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#21 Psych

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Posted 22 April 2011 - 10:12 PM

Posted Image

Red, the trees edges don't seem to match up with each other.

Blue, just seems weird to me.

#22 Lord Glenn

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Posted 22 April 2011 - 10:19 PM

Just a note: Those "darker trees" are actually thicket tiles (or so I've been told by other mappers). If you want only forests in those spots, you'll have to use the (lame) lighter tree tiles everywhere.

#23 deranger

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Posted 22 April 2011 - 10:31 PM

Posted Image

Red, the trees edges don't seem to match up with each other.

Blue, just seems weird to me.

Wow, that's pretty much all of them. I kinda see what you mean, I actually didn't look at any references when making this map, so I should probably do that.

Just a note: Those "darker trees" are actually thicket tiles (or so I've been told by other mappers). If you want only forests in those spots, you'll have to use the (lame) lighter tree tiles everywhere.

That's the word. I know (I actually inserted a test map to make sure). From a tactical sense, they're supposed to be walls.





#24 47948201

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Posted 23 April 2011 - 03:14 AM

More like fences because you can fly over them, but yeah.

#25 deranger

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Posted 23 April 2011 - 10:08 AM

More like fences because you can fly over them, but yeah.

Well if I ever insert it, it'll be a prologue with no fliers available yet. Though I might see if I can hack certain classes the ability to walk through them (think brigands on mountains). Random thing I think I found out: the thickets I used in these are never used in FE7 or FE8. As far as I can tell, my only tree-thicket reference is FE6 Ch 21.

Edited by deranger, 23 April 2011 - 10:10 AM.


#26 Kitty of Time

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Posted 23 April 2011 - 10:41 AM

False, completely false :/
Ch20 of FE8 and Melkian coast
FE7, you might be right there though

Oh wait the ones you used like from that tileset, yeah only FE6 methinks

Edited by Hero of Time, 23 April 2011 - 10:41 AM.


#27 deranger

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Posted 02 May 2011 - 09:01 PM

Old-> new->other new
Posted Image Posted Image Posted Image
the first new has more ocean, so tell me which one you think is better as well. I feel like I can't get the trees to blend between rows, because when I look at them, sometimes I can see lines where the tile boundaries are.

Edited by deranger, 03 May 2011 - 08:12 AM.


#28 deranger

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Posted 21 May 2011 - 05:50 PM

sad face for lack of c&c on maps.

more BS:
Posted Image
I'm planning on making a full animation for this one, its a first tier forresty archer. Tentative name- hunter.

Posted ImagePosted Image
Old > New
Class will be hunter. Slight changes.

Edited by deranger, 21 May 2011 - 06:04 PM.


#29 Joerachi

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Posted 23 May 2011 - 12:18 AM

Warning: the following image may cause some color induced eye bleeding.


Posted Image


I put Klein's body behind yours. He suffers from the fact he has no neck. If you're gonna use Klein's head, try to make his shoulders on Klein's level too?

The crit better not be him spinning an arrow.

Edited by Joerachi, 23 May 2011 - 12:19 AM.


#30 · j e a l o u s y ·

· j e a l o u s y ·

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Posted 23 May 2011 - 01:25 PM

Actually, Klein's neck is a tad long, and doesn't make the best reference. I'd probably stuff just one more pixel of neck in there, and that'd be adequate. The body angles are conflicting each other, though. Far side of the body wants to go ---> this way; near side of the body + cape wants to go <--- that way. The neck is kind of a squishy volcano in the middle of it, with no particular angle to speak of, and not much definition. Pillowed center trim is pillowed, and the cape looks like folds of paper.

EDIT -- Well, shoot, I guess I posted a bit late. Forget the trim part.

Edited by · j e a l o u s y ·, 23 May 2011 - 01:26 PM.


#31 deranger

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Posted 23 May 2011 - 07:41 PM

Alright, fixes coming: move the head up and to the right 0-2 pixels (i'll see what looks good). I agree he has too much right shoulder right now; play with the neck, but necks like, say Matthews appear completely round; try to add some thickness to the hood, and maybe the lower cloak as well. And I should probably fix the excess shading around the right side shoulder strap. trim part has already been forgotten.

I don't get what you mean/ how to fix the conflicting body parts (I mad the undershirt by making a broad shouldered villager's body narrower, so what you're saying is probably right).

and what if I make him spin his arrow twice? I might make his crit him spinning his bow, I'll see what I can do, still open to suggestions I guess.

Edited by deranger, 25 May 2011 - 11:31 PM.


#32 · j e a l o u s y ·

· j e a l o u s y ·

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Posted 23 May 2011 - 11:01 PM

Urgh, Matthew. He has one of the ugliest, pudgiest necks around - pun not intended. Please remember that official sprites are not necessarily the best anatomical references.

That being said, the conflicting angles are mainly due to the center trim section and far belt strap (with the buckle). Because the body is facing mostly forward, the straps should be mostly vertical, especially because the top half of the belt on the far shoulder is suggesting that it's mostly an upright affair. Also, the shaded armpit part implies that his body is facing more forward or toward our right.

Edited by · j e a l o u s y ·, 23 May 2011 - 11:02 PM.


#33 deranger

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Posted 05 June 2011 - 01:53 PM

Posted ImagePosted ImagePosted Image
Really Old > Kinda Old > Will be Old
Moved the head left two pixels, curled the cload a little, and changedfixed the neck shading. Now the hood is off center, and the shoulder pad is more a side shoulder pad.

Edited by deranger, 05 June 2011 - 01:56 PM.


#34 deranger

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Posted 07 June 2011 - 12:44 PM

Lack of C&C = perfection, right?


Old > Update drill

Posted ImagePosted Image
Changed the colors and Bandana. Class: Nomad
Posted ImagePosted Image
Small updates, only used 12 colors, Old one only had 9 Class: Soldier

Edited by deranger, 24 June 2011 - 06:52 PM.


#35 Freohr Datia

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Posted 07 June 2011 - 01:23 PM

I really like what you did with the bandana it looks much better. Just kinda think the color of the neckline/collar thing should stand out more so it isn't all dark (Although I don't mind dark at all...). It doesn't need to be that way though, it's just my opinion. =I

#36 deranger

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Posted 24 June 2011 - 06:59 PM

Posted Image
My first one for the Immortal Sword recruitment drive.

Posted Image
Map. Avillage in the pass between Sacae and Ilia.

#37 CT075

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Posted 25 June 2011 - 12:26 AM

That battle sprite is boss. I wish I could be that good :<

The "dark grass" patches on the map look a little weird, and there's a disturbing lack of paths. What, does everyone fly around here?

#38 Joerachi

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Posted 25 June 2011 - 01:21 AM

Well, it IS Ilia


Yeah, more paths are need, or at least replicate Sacaen style grass.

#39 deranger

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Posted 25 June 2011 - 10:41 AM

Thanks, I did spend 2 hours or so on the one still frame though.
and I will see what I can do as far as paths go.

Edited by deranger, 26 June 2011 - 12:11 PM.


#40 deranger

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Posted 19 August 2011 - 01:52 PM

Snow map for some competition:
Posted Image

and battle sprite evolution:
Posted Image
Still working on making a the bow at an angle for the newests version


Feedback is appreciated.

Edited by deranger, 19 August 2011 - 01:53 PM.





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