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New Sprite Help  (Read 14398 times)
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Lydyn [Posts: 1100]
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  • [April 17, 2008, 03:12:19 AM]
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« Reply #60 on: April 17, 2008, 03:12:19 AM »
You stole my idea!  :P Well, for a different reason - simply just to have them. Yes, though, that is an excellent idea. ^_^
« Last Edit: December 31, 1969, 11:00:00 PM by Lydyn »
gojoe [Posts: 1032]
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  • [April 17, 2008, 03:17:50 AM]
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« Reply #61 on: April 17, 2008, 03:17:50 AM »
show me a post of it and the credit goes to you! :P
« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
Lydyn [Posts: 1100]
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  • [April 17, 2008, 03:25:04 AM]
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« Reply #62 on: April 17, 2008, 03:25:04 AM »
It's somewhere in my Heavenly Chaos topic. :P I asked what people thought about random boss battles ... I think I'm including them into v0.13

Curious though, how are you going to buff them up exactly? Just going to use unused classes like the Duke and such and switch it to a different sprite? I mean, that'd make most sense for what you're specifically trying to accomplish here.

I might also suggest if you're getting this Megaman chap later on in the game, that you edit the later on random battle maps or even just the higher end monsters. I'm not sure why, but humans and upper class monsters (like Red Chocobo) only appear from a certian level and on ... like humans appear from around like ~30+.
« Last Edit: December 31, 1969, 11:00:00 PM by Lydyn »
gojoe [Posts: 1032]
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  • [April 17, 2008, 04:05:20 AM]
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« Reply #63 on: April 17, 2008, 04:05:20 AM »
too lazy to check so ok props to you, and probably just beef up reg characters and make them advanced classes like DK and such (maybe add a weakness to the other abilities you earn hmm..) but special classes are cool too, its all up in the air.
« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
gojoe [Posts: 1032]
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  • [April 20, 2008, 10:44:30 PM]
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« Reply #64 on: April 20, 2008, 10:44:30 PM »
i'm back..... what a looooong weeekend, sorry but no work done :( but will start soon! Oh and on an important note, is there a way to play the modified iso on the psp? not the patcher modified but when i replaced the fftpack.bin file in the iso image my psp wouldn't allow me to run it.
« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
Kourama [Posts: 385]
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  • [April 22, 2008, 12:49:38 PM]
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« Reply #65 on: April 22, 2008, 12:49:38 PM »
You can play a modified ISO on the psp. I've done it with the PSP version and the PSX version. Let me know your "process" of patching and inserting it so that I can determine what went wrong.
« Last Edit: December 31, 1969, 11:00:00 PM by Kourama »
gojoe [Posts: 1032]
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  • [April 22, 2008, 07:53:24 PM]
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« Reply #66 on: April 22, 2008, 07:53:24 PM »
nvm i got it and posted on how to do it
« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
gojoe [Posts: 1032]
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  • [April 24, 2008, 02:48:31 AM]
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« Reply #67 on: April 24, 2008, 02:48:31 AM »
After some testing with a crudely altered Ramza I discovered that yes, you can make the casting look like a buster arm or anything you want (with a limit that I have yet to try but know it's there). So I figured out exactly how I'm gonna do the buster arm, I underlined the two arms to replace as they're the ones that are held up during charging and casting. As for the other arms, I'v replaced them with the corresponding down arms that are used during the charge time. This does create a problem during level up as he jumps up with his buster out and his arm down, but hey who cares.

« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
Zozma [Posts: 4604]
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  • [April 24, 2008, 11:36:45 PM]
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« Reply #68 on: April 24, 2008, 11:36:45 PM »
that weird blue armor on gaffy looks kinda neat too....(sorry off subject lol)
« Last Edit: December 31, 1969, 11:00:00 PM by Zozma »
Wiegraf: Draw your sword Ramza!
Ramza: But im a monk!!
Cheetah [Posts: 3656]
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  • [April 25, 2008, 12:36:06 AM]
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« Reply #69 on: April 25, 2008, 12:36:06 AM »
He gojoe I think you need to show a screen shot of the casting in action, it is hard to tell what it would actually look like from this.
« Last Edit: December 31, 1969, 11:00:00 PM by Cheetah »
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gojoe [Posts: 1032]
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  • [April 25, 2008, 01:31:23 AM]
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« Reply #70 on: April 25, 2008, 01:31:23 AM »
haven't made megaman's casting arms, just a crude quick test of and altered ramza, but if you wish, i'll get ya some, been a busy day and ill be tomorrow so not much work on megaman though
« Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
I never learn from my mistakes.
Vanya [Posts: 3965]
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  • [April 25, 2008, 01:50:06 AM]
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« Reply #71 on: April 25, 2008, 01:50:06 AM »
Good job so far, though. Can't wait to see it in action.
« Last Edit: December 31, 1969, 11:00:00 PM by Vanya »
    • Modding version: Other/Unknown
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    gojoe [Posts: 1032]
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    • [April 25, 2008, 02:37:16 AM]
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    « Reply #72 on: April 25, 2008, 02:37:16 AM »
    here's my crude ramza test, for some reason i can't get my psx emu's to work  :(  lemme know whatcha think
    « Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
    I never learn from my mistakes.
    gojoe [Posts: 1032]
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    • [April 27, 2008, 05:10:51 PM]
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    « Reply #73 on: April 27, 2008, 05:10:51 PM »
    Hey guys, sorry I haven't updated for a while, but I've had major car problems I've been working on. I will start to slowly pick it back up though starting today! BTW, has anyone tried out the ramza crude test? I'm kinda curious as to what ppl think. Also, is there a special animation for using a gun in a regular attack and is it used for other weapons as well? I've been thinking of making the portrait more fft style as well, any takers? Still trying to reduce colors, right now it's 25.

    EDIT: here's the buster arms, not sure if I like them but they'll do for now
    « Last Edit: December 31, 1969, 11:00:00 PM by gojoe »
    I never learn from my mistakes.
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