stuff i made
#101
Posted 14 January 2013 - 05:49 PM
#102
Posted 15 January 2013 - 12:37 AM

in other news, more frames
now i can move on to the other 50 backlogged requests
#103
Posted 15 January 2013 - 12:42 AM
I almost died from staring at that movement animation.
Is the side movement animation close armor intended to have nearly pure white (or is that gray?) shade instead of more blue on it?
#104
Posted 15 January 2013 - 12:49 AM
#105
Posted 15 January 2013 - 01:04 AM
It's blue. It's not even grey, or white. It's blue.
Oh.
Curse my eyesight hypnosis.
#106
Posted 16 January 2013 - 09:04 AM
I think there's something wrong with the--
And I'm stupid. I have screencap.
Yeah, the body's turned to the left a bit when walking towards us. Not sure if that's intentional or not.
That sounds like testicles.
Not counting the drums, the song starts out with a 2 part harmony(I'm assuming that's one instrument or two of the same), a lead, and a high flute thing.
For god sake man, pan and lower the volumes of the 2 harmonizing parts and the riffing flute thing. It's a nightmare D:
After that when the bass kicks in, some badly sampled GBA Fire Emblem string ensemble starts playing a melody way too quietly, and keeps being rudely interrupted from the flute from before, which is still way too fackin loud.
By the way, let me do a roll call for a sec.
FE on the GBA refuses to play more than 8 tracks. Assuming the brass duo is one track, you can't have those toms play unless you add the toms to the standard drum kit
#107
Posted 16 January 2013 - 09:47 AM
In more technical terms, the harmony and flute are badly interfering with the lead. The lead, harmony, and flute are all playing in that same general area as far as pitch goes, so...it sounds like an undefined mess.
I'll pass that on to Ken.
For god sake man, pan and lower the volumes of the 2 harmonizing parts and the riffing flute thing. It's a nightmare D:
I thiiiiink I already told you that ZSE doesn't support panning, at least not for FE7 native instruments, so unfortunately that's out of my control. The flute thing is a harp, by the way. I actually lowered the volume already, but I made the MP3 out of an older WAV because I got a little lazy and couldn't be bothered re-recording.
FE on the GBA refuses to play more than 8 tracks. Assuming the brass duo is one track, you can't have those toms play unless you add the toms to the standard drum kit
I'm not sure what you're talking about here? I never used more than one drum kit. There's three in FE7: the electrical sounding one, the standard (rock) one, and the "orchestral" one, which doesn't have toms but it has snare roll.
Oh, you're saying I can't have all the instruments because it exceeds 8 tracks? Wrong, sorry. That's easy to work around. You technically shouldn't be using any more than 7 tracks anyhow, since that will make a track cut out whenever sound effects play.
oh and this:
Yeah, the body's turned to the left a bit when walking towards us. Not sure if that's intentional or not.
I suppose it was intentional, I actually just stole the thing from an existing semi-unused map sprite.
#108
Posted 16 January 2013 - 11:38 AM

I meant that in the recording, I heard the standard drum kit, but I also heard toms, which are exclusive to the drum kit used in the one used in Nergal's battle theme unless you added the toms to the standard drum kit.I'm not sure what you're talking about here? I never used more than one drum kit. There's three in FE7: the electrical sounding one, the standard (rock) one, and the "orchestral" one, which doesn't have toms but it has snare roll.
Also for future reference, FE7 has 6 drum kits (that I know of). A standard drum kit, another standard drum kit that's very similar but may or may not have some sounds the first didn't have, an orchestral drum kit, the drum kit used in nergal's battle theme, a drum kit with bongos, and a drum kit with congas and a couple sounds effects which was used for Serra's theme song(and Cath in FE6).
On another unrelated note
*reads topic*
...Agro, Anvil studio has supported instrument changes in midis for years. Repeat after me: "Edit=>Insert MIDI Event..."
Mixcraft is a music mixing/producing program. As awesome as it is, you're over-complicating things by using it to edit midi files instead of using Anvil Studio.
That is, unless Mc makes it easier to insert pitch bend events.
#109
Posted 16 January 2013 - 12:51 PM
I suppose it was intentional, I actually just stole the thing from an existing semi-unused map sprite.
I don't recognize it.
#110
Posted 16 January 2013 - 03:27 PM
That's the dismounted animation that appears for a split second when a mounted unit is rescued, IIRC.I don't recognize it.
#111
Posted 16 January 2013 - 04:13 PM
How the fack did you get Mixcraft you wealthy bastard
do what you want cos a pirate is free
you are a pirate
(though truth be told I could probably afford it anyhow)
*reads topic*
...Agro, Anvil studio has supported instrument changes in midis for years. Repeat after me: "Edit=>Insert MIDI Event..."
Mixcraft is a music mixing/producing program. As awesome as it is, you're over-complicating things by using it to edit midi files instead of using Anvil Studio.
That is, unless Mc makes it easier to insert pitch bend events.
Mixcraft makes it extremely easy to do just about everything. You can cut/paste tracks without actually having to make more program changes (good for reducing tracks to 7 tracks), change velocity really easily (much better for making echo notes), make loops, blah blah, blah blah... I find it much more user-friendly than Anvil, and a hell of a lot faster.
For the purposes of actual percussion instruments, FE7 has 3 drum kits. The conga/bongos are in just about all of them, there's two sets of toms (indeed, the ones used in Nergal's theme, and Rise to the Challenge, for example), then there's the main theme, which has no toms, but a drum roll and a weird cymbal thing.
#112
Posted 22 January 2013 - 04:34 AM
whee~ crit pls, ignore the lack of panning; I think I'm gonna try the ELF method from now on
#113
Posted 22 January 2013 - 08:43 PM
that eternalbond huh agro?
#114
Posted 23 January 2013 - 12:24 AM
#115
Posted 24 May 2013 - 05:44 AM


Very slight change to the old standing frame... and take a look at the new selected one! Only 4 months late! Yaaaaay! I think I still need to knock out some colours though. It's heavily based off Dei's armour knight battle sprite, so credit goes to him for that.
edit: the sheet

Edited by Agro, 24 May 2013 - 05:57 AM.
#116
Posted 24 May 2013 - 07:07 AM
That is hilarious. I love it lol
#118
Posted 10 June 2013 - 01:17 PM
We swing our weapons, ho!
That was pretty fast :o
#119
Posted 10 June 2013 - 10:10 PM
pretty damn impressive.How did you learn this shit
#120
Posted 11 June 2013 - 03:47 AM
It was just something I started doing. You just look at whatever existing sprites there are and study what makes them tick, I guess?
also shrinking the battlesprites and drawing over them helps
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