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Eliwan

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Posts posted by Eliwan

  1. Clearly somebody needs to make FEditor Animations v3.

    Maybe you, since you seem to be here often.

    edit: These are all the posts that contain animations besides my solider (which I'm redoing the crit for) since the first post was last updated (19th of May 2014)

    LowenAxe_zps3fa69dae.png

    Finally finished my axe knight animation I started... a long time ago.

    Link

    There's a patch for a demo chapter in there, too. Because why not?

    Dog with Swordmaster Critical

    Mauthe doog with Swordmaster critical

    I combined frame and script to make it

    9s5izpk1k8e3v5ifg.jpg

    Download

    Dog with Swordmaster Criticalv2

    it show (pegasus) wings when it howl

    614mcm2qodq4a58fg.jpg

    Download

    Winged Demon Dog

    I don't know who make this sprite

    I just founded a sprite picture in google

    and make it able to play in game

    (I want to add swordmaster critical

    but it overflow!)

    fixed armor brigand - I included something non-conventional, idk

    next up is the phantom

    also damn it prime, i literally downloaded it like 30 minutes before you updated it

    edit

    phantom is done

    Apparently we don't have the Beta Eliwood with Durandal animation in here.

    Shortdurandal1.PNG

    Download

    Credit should go to Hextator when using this.

    Edit: I guess we also don't have Beta Eirika either?

    OwVYF9Q.png

    Download

    Credit should go to Hextator and Shadowofchaos when using this.

    Thanks for the download link, Arch.

    I think you're missing the point we've been trying to make; she didn't make some tyrannical statement. What was said is the fact of the matter, it's a submission topic. If you have no animation to submit and no animation to critique/report a problem about, you're better off posting in a different topic because it's useless here.

    Regardless this has gone on long enough. I have no idea where fuzz is but I submitted a package of animations back when FEE3 was going on.[All of these have been posted to FEU but I might as well re-link them here.]

    Alt%20Female%20Mage%20Screen.PNG

    Alternative Female Mage/Sage - Gabriel Knight

    Angel%20Mage%20Screen.PNG

    Angel Mage - Gabriel Knight

    Cannon%20General%20Screen.PNG

    Cannon General - Gabriel Knight

    Female%20Fencer%20Screen.PNG

    Female Swordsman - Gabriel Knight

    Hatless%20Mage%20Screen.PNG

    Hatless Mage - Gabriel Knight

    Knife%20Thief%20Screen.PNG

    Knife Thief - Gabriel Knight

    War%20Monk%20Screen.PNG

    War Monk - Gabriel Knight

    YetiZerker%20Gif.gif

    Yetizerker - BwdYeti & SoC

    All of these I can be credited as well, but I don't really care either way.

    Oh my! My goldfish memory strikes again!

    I'll get to that.

    For now, though. A FE7 compatible version of the Necromancer, if anyone cares for that.

    https://www.dropbox.com/sh/qr3m4mhe727rm6l/AAD6G8BFOMTzRfqpAzGZtHS4a?dl=0

    Don't exactly feel like doing a preview for this. But I'll do so if anyone asks.

    Edit:

    https://www.youtube.com/watch?v=QHd8g6h0JA8

    Third time's a charm, right?

    Shows off that fixed Necromancer as well.

    Dropbox link up there's been updated again.

    So... Why hasn't this been done 'till now?

    Free to use.

    https://www.dropbox.com/sh/gmvf854rhetmqv7/AAD76TCwJGeO_pa60MAcsCcZa?dl=0

    Suddenly the use of Sword Troubadour has doubled!

    oh sorry guy i forget it

    here

    free to use my custom animation class True Blade

    Link

    https://my.pcloud.com/publink/show?code=XZ9jxkZLYo9DxKzDSbPi1cXR67U8jTCyuvX

    Crimson Eye from FE8 now in FE7:

    https://www.youtube.com/watch?v=Jg6anT2OdOc

    52581.jpg

    Anybody knows how to put a screen-shaking effect?

    I ended up pasting a hatchet on a Bonewalker, so if anyone wants a crazy skeletal Hector an axe wielding skeleton for whatever reason, have at it.

    https://www.youtube.com/watch?v=coCKvFl50pU

    Download: Mediafire

    I just hope it works as well for other people as it seems to do locally :V

    man%20on%20a%20pegasus.PNG

    Male pegasus

    Sprite credits - genocike, Inkling, Lisandra_brave

    Scripting - Lisandra_brave

    https://dl.dropboxusercontent.com/u/1287867/card%20images/mpeg%20with%20dodge.zip

    Share and enjoy.

    If I'd known someone else was thinking of doing this I'd have released mine already...

    http://puu.sh/gCTqT/f5b77cf78b.7z

    Bonewalker FE7 Compatible, includes Bonewalker Axe. All of these bonewalkers were designed for FE7, it's just minor tweaks to make the axe one have FE8 sounds. Mr. Night made these animations and we were gonna make an FE8 version eventually.

    long%20haired%20female%20mage%20that%20i

    Long hair female mage

    https://dl.dropboxusercontent.com/u/1287867/card%20images/long%20hair%20female%20mage.zip

    Really, this was just a copy paste of the FE6 hair onto the FE7 mage, surprised it hadn't been done before. Or, if it had, surprised I hadn't seen it before.

    Really, the FE6 battle sprites were pretty terrible, especially compared to the 7 and 8 sprites.

    gay.PNG

    https://dl.dropboxusercontent.com/u/1287867/card%20images/FE8%20dancer%20staff.7z

    FE8 Dancer with a staff

    Oh, right, credits.

    Me for the sprite editing, me for the scripting, no one for credit. I'll get enough of the warm glow of satisfaction seeing it in a screenshot somewhere down the line and knowing that I did that.

    Challenge accepted :B):

    eNGc7Or.gif

    (Click it for 2x-sized)

    Download here.

    :Pent:

    Ooooooohl, she's adorable~ Also I'll have some more animations incoming soon. The female variation of the Bishop recolor, a Necromancer edit, a Priest edit, a Female Hectank edit, and an FE8 compatible Male Mamkute animation.

    tumblr_nm7ftpsohW1rn5n0ho6_r1_250.png

    Default Necromancer (Not FE7 Compatible)

    tumblr_nm8jpj5NLi1rn5n0ho3_r2_250.png

    FE6 Mamkute for FE8 (Must be placed over Myrrh's animations for the transformation to work)

    tumblr_nm7ftpsohW1rn5n0ho5_r1_250.png

    Female Bishop Recolor

    tumblr_nm5e4rR9GT1rn5n0ho3_250.png

    Female Hector

    tumblr_nm7ftpsohW1rn5n0ho7_r1_250.png

    Hooded Priest

    As was pointed out to me, The long hair female mage animation only works if you insert it over the original female mage, because it uses the C47 command.

    So I fixed it. https://dl.dropboxusercontent.com/u/1287867/card%20images/long%20hair%20female%20mage%20fix.zip

    This one uses L instead, so it's insertable anywhere. Have fun.

    Edit:

    And now the ponytail mage, both original sheet, and redone for insertion anywhere

    Special thanks to Genocike for helping fix the ugly ponytail on the cape flap frames

    https://dl.dropboxusercontent.com/u/1287867/card%20images/ponytail%20female%20mage%20fix.zip

    As should be for everyone is with everything I make, both of these are free for anything you want to do with them. Use them, edit them, hate them, create derivative works, anything. Hell, even credit is optional.

    Double edit: Wow, I'm not very good at getting things to work. The old versions were using the sage rune draw for some reason (probably for some visual effect) and because of that, it was trying to display at the same time as the spell animations. If you've ever seen Fa using a fire dragonstone against idoun, same idea here, but on a smaller scale.

    Fixed (again)

    edit2: Accidentally missed the Tethys w/ Staff

  2. Her back greave (the one on her right leg, which is on the left side of the sprite) looks too short? I would add two pixels instead of the full 3 that the male has for that top row, aligned to the left-most pixel.

    Or maybe remove a pixel of height from the outside edge on the front leg, and the top-right-most pixel of the greave on the back leg-- in favor of the skin tones, since greaves tend to curve in the back for more comfort.

    also you have access to another color, you could make a true white for the pants / shirt / spear?

    ... I feel weird for being able to tell that color difference at a glance. :/

    This is my count:

    4- skin/leather

    4- blue

    3- metal

    2- hair

    1- outline

    = 14 of 15 colors allowed?

  3. Does all that apply to the Class Animation Manager as well? Say I was replacing few of the existing classes, how would I tell what class to use what animation?

    If you want to replace the existing classes, unless they wield the same weapon types, then you need to edit things in the nightmare modules-- the animation manager iirc-- so that the animations play at the proper time (when wielding a given weapon).

    Are the animations in the Class Animation Manager order specfic?

    Technically no and technically yes.

    No: Their order does not matter in the end.

    Yes: Everything in the game is already pointed to their current locations.

    So if you want you could completely change everything-- move the t1 classes to start at the 1rst animation slot, have *all* the T1 classes, then start the T2 classes (wherever it may start)...

    You'd just have to repoint all the battle animations.

    For example, if I wanted to replace Lyn's lynlord class with eirika's animation, do I have to make sure eirika's attack and dodge animation are in place of lyn's attack and dodge animations?

    Yes and no.

    Yes: If you don't want to have to change the pointers.

    No: You can insert the animations elsewhere and then repoint Lyn's Lord class in the Class module to load up different map sprites, then find the animation manager and repoint that to the newly added animation.

    Computer Science (and games/hacking/modifying) rarely has questions that can be answered 'yes' or 'no' at this level.

  4. THEME/TOPIC: "History's Greatest" -Sprite one or more human units from history. One or all of them may be in a vehicle but the human unit inside must be visible.

    OH

    MY

    GOD

    LITERALLY ANYTHING?

    Joan of Arc!

    El Cid!

    Caesar!

    Cleopatra!

    Mark Anthony!

    BYZANTINE CATAPHRACTS!

    Hussars!

    Mongols!

    Atilla the Hun!

    Ghengis Khan!

    *internal Age of Empires fan explodes with happies*

  5. Making or inserting?

    Making the actual mugshot:

    Step 0: PREPLANNING.

    https://dl.dropbox.com/u/8875056/images/UT/alignmentgrid.png

    This grid shows where FE has built-in offsets for eye / mouth frames to be-- your eyes and mouth need to be inside one of the internal colored boxes; AND they both have to be in separate boxes.

    Then you make the default position for your mugshot.

    You can find a ton of tutorials for this by googling "Fire emblem mugshot tutorial"-- though I'm not sure if you actually want to follow them. If you are new to the art, splices until you know the style better than the back of your hand; then you can start customing.

    Or you could just start with FCs, it doesn't -really- matter, but splices are less annoying to work with at the cost of novelty most of the time.

    {if this is the part you needed the most help with, you should delve to the Sprites subforum, I think.}

    https://dl.dropboxusercontent.com/u/8875056/images/UT/box.png

    Then put the sprite in this, the largest blue area is the whole mug. It can't exceed that area-- it can't go into the area outside that 96x80 with the sides lopped out.

    The small blue square is the chibi sprite (for use when hovering over the unit on the map). There are a lot of ways to make chibi sprites, and they don't necessarily have to actually be chibis. Blazer's The Last Promise just used a square of the actual mugshot with a border, for example.

    The two boxes below that are for blinking frames.

    The 7 colored boxes at the bottom are for mouth frames; the one at the far right is used exclusively for the portrait on the statscreen. The bottom-most 3 are the smile frames.

    Making the talking frames:

    http://serenesforest.net/forums/index.php?showtopic=30667#entry1858788

    Making the blinking frames:

    Would you believe I can't find a tutorial for this?

    Inserting it: Make sure it's 16 colors and obeys the formatting rules (all above). Feditor, portrait inserter. Insert. Align the frames. Save. Done.

  6. this frame kinda pops out. It doesn't have a lot of movement from the previous one, it's just kinda extra bright and shiny, and it looks odd in-engine.

    Hmm.

    I must say that it never looked odd to me-- the sprite moves forward two pixels relative to the edges of the very blurred frames, which possess less definition than this frame and are immediately prior.

    Logically, the construction was a fast motion meeting resistance, hence the sudden stop in forward momentum-- but it's still a fast motion, hence the blur behind.

    And like all blurs, it's lighter in shading than it should be.

    The biggest problem, however is that this part gets really confusing for the eyes. It seems obvious at first that this is a swing that goes towards the viewer and back in again, because that's the only way that kind of arc makes sense. But it's in his right hand, so that clearly isn't the case. I'm sorry, but the frames make no sense at all.

    It, um, was supposed to be scuffing / going through the ground, like it does in the movement frames.

    Precedent for showing the weapon even though it should, logically, be hidden by the floor was present from Great Lord Hector, Eliwood w/ Durandal, and the Hero's smears.

    So I agree that it looks weird but I maintain that I was justified in making it that way at first...

    It also seems like a weird attack in general. A spear is for thrusting. Whacking someone with it is probably going to hurt, sure - but impossible spin aside, that crit is a less effective attack than the regular stabbing one. It'd work a lot better if you re-worked the spear to a halberd or other more hack-and-slash-capable pole arm - or, like Ephraim, let the twirl lead into a proper thrust.

    Though thiiis is probably something I should have thought of, to me the spearhead already had some sembalance of that appearance, and I was thinking completely from the idea 'spins are cool' and not at all about practicality of the strike.

    But you are absolutely right, I'll work on it to make it better / more logical.

  7. The timing seems incredibly quick between each of the frames. Especially with the javelin crit, that soldier does not take the time to show off his spear at all haha

    Same timings for javelin crit and normal showing (3 then 2), :@

    The video has frameskips...

    ;_;"

    But you're right it's a bit quick.

    For the record...

    The original soldier has 4 attack frames. It spends 3-5 'counts' on each one.

    Mine has 9, but three of them actually occur in-between frames of the original's-- so I decreased the time spent on those two frames when I added the one inside, because I thought it would look slow and stuttery otherwise.

    The original soldier animation has 7 return frames and displays each one for a count of 3-5, I believe it has 4 frames of 4, 2 frames of 3, and 1 frame of 5? Not sure, but that seeems right.

    Mine has 9 return frames and the timings are 3 for four frames, 4 for three frames, and 5 for one a single frame-- but my edit covers less motion per frame, too, so it only seems logical that it'd play faster.

    But I could slow it down more...

    I'll make it better just you wait!

    the axe sfx on the spear is also weird lol

    ;_;

    All the other ones sound awkward to me with the timings I had.

    But since I'm redoing some timings anyway I'll go through the sfx again, why not.

    Can somebody else check this?

    Uploading a video takes 4 hours, and this takes 20 seconds. :/

  8. [Click for sheets]

    OlZBy7t.png

    Rogien E. Seldric, or in generic terms: No helmet, no accent face (thus enabling the spear to be modified by the palette without needing a very light color as the first color)

    gdCesfN.png

    Generic Soldier with gold-rimmed shield and red-topped boots.

    WbftK4z.png

    Generic Soldier with gold-rimmed shield and greaves with blue-white metal straps.

    Smoothed soldier videos, forgot to post earlier:

    https://www.youtube.com/watch?v=wN9pejtK2oo

    https://www.youtube.com/watch?v=Fja6L6EL7Co

  9. °д° < Make your own

    shorten it a pixel, remove the helmet, everything is at basically the same level, and there's not much head motion.

    The pectoral plate is incorrectly constructed to do it that easily.

    (has nobody else actually seen historical female breastplate? I really doubt that I'm the only one; but if the armor is not at least slightly shaped to the body it hurts to wear. Not to the extent most fantasy things portray, but those have more historical accuracy than some people give credit for...)

    I'll do it after I finish the shield variations, which turned out to be FC work when I thought they'd be recolors.

  10. That's kind of an interesting concept. The max rank is S and the minimum is E so the max difference would be 5 although it might remove incentive to trade up to a different weapon type (eg Iron > Steel) if the bonuses outweigh the added Mt

    True. Hmm.

    :/

    wut

    ... my english yesterday afternoon was so miserable

    Colossal below is what I meant-- something that activates every so often, reliably at a predetermined rate; not something that is random-- but something that isn't a command skill.

    wut

    Checking both user and enemy's weapon for abilities and stats; messing with weapon triangle bonuses

    Makes more sense if you give weapon-rank bonuses to everybody and then disable them when at triangle disadvantage, this skill does

    I..see. Seems a bit much but I'll consider it

    You said ideas.

    I spit out everything that I had that didn't seem stupid.

    wut

    Same intercept ('not moving'), different effect.

    I've told several people that this type of thing would be ridiculously annoying to make because staff ranges don't behave like weapon ranges

    ...Oh.

    :C

    maaaaad specific and conditional just for 1 space

    1 space matters a lot in a choke, though.

    It allows you to train the unit without worrying about letting them get attacked except when they attack-- you move them one space, then attack, then move them out of enemy range (if the enemy has a 2 range weapon).

    what is your fetish with bows?

    An attempt to replicate the two different styles of archery combined with the fact that I've never had an archer that was worth using.

    wut

    Check the stats of the weapon equipped then apply as passive stat gains following a formula for each stat; e.g. making weapons with more Might more valuable even if they don't necessarily have a lot of hit; and somewhat negating penalties from wielding higher weight weapons (since those tend to be heavier) without impacting the end speed thus impacting double rate.
  11. Still can't record video

    But the package is in the feditor thread

    ko6xm.gif

    emoting is fun and quick, also XNA-size? body for Lustruv.

    Not sure since only source I can find says to extend by 16-20 pixels, but this is 16 pixels taller than the GBAFE hackbox.

    oQ8NvW4.png since zooming gifs can be impossible

    (also I noticed that i made a mistake with her hair so I fixed that before uploading this, but I'm too lazy to fix it on the gif)

  12. Intercept the battle calculations for WTA shenanigans?

    Skill that gives bonuses based on the difference between your weapon rank and the rank of the weapon you have equipped?

    "Active" skills with cooldowns that are reduced by a stat, cooldowns both in turns and in battles? Autoactivate, not command.

    "If not moving" that grants stats? "If moving <X tiles"?

    Check enemy terrain? Negate enemy terrain?

    e.g.

    Prowess - Can only be at WTD against Reaver weapons and weapons of higher rank than the one you have equipped. (Checking for the reaver ability on the other weapon, not hardcoded)

    Wild Fighter - Enemies with a lower ranked Weapon than you lose 1 place on weapon triangle (Advantage -> Normal, Normal -> Disadvantage)

    Colossal - [activates every [10 / LUK]'th' battle]: Add difference between weapon weight and CON, or half of weapon weight, whichever is higher, to atk

    Hawkeye - If moving no more than 2 spaces, gains 1 range with Bows (all bows)

    Readiness - +15 Hit if moving no more than 1 tile, always on during enemy phase

    Faith - Staff range +1 (e.g. makes heal 1-2, physic [(mag/2 min 5)+1])

    Fair Ground - copies opponent's terrain bonuses if superior to own

    Terrain Cancel - Enemy's Terrain confers no in-battle benefits against the user

    Canto-but-not:

    Pirouette - Can move 1 space after acting (trade, attack, item use)

    Dive Shot - Can move 1 space after attacking if moved exactly 1 space before attacking with a Bow. Can't return to space you started in.

    Acrobatics - Can move X spaces after attacking if had at least X*2 movement left when attacking with a Bow.

    Tantivy - Can use remaining movement after attacking with a Bow, or half of it with other weapons.

    Check weapon stats?

    Fervent - Hit, Avoid, CrEv are all increased by the equipped weapon's Might. Critical is increased by half of weapon's Might.

    ?:

  13. So if I had the spell ready, do I raise the max index and go to a blank input index to insert the spell? or do I stay at the same max index and a blank input index?

    And then just repoint the spell in nightmare?

    I'd raise the max index just to make extra sure nothing breaks, but that's me. If you know, for sure, that the index you're writing to is blank, write to that index.

    And yes, you repoint the item's spell animation via nightmare.

  14. Some nightmare module certainly has the list of what spell animation is a default for what actual spell...

    I doubt there's a limit for the # of spells, just space on the ROM. You just need to be able to find the pointers as far as I know; It's all data to the interpreter.

    If you want to actually insert your own custom spells, you'd need to write up an animation script, and blazer's ultimate tutorial should still be relevant for that.

    (This is what the "0x85 Command Usage" is a document for, by the way)

  15. I think I prefer the short boots in general. It feels like the red ones draw the eye to them more than the upper part of the sprite (Maybe if the red bits were darker?)

    Yeah.. hm.

    the long leather boots kinda make the groin pop out...

    Ick, you're right.

    The grey rim and boss version of the shield is definitely my favourite,

    So 1~3?

    and I like the brown background a little better than the red - it does look nice, but red on the shield as well as armour feels maybe a little top-heavy? (The grey rim, red background shield does work pretty well with the red boots, though!)

    Hmm. Yeah...

    The red rim blends too much with the armour - might work better if you used black to outline the shield?

    I'd do that, except it would reinherit the problem when sheeted (if you use the outline on some of the shield parts, it no longer looks like it is in a position that is even remotely practical / looks like its floating).

    Gold rim isn't too bad, but maybe a little too fancy for a generic soldier?

    Yeah... Hmm.

    Well, I know what I'm doing when I get around to making a not-so-generic soldier. :V

    Would be interested in seeing the new animation, well, animated. :P

    I did not have a good place to use my mouse until now, so...

    Melee | Ranged

    8MCEBk5.gifwcLjqUj.gif

    Everything but the dodge since that went completely unedited.

    Note that while the melee crit looks really weird here, it doesn't when the screen's shaking and the lance is actually inside an opponent.

    Feditor soon. E_E

    actually I need to add whole frame to the ranged return. I can't cheat it with small blurs, now that I'm looking at it more.

    [frame added]

  16. bTsElEs.png

    I think my edits might have a bit too much forehead, but I didn't want to spend too much time since it's late. Blargh

    That magenta is so pretty.

    [and so not very not Tay.]

    Those eyes are so nice, too.

    ... though I think I get FE necks now. :/

    And while your edit has a lot of forehead, my original has more forehead...

    Have Lustruv, since Tayhine's modern form is impossible for me.

    7NDWt8p.png

    Anna (FE6, FE7, AND FE8), Lucius, Fir, Angry Lyndis, and the eyes from Toa right above.

    «No»

  17. [This entire post is either «No» or has a better version farther down or is incomplete]

    So... suckiness. :V

    rCL8hD8.png

    1- Splice of Priscilla, Nino, Erk, and Ninian.

    Then I felt that I had done her great injustice because she's not flatchested (quite the opposite), but the cloak is shaped as though she is.

    2- Splice with custom bits, some outlining... Unfortunately I don't know who contributed. Also features art theft! :V

    (Some of the things that were outlined were from the FE4A compilation sheet. I know that much by looking at it (due to the mismatching), but I can't identify whose they were originally nor who did them. I don't have the compilation sheet anymore, either, so :/ I would've loved to identify exactly which parts of the hair I stole, but alas.

    I am pretty sure that the neck and face are spliced from IntSys things and custom, though. They're... too terrible to be anything else.)

    Then I put her down again.

    3- Trace of a drawing.

    Drawing is hard. But for me, hackboxing was a lot harder.

    ...Hackboxing a drawing was even worse. >_<

    4- Colors! And expression!

    This already has huge problems and I feel bad for not having seen them earlier, but I didn't see them unitl I was done with step 5...

    5- Shading shading aa

    Seriously the shading hurts me to look at now that I know better.

    Especially her bust. I bet you can't tell that her cloak is actually being pushed behind her breasts.

    Because that's totally what's going on. :/ It just doesn't look that way because the piece was so bad and that pigtail is going completely the wrong direction.

    Then I went on a spriting hiatus for a number of reasons.

    And now I recently got back to sprites, so I decided that I was going to make a new Tayhine sprite that was anatomically correct and etc., which is what 6 is.

    7- blockshade (need assistance)

    But then I realized I have no idea how to do a good bust while keeping to style.

    Nor do I have any idea how to shade a collarbone, nor how to work in a nose.

    So... I really need help with those. I know how to shade a collarbone-- just not at that size.

    Also I think something's wrong with her neck but I can't tell at all.

    Maybe I should stick with splices, but I'd like to actually get better at this...

    Nor, sadly, how to fit her in the hackbox without shrinking her more-- which I want to avoid, because I want to emphasize that she's supposed to be bigger proportionally than others including even her head.

    Also I was just thinking of how terrible an artist I am and etc., that people would berate me for not being able to follow basic human anatomy and how flesh is supposed to fall and etc so I got demotivated and stopped working on her. -Again-.

    So I made 8-9-10 just for some fun, 8 is the finished one. What? I like battle sprites. :2

    (And yes, the dress is too short. It, annoyingly, is something that she always does as a character, so I thought I would be true to form there, if nowhere else.

    And her stockings/socks are purple with red streaks)

    11 is the palette for 8-9-10

    12 is the full palette for 1~7; which quite obviously goes far past the color limit, but is a comprehensive palette for Tayhine and all of her outfits.

    Also I do constantly flipflop on what color her eyes should be. I like the red (accents her hair) but I also like the green (accents her cape).

    Less suckiness. Equally not-all-mine.

    UdxgjGm.png

    Three and two half lords. Though I suppose Wirym suits being a Gotoh so far in my game sketches.

    In order, left-to-right...

    Tayhine (Future), Tayhine Lustruv (Ancient), Lyd*, Eliwan, Lyd (t0)

    Tayhine Lustruv (Ancient)**, Lyd, Eliwan, Wirym

    *Reshade of Gabriel Knight's female Mercenary.

    **Reshade and edit of female Ranger.

    The half lords are Future!Tayhine and Wirym.

    Also, would you believe that *nobody* in the top 30 google results had a complete sheet for the Intelligent Systems GBA soldier?

    I can, because I found that out. :|

    Everybody was missing some frame--a lot of people were missing frames from the crit animations, but one group was missing one of the ranged attack return frames...

    This is relevant, of course, because...

    7JE3Wwk.png

    I've made it my goal to make a completely underped generic soldier animation.

    (sorry for the mostly-blank space all up at the top. I'm not good at arranging sheets...)

    The original soldier.

    Assembly-based sheet.

    But... something is still a bit off, no?

    [Also I think that the return isn't smoothed enough, but I can't figure out a good way to improve it.]

    Something... like a complete and total lack of interest. The soldier class animation has nothing special-- this is fine, given the class is supposed to be nothing special...

    But it's kind of lame to look at.

    A5nOoeg.png

    So... reshades of the legs and shield.

    And I just want to know... which one people like the best.

    I could also do something different for the shield entirely, but it would take some extra time (there are 13 unique shield frames so far)

    Now, this is something that may, just may, surprise people, I'm constantly working on a game.

    GsNalnk.gif More map sprites.

    This is the Hunter class; which specializes in mobility to the Archer's range.

    Their class skill is Acrobatics, which lets them use half of their remaining Move after attacking.

    To fit with this, I wanted to make an archer that LOOKED frail, so I borrowed Eirika's legs and proportions.

    Left: Female. Skirt, half-knee footwear. Light bowstring.

    Right: Male. Pants, ankle-high footwear. Dark bowstrong.

    Also I don't like the neon arrow, but I didn't have any other choices-- it was either the neon arrow or the possibility of the fact that it's an arrow being easily lost.

    Also I just realized I forgot to draw the shadow for the bow on two of the frames. Whoooops.

    [The idle frames don't satisfy me, and I haven't started the movement frames. When I get around to those, I'll put a proper sheet.]

    i have an essay due in an hour and a half and I haven't started it

    I've been assembling this post

    I'M COMPLETELY UNABLE TO FOCUS AT ALL

  18. No, the trim diamond? on the center piece looks like a hole, showing his bare skin through it.

    At least, that's what I saw the first time, so that's what I think it's about. :C

  19. check out the sheet for some of the derpy looking poses the soldier does.

    "Some".

    "Some," he lies.

    Basically all of the return frames are derpy.

    I like the new helmet a lot, but I think for the part towards the shield on the visor where you use a pixel of the third color directly next to the highlight (1rst color)-- in a ╩ shape with the highlight, that is, I think that should be the second or possibly first color.

    Also, the visor itself, I think, should have the first color extended towards the other side. Currently the light strikes the visor from the front of the sprite but on from our point of view on the back of the helmet-- or so it seems.

    kdu10.gif or I could remember that I can make images instead of using words

    I see the same thing (wrong angle) when looking at the breastplate as well. I think you should remove the leftmost highlight pixel from it, and take the one on the top and move it towards the shield (which makes it a ╝ shape instead of a ╩ shape).

    Also the breastplate looks weird to me because it doesn't look close, at all, to his form, which means that it isn't doing its job as armor at all. I... don't know why I see that, though.

    Personally I think it'd look nicer if you went with some knee-high greaves instead of half-knee boots. It would at least put something on the legs which are awfully bland; which is the biggest problem with the idle pose-- there isn't any visual interest there. Having more pieces would create something that is at least has some visual impact, instead of having the sprite just kind of die when it gets to the feet-- at least, again, in terms of things that are going on.

    :V Or maybe I've looked at sprites too long and adding things to the legs would make it have too much going on.

  20. Ghast what? ASM all over the place?

    >Stats

    Nightmare, but I'm not sure where to change the stat cap (I know for a fact that you can give a unit 63 in a stat without having the game break, but the status screen does look pretty terrible), but I know it was done in The Last Promise and I'm pretty sure that doesn't have a whole lot of ASM.

    >Classes

    Nightmare/Feditor makes it not impossible to make class chains, what I recall was that it was nearly impossible to add promotion branches?

    >Tower of Valni

    I'm pretty sure that it isn't possible to give back / take away half the team-- but instead use lockouts, the "this chapter can't have these characters" thing, on a ton of units?

    >Lagdou Ruins size

    ...Okay, I'm pretty sure this does require ASM.

    >Items

    These don't require ASM, just repointing and modifying the value that prevents items from having Use effects...

    Except for the class-up staff. I wonder how many routines you would need to code to make that work?

  21. KgaAJ8Q.pngEliwan T2

    I'm... very unconfident in the detailing though, so I want to get opinions before I even start sheeting.

    re: Wirym (beastgirl): Amusingly to me, that's actually a regression. She used to have those and then she lost them and now she has them again (the retrigrade fox-feet)

    edit re Wirym/Marcul (shared anim)

    Not sure if, for her first transformation, if her feet should move backwards or her body move forward.

    k2dho.gif

    Left = Feet moving backwards, Right = Body moving forwards in this context.

    Or... perhaps I could add in a jump? :/ I'm so stuck.

    I KNOW

    k2dkk.gif :V

  22. SERRRRREEEENENNNNEEESSSSSSSSSSSSsSS

    Sigh

    re: Toa: She's supposed to be monstrous. Her size did kind of run away from me (she's not supposed to be THAT tall), it was intentional that she be rather large and I designed her map sprites to be proportional to that.

    However, you're right. She's too tall as it is, even though she's supposed to be tall it looks odd and out of place next to other sprites.

    EacL8wN.png
    So now she's smaller. Only 38 pixels high this time, and I think she's a bit too short.

    M8EuRmy.png
    And comparison chart

    edit: Oh right, in case you're wondering where the fur-legs came from: They were there on the map sprite to begin with. Since I had to FC a new idle anyway, I thought I'd leave some room in for the fur this time.

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