Interesting... quite a few odd ones in there, though how on earth is the gambler even closely related to the Dark Knight? I must have missed something close regarding to such...
I have a major problem with Slots, as you have the potential to get nothing useful, and with every turn you get being crucial to the battle, I think a "wheel of fortune" type of ability might be more practical to FFT. I mean I don't want Lagomorph popping up and then having to wait for ~10 people to have their turns before another shot at a real ability... That's just my opinion. Fuck Setzer GrabWEENIES
Quote from: "dwib"Fuck Setzer GrabWEENIES
Heh. I guess he does sort of look like Michael Jackson now that I think about it.
You needn't be so angry, though, since Slots are TOTALLY unfeasible right now with the current formula and any formula that could be made up would probably be a)really freaking complicated and b)needa lot of space, means there's only six or seven formula it could replace.
(Though I don't see what the problem would be to trying to add formulas to all that apparently "free" space after 60.)
Quote from: "LastingDawn"Interesting... quite a few odd ones in there, though how on earth is the gambler even closely related to the Dark Knight? I must have missed something close regarding to such...
I think the relation is that both Dark Knight and Gambler risk their health constantly in an attempt to defeat their enemies, it's just that you can't see the correlation as Dark Knights are far more consistent with their "positive" results whereas Gambler's moves tend to be 50/50, if that, in "favor" of the Gambler.
Speaking of which, I managed to think up some moves last night that are still rather subpar, but aren't reliant on card names (which you're now using exclusively as weapons--I say "exclusively" since it seems necessary to avoid confusion between this new class and the Reliquian new class). As with the Treasure Item ideas, I remember trying to come up with Gambler a year and a half before my laptop erased itself, but I think what I came up with now was a bit better, if only because it was more fun.
I'm going to rather precise with the following, if only because I made sure that all formulas had some Random element--this was good practice in seeing what formulas had random elements and seeing that all of three random hit ones were based solely on MA. Please assume some constants, though, like Animate on Miss being Off unless so said and Evadeable being off unless so said:
- Ability Name: Tantalize - Description: "A sudden temptation with vice could easily befuddle the enemy or even sweep them off their feet." - Formula: 29 Opposite Sex: Hit_(MA+X)% Else Miss - X Variable: 60 - Range: 3 - Effect Area: 0 - Vertical: 2 - Inflict Status: Random Confuse, Charm - CT: 0 - MP: 3.
- Ability Name: Good Spirits - Description: "A small respite is taken and a small beverage is consumed in an attempt to restore vitality." - Formula: 4B (Rdm (1...9)) 100% Status - Range: 4 - Effect Area: 0 - Vertical: 1 - Inflict Status: Separate Regen, Haste - CT: 1 - Follow Target: Yes - Target Self: Yes - Hit Caster: Yes. [I not sure whether Hit Caster is necessary for you to be able to target yourself. I'm assuming that isn't, but I've seen a technique whether either them is not checked off.]
- Ability Name: Sour Spirits - Description: "Being sometime of a sore loser at times, an attempt is made to poison the enemy through drink, though the poison may be ineffective or the drink refused." - Formula: 4B (Rdm (1...9)) 100% Status - Range: 3 - Effect Area: 0 - Vertical: 1 - Inflict Status: Separate Poison, Death Sentence, Slow - CT: 1 - Follow Target: Yes - Evadable: Yes.
- Ability Name: Fixed Dice - Description "An infamous gambling tool, two six-sided dice are thrown after a swift battle enchantment is said. They have a mysterious weight...." - Formula: 5E Dmg ((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status - X Variable: 11 - Y Variable: 0 - Range: 4 - Effect Area: 1 - Vertical: 3 - Inflict Status: All Poison - CT: 4 - MP: 12 - Hit Caster: Yes. [I eventually realized that using this formula means that this ability will always hit 12 times, which is why Dark Whisper is so fucking annoying since it has Animate on Miss checked off.]
- Ability Name: Dice - Description: "An infamous gambling tool, two six-sided dice are thrown after a swift battle enchantment is said." Formula: 1E Dmg_((MA+Y)*MA/2) #Hit (Rdm {1,X}) - X Variable: 12 - Y Variable: 0 - Range: 3 - Effect Area: 1 - Vertical 3 - Inflict Status: Separate Poison - CT: 2 - MP: 6 - Follow Target: Yes - Hit Caster: Yes. (This seems like a less broken alternative, though this formula would normally be more powerful than 5E if Y is not equal to 0. I'm also not sure if the Separate Poison is necessary since I don't think the success rate of this formula's status is 100% in the first place considering how rarely Space Storage [Back] inflicts anything. That may just be because I have no luck, though.)
- Ability Name: Darts - Description: "Another infamous gambling tool, these small items are more a nuisance than a threat, at least when it comes to purely physical injuries." - Formula: 1F Dmg_((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit (Rdm {1,X}) - X Variable: 3 - Y Variable: 10 - Range: 4 - Effect Area: 1 - Vertical: 1 - Inflict Status: Separate Death Sentence, Dead - CT: 0 - MP: 12 - Hit Caster: No - Animate on Miss: Yes.
- Ability Name: Bet/Dare/Wager - Description: "The most infamous and dangerous gambling tool is one's mouth." - Formula: 5E Dmg: ((MA+Y)/2*MA) #Hit (X+1) 6.25% Status - X Variable: 12 - Y Variable: 0 - Range: 0 - Effect Area: 2 - Vertical: 3 - Inflict Status: Separate All (except Crystal, Jump, Dark/Evil Looking, Treasure, Reraise, Transparent, Chicken, Frog and Wall) - CT: 3 - MP: 10 - Hit Allies: No - Auto: Yes - Target Self: Yes - Hit Caster: Yes.
- Ability Name: Collect Debt - Description: "What is owed is what is owed." - Formula: 0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status - X Variable: 30 - Y Variable: 50 - Range: 1 - Effect Area: 0 - Vertical: 1 - Inflict Status: Cancel Any Negative Status (except for Crystal, Dead, Treasure, Blood Suck and Undead) - CT: 4 - MP: 20 - Follow Target: Yes - Hit Caster: No.
- Ability Name: Dodge Debt - Description: "And what is owed can only be collected from the living." - Formula: 52 Dmg_(CasMaxHP - CasCurHP) Add Status Caster in AOE: DmgSelf_(CasCurHP) NS - Range: 0 - Effect Area: 1 - Inflict Status: Separate Death Sentence - CT: 4 - MP: 24.
Ugh. That took a while to copy down manually.
Anyway, I can't really say much else about Gamblers at the moment.
Therefore, I merely say that I also updated the Item Attribute list in the Weapon thread last night, but I didn't want to double post, so I just waited until I was done posting this to inform you (if you hadn't already noticed).
Interesting, very interesting skillset... the only trouble is that the Gambler is mainly a PA class, therefore making a lot of these, unfortunately, relatively useless. While Tantalize is a Very interesting spell, though that means I'll need to lower the accuracy of genderless Steal Heart, in the Traveler's skillset, no problem on that. I really like Collect Debt as well, that one looks quite interesting to use... Good Spirits is also Very unique! I like it! But Sour Spirits is a very odd concept... why would an enemy drink anything given to them well... by an enemy? But just to keep in mind that the Gambler is a PA class.
That's part of the problem I was noticing with the most of the Rdm skills--they only take MA into account. I wasn't aware that Gambler was an PA class, which makes these skills even less powerful than I thought they would be, but you could just up the Y variables if so neccesary. I mean, once MA starts to do get into double digit territory, it starts to do some respectable damage. (Well, for 1E and 5E, 1F...).
Basically, with the formulas now,considering the difficulty I had thinking of abilities as is, I can't think of any (significant number of) skills that would use the few Rdm, PA-based formulas there are. (Or that there is. Is there anything besides Throw Stone and Dash? I'm not even sure if they use the same formula since I don't have FFTPatcher open at the moment.)
If you made Steal Heart genderless, then, yeah, you might want to lower X a bit. I initially shooting for Tantalize to be in-between vanilla Steal Heart's X as 50 and vanilla Allure's X as 70--I was surprised at learning that Allure only had X as 70 last night because I've seen it not be 100%.
Lastly, I don't see Sour Spirits as that bizarre of a technique when you're keeping Mediators around. I mean, why would an enemy bother talking to an enemy in battle, much less listening to them?
The answer is because people are stupid.
(Besides, considering Sour Spirits is a healing attack, oxymoron aside, it's meant to be a deceptive attack rather than "Hey, drink this bottle of bleach".)
Well technically Gambler need not actually deal *too much* with Gambling, if it does then people won't want to use them (just like Gadgeteers) but the Card ideas from the first page, and your drink ideas are pretty solid works! Not to mention Tantalize.
I don't think I would have a problem with the Card-based attacks if you made them only work when having Cards equipped. Otherwise, they would seem a bit too random even for Gambler despite the gambling theme IMO.
That will require waiting for Zodiac's weapon fix, according to him it works 100% with players, and I am willing to take that at face value, and not care about the useless AI. Of course, allowing me to use it, might be a bit of a stretch... I'll ask him about it.
I thought you could perhaps have Materia Blade take multiple "booleans", but perhaps not....
The Boolean for the Materia Blade is currently over the Magic Ring, which allows the use of Secret Skills, but there's only 2 (duh...) in the game. Well one is secret and relatively difficult to get, but regardless... onoly one Boolean that *tells* the game that it is the Item Selected, that's really all. But his fix should help us a lot.
Wow LD im making a gambler in my patch thats similar to the gadgeteer lol. Great minds think alike lol. I finished all the abilities for my gambler already I kinda just did status affecting skills that hit everywhere but on random people. I have a blackshade (from FFXII) sorta spell for it. Theres a formula that does a level 1/2/3 element depending on the abilities element. So I made it elements fire, thunder, and ice so itd do one of the spells on random people. Feel free to use the idea if you want.
A gambler in my opinion gambles with his skills. His Deck is what he attacks with and his skills either work for him or he loses. Thats what i usually thought it was in real life. But in FF the gamblers in other games are really OP and stuff...
Precisely, and these skills do quite a bit of that, maybe I should have worded myself more carefully... but the Life or Death doesn't appeal to me too much. If their skills would be chancy, they would lose quite a bit of their value. Exactly like the Tinker, I do like the 50% chance pass or fail, but also to make their skills more varied the Spirits seem like excellent ideas, and it is in a Gambler's attitude to be flirtatious, therefore Tantalize works perfectly! Though I also like your skills on the first page, and they didn't deal *too* much with chance.
Okay, so I was messing around with the skillset I made up/suggested + an approximation of what I thought would work for Roulette and now I'm feeling completely retarded.
- I forgot to give the "drinks" Direct, which prevents them from going through people/over their heads.
- I somehow didn't realize that 4B is Phoenix Down's "formula" even though Phoenix Down doesn't seem to actually use it. This means it automatically kills undead. Also, it's not exactly random when it comes to healing people since it seems to heal a random fixed amount for the entire duration of the battle (like 1 or 2). The three formula above 4B are also Item-related. Sigh.
- For some reason, even with the Separate on, whenever one of the drinks hit (for some reason, Good Spirits is evadable even though it showed 100%), despite Separate one of the statuses would ALWAYS be added instead of 25% of the time. It was the same with Sour Spirits.
- I don't get what makes Songs and Dances able to hit only certain panels. Maybe it's because both Hit Enemies and Hit Allies is checked, but this is rather troublesome since I had wanted to change Songs and Dances in my patch....
- Speaking of troublesome patches, apparently Steal can't be altered either since it was bitching at me and yet Basic Skill worked fine when I replaced it with "Gamble".
Ugh.
the reason a roulette skill won't work is because the random fire flag uses the skills ENTIRE area, which for dance or sing which targets the entire battlefield...is the entire battlefield. You could still have a hidden unit in some battle with say always Transparent, Wall, and Don't Move, with Wall set to count as a K.O. And give them a skill that targets random panels on the battlefield with lightning for extra stressfull storm battles.
Yes, thats the reason Random Roulette won't work but a static 50% chance of hitting in the first place, will make the skill, basically do what was originally intended.
Question.
These Card Deck Weapons, what there range going to be?
I reason they would be 2. Just because you can throw them (or three if you want to be super technical and obey the laws of the real world).
I figure we can edit the images for the cloth weapons and have them stretch out in an interconnected strip. I forget who, but someone around here was able to sucessfully edit the battle sprites for weapons, so I know it can be done.
Laws of the Real World? That statement confuses me... I don't quite recall ever throwing a card only three panels... then again, eh.. Two panel sounds fine, I should probably compile a skillset from what was said earlier in this thread as well.
Quote from: "LastingDawn"Laws of the Real World?.
Why yes LD, isn't your hack named Final Reality Tactics??
Two Spaces makes sence if we are going to keep the ax crit as well.
Quote from: "dwib"Quote from: "LastingDawn"Laws of the Real World?.
Why yes LD, isn't your hack named Final Reality Tactics??
lol Reality.
Update on First Post!
These skills aren't 100% final, so if anyone has any more idea's they'd like to submit I will definitely take them into consideration.
You might want to test out Tantalize. I was trying to test out Gambler in my test patch of OtSoD two weeks ago that I accidentally saved another test patch over and for some reason, Charm would never work, only Confuse.
So...yeah. I guess that it's outside of Darts doing pathetic-ish damage for the most part, though I guess that's kind of the point.
Nice to see that you found a compromise with Roulette. I still wonder if there's a way to make it work like FFTA's Roulette....
Yep, I tested it, and while it seems that Confusion does seem to hit more... Charm did hit as well, once in a great while, so it is cetainly there.
Yes, Death Or Haste just assured no one would ever use it. But if it's just Slow (which is potentially damaging) or Haste there is proper use and a proper trade off for such.
Just gonna give Idea.
Skill: does range of one but area effect is 2. It will have low change on doing death status(or some another deadly status that can end the game)
Did you get the idea?
Russian Roulette- You, and 1 AOE around you (or if you can, make it target yourself and one enemy), has a chance to die.
Cigarette- Since he gambles, he is a chain smoker of MAGIC CIGS! Either grants you haste or poison.
Coin Toss: Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds).
Dice Off: Range 1, area 1, linear attack, random fire, deals light-moderate non-elemental magical damage 1-6 times randomly between the gambler and his target.
Keno - Extremely low chance of obliterating the enemy. All of them. Instant as in no charge time.
Oh I like these! Coin Toss and Dice Off are classical Gambling skills! Russian Roulette and Cigarette are just a bit out there, since, I don't think I have any way to stop it affecting everyone in the AoE, not only that, but if the Gambler is equipped with an Anti-Dead item, the spell will be null to the caster, which kills the point. Cigarettes... just a bit too much. Also this guy already knows a haste spell.
Royal Flush - 13% chance of dead with meteor animation on 1 target with a range of 3.
Reason for 13% - It's unlucky.
Reason for the meteor - It's is statistically proven that you are more likely to get hit by a meteor than to get a Royal Flush.
While very interesting, and possible... it is highly impractical, I couldn't see anyone actually using it, that was the trouble with Roulette's Death or Haste, it was too imbalanced, and as this stands it's a bit too... unusable.
Quote from: "Skip Sandwich"Coin Toss: Range 1, area 1, linear attack, random fire, deals moderate-heavy non-elemental magical damage to either the Gambler or his target (only hits once, so 50-50 odds).
Dice Off: Range 1, area 1, linear attack, random fire, deals light-moderate non-elemental magical damage 1-6 times randomly between the gambler and his target.
So like I was telling you I was going to do last night Lasting Dawn, I finally got around to testing out the Coin Toss and Dice Off. More precisely, I got around to testing out the Range 1, Area 1, Linear Attack, Random Fire dealy since I've been having trouble with Linear Attack with regards to my patch--accursed new Scratch.
I guess there's one thing I can say this is my 300th post: This is madness!
No! This! Is! Bad! Grammar!
(Seriously, they work though. I think I know how Linear Attack works now....)
Excellent work! I'll implement them tommorow.
Even though the Gambler I've decided on will be decidedly magical, I might as well tell you that I plan to test some things out with regards to certain Random mechanics. I should have time to get all of them done since I don't really wish to go anywhere today, but who knows.
I will try and report to you as soon as possible.
Formula EDIT: Okay, so these there were only minor things that I tested out that could maybe be used for Gambler:
- First and foremost, I just wanted to see what happened with Random and Cancel and any other type of Inflict Status being checked off at the same time: it makes the formula just be 00% regardless. I was kind of hoping that it would work so Gambler could randomly heal things, but alas.
- I guess I shouldn't really be (as) surprised, but formula 63, the one that Throw implicitly uses, seems to work rather flawlessly unlike the Item-based formulas. (Okay, that's kind of unfair. The only one that I know doesn't really work is the Phoenix Down one, which is egregiously weird anyway.) I haven't tested whether they're affected by Catch, though.
- The Corsair from F11 has crappy abilities; that is all.
Ugh, I hate double posting, especially since I still haven't tested this out myself, but I was curious if one of the statuses when it came to your version of Roulette seemed like it popped up more than the other.
Checking in FFTPatcher, it seems like it should be Slow if that is true.
You see, I'm beginning to develop the theory that, due to what happens with Tantalize at the moment, with the "Random" Inflict Status Tag flagged, it seems like the status with the highest/higher priority has a (far) greater chance of occuring.
I've yet to test this out, though, so I was mostly just wondering. I will try and test out with my version of Roulette, but it doesn't work on Undead and I expect to run into those during the course of testing, so....
Odd... but a very interesting theory. Also with Roulette it truthfully seems about Half and Half.
Hmm...I wonder what the problem with Tantalize is then. Maybe because Confusion and Charm are both detrimental statuses where as Haste and Slow are (direct) opposites.
Hmmm....I'll have to try something tomorrow since I likely won't have time tonight.
Quote from: "darthpaul"Reason for the meteor - It's is statistically proven that you are more likely to get hit by a meteor than to get a Royal Flush.
I got a royal flush one time, I'll never forget it, I was playing poker with some friends at a nudist colony, I dropped two cards to be dealt two, in my hand was a jack queen, and king, all spades, and i only hoped for the best, everyone got cards dealt, and the two i needed were the two i got, one ace and one 10 both of spades... it was so super sweet...
Quote from: "LastingDawn"Laws of the Real World? That statement confuses me... I don't quite recall ever throwing a card only three panels... then again, eh.. Two panel sounds fine, I should probably compile a skillset from what was said earlier in this thread as well.
I'm honestly not sure I've ever
seen a real world panel, let alone have I thrown cards over one. *snicker*
how about these
slot machine - if hit ALL allies get haste and reflect if miss all enemies get it
blackjack - a peforming spell that steals gil from enemies if hits
gambling face - adds confusion to any enemy arround the gambler ( because they think if he's liying or saying the truth)
killing the dealer - adds berseck to enemies in front (5 squares) of the gambler
false praying - regen/protect/shell to one ally (range of 4 squares)
Hey guys a little announcement I only give the ideas, I don't know if you had noticed it
Well, the Gambler's moves have been finished for some time (see first post of the thread) I do appreciate the effort, but this job is complete and no loinger has room for new abilities. Lest they be reaction and support, but that in itself is much easier said then done.
First, I didn't read all other posts except the first one.
And, I also used the Mercenaries Skill quotes for my basis. Credits go to everyone.
[Suggestions and comments]
Gamblers should have:
+weak to ave. HP, average PA, MA, weak SP
+normal Move, normal Jump
Pros
+if luck is on your side, gamblers are destructive and death bringers!
+status inflictor
+GAIN MONEY
Cons
-no defensive and support skill (Roulette will be an exception)
-skills might backfire if you're unlucky!
-LOSE MONEY
Sprite Look:
~hat, preferably with dark colors, black or brown.
~black vest (buttoned), maybe same with a cowboy's, with red scarf\ribbon\tie.
~white shirt w/ sleeve
~few facial hairs? :P
// msg: Lady Luck favors the bold! Jackpot!
Tantalize
// I like the skill. Not useful at times, but interesting.
// msg: You cannot withstand my charming silhouette! Get ready to be seduced. Tantalize!
Darts
// maybe change skill name similar to Demise Darts, because of the effect. Darts would also be fine, though.
// keep this: These I kept just in case of cheaters, and my aim is just as good as my luck! Darts!
Roulette
// I'm not sure about the status effects, but those will do.
// msg: Spin the wheel of fate! Fast to slow, slow to fast, Round and round it goes. Roulette!
Shady Deal
// pretty unique and nifty. Great.
---
Yup. Sorry if I'm missing something I should know.
Quote from: "MiKeMiTchi"First, I didn't read all other posts except the first one.
And, I also used the Mercenaries Skill quotes for my basis. Credits go to everyone.
[Suggestions and comments]
Gamblers should have:
+weak to ave. HP, average PA, MA, weak SP
+normal Move, normal Jump
Currently Gambler's have a little bit better then average HP, a very shot down MP though. They have better then average speed, slightly better PA (as it is a PA based class for the most part) They have a rather poor MA multiplier, but they have 4 move and 4 jump.
QuotePros
+if luck is on your side, gamblers are destructive and death bringers!
+status inflictor
+GAIN MONEY
There is only one formula in the game to "gain money" and that's being used on the Traveler (Mage-Thief Hybrid). They are a decent status inflictor, but of course it's all left up to the RNG which of the five statuses are called. Roulette can either be devestating for you or the enemy, or both.
[/quote]Cons
-no defensive and support skill (Roulette will be an exception)
-skills might backfire if you're unlucky!
-LOSE MONEY[/quote]
The same case applies, there's no formula in the game which takes money from the player upon use. The only skills that can backfire, so to speak, is Roulette an Jackpot, Jackpot has a chance to cast Lagomorph on the enemy.
QuoteSprite Look:
~hat, preferably with dark colors, black or brown.
~black vest (buttoned), maybe same with a cowboy's, with red scarf\ribbon\tie.
~white shirt w/ sleeve
~few facial hairs? :P
// msg: Lady Luck favors the bold! Jackpot!
It does have a CT, it has 3 CT, also 2 Effect Area might be more then you think it is, currently it's Draw Out range, weapon strike, for 15 MP.
QuoteTantalize
// I like the skill. Not useful at times, but interesting.
// msg: You cannot withstand my charming silhouette! Get ready to be seduced. Tantalize!
Well the game hardly ever uses this formula, Mercenaries does make a better use of it, but not extensively. (really only... 2 moves use it, one is a Weapon Ability)
QuoteDarts
// maybe change skill name similar to Demise Darts, because of the effect. Darts would also be fine, though.
// keep this: These I kept just in case of cheaters, and my aim is just as good as my luck! Darts!
Yes, I prefer the simple title of Darts for this.
QuoteRoulette
// I'm not sure about the status effects, but those will do.
// msg: Spin the wheel of fate! Fast to slow, slow to fast, Round and round it goes. Roulette!
Shady Deal
// pretty unique and nifty. Great.
---
Yup. Sorry if I'm missing something I should know.
No trouble, different view points are alway looked to. If your suggestions were possible, then certainly.
Yes. I learned a lot from your post Sir LD!
Okay, I agree with the stats now:
QuoteCurrently Gambler's have a little bit better then average HP, a very shot down MP though. They have better then average speed, slightly better PA (as it is a PA based class for the most part) They have a rather poor MA multiplier, but they have 4 move and 4 jump.
Regarding Straight..
Opps, sorry, I thought Addle was different from silence.
hhmm.. what about changing the skill to "Four of a Kind", then removing the poison from the status effects list?
Since, four of a kind can relate to the status effects.
They are all negative effects, while 4 different effects are dealt.
Same as in cards. They are all the same number x, from 4 different suites (heart, spade,..).
What do you think about this?
--
..The Tantalize really is a unique one.
Anyway.. thanks for considering Dice Blow!
EDIT:
And..
can we make Roulette's area same\bigger as the jackpots area, instead of having it global? That way it'll be more balanced, for me, at least.
btw, I made my own concept sprites of a gambler:
(16 colors limit)
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/20M_0.png)
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/gamblercustomspritev1.png)
Justification:
Since gamblers use cards, darts, and a roulette,
their outfit should have a connection with them.
Suites (cards: heart and diamond, flower and spade),
darts, and roulettes are usually red and black.
~
A very handsome fellow, basically a 20 year old male SPR with a more carefree look upon his face. That sprite look pretty good, but those arms are not going to be fun to make... That seems the most difficult part of all of this. A global Roulette really can't be "unbalanced" It's either, Slow, Haste, or Nothing, PA +50% if a status is to hit at all. You might be confusing something... It's not Slow to Everyone, it's not Haste to everyone. It's Slow, Haste, or nothing to each individual character.
Very nice sprite start off though, a lot of symbolism thrown into this one.
Haha. I'm just used to the Blue Mage having the Roulette skill in FFTA, but here, with a Gadgeteer twist.
Arms takes time yes, but impossible no. :)
Sir LD, any comments about my 'Straight' skill suggestion?
Awesome sprite. Finish it and it would be perfect for the job, in my opinion.
Quote from: "MiKeMiTchi"Haha. I'm just used to the Blue Mage having the Roulette skill in FFTA, but here, with a Gadgeteer twist.
Arms takes time yes, but impossible no. :)
Sir LD, any comments about my 'Straight' skill suggestion?
I recall there was a reason we originally chose for it to have five statuses.... I can't recall what the reason was, can anyone else here recall why we chose five statuses instead of four?
A straight uses five cards. One status per card. One status per suite seems a bit more abstract.
Quote from: "Voldemort"AWESOME male gambler sprite, I love progress so far
Gambler's skills are nice to use, but I suggest increasing the possible benefit of RNG based skills
Dart is very balanced and useful
Roulette could also use some tweaking
good class
As you are the only one to have really used the class thus far (thank you for taking your time and going back to play that save, after you made the video), you would be best to give suggestions to it. What do you have in mind for the RNG Based skills? Also what are your thoughts for Roulette?
Quote from: "MiKeMiTchi"Thanks for editing the portrait mav!
It looks better. :)
QuoteGambler's skills are nice to use, but I suggest increasing the possible benefit of RNG based skills
Do the weapons (decks?) equipped by the gambler,.. range types?
Very nice! Glad to see you've made some progress on the sprite! Also that's not a poor job at all, the eyebrows are perfect, and the shifty smile just cements him as a guy you wouldn't trust. Darts, as it stands would be too powerful with Poison. They can hit up to 10 times, for low amounts of damage each time, no doubt the Poison would hit every single time .
Not sure.... what do you mean by range types?
I think he's asking if the decks are ranged weapons, which they are not, they are 2-panel melee weapons, like spears, since they're based on the old dancer's silks
Problem is that would clash with the "you or me!" mentality of Coin Toss and Dice Blow, it would make the move unweildy and probably not too usable in its final execution.
Sure. Agreed. It'll make the Gambler job more risky.
Question here!
When you get a "5 or 6" if Dice Blow was used,
Is it powerful than Coin Toss?
Oh, very. Coin Toss, is a relatively "play it safe" move, but it has higher vertical then Dice Blow, so it's a bit more usable in all situations while Dice Blow is a risky move, even if you kill the enemy with it, there's a chance the remaining blows may fall on you.
I see! Now I understand!
Nicely done.
MADE the female gambler sprite concept:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/FEMgamblercustomspritev1.png)
Hmm, that is definitely interesting, it looks Very old fashioned, that's definitely a point of interest... She looks pretty good, it'll probably be her portrait which gives her most of her character as it stands.
Yeah. The portrait! That's where I'll fall apart. hehe..
-
Btw, can we also hack the Support and Reaction abilities? and using the given Formulas?
Wow, that's a really cute sprite. I fucking love the color scheme. Though, in retrospect, I think we'll need to dull down the shade of red in the portrait (of the male Gambler)--since that's what we usually saw in the original game.
im so glad to see ppl finally interested in sprites for these jobs
QuoteWow, that's a really cute sprite. I fucking love the color scheme. Though, in retrospect, I think we'll need to dull down the shade of red in the portrait (of the male Gambler)--since that's what we usually saw in the original game.
Probably yes. And it could lessen the colors used.
Quoteim so glad to see ppl finally interested in sprites for these jobs
How nice.
Since I came here,
I saw many info about the new classes but lesser sprite details.
That means someone should work on the sprites, bec. people like LD and you, Sir Voldemort,
are working hard, too.
I've attached the [somewhat] finalized portrait for the male gambler: softer palette on the shirt and coat, 16 colors total.
You have a passion for portraits, mav!
It definitely looks better to implement in-game.
I agree, as Voldemort has said, it's great to see renewed interest in the spriting portions of Mercenaries. Heaven knows it needs that bit of spriting assistance, thank you all for your support.
Wow the portraits and sprites are really coming along nicely. Any chance of a preview of the female Gambler without a black background?
Quote from: "Cheetah"Any chance of a preview of the female Gambler without a black background?
I made a quick attachment, since transparent PNGs can be buggy.
Also, is she wearing a bandanna, or what? And was your base the female Geomancer?
Yes, it was supposed to be a bandanna.
I based the sprite on a female thief's lower body, female archer's clothing and finally the 20 yr. old woman's
face.
I was wayyyyyy off. But I did get the bandanna, in which case, I may just be able to work on a portrait. What would her expression be? I'm afraid that giving her a similar look to the male Gambler will make her look lecherous.
Well, Gambler's are less then reputable folk, male and female both carry Tantalize after all, haha! In Mercenaries the job classes are not prim and proper folks, most of them are beat down symbols of that age, from a fallen scholar, to an archaic knight who can commune with the spirits, Mercenaries job system more resembles vagabonds.
Happy-go-lucky and cute but treacherous looking portrait wouldn't hurt, right?
Not one bit, as that is pretty much what one would see of the Gambler, hehe.
Looking for a female Gambler? Here's a work in progress--may be over 16 colors right now; I'll fix that as necessary.
Criticism expected.
Sprite: This female gambler is really good. The blacks are a bit too dark, needs more contrast. I think the other colors are fine though. Lets see more angles! The white might need to be a little less white.
Portrait: Looking good and great use of Agrias's bonnet. I would change up the lower body just for kicks. Based on LD's comments I would maybe try to make her a bit more flirtatious. She is also lacking the red streak on her head that she has in the sprite. What is that anyways?
jesus christ
amazing sprites every time I look at this thread
where am I!
I must say! That is quite good, her face is interesting and is already set apart from Gretchen, who... I should probably ask for a few unique touches to her. That smile is certainly unique, highly different from the male Gambler.
Hah, this the most supportive community of all time.
Anyway, there was a very slight shading issue in my previous image, so I'll go ahead and post the update. Though where do I go from here? She's got the custom bandanna...thing, the wily smile, and those childish pigtails. I don't really know what else she needs...Different eyes? I dunno.
Ah, well you might have missed Cheetah's new comment about that... feather...? Red... thing? In any case, he does bring up a few good points, let's see... is it possible to have her eyes look a little bit more... devious?
Alright, I changed out the eyes, reshaped her head/fixed her hair. What is that red thing? If it's a feather, I'll take a stab at it. For now, my next step may be the body...
Hmm, she looks really devious, almost bortherline evil, hmm... is it possible to tone it down just a little? Right now she looks like she could be main antagonist.
Hah, sure thing, boss. Picking eyes for this one's gonna be tough, but I'll keep cycling through 'em. For now, how does this one look?
Oh, I like that one, she doesn't look completely kind but at the same time, doesn't look as if she'll kill your first born, I really like this one.
Cool, cool. That one seemed better to me too. The next eyes I would have used would be something more like the Dancer's. But those, coupled with this crafty little smile, really screamed seductress.
Regarding the sprite..,
the red streak on the bonnet is only a design.
Much like the design from the male gambler's jacket.
I like this one better.
(http://www.ffhacktics.com/forum/files/gamblerf_119.png)
For the last one, maybe make her a little bit fatter, imo.
@Sir Cheetah
I'll give it a try.
My problem with that one, is she looks too ditzy, she looks as if she's gazing off into the distance without a care of the world. Though perhaps you have a different view on this? (Probably which ever one isn't chosen to be the Gambler's portrait will be the new portrait for Gretchen)
It is true that my first thought when seeing the second face of the portrait was "OMG he is hidious". After further inspection it grew on me, but I think you need to go in a slightly different direction, her forhead just looks way too big. Mostly because the forhead was meant to be on a head at a different angle then what the rest of the head is at.
could that smile be more subtle?
I like the eyes and the face in general but that smile is too pronounced imo... not sure how that'd be done
change the eyebrows to make it a little more menacing, makes all the difference.
Haven't changed the eyebrows yet.
Update:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambFEMbetaport.png)
I was saying to change the eyebrows on this one (since i kinda like this one better).
(http://www.ffhacktics.com/forum/files/gamblerf_119.png)
The one thats being worked on now looks like her head has an acorn shape to it...
O yeah and a lot of good gamblers are attractive and have very... concrete emotions. They don't show them very often. And if they do, they stick with it the whole time. A smile will always stay a smile or anger will always stay anger, even when they are happy (don't know if that makes sense o.O).
Yeah. Agreed. I like that one, too.
(http://www.ffhacktics.com/forum/files/gamblerf_119.png)
Changed:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambFEMbetaport-1.png)
Quote from: "boomkick"...O yeah and a lot of good gamblers are attractive and have very... concrete emotions. They don't show them very often. And if they do, they stick with it the whole time. A smile will always stay a smile or anger will always stay anger, even when they are happy (don't know if that makes sense o.O).
Hah! That was my
exact reasoning behind the first portrait. I'm gonna go back to that one, since I've found a couple more options, in terms of eyes and brows, I'll post as I complete 'em.
Thanks for the input and updates, guys.
EDIT: Alright, went back to the old head shape, used the dancer's eyes, and changed the hairline a bit. Lemme know what you think.
Okay another update.
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambFEMbetaport-2.png)
This one for me, looks good.
EDIT:
@mav,
She looks old, looks more like a gambler.
I realized every modification I tried on her other head made her look younger and younger. So I went the opposite direction and used eyes that no young'un should have: the dancer's eyes! Though now she looks seductive and sneaky. But the smile has been made less pronounced.
Yes, but I think it won't fit with the sprite.
Maybe bec. of the skirt?
Updated sprite:
Quote(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/FEMgamblercustomspritev1.png)
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambFEMbetaport-2.png)
Hmm that's true. Her whole appearance is altogether youthful, while an older woman sprite would be interesting for some class, it seems because of the sprite for such it might not work too well.
So what exactly do we want out of this portrait? I prefer the other head shape, cause it keeps her from looking like a little kid, but the eyes apparently age her.
I'll post what I got, but I dunno what to expect.
Hmm, that eyebrow arch is rather nice, the other eye looks rather normal, so it seems as if she's purposely raising her eyebrow as if something has piqued her interest.
Hmm.. looks..
maybe make the smile move one coordinate to the right.
and also add more hair on the left side.
Update.
Hmm.. That's good enough.
I suggest you copy the smile from the portrait I made. hehehe.
ed:
I still like the very first one!!
Hmm, that smile on yours looks a bit pursed MikeMitchi, his looks a bit more natural, as far as facial expressions go. I'd have to say I prefer his smile on this one.
Okay then.
One pix difference:
change the left-most pixel's color in the smile,
same as the color of the right-most pixel in the smile,
to make it more subtle, as Sir Voldemort suggested.
Before I upload this one, what if I move the entire left eye up one pixel as well as lighten the left side of the smile? Even though I left the Dancer's eyes unadulterated when I placed 'em on the last portrait, they kinda look lopsided. Also what if we color the red tie-things on her pigtails black? It'll make the shirt pop out more and make her look a little more like a vagrant.
Sprite: Okay the black looks good now, but now on my other computer one of the shades of reds looks a bit off. The middle shade, it looks too brown.
Portrait: Definitely going in the right direction. Oh man the little touch of read on the bonnet is so great too.
Alright, I made the changes I mentioned earlier, but I'd like to hear what you guys think...
Line them all up so we can really compare. Though for the eye on the right for most of these recent ones, there are some dark pixels in her hair that look like the continuation of her eyebrow, but it is way to low. Raising that might help.
(http://www.ffhacktics.com/forum/files/gamblerf_162.png) (http://www.ffhacktics.com/forum/files/gamblerf_176.png)
New image on the left. Old image on the right.
Hmm, those eyebrow pixels are probably just her hair, but I'll take care of 'em anyway. Thanks for the advice man.
...getting this down to 16 colors is gonna be tough. Right now it's around 32. Oi...
EDIT: Scratch that, I got it down to 16--we lost some of the whites and some of the blacks, and her hair is gonna have to be a little more orange than blond, but it looks pretty good. I'll attach it once I get back home. It still pretty much looks like the image at the top left of this post.
Alright, take a look at the attachment. 16 colors, note the changes, provide feedback as necessary.
Cool.
Quote(http://www.ffhacktics.com/forum/files/gamblerf_144.png)
All she needs now is extra cuteness. hehe.
..and not to mention the complete sprite palette..
Extra cuteness, eh? Any suggestions?
Maybe make her close one eye and send kiss to somewhere hehe. But seriously maybe you could do some little make-up ?
Makeup? Hmmm...that's gonna be tough. I'd like to try pull off a winking eye, but that might look wonky. Anyhow, I wanna get the colors down completely and have the palette ready, so lemme have all the suggestions as quickly as possible.
Also, how is the sprite coming along for both the male and female Gamblers?
I think it is a great portrait. Excellent work, I'm also very excited to see the sprite completed.
Well, the only thing left undone for the male gambler sprite are the arms.
For the Female gambler, I'm not working on it yet. :P
Take your time Mike; these are such ambitious sprites. I'd rather wait to see something nice than get something lackluster immediately. Once the sprite is ready we should all figure out the palettes, that way I can make sure portrait will fit the changes made necessary by the new palettes...
Again, take your time Mike.
Indeed, we have all the time in the world. No need to rush through this project, a rush job would have a rather messy end result, that would nowhere live up to it's potential, so I must also reiterate, patience is the best medicine.
Thanks for the support guys.
If you guys had been wondering...
Here's my progress so far:
I have tested and completed almost 1/2 of the animations using Shishi. :)
Wow...that looks so damn nice, I don't even know where to begin...
It is definitely looking good. The colors are looking quite good as well. Good luck with those arms and other attack animations though, those will be very tough.
Hmm, that is rather impressive, the arms though can easily catch up the best spriters. This is looking fantastic, though! As for a beta version, have you downloaded the new FFT Patcher version as such in the Hacking/Patching Tools?
5/5
Looks magnificent, but could you change background to white, it will be more visible. BTW what shishi you have?
Thanks. I'll continue working with it after a day.
(I have a Physics test!)
QuoteAs for a beta version, have you downloaded the new FFT Patcher version as such in the Hacking/Patching Tools?
edit:
No? I only downloaded the patcher from the downloads section.
QuoteLooks magnificent, but could you change background to white, it will be more visible. BTW what shishi you have?
The latest one in the downloads section. I can change it to white,
but I think the only transparent color allowed is black?
EDIT:
I just found out that there's already thisss: (by Sir Zozma)
(http://ffhacktics.com/sprites/S/20wcomplete.png)
It would faster for me now, to make the female sprite,
since I based her hair from the sprite above. ^
(sprite above, female archer, female thief; + recoloring = done)
I'm using white background all the time, just select black background by right-clicking and change to white (in GraphicsGale)
I tested the sprite in-game:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gamblerpreviewtestscreenshot.jpg)
It looks good, just need some adjustments.
But, I had a major problem!
I don't know how to insert the PORTRAIT!
Can someone tell me how?
It trully looks impresive, about portrait I can't help you cause I don't know myself.
looks great, fits in FFT very well
If your unit's palette is the first one, then your portrait's palette has to be the ninth one.
Palettes 1-8: Unit
Palettes 9-16: Portrait
Do I have to use the 16 color palette of the sprite for the portrait?
No way; it has its own.
Just look for example Ajora's palette
The first one is for the unit, and the ninth one is for the portrait.
I see. I'll try that out.
edit:
It finally worked
I followed your guide, Sir Zodiac.
I just loaded the palette, then copied the portrait.
Thanks Sir!
Fucking awesome--it looks fantastic Mike.
watch out with that Mike, you seriously don't want to get it by the banhammer; you're not targeting anyone with it.
Gambler looks really nice. Looks like I have a class to spam for Mercs.
Quotewatch out with that Mike, you seriously don't want to get it by the banhammer; you're not targeting anyone with it.
Oops! Didn't mean to.
Thanks for the warning. :P
that sprite looks great!
cant wait to see it finished
I'm planning to alter the hair a bit.
Here's my progress so far..
Can you post a couple of angles at double size? This really should be mandatory for all sprites
It's not finish yet. I will, after I finish it. Then you could fix it if you want.
Why not do it now so that if it sucks you don't waste time finishing stank.
Alright that's just a bit too much of a harsh tone, there's criticism and simply being rude, that's discouraging talk rather then trying to get people to work their hardest, there was a way to put that in a more gentle "prose". Also it's really not that difficult to download it and open it in GraphicsGale or some such.
As for me I think the sprite looks great! It's a bit arbitrary as well to judge a sprite by how you will never see it in game... but that's just my opinion on that.
Quote from: "Asmo X"Why not do it now so that if it sucks you don't waste time finishing stank.
reading comprehension goes a long way LD. I thought from my request it was pretty clear I wasn't and couldn't make a quality judgment yet
Hmm... maybe it was just the word "stank" that rubbed me the wrong way, I think if the word was just plain"it", I wouldn't have said anything, but then again I had just woken up... so... yeah...
The only thing I can really say about it right now is that the white is a little strong. I have a feeling that some areas might be a bit flat but it's kind of hard to say at the moment. The actual design seems pretty solid. I'm a fan of adapting other sprites and its simple so it avoids that trap of trying to convert intricate details into a few pixels which we're seeing a lot of lately.
The sprite is look pretty great, well done Mike. The white's gonna look strong regardless, since it's borrowing from the eye color and it's quite a bit brighter than everything around it. Though I have a feeling it'll look fine in-game...
I'm sure there would be enough room in the palette for a light gray or something.
Quote from: "mav"The sprite is look pretty great
agreed, I really like it
*FULL EDIT*
I have finished the male gambler sprite!
Here's the palettes:
Before:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambpalwipprev.png)
After(newer):
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambpalwipprev-1.png)
Portraits:
(http://i145.photobucket.com/albums/r228/MiKeMiTchi/SpriteWorks/gambportpalprev.png)
Changed some skin tones; Added color to the eyes.
Here are the palette names (for fun)
{1} Casino Gambler
{2} Crimson Gambler
{3} Dull, white and Pale Gambler
{4} Green Goblin Gambler (GGG)
{5} Indiana Jones Gambler
{6} Cool Blue Gambler
{7} Royal Flashy Gambler
{8} Sailor Gambler!
I still accept comments!
But it doesn't mean I'll take them into account.
Haha. Ultimately..
.SPR File attached.
Hah! You needn't edit when you Finish a sprite! Haha! It is a grand celebration that deserves a full new post! Regardless fantastic work! The Gambler Males, now have their own sprite! There's still quite some work to be done, but this is a great start, to getting these new jobs appropriated!
Haha. Should I make a full new thread??
Yes, agreed.. There's a lot of work to be done.
LD, do you know the code to access the 7th and 8th palette in the 'palette' slot in FFTpatcher?
Ah, that's with an ASM hack of Zodiac's which allows that. (Which will require a Hex Editor to place correctly)
^ NVM Sir LD..
I've got it to work. Thanks to sir Zodiac.
I enjoy the magic and enterprise of Indiana Jones Gambler.
He has a twinkle in his eye that hints at a boyish spirit of adventure none of the others posses.
Good job. Now all you gotta do is complete the Female Gambler.
...by the way, did I ever post the 16 color version of her portrait?
I don't think so, the one I have has 29 colors.
Yes, the female gambler is easy to make.
I just need to change colors and erase parts.
The arms are finished.
Jackets are all looking way better
Kudos to you, Asmo X.
Quote from: "MiKeMiTchi"I don't think so, the one I have has 29 colors.
My mistake, see attachment for a 16 color version...
LD asked me to cross-post this in the Gambler thread... so that is what I am doing.
Female Gambler.
damn good sprites looks exactly ingame! man, im getting excited for mercenaries release XD
Very nice, SplashWoman, but what's up with her legs?
Retardation on my part. I may edit em out... legs came out absolutely horrid. c'est la vie.
I love it (except the retardation on your part)!
GJ.. I wish I can draw like that someday.. bwahaha..
Mav, can you give the female gambler portrait, an earring??
Splashwoman's artwork gave me that idea!!
Earring? Take a look...
It is a good earing, though I feel like it detracts from the overall portrait for some reason. This is still one of my all time favorite portraits. How is the sprite coming along?
Well, I just need some time to work on it obviously,
but I can say I've finished the arms, many more.
What's left is some erasing, and coloring. That's all.
Hopefully, I can have time with the sprite.
@mav, I think a red earring with fit better.
Alright then, let's try the red earring. Does it stand out as well as the white one did? I wanna include the earring, but only if it really looks good.
Quote from: "Cheetah"This is still one of my all time favorite portraits.
Whoa. That's a huge compliment man, thanks.
Waa.. this wants me to finish the sprite already..
@mav, hmm.. I think it needs to be brighter?
I suppose I can brighten all the reds: I set 'em up so that the new palettes would have that option. I'll fiddle with it and re-post in a couple hours.
You could use a shade of white as the highlight on the earing and then your current lightest shade of red. I don't think you want to go changing the fantastic palette just to accomidate an earring.
^ What Sir Cheetah said.
I guess that would be an easier alternative.
Yeah. Need some highlights.
Alright, I took Cheetah's suggestion.
Hmm, try making one more of the earring pixels red instead of white. and I think it will be perfect.
Interesting suggestion. Take a gander:
looks good
I'd like it if the earring stands out a bit more, like more reddish or more golden, but that's just me
looks good x2
Yeah if you want to go with a red earring that seems like a good way to do it. You could even put a darker red pixel in the bottom right of the earring to give it more shading, but I don't think it will look as good.
Hell you could even make the earring black and super shiny. If nothing else this was an interesting trial in shading and color distribution.
the portrait still seems odd somehow, i think the one that was angled up still looked more FFT
Hmm...What needs to be fixed? The eyes? The chin? The mouth?
Also, posting the modified hair and skin for the male Gambler. These aren't finalized; they're jumping off points. A couple of the guys had reddish hair, some have dirty blond hair, one has dark hair and skin, and one has grayish/brown hair. Still at work on 'em and I intend to have two dark-skinned guys, one or two with dirty blond hair, two with red hair, and whatever else.
(http://www.ffhacktics.com/forum/files/gambler2_727.png)
im sorry i should have been specific, i was talking about the girl (if you're responding to me)
i think the guy looks great except the ones with purple and dark blue are a little sharp in the eyes
Oh, no I knew you were talking about the female Gambler. The male Gambler's here just so I won't lose him.
Anyway, yeah, lemme know what's up with the female Gambler. She shouldn't be too tough to fix, but we'll cross that bridge when we come to it.
well, its just i think the transition from the eye color to the skin tone on the male gambler is missing an in between.
it would be better to keep it more natural colors like brown but it looks like the brown hair doesn't go dark enough (dont try to adjust that!) . other than that i think the portrait is perfect. so maybe those clothes need to be softer shades...
look at my avatar, i made it so that the green blends in with the background color which in turn connects to the skin tone pretty well. also the shade of green is more pastel. the lightest eye color isnt even green but its the background color. (this was also used for clouds blue eyes)
is the sprite complete too btw? cause its really nice
Wanna see it?
Can anyone work on it for me? hahaha.. I'll send you the .gal file.
Arg.. I should have based her from Melodia..
I... think I'm in love! She looks awesome!!
yes.. but not finished yet..
since job sprites aren't important compared with others, currently..
Great job, MiKe. Right now I'm [still] having computer issues. I'll hop to some more portrait editing once things stabilize down here...
ohh sweet, im loving it so far
I will be stealing this Male Gambler sprite and reworking it into Bikke if you don't mind >:D
so tell me, what ever happened to these gambler sprites? even if the project is on hold, shouldn't they, (in whatever state they are in) be on the sprites page by now?
Again, Zozma, laziness of creator, or unfinished by any chance.
I haven't seen MiKe in a while, but I'm sure he has the sprites somewhere. I know the male Reliquian is completed as well, but the sprite itself wasn't too great anyway, so...
Hm, it wasn't that bad, I would like to have Gambler and Reliquian, I will post em both once I have them. Any idea where Reliquian could be?
If I'm not mistaken, I think I have both in my notebook.
Post them up please. I can fix the Reli's face(that was the problem IIRC), then he will be submitted. As to Gambler, it can go straight to submit topic I s'pose.
There may have also been some shading issues with the Reliquian, and I don't think the creator of the sprite fully utilized all 16 slots on the palette. If you're gonna take a crack at it, let me know. That way I can update the palettes and the sprite will be pretty much ready.
If necessary, I'll do the Gambler palettes as well.
Alright, I'll post them when I get back.
I still have them.
Wait, was the female Gambler even completed?
Hm, Mike had it done once, but said he need to rework it, so no, I doubt it, Mav
Complete sheet, yes. 100%, I'm not sure. I have the sheets.