Leif Posted October 31, 2015 Author Share Posted October 31, 2015 (edited) Cape animation partly done. I slowed it down purposely so you guys can see the frames. I probably need an extra frame, right? Started the female Lopto Mage. I based it off of Miranda's Mage sprite from FE5. EDIT: I'm trying to make the animation similar to this. The basic mage animations in Thracia are almost all identical. Edited October 31, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
ErrantDShepherd Posted October 31, 2015 Share Posted October 31, 2015 Liking how that cape is flowing So dramatic. :) Looks like things are going in the right direction. :) Quote Link to comment Share on other sites More sharing options...
Eliwan Posted November 1, 2015 Share Posted November 1, 2015 Cape animation partly done. I slowed it down purposely so you guys can see the frames. I probably need an extra frame, right?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? Quote Link to comment Share on other sites More sharing options...
Leif Posted November 7, 2015 Author Share Posted November 7, 2015 (edited) Tried to fix the cape animation. Return animation done. I am so close to making a custom battle animation!!! All that's left is the start & critical animation. After that, I will have completed my first custom fire emblem class. ^_^ Please be generous with your critique; I want to perfect this so people can use this in projects and what not. Edited November 7, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Agro Posted November 8, 2015 Share Posted November 8, 2015 You should stitch the whole thing together from start to finish so we can see it as a complete work! Quote Link to comment Share on other sites More sharing options...
Leif Posted November 8, 2015 Author Share Posted November 8, 2015 (edited) You should stitch the whole thing together from start to finish so we can see it as a complete work! Yeah I'll do that once I finish the start animation. The critical animation will be hard, but I think I'll base it off of the Monk's critical. I haven't done a map in years, but I decided to whip this out. I like this tileset. I think it's a 'dusk' map, so to speak. Since the sun is low and yellow-orange around the early evening, it would change the water to a yellow-orange color. EDIT: I can't believe I missed the dirt patch by the top left house. Sorry about that; I'm normally not that careless. Edited November 8, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Leif Posted November 11, 2015 Author Share Posted November 11, 2015 (edited) I took a break form the Lopto Mage. I did the high priest overworld sprite. 100% custom. What do you guys think? Edited November 11, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Eliwan Posted November 11, 2015 Share Posted November 11, 2015 The Focus sprites are usually more different-- especially size-wise-- from the standard idle frames. But it's rather smashing. Quote Link to comment Share on other sites More sharing options...
Leif Posted November 13, 2015 Author Share Posted November 13, 2015 (edited) Redid and completed the High Priest Overworld sprite. What do you think? I used Lord Ephriam/Athos/Necromancer/Bard as bases to build this custom sprite. Edited November 13, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Agro Posted November 13, 2015 Share Posted November 13, 2015 This is probably one of those things you should animate so we can see it in action :P I was looking at the return animation and I think there are too many frames. Not to mention the timing on each frame is a little slow, so that might be misleading me. I think these sorts of things usually only have 2-3 frames and are deliberately a little rigid. A lot of the shading seems to change inbetween frames which looks a little bit odd for an FE battle sprite, even though I can definitely see why you changed the shading as you did. The leg moving back in by a pixel at a time looks a bit funny too. Either make it one motion or don't make it move at all, I think. Quote Link to comment Share on other sites More sharing options...
Leif Posted November 17, 2015 Author Share Posted November 17, 2015 Mega Update: [spoiler=2 New Maps] Here are the animated High Priest Overworld Sprites. GIMP screwed up the idle animation. =/ Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted November 18, 2015 Share Posted November 18, 2015 Nice overworld sprites I love the maps too especially the second one, I <3 FoW maps. Quote Link to comment Share on other sites More sharing options...
Leif Posted November 23, 2015 Author Share Posted November 23, 2015 (edited) GBA Thracia Wind Mage Overworld. I think over worlds and maps are my strong suits. I love this tileset. Edited November 24, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted November 24, 2015 Share Posted November 24, 2015 That's a really nice map :), you've really mastered that tileset too. Quote Link to comment Share on other sites More sharing options...
Leif Posted November 28, 2015 Author Share Posted November 28, 2015 (edited) Thracia 776 GBA High Priest. This is different from the other High Priest sprite I made. The idle and focus stances are 100% custom. The running graphics are splices from other classes plus some custom edits on my part. A member requested that I make a lord sprite for his project. I love Feplanet's overworld sheet display. Edited November 28, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
ghast Posted December 1, 2015 Share Posted December 1, 2015 really digging the map sprites. I find they go under appreciated most of the time but yeah, cool stuff! Quote Link to comment Share on other sites More sharing options...
Leif Posted December 2, 2015 Author Share Posted December 2, 2015 (edited) Aww thanks. Here's a preview for more. I have been trying to make as many FE5 GBA map sprites as I could since Thracia has 10x better graphics than the GBA games. Full sheets to come soon. Yeah, map sprites are underrated, but they are a ton of fun to do since you have a limited color palette and have to work in a small space. Edited December 2, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Agro Posted December 2, 2015 Share Posted December 2, 2015 The problem with converting those sprites is that the timings and style are different, which makes your wind mage conversion (for example) look a bit odd. Rather than actually flowing around the cape looks more like it's twitching, and it is admittedly a little odd that only the one arm moves only one pixel on the last frame. I almost never do that in my own map sprites - you want objects to move at least one pixel per frame unless there's a good reason for it, like how the armour knight's chest plate lags behind the rest of the body to suggest a bouncing effect. Your wind mage's head really should move across, along with the rest of the body, like the Rogue map sprite. Quote Link to comment Share on other sites More sharing options...
ErrantDShepherd Posted December 3, 2015 Share Posted December 3, 2015 Yeah, obviously as Agro said some fine tuning still in terms of getting some of the stylistic things... But I really like the looks of the project of yours! Super cool map sprites. Keep it up. :) Quote Link to comment Share on other sites More sharing options...
Leif Posted December 4, 2015 Author Share Posted December 4, 2015 (edited) The problem with converting those sprites is that the timings and style are different, which makes your wind mage conversion (for example) look a bit odd. Rather than actually flowing around the cape looks more like it's twitching, and it is admittedly a little odd that only the one arm moves only one pixel on the last frame. I almost never do that in my own map sprites - you want objects to move at least one pixel per frame unless there's a good reason for it, like how the armour knight's chest plate lags behind the rest of the body to suggest a bouncing effect. Your wind mage's head really should move across, along with the rest of the body, like the Rogue map sprite. I'm not really converting; I'm am hand-drawing those sprites from scratch to make them look as similar to FE5's sprites as possible. I reference a picture to get a general idea of the sprite style, like this one: http://www.socksmakepeoplesexy.net/images/topsnes/fireemblemthracia776.jpg You're right about the timing issue. I have had to re-draw many of them and create custom focus stances to make them not only fit in a GBA game, but also be reminiscent of Thracia's look and feel. How can I spruce up this thunder mage? Edited December 5, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Leif Posted December 6, 2015 Author Share Posted December 6, 2015 So, I got the wind mage done. I probably still need to fine tune the idle stance, but I, at least, fixed the head position. Quote Link to comment Share on other sites More sharing options...
Leif Posted December 13, 2015 Author Share Posted December 13, 2015 (edited) I made two maps. [spoiler=Took longer than it should have...] Now I started my very first custom mugshot. I followed Asvel's custom mugshot tutorial EXACTLY. I suck at drawing heads and ears, so I pretty much replicated Asvel's example when I started working on this. The head was either too big or small so I ended up drawing the same base head. It took forever. All the credit goes to Asvel for creating such a wonderful tutorial. This is just for practice because a part of me wants to be a better artist. Before I start the shading, is the face ok? The different colored lines are for the hair, robes, undershirt, circlet etc. Edited December 13, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Princess Peachar Posted December 13, 2015 Share Posted December 13, 2015 (edited) It's generally too early to tell at this stage of the mug making. It looks fine, but all of that could change when you start shading (and should, as you start to iron out the kinks in the artwork). If you're really looking for game changing critique this early, it'd be better to present blocks instead of multicolored outlines. [spoiler=Example] "COOOORAL" With blocks, one would be able to tell if proportions are off better and is honestly more pleasing to the eye (and also easier to start working off of-- I promise). Edited December 13, 2015 by Princess Peachar Quote Link to comment Share on other sites More sharing options...
Leif Posted December 13, 2015 Author Share Posted December 13, 2015 (edited) HELP. HELP. Totally lost. Attack of the derpy eyes. :( EDIT: The eyes are destroying this custom mugshot for me. I am trying to match the "Fire Emblemy" art style (for lack of a better word, and it's not working. EDIT 2: Ignore this post. Edited December 14, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
Leif Posted December 14, 2015 Author Share Posted December 14, 2015 (edited) Forget the previous post. Hard work and determination improved this mug a bit. Still not finished yet. Still not satisfied with the eyes. I want to make this character look a little older, but I still don't know how to do that... Edited December 14, 2015 by Leif Quote Link to comment Share on other sites More sharing options...
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