This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - FinaleTI
Pages: 1 ... 25 26 [27] 28 29 ... 126
391
« on: July 03, 2011, 09:02:11 pm »
I'm working on my two support characters, Alvar and Beatrice, two Alterian generals from before Frey took over. The graphics are going to take a while, as I plan on customing them based on Eirika and Ephraim from FE8. Name: Alvar (He's going to be based on Ephraim) Chibi: To be done Portrait: Class: Soldier or perhaps a Knight; something with a decent defense that wields a lance (Perhaps a rename to something like Royal Knight) Personality: Calm, cool, collected. A brilliant tactician and fighter who never gives in, no matter how bad the odds. Death quote: (If Beatrice is still alive) "Beatrice... Finish our mission... And protect Arc..." (If Beatrice is dead) "Looks like this is the end of Alteria's knights... Damn it... I can't... Arc... Leo..." Stats ranked by importance: Str Def Res Hp Spd Skl Mag Con: Higher con Physical Appearance: To be done Name: Beatrice (She's going to be based on Eirika) Chibi: To be done Portrait: Class: Swordmaster (Perhaps a rename to something like Royal Knight) Personality: Fiery and hot tempered. She often snaps and rushs into battle without thinking ahead. Her personality greatly juxtaposes Alvar's, but the two balance each very well. Death quote: (If Alvar is still alive) "Damn it! Alvar... Please continue to fight... And protect Princess A...." (If Alvar is dead) "This is the end of the line for us... Damn it! Please princess, be well..." Stats ranked by importance: Str Spd Def Hp Skl Res Mag Con: Higher con Physical Appearance: To be done What do you guys think? EDIT: I added in some tentative portraits. Yes, they are recolors, but I really am not good with larger sprites, nor with faces.
392
« on: July 03, 2011, 11:25:40 am »
Fill() should work. If I'm not mistaken, this would be the correct code:
Fill(0->{L1},36)
393
« on: July 02, 2011, 02:59:14 pm »
I can post a bitmap with the hat and original myrmidon pallete and my custom pallete if it would make it easier for you. Honestly, most of the work I did was repalleting. I think it's the hat that really seals the deal.
394
« on: July 02, 2011, 02:42:56 pm »
I find Pokemon to be my friends.
I don't catch tons and neglect them, but I choose to train the ones I do catch really well, and I often do things to increase their happiness, and don't often give them bitter medicines. Thus, they like me in return.
395
« on: July 02, 2011, 02:35:31 pm »
Finished fixing ma sprites. I believe everything is covered now, as that's all the frames off FEPlanet.
That was actually kinda fun. Maybe I'll make a character from Nostalgia or something, if it's OK. After all, if we want a big cast, and this is to represent Omni, why not include characters from Omni projects?
396
« on: July 02, 2011, 01:00:12 pm »
Well, in Generation I, the base stats data is 28 bytes, the data for a Pokemon not in the PC is 44 bytes, and the limit on names should be 10 letters, so I'm estimating 92-94, depending on whether or not they pad the nickname and OT name with a terminator.
I do love Bulbapedia.
397
« on: July 01, 2011, 08:40:57 pm »
I'm not entirely sure exactly which frames are missing, but give me a few days, and I will hopefully have them finished.
398
« on: July 01, 2011, 08:25:01 pm »
Since someone bumped this, I guess I have to start working on it again...
This project is very far from completion, and I have to rewrite the mapping engine, so major progress on this might not be immediate, though this and Nostalgia will most likely become my major focuses once more. I need to rework mapping engine, because although it looked pretty, most of it was hacked together, and I did not organize it well. I also believe that if I don't redraw the entire screen every time I move, not only will there no longer be a weird scanline/refresh effect, but the engine may well run faster too.
As for the userbar, copy this:
[url=http://ourl.ca/7099][img]http://i893.photobucket.com/albums/ac139/FinaleTI/PokemonTISupporter.png[/img][/url]
into your signature, and it should work.
399
« on: June 30, 2011, 06:35:24 pm »
It looks like the original sheet I used is missing a few sprites, so I'm going to add in the ones on FEPlanet I don't have.
Also, would it be possible for me to customize a Swordmaster version of my char, for class changing and what not, or would that be too hard, not possible, etc.?
400
« on: June 29, 2011, 10:24:41 pm »
The Pokemon TCG is a WIP, it was my UTI contest entry, but I was unable to finish it by the deadline. Let's just say there is much more data to enter than I anticipated. It's kind of on the back-burner now, but I am able to steal some of the code for various other things, like this border system.
And thanks guys! Good luck with your Eagle Project squidgetx!
The next step I see is finalizing both walking engines, which means the re-implementation of various puzzle elements, such as pushing blocks and jumping small gaps. I'm also considering adding some sort of hook-shot thing for Roland. Chain-blade FTW! (Those who've read the story know what I'm talking about.)
401
« on: June 29, 2011, 07:41:40 pm »
What kind of sizes would you think would work if re-scripting where an option? I believe that the width doesn't need to be changed, only the height, and the difference in height is definitely less than 8 pixels, but I'm not entirely sure what the max is.
Otherwise, I can just re-palette the sprites and attempt to make a few small mods.
402
« on: June 29, 2011, 07:30:34 pm »
As I look at this, I'm realizing that the hat often bumps my sprites outside of the proper size, so this will probably take much longer than I anticipated...
Also, I believe JustCause was considering using Lyn as a base for Frey's catgirl, but I could be wrong.
403
« on: June 29, 2011, 07:15:54 pm »
Could I get that sprite rip for the Myrmidon class so I can fix up my sheet for ya?
404
« on: June 29, 2011, 07:14:15 pm »
Well, I've got a fairly nice update, I think. First, I've finished the dynamic border system. I was able to steal it from my Pokemon TCG source, and it works perfectly! Lil bit of a speed test for ya: Also, I've gotten some good progress on the ASCII tilemapper. I still need to remove some code left over from the 8x8 tiled version, but even with a few characters following the player, the mapper still blazes by in 6 mHz. Imagine once I remove the unused code and do some optimizations! I hope to have a screenie up in a day or two.
405
« on: June 29, 2011, 05:12:41 pm »
Pages: 1 ... 25 26 [27] 28 29 ... 126
|