, but even those can be hard to parse if intentionally done-- and with most people you just can't tell if they're done on purpose or not.

    The problem with just explaining how a map is used can be demonstrated using that same map.

    If I said "you start in the top-right and advance towards the castle", that's accurate. But it isn't the entire story behind what I'd want to have happen in that map.

    For, if I leave it at that, there's no apparent purpose to the bottom-right half of the map besides spacing (as you would always go for the village, if it is actually evented: thus only the top and left portions of the map see full gameplay). But based on the enemy placement and AIs of those enemies, then the bottom-right half may become very important as a staging area or something to keep attention towards or some kind of shortcut or otherwise be an optimization point for players who want to show the game that it poses no true challenge by having it be beaten as fast as possible!

    etc etc etc.

    Or, I could just show you where those enemies actually ARE, and then you can intuit to some degree what those optimizations and chokepoints or bloodbaths will do to the game flow and where they will occur and how far into the chapter they will happen.

    And then that's not even counting events like reinforcements; recruitments, rewards present for village visits-- subobjectives if extant, such as green units that need be saved...

    If I were to talk about all of those various variables, then by the time you finished reading it all, you'd have to scroll back up to look at the map again, right?

    (well, I guess it depends on the size of the map and the number of events on that map.)

    ... Pretty sure I'm not helping here nor even making sense, though.

  10. 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?

  11. 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.)

  12. (warning: I liberally copy-pasted things from old documents of mine)

    but hopefully I can get some more command skills going in here.

    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?

  13. Not to my knowledge and probably would be the respective answers from me

    But when you say "Awakening hack for 6/7/8" what do you actually mean

    Do you mean GBA!FE with Awakening mechanics? Characters/Story? A port of Awakening to the GBA mechanics?

    There are tons of things that you could mean and depending on which you actually mean the answers will vary somewhat wildly.

  14. Yes it does.

    More animated sounds bettercooler

    well yay, but also boo

    I was going to do a thing but Char?/47948201 already has a note in the doc and in here saying that they're doing it so I guess me asking was kind of pointless

    (Unless they only mean the mug, as opposed to the battle sprite.)

    EDIT: The reason is that I honestly don't like unpromoted knights in GBA FE.

    T0 units (A -> B -> C) only have 4 move*, so there wouldn't be stat loss there..?

    Also, Conscript base move is 5 and knight base move is 4, and losing stats on promotion is dumb.

    buh...

    but then you only have stat loss because you want the t0 to have 5 movement.

    Color me confused especially considering you can just say "armor knight with 5 base move".

    *not that you can't have a T0 unit with 5 move, just that all the example T0 units have 4.

    I edited my original post and added a custom spritesheet of a Nino mage with staves, I just wanted to know if FEXNA also requires animations to be coded like in ROMHacks?

    Yes, it requires animation timings and other effects if applicable

    I'm not sure if there's a GBA -> XNA porter though..

    ---

    I guess I'll... start tackling the themed magic knights?

    White Knight [sword + Light] -> Holy Knight [sword + Light + Staff]

    Rune Knight [Lance + Anima] -> Spell Knight

    Dark Knight [Axe + Dark] -> Demon Knight [Axe + Dark + Bow]

    ugh that's a lot of anims.

  15. It's actually only a single sample playing a gazillion different notes. I ran the song through a .wav to .mid converter and that was what it gave me.

    alwthwedgioklagwrj;edfl

    ahogreiljtgawrpe 89yuwojnhrkl yn359et8usnhcvjkl

    ah4w98 perio;gljPOIE:LDS JGSLD: FWENS :ILEJ !I HJEP OIU# *)#(@@IJO JLFKDSMZ<>GDMSG.

    Because I made every song in the game point to 0x01 (where I inserted the song), the music doesn't fade out when going to the game over screen because the game over music is the same as the music that's already playing (which never happens in the vanilla game). Good ear, though.

    ah

    so i'm just super dumb got it

    (I forgot about that part of it which is odd considering the video was demonstrating it the whole way through)

    [ :} ]

    that

    that does not look like a yes

    that looks like a "it wasn't bad at all what are you talking about it actually was glorious and you are a bad person for calling it bad"

    then again, it is also an emoticon.

  16. It's... it's almost okay. It's... okay, no. It's just bad. I hate it.

    WAIT

    I CAN HEAR THE WORDS. NO, THAT'S NOT JUST A BUNCH OF INSTRUMENT SAMPLES PLAYING NOR IS IT PLAYING IN MY HEAD. THAT'S ACTUALLY INSERTED SINGING. WHAT IS THIS SORCERY?!?!?

    I'm sad that such a good song is so thoroughly butchered...

    and lol it continues playing through the game over, did you actually insert it or did you just dub the atrocity in

    [and please tell me that it was intentionally badly done. please. please...]

  17. 0.1.1 on a clean rom worked for me

    pedantics re intro cutscenes:

    Jungby's glowing blue dot is one pixel farther to the left than other countries' dots are; or my vision isn't as good as it was

    Though Oifaye's name is taken from the tactician data, Alec calls Oifaye male ["Takes right after that famous grandfather of his"] even when you set tactician data as female

    The tactician input says "you are a tactician travelling across elibe".

  18. re: the BS with the mamkutes/manaketes in particular

    in the case of Fa, her Breath animation which is included in that sheet isn't part of her battle animation but is a spell animation. :/

    I believe that is also the case with the Fire Dragon-- and on top of that, I also think that the transformed/detransformed states of the two actually have different palettes, but I'm not actually certain of either of those statements.

    Also am pretty sure that the fire dragon transformation animation isn't part of the actual battle animation (and thus ALSO has its own palette).

    {that said this could definitely be really useful; thank you so much sir :3}

  19. You mean more flashy, right? If thats the case then sure

    Well, uh, not precisely.

    Contrast the shaman with the mage-

    rei_shaman_flux.gif

    erk_mage_magic.gif

    The Shaman raises their arms and their cape moves upwards, but they don't have any other motion.

    In contrast, the mage does a few steps and twirls.

    The latter is more lively, more animated.

    ...Does that make any sense?

  20. I would think the sprite would essentially be the thief sprite but make the cloak/hoodie the mage robe blue. And the basic magic animation would just be him Pointing his finger out from the cloak/hoodie, and then the magic attack animation. The crit animation is the same but a sparkle on the fingertip

    would more animatedness than this be alright, love?

    Also when you say "mage robe blue"-- do you mean using the colors of the mage robe, or using the actual mage cape?

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