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Eliwan

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Everything posted by Eliwan

  1. ..Huh. Okay then. I'm not exactly seeing the "issue" here. It means that a map palette has to be readable and look nice for all units. I wonder if it's possible to at least change the map unit palette each chapter. The Last Promise has two sets of map palettes, so I assume it isn't impossibly difficult, but if it isn't feasible to constantly switch it out I'd have to think of something else... ...Well.. Angelic figure, not a tree, but that's what happens, yes.
  2. Start with, if your blur is frame 8, frames 7 and 9. Remove the outline color from both frames and overlay them. Replace the third shade with the second shade, and pull pixels from frame 9 towards the position of the same limb in frame 7, and do the same with the pixels in frame 7, pulling them towards their positions in frame 9. Then connect the resulting positions using first and second shades exclusively. That's how I do a lot of my blurs but I'm sure that there're also better ways.
  3. Tiny stuff: At one point in time I had written down the frame timings for map animations... Idle: (these are both 16 wide though would probably benefit from being 17-18 wide) Movement: Focus: Frames: I have no idea what I'm doing wrong for the upwards movement, but I know that it looks wrong... But the flow of the hair makes sense given the motions, so blehfdslkfjsgs. Animations that will be used for all of one or two chapters, so I just edited the generic child villager Idle: Focus: Frames: Also, what do people think about fiddling with map palettes? I honestly think it'd be more fun to do more of it, so I made army palettes for each of the lords I have planned (with the first lord keeping the default palette). and i mean they're obviously bad in this incarnation but i'm partial to the *idea*; which I think would be interesting to do if possible. --- also i finally found out that I can do a thing I wanted to do. So I'm just going to go crazy, even if it's so much work that I blargh after getting the concept done and insertable. even though it lacks a return so far, I can do more than just *dream* of getting this done. I hate being so sick I can't even work on sprites, though.
  4. you need an image extension to link an image; so from the imgur link you can find this in multiple spots, or you can right-click the image The correct url is http://i.imgur.com/FFgFBIZ.png the site in question uses ".png" as a html dummy instead of a raw image the image is stored at https://cdn.pbrd.co/images/a73UrFf.pngand not pasteboard.co/a73UrFf.png like you've posted --- and now i'm sad because the thing i was doing got done before me
  5. (definition) The battle animations are stored as 264 by 64 pixel collections of chopped up images; each comprising a "sheet". (question) For a single class' animations, how many sheets can be used without issues coming into play? What kind of issues would come into play if, say, you had more sheets than the RAM could hold? Would there be any possible workarounds to such issues?
  6. Y-You don't have a mirror? move your left hand, from your hip, to the air above your left shoulder is, and behind your back. Going from those two points is more natural if you bring your arm in front of your chest or over itself than what's done--the arm going away from the chest. like the right side. Or maybe that's just me from having studied archery and not having taken it. then again, emphasizing things is sort of the art of animation anyway, so it may be better to leave it that way. 11th? where the arrow's fletching meets the bowstring. ...Yes? It's not actually really a thing against it, it just looks difficult, to me, to pull the bowstring taut from that position--well, moreso than it needs to be. ;_; Not a full turn, just an adjustment to the angle that the body is at. Like, after drawing the arrow, moving their right foot (our left) to be in the same line as their left foot (the one on our right). That creates a natural line for the arrow to be placed-- in line with the arms and shoulders. (that's what I was trying to say I don't think we should be able to see the quiver at that angle) I'm not making much sense... I'm sorry.
  7. You changed the angle of the body. That means that the arm motions don't match up right. Try replicating the motions yourself. When I tried it: 1. It's more natural to move the arrow-arm over the chest, not out to the side. 2. the drawing arrow from quiver (frame before the arrow is blurred) would have the arm up higher. 3. the arm would never make the shape it does in the last frame that you have at that angle-- the body would have to turn more to reach that far 4. Difficult to pull the bowstring taut without pulling bow-arm closer to center. 5. The logical conclusion of this draw would require pulling the arrow-arm through the chest for maximum pull, which means that a turn would happen to prevent that outcome. as another point, I don't think we shouldn't be able to see the quiver from this angle, or perhaps the arrow could drawn out more vertically. if the quiver is visible from this angle, the arrow wouldn't actually come out of the quiver at such an angle... I think.
  8. I've had an insufficient amount of time for thissss I don't have the crit done yet. I don't even have it sticked yet. I blame √Pi for making me do this. (first it was a 1.5 lyndis; then I started sketching a fullbody; but then I said that I hated working at that size. I got curious, so I shrunk it back down, and then actually completely forgot that it was just a curiousity--by the time I realized, I was so close to done that I just did it anyway and then i did a mini because i don't have any sense of staying on task) I have no idea who did the one in pink but it was a very useful reference that I did use and I'm lazy so I just left it there Something I didn't know until I checked the official arts again is that apparently Lyndis' hairband has a green gemstone in it. and then this is like every other sprite I have done recently-ish that I'm happy with / got stuck on how to do and gave up on Top left, I started sketching out a secondary protagonist's attacks, and then I realized that I really liked how the one without any brown around it looks, so I went and started doing a thing with it (which is directly to the right) but I hated that because it looked wrong, so I made it even smaller and it looked okay so I explored with it for a while and started doing some random walk (that doesn't even work because I am a derp), then did an Ahri because I already had a palette assembled for her. to the right of that are the sticks I have for the scythe-mage's scythe attack below that are, right to left now: a mug that's so obviously the scythe mage, twewy pins, Lyd's other weapons, a single frame of Lyd's animation that I actually did, a weapon icon left to right below that, a project that got abandoned but not after I started on those, I do want to complete them but I don't know how to make the messenger bag of Leaf actually work then there're some little sprites for a quest that was run that needed little arts (specifically the bonewalkers were needed). and then I just love doing little tiny fiddles, so blade lord bow traces and a focus archer custom for the protagonist of said quest
  9. Eliwan

    Some Help/Critique

    The Focus sprites are usually more different-- especially size-wise-- from the standard idle frames. But it's rather smashing.
  10. Eliwan

    Some Help/Critique

    It looks really nice. The part of the cape right next to his head in some of the frames should probably be shaded with the second color to further the depthe perception of depth... But more jarringly, why does the cape have a fair amount of presence near his waist on one side, but only the VERY tip on the other side goes to that horizontal level?
  11. Eliwan

    Some Help/Critique

    if i remember that i actually posted, yes See how at the top, in the idle, the shoulders [the stickfigure on top of the sprite] have the cape [the red] actually -resting- on them? That's how it would be when shoulders are neutral. But when the shoulder is raised, the cape would start splitting away from the shoulder sooner, because the shoulder doesn't catch the cape anywhere near as much. The cape curls inward as it does in the idle, which doesn't make sense because we should be seeing the other side of his arm. If you try and replicate the motions without flipping your arm out of the cape, the -entire cape- has to be lifted up and would therefore actually still be on his arm some: i'm not sure but I think we would see part of it on his arm or obscuring his face from the angle? too tired Really, it all depends on what is between that second and third frame, but from what I can see so far it the cape doesn't line up with how I'm imagining the sequence of motion. on the right is how i'd do it but I'm pretty sure I'm doing something else wrong there. I also edited the other side of the cape because it looked like his arm was doing a chicken-wing sort of motion and in that motion his elbow would have disturbed his cape. but that may be my head just running and running farther away from the truth, so do ignore it if that's not what he's doing.
  12. Eliwan

    Some Help/Critique

    For the second frame there, there needs to be a fold on the far side of the cape... if the arm is where I think it is. For the third frame, I'm probably misinterpreting the cape structure, but it looks like it'd be going through his shoulder instead of around it based on how far left (our pov) the cape re-emerges from his arm. [it looks nice]
  13. If by that you mean if their back is facing towards the camera during the spell loop animation, then the answer's yes. Not sure exactly which direction I want the head to be facing during it, but so far it's turning out to be completely backwards as well. Given how that is going, how should I make the crit? An aerial spin or something? :V
  14. I want to do a pirouette-esque return but I don't think this is working.
  15. Something like this? I miss having time.
  16. no, idoun did i mean, i had an idea, but circles did something similar and thousands times better than I could have. So I got completely stuck and didn't have any ideas for a long while and I'm really disliking the only thing I do have.
  17. I can tell I'm doing something wrong here; besides not finishing two frames; but I can't tell what. Is it the first motion blur? Is it the three-frame-long motion blur? Is it that it starts slow and then snaps into speed? ...Though, that's intentional, so does that just look weirder than I'm thinking? This. Yes this old thing. This is bad. It is bad in every way possible. | These are a little bit better. What I'm not sure of is how to make the body actually... move with the motion. So that leaves me with, as my only choice, making the magic animations more mobile, but I'm not sure where to start with that. To be honest I'm rather satisfied with the inanimatcy of the critical; but the regular attack feels like it falls flat and I can't figure out a decent way to make it function. Also because I actually thought this out ahead of time (for once); the paletting possible is slightly better than my normal 'impossible' or 'generic'-- Oh, since they show up on the palettes. This class uses scythes and magic, because scythes are cool things that are much more than slightly underrepresented as possible weapons. Admittedly, scythes are never 'fantastic' weapons, like many others can be, but I have a special place in my heart for every kind of weapon and scythes are no exception. Though I'm all of three frames into the basic attack, which seems like it'll be at least twenty one... and then the critical and blaahaha. Ah, and since these are kind of my favorite thing to do... »Also death motifs are cool and why is there no reaper« «well, i have my own reaper, an essay.. aha.. do my best sprites when I have something huge to complete from 0 to 100 in a night.»
  18. I think it's too snappy; personally. Since it looks like it's based in the Mage animation, it looks like it desperately needs part of the turn-around as she disappears into the petals. It kind of looks more like an image, comprised of roses, is split apart by the attack-- instead of her actually dodging it. Ruby isn't a magician, she's a speedster. Either that or the compression of the gif is making me completely unable to see it; which is certainly also possible.
  19. «Free» I dunno, it's a splice (I wanted to try things out, some didn't work, this is what worked acceptably in my mind) I can't, for the life of me, get the locks to overlap the way my brain thinks they should. Face: Fir, L'archel, and almost certainly many more that I don't have saved in my workspace document. Hair: Neimi, Tana, L'archel, Jerme, Brenya Body: L'archel, Hayden, Fiora «Ask» Much much more FC* and much much more time and much more happiness when working on it Face: Priscilla, L'archel, Rebecca, Ursula Hair: Nino, Tana, Ursula, L'archel Body: Ursula The part with a blue background = the hackbox, and the part in that area is only 16 colors (including the blue background). ... I think I'm the most inconsistent spriter ever :S
  20. I recommend changing your background color to something very different. Since you use a lot of light colors here, can I recommend a dark purple (11,0,11 for the default 32-rgb of usenti)? This fixed it for me. Unfortunately this does mean going back over every frame you've already saved and changing the background color (I recommend using paint instead of usenti (88,0,88 is the 256-rgb color) just to make certain it doesn't mess up), but this has been a very reliable fix for this exact issue which I too have had issues with in the past.
  21. Oh boy let me see Entire Mabinogi OST + Entire Advance Wars OST + Entire Fire Emblem 8 OST + Entire The World Ends With You OST + Every song made by x0_000 + Entire RPG Maker (06, XP, VX, and Ace) OSTs + Entire Megaman Battle Network 1 through 6 OSTs + Parts of the Card Captor Sakura OST + Parts of the The Melancholy of Suzumiya Haruhi OST + An unknown fraction of the Kagerou Project songs + Wild Pokemon, Trainer, Gym Leader, Elite Four, and Champion battle themes from Pokemon Red/Blue/Yellow; Gold/Silver/Crystal; and Ruby/Sapphire/Emerald OSTs + Pokemon Mystery Dungeon Temporal Tower and Primal Dialga themes + Sword Art Online's Openings and Endings 1-4 + A bunch of JubyPhonic's covers + 4 different versions of EMIYA (From the Fate/ series) + Blazer's assembled OST for The Last Promise + Tales Of series Battle Themes (though I haven't updated that section in a long time ,_,) + A random smattering of Touhou tracks + A bunch of the RWBY OST that has words + Rolling Girl (Hatsune Miku) + Lion (Rin and Len Kagamine) + REDLINE DAY (feat. Rob Laurer) (Redline OST) + Distant Years II (Clannad RST) + Some Rune Factory remixes + Some unnamed Chantelise tracks + Some MapleStory OST + No Game No Life Opening and Ending + A smattering of Caramell's songs (Caramelldansen, Doktorn, Vad Heter Ju, Ooa Hela Natten, Caramell Mix) + some Puella Magi Madoka Magica OST (Classical Colorful, Connect, Magia) + 3 albums from Love Live School Idol Project + DJ of the S' Elemental Disciple combo-mixes + Tenga Toppa Gurren Lagann (Sorario Days, Jazz mix of Sorario Days, Libera Me from Hell) + Space Jam mixes + all the songs linked in this thread :V But of all those before, This is my favorite; because it is true! + You Can Do Anything (Extended Remix).
  22. Fire Emblem E^3 Fire Emblem Electronics Entertainment Expo. This comes from the ever-loved "E3" [Electronics Entertainment Expo].
  23. Hmm What if... If units didn't promote, the level cap was higher, but everybody had absolutely ridiculous growth totals (450+)..? Would that still be satisfying? I know that a promotion is a large part of making a unit's growth really feel complete, but I'm just thinking and wanted to get an opinion. that would mean you wouldn't need a second custom animation for each character too
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