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Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.

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Messages - Twinees

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1
Bugs and Suggestions / Re: Ganesha suggestions
« on: July 15, 2016, 02:40:47 PM »
Done.

2
Ramza's beard.

3
Hacking/Patching Tools / Re: Map Editor: Ganesha 0.60 Released
« on: June 24, 2016, 07:06:18 PM »
Hi White Knight Wiegraf,
Sorry for the late reply, I only just noticed your problem! (Might not want to bump a 6 year old thread next time though! :P)

I ran some tests and I also came across your issue, that particular tile reads as a 'None' value (hence why its saying it should expect a type of 'int'). I found the code mentioned and managed to brute force the slope type to Flat 0 for that particular tile (1,1) (which is what it should be?). Please check your private messages for the fixed version.

Hope this helped!

4
Journey of the Five Ch.1 / Re: Chapter 2 Progress Log
« on: May 08, 2016, 03:33:41 AM »
It's fine Nyzer, don't worry about it haha. We're all working hard behind the scenes on things we can't talk about. But the rerelease is gonna be great and chapter 2 will be just as great. I think this is my first post on this thread? I've been working on the pixel art aspect of the mod along with Lijj and others and I'm really happy with the result of everything. Expect some updates to portraits and some new sprites when the rerelease comes out!

5
Update:
The Duplicate Addon had a small bug where the texture palette did not copy over properly, I found the relevant code and fixed it. Full credits still go to lirmont, all I did was change a small mistake of "page" to "palette".

6
Spriting / Re: Luiakyn's(Omnir's) Sprites
« on: March 15, 2016, 03:27:23 PM »
I like all the custom poses and animations you've done for Duma. They look great. The horns on the back view frames are good and pretty consistent, I still get the feeling that the horns are lopsided on the front view though, I think I mentioned that a long time ago. Not a big fan of the palette at the moment, particularly the reds but that is easily changeable if you are inclined to do so. Good luck on the rest of the sprite touch ups!

7
My wholehearted advice is to bench the Deis sprite for now and come back to it another time. I definitely think that you will be able to improve it once you have a bit more experience.
I'd offer more help but I've got my own sprite related stuff to do for Jot5.

Portrait:
The skin palette should always have 8 colours (at minimum of 7 if you are in need of an extra colour).
Her neck should start a couple more pixels towards her chin. Use references! Lijj set up the megaref sheet particularly for this type of thing. If you look closely around the necks of some of the (mostly) female necks, you'll notice they show some collar bone/start of shoulders. Trying to add this may improve it as well (look at the female mediator, thief and geomancer!). And it will help you define the palette!
You did a good job with using the brown colour with the purple pallette section, but once you add the black (#302828 or in graphics gale I think its R/G/B:48/40/40) you can use that instead of the brown.

Hopefully that will give you a decent start for the portrait.
 

Oh and also try custom face poses/directions later :P.

8
Yeah Spriting is a very different animal from drawing or painting, the basics are there but I love the challenge of it. 
That's great that you are enjoying yourself, keep at it.

I wouldn't say keep the body static, just something needs to be done so the tail isn't flailing :P. Maybe look at how the Lamia's animation from ffta, ffta2 or ffxii:revenant wings is done. Might help with some ideas. I think they only have 3 frames however, they have an animation cycle of 1-2-3-2-1 which suits the fft animation cycle (1-2-3-4-5-4-3-2-1).
To create a proper snake slither you would need a cycle of 1-2-3-4-5-1-2-3-4-5 etc. which isn't possible unfortunately.

Another thing you could mess around with is the position of her head and the size of her breasts. Right now, it looks like she is leaning back a fair amount, and the size of the breasts isn't helping that haha :P. She doesn't need to be flat-chested, they just need to be a little smaller I think. Let us know how it goes~

9
Hey Valkirst,

The animation is a little bit odd, its not really possible to make the slither of a snake in an animation that goes forwards and backwards. So the tail kind of looks like its flailing all over the place. But I'd rather talk about the sprite itself.
The angle seems strange compared to other sprites due to the position of the hands, the long thin face and the height of her hair.
I made a quick edit to show you what I mean about the face and hair:

Getting the angle right is really important! And then shading comes afterwards. I really recommend going back and messing with some vanilla type 1 or 2 sprites so you can get used to the shading. What you've got now is alright, but I think you can improve it quite a bit! Good luck.

10
Spriting / Re: Dark Maeko's Sprite attempts
« on: February 07, 2016, 12:08:03 PM »
Hey DarkMaeko.

I'm going to have a differing opinion of a lot of people here, but I don't think the Golbez sprite looks great. There are a couple of problems with it that I'd like to point out.

- The old Blue and Gold palette looked better than the current Black and Red, but they both aren't good, and are hiding flaws in your shading. The black colours in particular are making it look really flat. Two of your red colours are at 100% saturation, that is a big no no! Grab colours from existing FFT sprites and you will be able to see the issues I will be mentioning. Just remember, that when you are trying to make a sprite fit into a game, making the palette similar can go a long way in achieving that.

- The chest and back are really flat. The back in particular. You'd be better off adding a cape to hide the whole back frames like Golbez normally has.

- The darkest black colour you are using/shadows around the chest and arms makes it look like he bigger than intended or look like he has a small cape sometimes.

- The front and back view legs are probably the worst part to be honest. The yellow/red cloth in the middle has weird shading and the current colours you are using don't help with the look of that. But the dots on the legs are basically indecipherable. It's just a continuous pattern of a bright yellow and slightly darker yellow, it's extremely jarring.

Harsh critiques maybe, but getting critiques like this will help you identify areas you need to improve on and will help you in the long run. I would recommend sticking with smaller sprites until you get used to the shading style. Also getting accustomed to the colour palettes used in FFT will help greatly. You used FFT colours in the Artorias sprite which was great and it turned out okay.

Anyway, that's all for today. Keep improving, stick with smaller sprites for now and come back to Golbez at a later time. :)

11
Spriting / Re: First attempt at spriting. Let me know what you think
« on: August 27, 2015, 05:06:41 AM »
Ranger Female      TYPE 1      Kagebunji / Concept by Twinees & Kagebunji

And then the portrait for Lightning is once again mine :P

12
There is nothing about JOT5 that I did not love. Exept when chapter 1 was over. Awaiting the re-release and chapter 2 with ever growing anticipation.

And I'd just like to quickly say that all the people working on JoT5, myself included, really love to see these type of comments because this is what keeps us going! And... it allows us to continuously smile (like Elric's portrait)!

13
Spriting / Re: First attempt at spriting. Let me know what you think
« on: August 22, 2015, 08:50:00 AM »
The colours look great, it should definitely fit well/blend in-game!

Still have to work out the kinks with the front diagonal view though. In my previous edit I mentioned that the head looked weird once I moved it, and I realise now it was because of the eye positioning on the head. If you move the eyes down by one pixel you'll have more head room which is a good thing (look at Delita and Orlandu for reference). Also, have a look at Rafa and Malak on how the eyes should look like there are small very minor differences which will get the angle looking better. Actually, take a look at a lot of different FFT sprite eyes and you'll see the differences between each, its good to learn :P

References are really important! I've said it before but you'll understand why after a while! They apply to all the few nitpicks coming up.

And then there are only a couple of small nitpicks left, like on the critical frame (crouching down) his eyes should be two pixels tall. Check both casting animation frames (no open mouth on one of the front views and the back views don't have hair updates like you've done with the other parts).

Otherwise cool! I'm seeing the improvement, good job.

14
Spriting / Re: Official Sprite Request Section (Rarely fulfilled)
« on: August 15, 2015, 11:40:31 AM »
I don't think so reversebustersword.

16
Spriting / Re: Official Sprite Request Section (Rarely fulfilled)
« on: August 14, 2015, 11:13:11 AM »
Here you go~

17
Spriting / Re: NEW SPRITE: Male Mystic Knight (updated as of 8/6)
« on: August 06, 2015, 12:17:02 PM »
Looks great, and you are definitely welcome! The sprite looks near finished now, I think maybe mess around with the purples a bit more and it'll be great!

Now onto the portrait haha! Back to me bitching about 'FFT colours are necessary routine', because its true.
Rule of thumb for FFT portraits in terms of palette:
      -Darkest colour should be #302828 (RGB: 48/40/40)
      -For human portraits there should be 7 skin tone colours + black/darkest colour.
      -Background colour and white of eye (sometimes not used for elderly aged people)
      -Then the remaining 6 should be the other colours you want for your palette

If you can't get enough colours, you have to use existing colours like browns from the skin to make things work, but its not easy. Get creative I guess! Good luck.

18
Spriting / Re: First attempt at spriting. Let me know what you think
« on: August 06, 2015, 04:45:47 AM »
Hey there, welcome to FFH.

First of all, your sprite for the most part looks okay but there are some small issues I'd like to point out. First of all, your palette will be an issue once you import it ingame, part of making sprites for FFT is getting them to match which isn't easy. But changing the palette so it matches is a good step in making them fit. So grab some colours from existing sprites (not ones from the forums, those already in the in the .iso file) and hopefully that will help. Keep in mind that the darkest colour/the black should pretty much always be either #282820 or #282828 (or RGB values of 40/40/32 & 40/40/40 respectively) although very rarely these values can be slightly different depending on the sprite.

I've also noticed that the sprite's head on the front diagonal view is slightly misaligned which is making him look up slightly. One of the easiest ways to check if a sprite is correctly aligned is using the arms/hands. So I quickly made this to show you what I mean:

I used the small colour for the eye, and the black dot that is noticeable on most FFT sprite hands to determine the correct positioning. Your head was 8pixels and 14pixels away from the black dot whereas the original cloud sprite was 7 and 12px. After doing this though, its made the sprite look slightly weird, like it's head doesn't sit right or the angle is a bit off! That's why its so important to start with the correct positioning as you begin pixelling, especially if you are doing something very custom like you are.

Other than those things though, the rest is pretty good! You made some good choices for the bases of the sprite, well done!


The portrait is indeed mine, but I am slightly confused about some of the edits you made to it. Some of the edits and colours are a bit strange, particularly the saturated red and the slightly separated skin tones sometimes. From what I'm guessing, the edits seem like they were intended for use with multiple palettes. However, you should focus on one palette for Basch in my opinion.


Anyway, I hope this helped somewhat. I may have come across too harsh maybe, but it's necessary and important to get the basics right!

19
Spriting / Re: NEW SPRITE: Male Mystic Knight (updated as of 8/2)
« on: August 03, 2015, 05:47:20 AM »
Hey. Glad to see you still working hard at it after my suggestions.

Good choices with using the colours from Ramza and Rafa.

The reason for why the sprite looks so odd when you make the darkest colour the one I suggested, is due to the other colours you are using (also the colour you are using [at least this is what photoshop is telling me] is #1c1c14, which is a little bit darker than #282820 [unless the colours got messed around with during resizing/uploading?]).
Also the original male knight used 4 colours for the cape, it looks like the darkest white/grey from the original has been replaced with the darkest colour from your palette so there's more black area. (You are currently using 14 colours in your palette, so 2 are unused. You could revert back to the original male knight cape and use 4 whites/greys instead of your current 3. However, this would require a lot more editing unfortunately!)

But forewarning for your next sprite, your darkest colour should either be #282828 or #282820.

But what you've got there already looks pretty damn good, great job.

20
Spriting / Re: NEW SPRITE: Male Mystic Knight (updated as of 7/20)
« on: August 02, 2015, 04:31:47 PM »
Hi there. Sorry for not posting earlier but I don't hang around in the forums much anymore.

First off, great job! The sprite itself looks pretty darn good, and you've done a great job with the turban. The suggested palettes you have are okay. The primary colour you are using, for the cloak and turban, (for all the palettes) look perfectly fine. However I'm not liking the other colours.
For example your first palette:
          - Whites are good
          - Darkest colour should be #282820
And then the rest of the colours for that first palette are a bit too saturated. Definitely grab some colours from existing FFT sprites for those others.

For the portrait its looking pretty good, but there are a couple of things I would like to point out. First of all, you have some white right next to his right (on our left) eye which should not be there. If you have a look at all the other FFT portraits you will also see that they don't have that. Secondly stick with FFT colours for the skin colours in particular, although it may not look it, it is fairly necessary to keep the skin colour the same (most skin palettes are pretty similar in FFT) so it matches in game! But what you've done there is pretty good. I'll make a quick edit to the portrait to show what I mean and some other stuff. But I'm very impressed, I wouldn't have been able to do something to this standard when I first joined this site

Edit:
Sorry, when I start editing I get carried away! I fixed some of the things I mentioned like the colours and what not and messed around with the turban a little bit. Hope I helped at least somewhat. Go ahead and change the gem colours back to purple though, the blues I used were purely there because I liked the colours. Also I find it handy to always work in the 32x48 canvas size so I can use all the space effectively! Good luck!

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