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Eliwan

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Posts posted by Eliwan

  1. Nice stuff. I applaud you for having enough patience to make sheets...

    To be honest, making sheets isn't that awful... If I already know how I want it to look.

    That is the problem I had with Eli: I had NO IDEA what I wanted to do with him. With Heiress!Lyd, I knew exactly what I wanted: A quick simple thrust forward, because that suits both her and fencing.

    With her other three classes on the other hand, I have/had no idea what I wanted to do, at all, since I could not see what would fit. Though I'm considering doing edits, since she has four classes and it is pretty obvious at least one of the remaining three has to be mostly FC again...

    But she's left-handed and there are just NO left-handed sword wielders :V

    Some quite nice stuff here. Would be interesting to see a number of them animated.

    As said, it would be interesting to see those battle sprites animated. They have some interesting moves.

    Drat. It's going to be hard to animate Lyd's crit because it uses command codes for screen shaking as a critical component of it...

    In the meantime, if you want you could check it in-game? :m I can't upload videoes, sadly:

    https://www.mediafire.com/?2whvzymchlefz6n<- Zip for her frames for FEditor.

    Eli's return is being redone because it honestly looks like crap when animated. I'm satisfied with the dodges, but I don't want to have to assemble the dodges to upload (I don't happen to have them ready, unlike that attack loop).

    As for critiques...I will have to sit down and study these to give some more helpful advice...as for now... Some proportions and shading could use some fixes... But they pass the eye test for the majority of the Battle Sprites... Nice work!

    d'aww, thank you.

    The portrait/mugs however could use a fair bit if work with proportions and shading to look right. Like... They are good efforts, but aren't quite there yet.

    I can't figure out how to get the face to look right. It either looks too baby-faced or too sharp for Lyd.

    ...anyways, cool first post. Lots of fun stuff to see and comment on! Hope to see more soon, keep it up! ...and welcome to the Spriting Forums. :D

    d:

    I realize you probably mean for the black line to be the eye but

    I cannot unsee this.

    Neither can I, and neither can my entire family. That's priceless, thank you for sharing.

    Should I switch the closed-eye pixel to the other side?

  2. Gty9NRM.png

    Yeah, it's tall. Before it was really wide {ABCDEFGH / IJKLMNOP instead of current ABCD / EFGH / IJKL / MNOP}.

    row1: Pauldrons, Cape

    row2: Cape

    row3: Cape, Decor

    row4: Pauldrons, Cape, Decor

    column1: gray shirt

    column2: gray sleeves, blue torso

    column3: blue sleeves, gray torso

    column4: blue shirt

    This is a finalization of "what is Eliwan's outfit", and I'm pretty much set on using P, but I wanted to share the process.

    [i want the cuff to be larger and have red circles embedded on it. I like the idea because it is simple and yet looks nice, so whenever I draw him I strive to add them in--but I didn't add it to the sprite because it was too small, so I also removed the increased-thickness of the cuff because it looked weird.]

    3OZwAsP.png «No»

    This was mostly a test for seeing how bad using non-black was for FE-sized/styled sprites, I was pleasantly surprised at how not-terrible it was.

    3XX99C5.png «No»

    Lydiiav Jehnli Sepiali, in her youngest state, is many things.

    Understanding good fighting is not one of these things.

    Considering changing out the red to the hip-green color, to both increase available colors and to help simplify her outfit.

    5ql5oEb.png «No»

    Lydiiav, dropping her titles because she dislikes them, opts for something a bit more practical than a dress on the battlefield.

    It's still kind of fancy, which was something I was going for, and not the most practical piece of cloth.

    I constantly smash into the color limit with Lyd--the original reason for this is because her dress / split piece (which are the same article of clothing, the latter is just cut and resewn from the former) had a gradient on it so I had to try and represent that in just a tiny palette. I've since decided that it doesn't really lose anything from being 'merely' a three-color outfit.

    This sprite starts my palette-reduction spree: the skin-tone armor accents instead of red ones. I also take advantage of this in the mugshot to slightly improve the quality present there.

    4xzwmN4.png «No»

    Not a lot to say about this since it's just an even older version.

    Importantly--and insufficiently represented in the mugshot (and I didn't even try in the battle sprite)--is that her chestplate is supposed to be a motley of many colors, degraded and repainted over many times with some speckles staying or shining through. I don't think the effect works, however, so I'm inclined to change it--especially with how I didn't even ATTEMPT to represent it on the armor. (I do have a sprite of that, actually...)

    upcMZXJ.png «No»

    Aah.

    This, actually, was Lyd's first sprite. The top of the split piece has been recolored among other things (I accidentally overstepped the limit) since then, but it is still the same otherwise. Again I have the motley on the mug, but it doesn't match up at all.

    When I was relooking over the top sprite, that was actually the reason why I decided to redo her sprites with flesh-trim.

    The bottom sprite... same as two snippets above.

    246KeWm.png «No»

    The full nonsense of everything that is Lyd. Left in the bad sprites because I felt it unnecessary to clip, but that is just me so I apologize for that vortex of bad that exists. :p

    A majority of the top-left 1/3(x) 3/4(y) of this sheet is already above, but I completed some frames and adjusted the crit ones to be slightly better.

    At the very bottom are some sprites I've cribbed to get myself rolling on ideas for expanding her animation--I don't like how quickly she just strikes, currently, despite the fact that it both suits her and her fighting style it looks awkward in-game because of how many not-moving frames it uses.

    «Attribute»

    Tr87BWF.png

    Random idea for tactician-unit. Cribbed cape from Shaman, got lazy with feet (they're different than the Shaman's, but like the Shaman do not actually change, ever).

    The shawl? was a bit awkward to add since I kept making it move, but it moved too much so often that the end product is almost as though it doesn't move at all but if it doesn't actually move it looks weird when actually animated, so I just was mildly annoyed with that complication. At least it worked when inserted. :p

    ijja0.gif

    I also made some... well, in my opinion, snazzy idle animations with the red dots. I REALLY loved making those, since they were so simple (just a random pixel here or there), yet difficult (had to think o fhow it would animate). Same story with the ring above-- it was at least entertaining to do, and it just is so much nicer than the normal tactician idle.

    (Also due to something stupid with the gif creator I'm using, the five-red pixels on the first frame of this turn purple. It looks fine, but they're supposed to be red. :/)

    ijj77.gif

    Just those map frames because I think I can get the timing right.

    uuggghhh so many sprites i feel bad for just dumping like this but I keep forgetting to come here and update with things I'm doing because I am the most forgetful little silly.

  3. All of the sprites were made for my and free use intentionally, while he asked me to do some for his unique characters/plot/what have you.

    Edit: Here's a battle sprite of a female mercenary.

    ~snip large image~

    You can use it if you'd like to, but the color for the handguard is the same color for the fair, so watch out for that.

    Since I would like to verify:

    Is it alright with you if I use this Mercenary spritesheet?

    [obviously giving credit]

    And is it alright if I modify it, as well?

    [obviously giving credit]

    {Sorry for not posting something useful, but everything I could possibly say has been said! The work is amazing by itself, but seeing so many sheets is insanely awesome.

    ...Except that I don't think the small Wrath icon was too busy.}

  4. Trying to figure out FEditor's looping command.

    Sadly, the documentation... isn't helping.

    The 01 command has been hacked to allow looping of the frames and commands prior to it. To utilize this, an "add loop marker" button will allow specification of which location in the animation to begin repeating each time the 01 command is reached without the animation continuing beyond (normally the game loops back to the 01 command itself). Specifying a loop marker in a script is as easy as having a line with "L", but the "L" line must come after a "C04" or "C05" line.


    How am I supposed to format it?

    C04/C05
    L
    (looping frames)
    C01

    finish attacking

    return

    or could I, conceivably, do:

    C04
    L (looping frame 1)
    L (looping frame 2)
    L (looping frame 3)
    L (looping frame 4)
    Actually attack
    C01

    finish attacking

    return

    or do I need to put it like

    C04
    L (looping frame 1)
    L (looping frame 2)
    L (looping frame 3)
    L (looping frame 4)
    C01

    return

    :_:

  5. Starting from Lockpick:

    Change Weapon Ability 1 to Weapon.

    Add in weapon stats.

    You would have to, however, point a new animation for the use of item-weapons by the classes you want to be able to use this weapon. You would also need to find a way to restrict it (the current method outlined above only restricts the 'key' functionality). However, changing the Item Type to Sword, from Item, removes that issue, without otherwise altering the functionality as a thief-key.

    Edit: by this I mean that the weapon would be able to be wielded by anybody. I suppose you could change the weapon type into dragonstone and then give theives the manakete lock? But that disguises the weapon stats if you have any applied. :/

    Changing a normal weapon's "Staff/Use Effect" to 0x20, Lockpick, however, does not properly set something: It will always return "this cannot be used".

    If one also changes the Item Number to 0x61 (Lockpick)... no, it stays the same.

    :/ I have no idea. That's really puzzling.

  6. MUCH LATER EDIT

    Example of how I term:

    Name Of Thing «Category»

    If «Category» is

    Ask - Ask for permission to use it

    If the thing isn't named / doesn't have a category, please assume that it's ask

    If the category's "open" or "free" then do whatever with it

    If the category's "attribute" or some abbreviation of, then use it as you will, but attribute the author(s)

    If the category's «No», it means that I'm using it and it is mine and blah.

    Because i have sprites I'm looking to improve ;;

    Might as well post everything I have so far while I'm at it:

    Eliwan Sheet (Swords, Rapiers, Tomes, and Staves, includes map idle/selected) «Attribute»

    Yemu4yT.png (I now notice: there is an error on his Sword Crit frames.)

    Referenced and-or drawn over frames

    HlOmAxA.png (Yes that's all of them >>)

    Matthew/SI Sheet (Staves, Unique Weapon) «No»

    iDqbGu7.png

    Lydiiav Jehnli-Sepiali «No»

    Tier 1

    T1 Map Sprites

    lkuxKeF.png

    T1 Battle Animation

    tSTNuoA.png

    T2 WIP

    oO8uKEU.png

    Elikia, the Thunder Twin (shows my process; this is not FE colors-- Elikia's... scarf-cloak-drape thingy, which I really need a name for, is a black color; so dark is my black palette that I had to use 20-28-24 as the outline instead of 40-40-40, which I actually used as a shade...)

    xb70p3F.png

    Icon group (Not for insertion): «No»

    FpNf3Jx.png

    Eapier, Pierdew, Dewnai, Naihoan, Hoanaiu, Aiusia, Sianeth, Nethwuld, Bretheren (Sealed), Ultimia's Guard

    Knipier, Anokni, Gurano, Poligur, Wapoli, Seuwa, Mukseu, Alemuk, Istale, Soloist (Sealed), Ultimia's Memory

    Bretheren, Bretheren, Bretheren Wings, Yangir, Wyrd Wings, Taita, Soloist Wings, Soloist, Soloist, Ultimia's Stone

    Lashe, Coretu/Couretu, Haymaker, Natrus, Rageil, Ellus, Light, Dark, Heart, Ultimia's Rod

    Above, but '[EX]' or 'Released', Ultimia (Sealed).

    Lashe and beyond are the unsealed forms of the Ultimia, which is an Ularti (spirit/ego weapon).

    Not that that matters because /sprite topic/ not /everything dump/.

    Item Icons (FE Insertable)

    Um, would it be a good idea to assemble these into image groups?

    e.g. 'unique equip for x character', 'generic bows', etc?

    Also, would it be good to have blown up copies next to the 'normal' size? ;;

    Eliwan's: «No»

    MC8uiuD.png - Eapier+

    UVBtcnt.png - Aiusia - Shared with Elikia

    oG83kTQ.png - Wuldbreth

    UZ9WfKI.png - Asceroid - Knight/Horse Slaying

    bCKSNjg.png - Raitei - Infinite Tome

    Elikia's: «No»

    T3iAAuT.png - Shoriai - Elikia +Luk Tome

    3uO9A6H.png - Jactatus - Elikia Special Attack

    ESioxAZ.png - Surging Dragon Lightning - Elikia Special Attack

    Elphrihaim's: «No»

    wD0yobF.png - Coiling Dragon Flame - Elphrihaim Special Attack

    GKoXyyL.png - Torreo - Elphrihaim Special Attack

    Lyd's: «No»

    4ResGKJ.png - Go Jol Chai - Infinite Sword (Also known as the Sand Blade, it reconstructs itself perpetually, creating an edge that never dulls. The lack of substance to the sword, however, leaves many a non-expert failing to actually solidly hit enemies.)

    3PloxUg.png - Jehnli Foil - Lyd's piercing weapon, it was previously her mother's. (Lyd's unique Rapier; Ridiculous Hit)

    M0pnDhs.png - Han Shin Ryo - Blessed Demon Blade of the Desert. (FE7: Attacks at RES, can also attack at range; STR/MAG split: Can attack at range, dealing (10 + Mag) at target's Resistance.)

    "Normal" Equips (not sorted) «Attribute», though uh... some of these are derp

    gpuFqjF.png - Arising Sun/Supernova - Flux/Nosferatu mix, but fire.

    wBKIL7i.png - Solar/Sun Blade - Adept-style 'after combat finishes extra attack'

    G3I6s7o.png - Solar/Sun Spear - Adept-style 'after combat finishes extra attack'

    xTO8n5s.png - Starlight - No idea yet

    bDEcsvM.png - Staggacia - Creates a 'panel' that gets stretched in the center to form a bolt that hits.

    fLxgUaq.png - Moonstrike - No idea yet

    dOWrWDF.png - Radev - 3-4 Bow (Normal bows are 2-3)

    bpgaFwN.png - Rageil - Duladin/Blade Spirit/Eliwan only

    27Arusa.png - Mirti - Strong, low durability (the url for this one is '27Arusa' which sounds like a cool name :\)

    icOLiSs.png - Mightus (most obvious Iron Blade edit)

    WHTwZCz.png - Lanxador/Rang Edge - Ranged Sword? Thief lock?

    k3Q6ydF.png - Eteru - +Res?

    p3P3v3a.png - Axium - +Spd?

    kfWz0n4.png - Gust; but now that I look at it again it doesn't look custom

    hDad35Q.png - Implosion - Dark E

    dx9ht4U.png - Coretu (Couretu; I forget now @_@; Duladin/Blade Spirit/Eliwan only; +Def)

  7. Yep, totally possible. You can theoretically have all the possible combinations of weapon locks in one game with some creative finagling of characters if you wanted greater variety. (I think the Monster Weapon lock disables weapon levels though, so not sure if that's what you want...)

    Monster Lock disables viewing the weapon's stats (Mgt et all). So.. I'll have to think of something.

    I do not think that one weapon can have multiple locks(that quote is about how the ability to use locked weapons can be set to characters)

    Note that this works because although lyd has the ability to use weapon with armands' lock, she does not have the lance rank to use the pitchfork. (if you want her to get a lance on promotion or something, give the pitchfork a different lock, and give villagers the ability to use that lock instead. This method requires a lot of advanced planning, and you need to remember to give your weapons ranks as well as types(vanilla fe7 legondaries do not have ranks), because technically, anyone with the right lock can use a sword with internal rank --, even if they can't use other swords.

    Also, be warned that a proper strength-magic split is really hard to do.

    I know ;;

    So if I wanted to, for example, remove Rapiers from the weapon triangle, I could make the Rapier actually be a bow?

    And thanks for the example, it will be very helpful.

    The weapon lock flags, from what I can tell, can be stacked the same way somebody can be given both the ability to use the Kattis and Rapier, adding the hexadecimal.

    Thanks :)


  8. Ability 3 (Weapon Ability 2):
    Unused Weapon Lock
    Wo Dao Lock
    Dragonstone Lock - Hides weapon stats
    All Morphs & Boss Vaida = No Luck Flag?
    Prevents Controlling
    Triangle Attack 1
    Triangle Attack 2


    Ability 4 (Weapon Ability 3):
    Gives no XP
    Lethality / Silencer
    Magic Seal
    Last Item Drops
    Rapier/Durandal Lock
    Wolf Beil/Armads Lock
    Mani/Sol Katti Lock
    Forblaze Lock

    Simply, can you have a weapon with both the Rapier/Durandal AND Forblaze Lock?

    Example of why this would be cool:
    UW
    UW + Durandal
    UW + Armads
    UW + Katti
    UW + Forblaze
    UW + Durandal + Armads
    UW + Durandal + Katti
    UW + Durandal + Forblaze
    UW + Durandal + Armads + Katti
    UW + Durandal + Armads + Forblaze
    UW + Durandal + Katti + Forblaze
    UW + Durandal + Armads + Katti + Forblaze

    So you could do things like

    Eliwan has
    Rapiers, Unique Sword, Unique Tome, Unique Staff

    Lyd has
    Rapiers, Unique Sword, Unique Bow

    Duladins can use ++ weaponry

    Cavaliers have exclusive Horse Spear use

    Villagers have exclusive Pitchfork use

    Nomads have exclusive Shortbow use

    Archers/Snipers have exclusive Longbow use

    Chivals/Protectors have Rapier use

    With only a few weapon locks

  9. If IntSys is gonna do that, why not let the likes of "Rogue", "Ranger", "Knight Lord", "Mage Knight", "Monk" and "Master Lord" return?

    Rogue is an inferior Trickster. Rogue's skill is the Thief Lv1 skill in 13, which is 'able to open doors and chests without keys/lockpicks'.

    Ranger = Bow Knight = Nomadic Trooper (Mounted Bow/Sword user)

    Knight Lord = Mounted Great Lord = Paladin (Mounted Sword/Lance user)

    Mage Knight = Valkyrie (since Anima/Light/Dark tomes are not seperate ranks; Mounted Magic/Staff user)

    Monk = Mage (since Anima/Light/Dark tomes are not seperate ranks)

    Master Lord = Sword-Only Lord with high caps = Lodestar (admittedly, that's Marth only, but still)

    I do agree that it would be nice if they had custom naming schemes, but data shaving is a... passable.. reason.

    Ah, yes, that reminds me. If you can have a Lord die and not get a Game Over in FE:A, why the hell remove the "Lord" rank from Lords of previous FEs?

    Lodestar =/= Lord.

    In FE13 if Chrom dies (Main Lord), it's Game Over

    I don't know if Lucina dying is a Game Over or not once she's recruited (I think so, but I never let her die anyway...).

    Also because the Lord animations are clearly customized for Chrom/Lucina, and it would be rage if they were not wearing their own outfits from some point in time (Eliwood, for example, would have to be wearing his FE6 or one of his 3? FE7 outfits).

    This. A thousand times. Male Pegasus Knights/Troubadours would be awesome, and so would Female Fighters/more male exclusive classes that I can't remember right now.

    Male only:

    Barbarian/Brigand, Fighter, Pirate, Villager, Dread Fighter

    Berserker, Warrior

    Female only:

    Pegasus Knight, Troubadour, Bride

    Dark Flier, Falcoknight, Valkyrie

    (Seriously, why no Female Dread Fighters or Grooms? D: Would have been awesomeness...)

    Lyn "I'm only important in the Prologue and then get kicked to the side and I don't even get my own legendary weapon".

    Sol Katti, which admittedly doesn't have Effective vs the Fire Dragon (iirc, I haven't played FE7 in 4 years) but only normal Wyverns (again; iirc; and once you get it there are no more wyverns so whyyy); she's important for a few chapters and she does suggest things of import.

    I will admit that she does feel like a lacking character, as if her gameplay is a giant tutorial...

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