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FEditor Animations V2


fuzz94
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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.

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*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.

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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 by Kaname
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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.

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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.

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  • 1 month later...

Dog with Swordmaster Critical

Mauthe doog with Swordmaster critical

I combined frame and script to make it

9s5izpk1k8e3v5ifg.jpg

Download

Dog with Swordmaster Criticalv2

it show (pegasus) wings when it howl

614mcm2qodq4a58fg.jpg

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!)

vgnsn2cmb3lycn3fg.jpg

Download

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LowenAxe_zps3fa69dae.png

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

9s5izpk1k8e3v5ifg.jpg

Download

Dog with Swordmaster Criticalv2

it show (pegasus) wings when it howl

614mcm2qodq4a58fg.jpg

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!)

vgnsn2cmb3lycn3fg.jpg

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.

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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!)

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 by L95
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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 by Brendor
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  • 2 weeks later...

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.

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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.

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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

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