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Messages - Lijj

Pages: [1] 2 3 ... 83
1
Spriting / Re: Official Sprite Contest: Ivalicians Abroad
« on: May 22, 2013, 06:34:33 PM »
EDIT:
So I think I know what I'd like to do for this. The game Solomon's Key (NES version): is particularly great ( never could beat it),
 and it shares a theme with FFT. It's leit motive is based in the Zodiac; so it seems like a good one. Instead of Dana (the original Link): & his fairy friends:
I will use characters and enemies from FFT instead.
Just an idea really; I've never tried Nintendo like sprites before. Maybe I should make it a 16 bit style instead (maybe a bad idea)?
Dana as a white mage? I'm not really sure which FFT chars I ought to use.


Went instead with "Final Fantasy Tactics + Faxanadu (cross) AKA FFT-anadu"

I changed my mind pretty severely, yet stuck with doing something for the NES.. I must say the NES palette kind of sucks; so much contrast and eyeburn involved in so many of the colour combos. It was harder to use than I expected, though I used it in a unique way I think.. using the earthiest tones I  possibly could for the BG tiles.
NES Palette:

 I used NES restrictions throughout the piece; 4 colours max per 8x8 tile including for the sprites and counting transparency as a colour..  it was a challenge. I may have fudged a bit on the Ramza sprite; but most like ly not as I'll explain:  On one part I had to count 5 to get the sword in there.. BUT!!! I could easily argue that the sword and shield are their own Sprite & I think they would be because of how they're equipped in Faxanadu. So here it is:

What is Ramza doing in the WORLD TREE?
FFTxAnadu

https://www.youtube.com/watch?v=HqnJ7P5rWCE&list=PLBE337B8AEDBEFC00

Things that've changed from the original NES title:

Main sprite is 1 tile smaller.. other sprites are also smaller though would still take up the same space. There are now two items shown in the HUD one is equiped magic and the other is equiped item. The tiles are all completely different along with the palette. The game is 4x as big mapwise (in my dream world). And most different of all: IT NEVER EXISTED :(.

some original screens of Faxanadu:

http://shrines.rpgclassics.com/nes/faxanadu/walkthrough1.shtml




2
Tethical / Re: Screen resolution
« on: May 19, 2013, 02:56:02 AM »
Did some minor research to compare the proposed resolutions.
Since FFT at 512x480 was stretched to 640x480 to fit NTSC TVs, I see no problem stretching from Smash's res (2:3) to 16:9.
Though I'd probably prefer to not stretch pixels at all.. eitherway here is a list of some gaming device resolutions and the numbers.. food for thought is all.

GBA:                                                             240x160, aspect ratio: 3:2, total pixels : 38,400

Smash's res:                                                  320x208, aspect ratio: 3:2, pixels 66,560

Mine based on 20 pixel squares:                         320x180, a.r.: 16:9, pixels: 57,660 (so many less for a mere cropping)

 the 16 square based one just for the heck of it:   256x144, a.r.: 16:9, 36,864

PSP:                                                              480x272, a.r.: 16:9, 130,560

SNES most common mode:                               256x224, a.r.: 8:7, 57,344

3
Tethical / Re: Gargantuan proportions
« on: May 18, 2013, 11:31:20 PM »
Choto can hack anything into FFT I'm convinced!

4
Tethical / Re: Screen resolution
« on: May 18, 2013, 11:12:23 PM »
Tethical's Engine is amazingly mutable. I was relieved to read that changing even the overall res is not too much.

No stretching, just zooming. Oh and no HUDS taking up the side of the screen, it is a very outdated practice, looks terrible, and takes away from the emersion.
How is that exactly outdated?.. I reckon you mean in phone/ mobile games & I could see why. but as far as a solution to implementing widescreen I think it's perfectly logical. Since it basically makes the most out of it in terms of filling space & keeping the square shape of the battle mode. I don't really recommend it since the original FFT wasn't that way and it'd stray too much from FFT's design. But if ever made my own tactical game that would seem proper for today's standard screen.

EDIT: if anything looks terrible in my own opinion Cheetah, it's all the negative space in the expanded views. Not only more negative space, but showing more exposed map edges too, makes the maps seem less realistic somehow; more like little models.
Though I suppose larger maps could help with that.

About maps, and this is important I think. I like the idea a lot of having pixeled maps like TO had but since FFT already had low poly maps and simple textures so should the sequal. AAANND it's way less work.. cause the tiles could be done pretty fast.. I like that feature too, they did it just right with the simple low color textures at bigger res that fit either doubled or at the same res as the sprites perfectly.


My textures, made before I really got it, were low color but too busy. I like how they match better with Mobius' sprite better than my chibi hd ones oddly.

I think keeping the native res small would be best and just having it meant to play at 3x or 4x. That's how I personally love to see games and I only play pixelly games. They look great big if done well. I just played through King of Demons from SNES at 4x on my big monitor and it was perfect.. it's a really well done side--scroller, I just dl'd the translation from Romhacking.net.

5
I tried documenting my process yesterday.. but it just turned into a mess at the very end when I completely disregaurded my original sketches etc and completely reworked everything I'd originally started. I'll try to document the steps again next time.

6
Tethical / Re: Gargantuan proportions
« on: May 18, 2013, 11:14:06 AM »
It's like urban devolopment for the big Cadallacs..just keep wide avenues in mind for all maps. Whatever it takes, make room for the biggies.

7
Tethical / Re: Screen resolution
« on: May 18, 2013, 09:52:29 AM »
Another 16:9 ratio screen idea.. I'd like to throw on to the table.
..

Done like this; to fit on a standard montor without any stretch whatsoever, might be cool.




8
Spriting / Re: 7 portraits in 7 days
« on: May 18, 2013, 06:49:51 AM »
My homework's late.. hmm I'll just turn it in here :lol:.


finally an update for that oracle:
.
I'm not sure why I never bothered to update it before; Mitchi asked me to do this a couple weeks ago. And before then it just slipped my mind. I guess I thought it had been handled & had too many other things to focus on.

Here's the one that's been on the sheet since JOT5 started taking off.


and if you want to see how I was (how long ago was it I 1st joined?); my first attempt:

9
Spriting / Re: We need MOAR Monsters
« on: May 15, 2013, 11:23:16 PM »
Ironman! pretty sweet; I like how his core will flash as he walks. I made a little edit of the helm; noting too fancy; just gave him smaller eyes and some minor changes.



10
Spriting / Re: Kagebunji's sprites- Moving on...
« on: May 15, 2013, 11:09:16 PM »
I like it: I should have mentioned.
I fully support pixel art signatures. Actually I kinda want to update mine.

11
Tethical / Re: [UTILITY] Win32 Sprite Animator
« on: May 14, 2013, 12:13:22 AM »
I will try to test this soon, I have something I could make a custom (sprite type) sheet with.

12
Spriting / Re: 7 portraits in 7 days
« on: May 12, 2013, 02:44:38 AM »
Both the Gunvalds are great! He's truly a northern warrior; oh how I hope to see these characters come to life.

13
Spam / Re: ATTN LAZY CONSUMERS!!!!
« on: May 12, 2013, 02:42:46 AM »
I haven't had it since then.. I barely remember it.
The pic is pretty funny.. who the hell serves pizza DIRECTLY on the table? but it does make me want black olives on a slice of pizza.. damn them

14
Spriting / Re: 7 portraits in 7 days
« on: May 12, 2013, 12:32:04 AM »
ah, that's the male geomancer.. they both look completely different in design than the vanilla ones sprite-wise. The male was made 100% from scratch arms and all, and the female was made from scratch except for the arms which came from the original version of something.. I can't remember what though right now.


15
Spriting / Re: 7 portraits in 7 days
« on: May 12, 2013, 12:20:27 AM »
My favorite has to be the bandana girls in the 3rd row. Def.
^^
the new squire female it is.. Hopefully by chapter 2 we can get rid of my old black mages (hint hint Atma lol).
 I gave them new ports and palettes but the sprites are the same old ones I made.
 Other than that all the sprites are fresh (including brand new white mages and geomancers).  Oh, and the chemists are just edits of the originals I should have mentioned.

16
Spam / ATTN LAZY CONSUMERS!!!!
« on: May 12, 2013, 12:17:03 AM »

17
Spriting / Re: 7 portraits in 7 days
« on: May 11, 2013, 11:35:43 PM »
 I'm super exited about Mobius' patch and those portraits are so epic.
Don't let Jot5 intimidates you.   (^_^)
It should inspire, not intimidate.
I have something to post; since Jot5 Ch. 1 has been out for a bit.. maybe once we get a little more posted here (hint hint Twin and others) I will update the portrait ref sheet:


18
Spriting / Re: Official Sprite Contest: Ivalicians Abroad
« on: May 10, 2013, 02:16:46 AM »
This contest is going well so far; great work Jumza.

19
Spriting / Re: Official Sprite Contest: Ivalicians Abroad
« on: May 09, 2013, 01:44:48 AM »
Delita looks awesome in that style and nosed.

20
Introduce Yourself! / Re: Ahoy
« on: May 09, 2013, 01:42:36 AM »
Nice FE ports! Welcome to FFH.

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