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Posts posted by Eliwan
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That should work, yesI put it as jpg like this [img]IMAGEURL.jpg[/img].
Allow me to show you with a spritesheet.Why not?
This one, which is a recolor from a GBC game:
As you can see, you can see each pixel is clearly defined with no aliasing (blending) against the background orange.
Let's jpg it.
You can see that there're color differences between this and the previous image, right? They're not too noticible, though.
And jpg is a superior compression format*, so we're saving disk space**!
Let's change the color of the background to pink-- orange is too flamboyant or whatever.
While editing the png's background to pink was just a few clicks (select background color, select new foreground color, ctrl+a, ctrl+x, ctrl+v, turn on transparent color2), the jpg is not so.
This is because the jpg is not aliased against the background, which is because it uses a compression format ideal for pictures to save space.
Additionally, the jpg will have color corruptions-- just like it does for the background-- for your actual graphics. That makes it completely useless for recoloring, for putting together with another spritesheet... for really anything besides just looking at it (and the color corruption means that it's harder to see).
*not for sprites, it actually takes more data-- the png is 2.7kb and the jpg is 11.1kb :3
**sprites take up such little disk space that if this is a legitimate concern of yours I think you have bigger issues
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yes, if your filetype is a jpg then your image extension for its url should be .jpgI'm trying, it is not working. Is it because they are all jpg?
but if you are working with sprites you should not be using .jpg :V
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well it's been way too long
icons icons icons these are my favorite thing in the history of ever
i still don't really do tomes
nearly done with this magethief animation that I've been tinkering with for over two months :/
(I restarted the custom parts over three times. It was pretty disheartening each time.)
Trying to condense the statscreen down to only 2 pages, while also adding essential features (skills / Talk)
it was a dumb idea but i succeeded (even if I never bothered finishing) so I can be happy with that
o look it's a master knight, only closer to gba fe style and in my horrendous lus palette
Lestra wip, she will have hair that is like space (including the stars)
New class still, I was building class tree for my project so it became a necessity
Class is "Astra" and is Sword/Light to fit with mythos (this is also why the sword is fire).
A map, you're holed up in the bottom right and must push out, but are given generic reinforcements every so often, either by area event or just by turns
and finally
a Cynthia wip
1. not sure which archer/sniper palette to use (or if I should use a different one than I have present at all)
2. How abysmal is the face / hair so far?
3. How 2 archer armor? should I go for something a bit heavy because she's supposed to be a very hardy person, something light because archer armor tends to not be heavy? Should I make it like Wil's-- sorta-casual clothing and a pauldron? I just have no idea how to tackle it.
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Can't you make an area event that only covers the single tile, and have that area event jump you to the ending event?
Or would that allow enemy movement/action to trigger chapter end?
(if that's the case, can you add a check for if the triggering unit is a player unit?)
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because that's how the server stores the dataWhy do the first screenshot links have "bae" at the start? Ugh.
in a sequential order, not unlike how lisence plates are issued
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*It's divine lightning will pierce the sky, I think at least, but Xander's Siegfried is not divine at all, looks unholy as shit
"This Divine Lightning Shall Pierce the Skies" is indeed what Arch muttered all that time ago.
I'm going to say that it looks pretty ok as an animation, though, as despite having some bad pieces it does not animate particualrly horribly.
Your sword itself looks quite nice (I can't wait to see it shaded~).
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I think that you should actually have directionality for the move frames, but it would be pretty cool regardless.I'm gonna make the other weapons later. A sword possessed by a ghost. The frames aren't all lined up here, but I'm sure we all understand that it floats up and down. Eventually I'm going to take a stab at battle sprites, and we'll have some dope shife.
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.......I just done my battle gui thingy, and readjusted the palette, but it doesn't save? Help? ._.
d-did you click the save icon? or hit ctrl+s? or go to file -> save?
/s
In honesty if it isn't saving I have no idea what's going on. I've never had an issue with it not saving...
Is it not saving only a component? If so, what is that component?
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YesCan I import a palette that I edited? This is very confusing for me :/
in either program, load the image that has the palette that you want and boop there it is
now if you want the palette in a specific order (necessary for certain insertions-- such as map sprites or battle frames or weapon icons), then you have to tinker with the palette bar, "Palette => Swap", "Palette => Sort", "Palette => Requantize" if using usenti, and if using aseprite just tinker with the raw palette (this is why I recommend usenti, it has more accessible tooling)
to have an image and then repalette it, you can just adjust the colors in the palette (in usenti, specifically, using the color bars upon grabbing a color).
I'm sorry for my bad explanations, I am super terrible at them and I am rather exhausted at the present moment.
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Usenti and Aseprite are imho the best you could useWhat I wanna know is how you go about changing the palette ._.
Usenti is simpler, Aseprite has... issues, but is definitely more featured.
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yeah sure there's a templateThanks!
Also is there any template image? i can't find it in the Spriter's Resource.
here have it
Also I got those colors mixed up.
First transparent,
second the "text shade" color (in default this is purple)
third the white (used for the main body of text)
fourth the darkest, used for the outline color of the text
I should really not be referencing two battle frames that have nearly identical palettes. >_>
Now that I know you've read that, actual template:
(do not "copy image" this. Save the image and then open it with usenti.
this is because palette data.)
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you can have 16 colors per sideSo... do the battle frames have any limitations on the palette? Like, do I have to use the ones that I get or can I use other colors?
first the transparent color
then the next color must be bright (pure white is a good idea)
If you don't have these 2 colors in this way the text will look weird, according to my tests.
I don't know for sure, but every single one that I remember also has:
3rd color be super dark / brownish
4th color be a light color, like fe-flesh tone coloring
and the last 12 colors you can do whatever you want, for certain I know that.
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"have grinded a unit to sufficient power or lose with no way to go back to grinding"
e.g. if you can't win you have to start from an older save? that's kind of cruel, especially if you don't keep saving over different slots.
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i thought it work better than it did
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No, no, Jesus-Gandalf, Wizard of the West.Jesus christ.
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Eirika (Light)
Bases: 16/4/8/9/5/3/1/5 con/5 mov
Promo: 4/2/2/1/0/3/5/2 con/2 mov
Growths: 70/40/60/60/60/30/30, Swords 70 (enough to go from B to A)
Rapier: 7mt 95hit 10crit 5wt 2x eff v horse/knight
Hector (Thunder)
Bases: 19/7/4/5/3/8/0/13 con/5 mov
Promo: 3/0/2/3/0/1/5/2 con/0 mov, Swords 32 (D rank)
Growths: 90/60/45/35/30/50/25
Wolf Beil: 10mt 80hit 10crit 10wt 2x eff v horse/knight
First, this isn't hard to do at all if you only care about the gameplay you only need Nightmare and the FE8 nightmare modules, findable here: http://www.feshrine.net/hacking/nightmare.php
(if you also want the animations then there's a bit more work you have to do, but the tools for it are around: FEditor to dump the Hector Lord/Great Lord battle animations, FEditor again to insert them, and probably Nightmare to point the sword/axe animations properly.
GBAGE to rip the FE7 Lord/Great Lord map sprites, GBAGE again to insert them over Eirika's FE8 sprites, though you may have to insert them somewhere else and use nightmare to repoint due to a size different between the two animation sets.)
Second you may be surprised at how not-ridiculous Hector is.
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To merge colors is to take two close colors and make them the same one.
Personally, I don't bother recoloring the pieces until I've got an idea what color I want the pieces to actually create, as then I can more easily tell what I was doing if I have to get up.
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You make a post saying you're editing the mug currently, then you make another post / edit your post when you finishClaim clause?
(but if you take too long to post your edit then you lose the claim)
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I agree, would probably be an unfortunately good idea; concur with 1-2 hr time period as well.
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if it's the character sprites, yeahEr...wouldn't that look a little bit unnatural compared to the sprites of the other characters?
but if it's the skill icons, probably not really.
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the part where i started my edit before i knew you were doing yoursedit -
god fucking dammit eliwan what part of hold yer fuckin horses don't you understand D8<plus yours is better as we all knew it would be, so that's obviously the correct place to work from :V
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I had already started, I thought I might as well post what I had already done since there was no point in continuing if somebody better is going to fix it -
"Maybe this will make me closer to Lord Raymond..."
edit ............
uh, oops..
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uhhBut I thought you said it as a joke. I was serious.
uhhhhh
it was p. serious, I want it too which is why I elaborated on it
probably missing a 'c' from 'Pursuit Critical Coefficient'.also what is pc?
Weak Archer's Very First Sprite Thread
in Sprites
Posted · Edited by Eliwan
anti-aliasing is fuzzy