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Messages - Blunderpusse

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1
I think Fran's sprite has a tiny error. I think there are some misaligned pixels during the casting/channeling motion.

2
The Spellblade looks proper neat on GBA palettes. :)

3
Proper nice. :)

Speaking of moving abilities. How doable is it to make an ability usable only when the caster is standing on a certain terrain type (simulating the Geomancer job)?

4
Quote
Remember, if you have any features you would like to see in (or changed), let me know, there's several things I want to touch up, like how JP is earned in combat, any suggestion you drop here will be considered when I add new stuff.

Now that you mention it, what about setting special characters (such as Montblanc and Ritz) go on dispatch missions? And even Marche (it could skip the required days just as if he had been arrested).

5
Hi! Thank you for your work so far. However, I seem to have run into a bit of a silly problem: I can't seem to find the readme file. :s

6
When you say data animation, are you referring to battle motions? For example, by default, the Sage sprite doesn't have a motion for ranged attack weapons. But by fiddling with data animation, you can make that sprite have said motion (like, making the rom use graphics the sprite already has)?

7
Thank you.

I have some question on the sprites, though.
1 - Are you ripping the sprites from the ROM itself or from Spriters Resource?
2 - Which software are you using to edit them?
3 - What are the specs for the spritesheets for when I want to insert custom animations on the ROM (ex. width, height, number of rows/columns, etc.)?

8
With all the college assignments, I can totally wait.

Btw, with the job/ability assign rework you can add the job wheel to special characters like Ezel. Does it work the other way around, like, giving special job ONLY to Marche or Ritz? (I apologize if the answer is obvious and failed to understand it :p).

9
That is so awesome. So basically, imagine I assign the "Morph" command to a Blue Mage (for example), that Blue Mage could also morph into monsters without glitching the graphics?

10
That's certainly a nice feature. Makes it a bit more like Tactics Ogre and even the original FF Tactics.

11
The progress you're showing restores all my faith in Humanity. And seeing that you've been able to put a gria sprite in FFTA, makes me wanna learn spriting so I can make my own custom sprites (and share them, obviously XD).

12
Sending virtual hugs for excellent work so far. \(º3º)/

13
FFTA/FFTA2 Hacking / Re: Spriting
« on: April 17, 2018, 01:40:09 PM »
By the way, are you using Tile Molester or YYCHR (or wtv it's called) to make/edit the sprites? Going to test my spriting skills sooner or later.

14
FFTA/FFTA2 Hacking / Re: FFTA - [Question] Help text
« on: April 17, 2018, 01:36:37 PM »
Thought the description in the a-ability editor was the actual description as well. Looking better now. Thanks. ;)

15
FFTA/FFTA2 Hacking / FFTA - [Question] Help text
« on: April 16, 2018, 04:30:19 PM »
Ok, so here's a (rather stupid) question: does anyone know how to disable that blue help text from action abilities?

16
FFTA/FFTA2 Hacking / Re: Spriting
« on: April 07, 2018, 09:10:55 PM »
I'm currently trying to put Turians into FFTA. Gonna slowly reskin this into mass effect, mark my words. Or don't, I might get lazy and quit.

That sounds like a neat idea. But how are you gonna edit the facesets? Besides the battle sprites, all you find with graphic editors is a "mish-mash pixel soup".

17
Non-FFT Modding / Re: ProtoTactics - A Prototype Tactical RPG Engine WIP
« on: February 10, 2018, 10:33:03 PM »
Any progress is appreciated. I'm really glad that you've been able to work on this engine. Keep up the good work. It's looking ace so far.

18
FFTA/FFTA2 Hacking / Re: Playable judges in FFTA
« on: December 03, 2017, 11:40:12 PM »
Pretty sure they're coded differently. However, using the A.I.O. Editor, I believe you can make a "Judge" class with law related abilities, or any other class, for that matter. For example, giving the "Paladin" class judge abilities to master.

19
FFTA/FFTA2 Hacking / Re: FFTA EDITOR: All In One v0.7 is now out!!
« on: November 26, 2017, 09:11:40 PM »
I'm pretty sure the editor is still being worked on. But it probably has a LOT less people than FFTPatcher working on it.

About changing item, job and ability names, I'm using FFTA Text Edit.

20
Sweet. By the way, any Shop Module planned?

And thank you for your hard work!

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