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Eliwan

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Posts posted by Eliwan

  1. (Beta one is much smaller, and it's a slash; release version is super long and used for stabbing)

    I recall this being the other way around--

    Beta Eliwood stabs with Durandal, release Eliwood slashes with it?

    *checks*

    527f34dc8586fcb485adc0487087064a-d39t38u

    27296415dc4ebdc3cb9e4537d2f1f658-d3d9qou

    I mean, I think the beta animation is the better choice but if you're looking just at slash vs stab then it's important to get that correct isn't it?

    -

    As an aside is there anything specific I could do to help, or nothing yet?

  2. Does this look any better? (hopefully you can see it, but I made the bright green brighter and the dark green darker.)

    Yeah. The hair shades still don't look ight to me but I have no idea -why-; it may just be because of the color that it is.
  3. I think it's his right eye that's the problem, given the shape of the nose.

    The eye is drawn as though the bridge of his nose is blocking it, but the bridge of his nose is nowhere near his eye.

    Either that or I'm completely misreading the angle of the face-- trying to see it a different way makes me think his nose is sunken into his jaw, though.

    I really like the saturation of these colors, but the icy-blue ike-like hair looks kind of odd to me; and the green feels like it needs more contrast with itself.

  4. Firancas-???(?)-Knight General

    Please check your characters for ?s! The layout is Name-JoinTime(Recruitment method known?)-Classes (if I missed anyone, please also bring that up!)

    Join Time: whenever you think the player needs a knight and or or that bow. :V

    recruitment method: imo it would make most sense for her to be team 4 (hostile to everybody) until talked to; upon which she'd turn green, then talking to her again would make her blue.

    Because holding conviction in one's ideals, finding out that they're slightly off... does not automatically mean that somebody would fall in line with the educator. :V

    something like...

    Talk1

    Lead: "Why are you so indiscriminate?"

    Fira: "Because as far as I know, you're all in the wrong."

    Lead: "Well..."

    [i would put something here, but my brain is the dead.]

    Fira: "Hm. I guess that makes sense. I'll be off, then..."

    Lead: "Wait! ...She's gone."

    [Turns green]

    Talk2

    Lead: "Hang on, I didn't.."

    Fira: "I haven't attacked any of your troops. What do you want?"

    Lead: "Your allegiance."

    Fira: "Convince me."

    Lead: :?:

    Fira: "I can accept that. Very well-- I, Firancas, will be under your banner from now on."

    Though I suck at writing and that sort of thing may be very difficult to have feel right from the player's point of view, so whatever you feel is appropriate would be a better idea.

  5. Poison deals 50% of the enemy's HP in damage. In a single turn, or over some number of them? Is it %remaining or %maximum?

    (...sorry, question-person am I.)

    That's... a pretty far cry from the 1-3 damage for 3 turns that it is in GBA.

    At least it is predictable..?

    {If poison is that good then there's not as much use in having it have effective damage... or really anything besides its range and poison properties. It'd be ridiculous forever as weapon with that, please do nerf it so it isn't absolutely stupid.}

  6. Worth noting that I'm definitely going to nerf the weapon, because FEXNA Poison is way stronger than in GBA.

    Well now I have to ask--

    How is it stronger?

    Is the 2-4 range an issue?

    (that was a make-archer-useful combined with make-knight-move-not-crippling, it's certainly excessive)

    But so she uses 2 weapons as an armor knight or has one unusable one in her inventory until she promotes to general or?

    I was thinking 2 weapons as armor knight--

    because I always think 4 move is such a ridiculous penalty that the weapon diversity would be enough to make you actually want to use the unit.

    But if you'd rather have her bow-locked until promotion, that sounds good too; but how would an archer get the blood of her foes splattered over her armor?

    plotholes!

  7. "death warehouse" doesn't make much sense for a weapon, but maybe it does, it might be funny enough to warrant using.

    No

    It's the best name for a weapon. Like, I've been sitting here trying to come up with interesting weapon names for weeks, and "Death Warehouse" is just so amazing I am recontemplating my existence.

    And since the reason for her existence is no longer something I plan to make..

    Firancas Dilyan Qenteil [Pronounciation]

    i5cCqRr.pnggR6iIS5.png

    Stats: 26 HP, 12 STR, 11 SKL, 6 SPD, 9 LUK, 9 DEF, 5 RES, 14 Con

    Growths: 70% HP, 55% STR, 45% SKL, 30% SPD, 35% LUK, 45% DEF, 20% RES = 300%

    Class: Armor Knight

    Equip: Bow + any other physical (whatever is needed)

    Personal Skill: Challenge (While above half HP, Atk +15% (applied after Effective Damage but before enemy defenses), but {Def/Res are decreased by 3} (or) {Avoid -30}.)

    aFFrIs7.png

    Giantslayer [Knights/Generals only?] [30 uses?]

    10 Might, 70 Hit, 0 Crit, 14 Weight, 2-4 range, 2 Weapon EXP

    A titanic bow designed for felling even the most tenacious and powerful of knights.

    (2x Might vs Armors, Poisons)

    asbJsMm.png (left clean/messy because I wasn't sure which one would work better. I mean, they're all pretty bleh, on second look...)

    Burning Flayer [Prf] [high uses-- 40+]

    Sword: 7 Might, 80 Hit, 10 Crit, 8 Weight, 1-1 range, 1 WEx

    Lance: 9 Might, 70 Hit, 10 Crit, 11 Weight, 1-1 range, 1 WEx

    Axe: 10 Might, 65 Hit, 10 Crit, 13 Weight, 1-1 range, 1 WEx

    With a serrated edge that ignites easily, this weapon is designed to not lose its potency.

    Battle Palettes:

    76uhQMW.png

    Level Up:

    0-1 stats:

    "This only whets my appetite for more brutality."

    "Hardly going to get my armor colored like this!"

    "Not like this..."

    "I-I swear, I've got a long way to go!"

    2-4 stats:

    "This is within good standards."

    "I've got a lot more to go!"

    "Nothing will hold carnage back."

    "I can't wait to redye my armor red."

    5-7 stats:

    "This progress has to be tested!"

    "The scratches matter to me. I'll get fewer now..."

    "You'd better remember this!"

    "Warn them: I am coming."

    After 4 stats are capped:

    0-1 stats:

    "Hard to improve when you're already good."

    "This is my punishment for working so hard."

    "I should eat some desserts so I can get stronger again."

    "Considering, this is okay."

    2-3 stats:

    "I'm not going to stop."

    "I can just soak in another battlefield."

    "I should break in some recruits."

    "I've still got so much more to be!"

    Promotion:

    "I must dye this armor, too, with the blood of the enemy."

    lol i had most of this post made, three separate times, but each time I kept opening new tabs and forgetting I had already done most of it

    pfff.

    edit: lol quotes

  8. If you have a certain idea for how you want your recruitment/boss chapter to go, I'll hear that, too!

    Something that I was wanting to experiment with personally (and will almost certainly never get around to doing knowing my work ethic) was a really bizarre recruitment--

    With significant text hints in previous chapters (relationship between this unit and previous unit-- siblings or lovers would make the most sense), a unit that appears to be a generic when hovered over in every way.

    Except when they enter a battle with animations on-- they'd have a unique battle palette, distinct from the rest of the army.

    The obvious problem with this is in order to make it work it has to be a map with green units that don't stand a chance against the group of enemies that has this recruitable.

    Also I'd be more than willing to help with anything sprite- or story- or character-related.

    (I really can't do maps, but it seems like that isn't an issue for you)

    [and I will totally have a character writeup + custom work if warranted for you later: collabs are the best]

  9. it's ephraim lord and great lord map sprite

    also pupil and magus map sprite

    okay so i actually don't know what "magus" means but where are you inserting each of these?

    because if you insert one in D00001, then you need to leave space in the rom for the actual thing itself-- I have no idea how many bits each takes up though (you'd have to check with a hex editor).

    i see, but it is fine if i don't check the "compressed graphic"?.. because everytime i insert a new graphic in a free space.. the "compressed graphic" box is disabled and i can't check it no matter what

    You should only be able to check "compressed graphic" after you insert and then reload the image in GBAGE... if my memory is accurate.

    I think that if you're completely unable to tick the box it actually means the insertion doesn't work, but I'll have to go fiddle with this myself now.

  10. So, I've been debating actually revealing some of the sprites I've done, and finally decided to just go with it. First up: a battle scene with a Raichu I made!

    Yesss, Raichu.

    Quinn, the main protagonist of CoD. A treasure hunter in search of the Chalice.

    Something looks off about the robe folds but I can't think of any real reasons why.

    Quinn with his hood raised.

    I think you need more shadow dropping on his face from the hood.

    On his left shoulder (towards the right side of the mugshot) I think you should change the second fold (the one that matches with where the cowl was when it was down)-- instead of moving down, it should probably move towards his center-- but that's my opinion.

    Nila, an assassin with knowledge on the Chalice. By the Living Saint, she's hideous! Look away! She needs a bit of work before I call this mug "done". Naked arms are the bane of my existence, moreso than drawing eyes.

    While that is a ball joint, the ball of that joint barely juts out. There shouldn't be anywhere near that much shading between the top of the shoulder and the arm, I would actually go for something that doesn't even connect.

    Also her posture reads kind of funny to me though no idea how so (something about her breasts probably).

    The back of the necklace should probably be a little lower. The trapesius matters surprisingly little in my experience.

    You all know Marth, the Hero King. I was considering using Einherjar in the game, and of course he would be among them, but this mug is a WIP currently (thus why he's shorter than the others).

    His cape looks a little too solid on his left shoudler and the plate at the top looks too thin to me-- it looks like part of the gold trim at the top of it should be covered by the cape, but the edge reads as rounding out to the end of the metal.

    Shading on left shoulder pauldron looks kind of odd to me.

    Altan, some noble from Grado who is the main protag of the story. Supposed to be an axe-wielding Lord, but I made his build far to thin to serve his purpose. And dang do those arms suck.

    The armor highlights don't make sense to me, neither does the visibility of the cape on his left side (our right).

    Hoping this one's recognizable. It's Franz, about five years older. Hoping he actually looks to have aged properly. And yes, it's just an edit of his old mug. I didn't feel like drawing a new one at the time, though I prolly could.

    His hair looks too same-y to me (though I don't know how old Franz was, so it may actually be appropriate). His jaw doesn't read well in my opinion (I think it should be one pixel more to his right / our left), his right arm I always interpreted as being more forward but it looks fine.

    Again, hope you can recognize him. Cormag, again supposed to be five years older. He's now wearing his brother's armor, possibly wielding a special lance from Duessel, and is the Jeigan for this game (yeah, a Jeigan on a Wyvern. He was the best candidate I could find, and it fit the plot I came up with). Again, just an edit of his old mug (and kind of a splice b/c Glen's armor). Could draw a new mug, but didn't feel like it at the time.

    Personally I like this one more than the other one.

    The pauldrons don't match in size, though. At all. make theeemmmmm.

    And if I seem half-dead and not really excited about any of this, it's because at-present, that's exactly what I am, so please forgive me.

    you actually

    have words

    with your post

    I see plenty of artists who just go

    "img

    name-of-character-or-nickname whee"

    Got a nasty head cold and haven't been sleeping well to boot, because I can't breathe well when I lie down. I'll update this post to be more upbeat when I feel better. And I'll try to post new stuff on this post as well when it comes.

    ;; hope you feel better

  11. Went from bad to amazing (as in I fell off of my bed and had to start my watching over because I stopped paying attention because my brain stopped working that transition was so flawless and suddenly everything is amazing) in under a minute.

  12. You are not telling us what is exactly your issue

    that is because I do not have an issue to solve, I have a more general question.

    and what you want to do,

    That is because I do not have a specific thing in mind, I have a set of things that are under consideration.

    do you want a transforming animation?

    no

    i mean, you can use these animation sections to create transformations.

    But you can also use them for pre-combat flourishes or alternate appearing effects...

    I could give you some advice and a template, if you are having issues with Feditor,

    advice is good

    a bombastic template is literally in the feditor doc folder

    then i guess you are trying to code all modes,

    I don't have a script written; had I had a script written I would have been likely to paste the animation mode that doesn't work (or just upload a zip of the entire animation).

    you must not code mode 2 and 4, if you do, your animations gets borked,

    yes, the doc says this

    ps: i'm trying to run feditor itself and it doesn't run. I said this in the first post: "I can't get Feditor to work". Not "I can't get feditor to work with an animation". I admit it is vague, though.

    if you do transforming standing animations you can use up to 40 frames, according to circleseverywhere.

    but which animation mode is that and is it specific to FE6/8?

    Because in FE7 from what I know there isn't the "transformation" that the Manaketes/Mamkutes use to load additional battle sheets.

    also quote "0x85 Command Usage.txt"

    Can have more than one frame - they actually play, too!

    Must have at LEAST one frame, or the game will crash, though

    These get to play about the first 16 frames of the animation before they are interrupted

    40 != 16 so I am now more confused than when I started and am curious

    what is the difference between a "transformation standing animation" and the "Standing animations"?

  13. In Feditor Adv.'s "doc\Battle Animations\0x85 Command Usage.txt"; there are 12 "parts" or "modes" or "animations"; 9/10/11 are labelled {Standing "animation"}, {Standing "animation" 2}, and {Ranged standing "animation"} respectively.

    I am almost certain that animation 9 plays when in 1-1 range, and 11 in 2-3 range... but then when does 10 play, and how long can it be?

    I had no luck figuring it out in the past and now that I'm planning an animation I can't get Feditor to work* and thus can't brute-force the test myself.

    My gut instinct is that standing 2 is played during 4+ range animations; but I thought it'd be best to ask. (but then again, why would it not be sorted 1/2-3/4+; in ascending order???)

    *though I'm pretty sure I know how to fix it I won't actually be able to test the fix for a few days, hence topic.

  14. If I can interject anecdotes..

    Sometimes the best projects are actually the ones that are hack-jobbed together. When everything is really cleanly put together, you kind of know what to expect.

    But when something has a poor foundation, you just don't know what is coming.

    I remember an rpg maker game in particular..

    My friend had an amazing idea. So naturally we both headed off separate ways to try and implement it.

    I wasted a ton of time trying to write a script that would accomplish it, but ended up with nothing but errors and issues; while he had made it with fifty events instead; pulling them together in an odd "if then" chain-- and it worked, though it was jittery.

    My brother took to designing a map and abuse of game glitches for his things; which worked only if you knew what to do.

    Frequently he rammed into "if I could just X" problems; but instead of cutting it out he would dabble around to find if he could create a simulcra of it with the tools he did have.

    Ingenuity and fidgeting with the tools you do have is, in my opinion, more likely to create a fun experience than implementing new tools-- you may add a tool you don't really need and thus feels superfluous.

    Well, that aside, I'm kicking myself for not recognizing that as Starcraft music (Three weeks ago I actually made significant headway into SC1's campaign). Really suits the mood of strategy.

  15. Oh sorry, I just edited, and I also have a (U) rom it keeps telling me the same

    Can you detail your process?

    e.g. extract rom from archive; extract patch from archive; run nups-- every single action you took/are taking?

    Sorry for the delay, I got wrapped up in other things

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