Siuloir Posted May 10, 2014 Share Posted May 10, 2014 The shield, and his helmet covers the entire face now instead of the upper half. It's not though, it just looks like he has a grey face. He'd need reshape the helmet a little bit so it looks more like it's covering his face. Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted May 10, 2014 Share Posted May 10, 2014 Well, he tried to make the whole face look covered, then. Link to comment Share on other sites More sharing options...
deranger Posted May 12, 2014 Share Posted May 12, 2014 Does the sniper just have a robinhood hat? Might want to post a video to youtube showing them off, to make it more clear. Link to comment Share on other sites More sharing options...
fuzz94 Posted May 19, 2014 Author Share Posted May 19, 2014 *Bigish Update* 11 things on the list. Halberdier 2.0 has been updated. 5 new FEDS spell animations from Mikey Seregon: Aura Bolganone Excalibur Shaver Thunder Animation Edits: Generic Enemy Sniper Generic Enemy Paladin Hero with Armor Coat (I think that's Raven's Hero animation) And an Ishtar Sage Animation. Also Deranger's Hunter animation is now open to public use, (which is actually really cool in my opinion) That's all, lemme know if I missed something. Link to comment Share on other sites More sharing options...
Aleph Posted May 20, 2014 Share Posted May 20, 2014 (edited) thunder could use more buffer frames before the camera shift you guys should donate so I can fix FEditor's auto patch that makes custom spells possible to synchronize sprite RAM udpates with tile sheet updates properly and like, other bug fixes and integrations of finished features that aren't available in the main GUI how many people even know FEditor has the natural script formatter or CG maker/editor? Edited May 20, 2014 by Kaname Link to comment Share on other sites More sharing options...
fuzz94 Posted May 20, 2014 Author Share Posted May 20, 2014 i knew none of this Link to comment Share on other sites More sharing options...
Siuloir Posted May 21, 2014 Share Posted May 21, 2014 thunder could use more buffer frames before the camera shift you guys should donate so I can fix FEditor's auto patch that makes custom spells possible to synchronize sprite RAM udpates with tile sheet updates properly and like, other bug fixes and integrations of finished features that aren't available in the main GUI how many people even know FEditor has the natural script formatter or CG maker/editor? I use the CG Editor all the damn time, so, me. Link to comment Share on other sites More sharing options...
Aleph Posted May 21, 2014 Share Posted May 21, 2014 You should make a thread like this one for CGs Link to comment Share on other sites More sharing options...
fuzz94 Posted May 22, 2014 Author Share Posted May 22, 2014 If I was given a bunch of CGs to put it a thread to then attract other people to share I would do it Link to comment Share on other sites More sharing options...
Siuloir Posted May 22, 2014 Share Posted May 22, 2014 You should make a thread like this one for CGs Using them for something first, then I'll deploy the candy. Can't show my hand early. Also I haven't forgotten about the thing I asked you about previously - I'm just working on a necessity vs time scale view of things. It may not need to be a factor, or at least ot immediately. Link to comment Share on other sites More sharing options...
Primefusion Posted June 25, 2014 Share Posted June 25, 2014 Finally finished my axe knight animation I started... a long time ago. Link There's a patch for a demo chapter in there, too. Because why not? Link to comment Share on other sites More sharing options...
Watching Dog Posted June 26, 2014 Share Posted June 26, 2014 Dog with Swordmaster Critical Mauthe doog with Swordmaster critical I combined frame and script to make it Download Dog with Swordmaster Criticalv2 it show (pegasus) wings when it howl Download Winged Demon Dog I don't know who make this sprite I just founded a sprite picture in google and make it able to play in game (I want to add swordmaster critical but it overflow!) Download Link to comment Share on other sites More sharing options...
Alfred Kamon Posted June 26, 2014 Share Posted June 26, 2014 Finally finished my axe knight animation I started... a long time ago. Link There's a patch for a demo chapter in there, too. Because why not? Kicking Batta's ass with a 40 Mt Tomahawk is always fun. Nice animation, and that map is sweet too. It's a good ref for something I'm doing right now. Dog with Swordmaster Critical Mauthe doog with Swordmaster critical I combined frame and script to make it Download Dog with Swordmaster Criticalv2 it show (pegasus) wings when it howl Download Winged Demon Dog I don't know who make this sprite I just founded a sprite picture in google and make it able to play in game (I want to add swordmaster critical but it overflow!) Download WOW! Good job man, those are simple yet beautiful splices. I'd personally move the Demon Dog a liiittle more on the right when he attacks. Other than that, it's coool. Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted June 26, 2014 Share Posted June 26, 2014 (edited) Winged Demon Dog I don't know who make this sprite I just founded a sprite picture in google and make it able to play in game (I want to add swordmaster critical but it overflow!) Download You know, this one actually looks pretty good. (The SM crit, too, it is simple, but it works better than I thought it would when I read the description) Aside from every frame in the gif looking like it was saved as a jpg Edited June 26, 2014 by L95 Link to comment Share on other sites More sharing options...
Brendor Posted June 26, 2014 Share Posted June 26, 2014 (edited) The winged demon dog looks like he's hitting the guy with his wing more than biting him IMO And if you kept the mauthe doog sfx it won't work in FE7 or 6 without fixing :/ Edited June 26, 2014 by Brendor Link to comment Share on other sites More sharing options...
Klokinator Posted July 4, 2014 Share Posted July 4, 2014 I was going to use the ninian/nils with stave animations, but they don't... appear... to be animations? They're just a couple sprited frames and don't include the FEditor file... Link to comment Share on other sites More sharing options...
Primefusion Posted July 4, 2014 Share Posted July 4, 2014 It looks like they included the actual script rather than the animation file. Open FEditor and load a ROM, then go the the Class Animation Creator. Select "Load From Script" and select the script (Ninian.txt and Nils.txt respectively). If the script is kosher then select "Save to File". Enter the name of the file without an extension, save, and you'll have the animation file you're used to seeing. Link to comment Share on other sites More sharing options...
Klokinator Posted July 4, 2014 Share Posted July 4, 2014 Oh okay perfect. Thanks. Link to comment Share on other sites More sharing options...
deranger Posted July 5, 2014 Share Posted July 5, 2014 Then post it here and be a hero so Fuzz can link to that instead and you're the only one who suffers. Link to comment Share on other sites More sharing options...
Klokinator Posted July 11, 2014 Share Posted July 11, 2014 SIGH if I have to. Nils: http://puu.sh/a76hc/62edbf32b2.7z Ninian: http://puu.sh/a76jm/5cb9c3bb32.7z Link to comment Share on other sites More sharing options...
Brendor Posted July 14, 2014 Share Posted July 14, 2014 That's dumb. Having just the frames and script is plenty having the processed animation files is overkill Link to comment Share on other sites More sharing options...
Klokinator Posted July 14, 2014 Share Posted July 14, 2014 Wouldn't want to bog down your 1995 mac with that extra 10 kb's of data. Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted July 14, 2014 Share Posted July 14, 2014 I like having both, that way if I need/want to tweak the script I can do so easily. Link to comment Share on other sites More sharing options...
Siuloir Posted July 14, 2014 Share Posted July 14, 2014 That's dumb. Having just the frames and script is plenty having the processed animation files is overkill There's seriously no disadvantage to having both (In fact I prefer to use the processed sheets when doing palettes in FE Recolor because it gives me an idea of how blurs and other things change, rather than just the standing frame). Like Klok said, the sheets total up to maaaaaybe 15-20k of extra data. Link to comment Share on other sites More sharing options...
Brendor Posted July 14, 2014 Share Posted July 14, 2014 Well making any slight change will require you to reprocess the files(unless you edit the .dmp) and then the default processed files are obsolete not to mention processing them takes < 10 seconds anyway so yeah not really a most to have the processed files. Yeah the size of the default files are negligible at best but it's clutter; it's files that are there and won't get used if you reprocess I'm sorry for going off topic L95 only spoiler Hey are you planning on making Naga and Lopt? I'd script the shit out of those Link to comment Share on other sites More sharing options...
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