1. Can you add sprites without replacing them to WOTL?
2. I want to make a character like this:
Character: Male Knight (generic)
Command: Holy Sword
How do I do this?
1. No
2. FFTPatcher. Check downloads on the main page of the site.
Quote from: "Kaijyuu"1. No
2. FFTPatcher. Check downloads on the main page of the site.
1. I thought so...
2. I have FFT patcher... all of them and the text editor doesn't work and the other link everyone has given me for the new one is broken. If that's isn't what you were talking about, then please explain.
you need help?
really? IN THE HELP FORUM?
ffs, descriptive titling please.
And why isn't fft patcher working? Are you running into an error? what's the error? we need some info.
Quote from: "philsov"you need help?
really? IN THE HELP FORUM?
ffs, descriptive titling please.
And why isn't fft patcher working? Are you running into an error? what's the error? we need some info.
what i'm trying to make a boss chacracter that happens to be a generic knight. i'm trying to make his command holy sword without changing the skill set for the knight class itself.
Patcher. There's an entd editor in it that lets you change the units within battles. You can give any unit any skill set there.
Quote from: "Kaijyuu"Patcher. There's an entd editor in it that lets you change the units within battles. You can give any unit any skill set there.
Oh... I see it now.
Now I have another question. How do I change one generic charcacters sprite without altering the others. For example I want to give Ladd, Lavian, Alicia, and a few other characters a different appearance and skill set without altering the skill set of a squire and knight (note that they are still allies (not guests) and not enemies.)
I had another question but i forgot...
impossible.
you'd have to give them a unique special class (which can be identical to the standard knight/squire in every way) for them to retain their sprite throughout their job changes.
Quote from: "philsov"impossible.
you'd have to give them a unique special class (which can be identical to the standard knight/squire in every way) for them to retain their sprite throughout their job changes.
is that possible with melonhead's programs?
yes, fftpatcher.
Quote from: "Tea"yes, fftpatcher.
ok thanks.
I remebered my question! I would i make the special job in fftpatcher?
you click on the Job tab.
Quote from: "philsov"you click on the Job tab.
would I have to replace a job?
yup.
There are some classes that are unused, gamewise (Cardinal, Arch Duke, Arch Witch) come to mind. If you mess with their sprites however there may be a nasty ripple effect, but it's slight progress and you can cross that bridge when you get there -- possibly by forcing the original sprites around (ENTD) so the cutscenes aren't disturbed in the process, dunno. It might eek into event editing territory to complete the task.
Hello! I am new, and have been lurking about your forums for about 2 weeks now... I hope no one minds if I insert my question here, because I've been searching for an answer and this thread is the closest thing I've seen to it...
Anyways, so I've been playing 1.3 (amazing work, by the way - love it!!), and have FFTPatcher, TacText, Shishi, CDMage, etc.. played around with these utilities a bit, and thus far, have managed to basically remake Ramza in my game successfully, complete with new sprite, skillset, stats, job name, and descriptions. I'm mostly pleased...
But.. now I want to try and make my team all uniques, rather, to start, at least turn one generic into a special class (in theory, I imagine if I know how to do one, I can figure out how to do four...). This is the only thing I can't figure out at the moment.. I know how to change a job's skillset, stats.. whatever, but how do I make a generic on my roster either A) change into a job that isn't normally available on the job wheel, or B) Make a generic into a NPC / Special class, i.e. cardinal, duke, or Arc Witch...?
Basically, what I want is to make a generic wizard on my roster instead a 'Sorceress' and give her my own custom All Magic skillset...
Really though, I'd even be happy if I could just change the sprite, without changing it for all of the generics...
Also, what ARE the safe jobs for editing purposes like this...?
Quotebut how do I make a generic on my roster either A) change into a job that isn't normally available on the job wheel, or B) Make a generic into a NPC / Special class, i.e. cardinal, duke, or Arc Witch...?
I don't believe A is an option. You change jobs by toying on the job wheel. Thus, you can't change into a job not on the job wheel. Sounds rather cyclic, but, well, it is.
B however should be a possibility... at least somewhat. You can give yourself up to 7 generic/specials at the beginning of the game... I forget which event they are generated in (I think right before Dorter 1?), but you should be able to fiddle in that ENTD and instead of getting 3 male squires, 2 female squires, 1 male chemist, and 1 female chemist... all with crap JP and such, you can now give yourself a healthy roster of specials (all of which replace the squire class, so wizard will be redundant for the sorceress, but there's no avoiding that)
Safe jobs... dunno. I'll let someone else answer that one.
ENTD #102 would be the one with your generic units. Dunno if those are the ones you are given at the beginning of the game, though; could just be placeholders and the real units are given to you by the event. I didn't test it.
And AFAIK there are no "safe" jobs, at least not for ones with proper sprites in the formation screen. You'll have to replace one, possibly by consolidating Agrais' or Rafa's.
Wow, thanks for the insightful input, Philsov - and a speedy reply is always welcome as well

As per your suggestion, I began looking around in ENTD, but oddly enough could only find one event for dorter (???), and it's one of the first battles, alright (algus present)... couldn't find the generics, so I looked around more.
It's not SEQUENTIALLY before dorter (in the list, that is), but the military academy scene has 6 generics, save for the two knights... are these the ones you are referring to? And if so, how do I name them..? I see the drop down, but... do I somehow use TacText and a blank slot..??
Also, (forgive my mini-barrage of questions..) how might I go about changing the sprite for a job not on the main sprite sheet, like, say, the arc witch (or is she on there..? If so, which sprite??) ... or, if I were to use one that's already there, like the Cardinal.. how do I force his proper sprite in ENTD? I mean, I get the idea, in theory.. but if I'm replacing the Cardinal's sprite, am I not removing the original from availability...? I'm not sure I follow on how to do this properly.
EDIT:
Allow me to rephrase, also.. what I meant by 'safe jobs' are the unused ones, available for toying with, w/o affecting other in-game encounters. Keep v1.3 in mind. I'm aware as well, that the arc witch IS in fact in use (an apparently immortal at that O_O).
Thanks again for any input.
event 102 doesn't look like it. I mean, I don't think it connects. Send a PM to sentinal blade, I know the opening generics in SoR are hacked into, he can probably help you in that alley.
As for naming them, yes, find a "blank" slot and give a name to the same address in tactext. Or select from other greatnesses like Rokofare and Wezaleff.
Sprite selection is a clear option in the entd. Very first option once a unit slot is selected, to be specific.
And define "encounters".
QuoteI mean, I get the idea, in theory.. but if I'm replacing the Cardinal's sprite, am I not removing the original from availability...?
If spriting selection is anything like job modification, yes. There's a finite amount of space and it's all used up. If there's a lot of 256 sprites available for selection (00 -- FF, I guess) but the game only has 200 sprites (no clue!), then that means you can add on 56 sprites with little concern. Theoretically, of course. Check out the spriting forum who knows a damn about that sort of thing.
By encounters, I meant battles... I was wondering which classes are available for edit w/o affecting other in-game units.
As for the generics... thanks for the tips. I'll have to hit up Setinalblade.
...is there any other way of doing this (making an NPC out of a generic) that doesn't require me to start a new file...?
Quote...is there any other way of doing this (making an NPC out of a generic) that doesn't require me to start a new file...?
Can use a game save hacker to change your characters around, like FFTastic.
Someone will have to correct me if I'm wrong, as I haven't tested it, but...
The only purely "safe" jobs to edit are the ones without names in Patcher. Like 3A and 3B. Problem is, they may have quirks of their own. For example, I seriously doubt they have a formation screen sprite; they'll probably use Ramza's or Delita's or someone's. Also, the empty ones at the bottom are likely flagged as monsters, and will be unable to change jobs via the job wheel.
Whoa. Lots of questions and lots of helpers! Cool!
Btw. Welcome azrael.
Why thanks, Ehrgeiz. Took me long enough, really ^_^..
I've been a major fan of FFT since it came out, and in fact was very excited a few years ago when I first started reading about people playing around with the possibility of tinkering with the game.. I believe, initially, the idea was to make our own FFT2, seeing as, at the time, it was deemed highly unlikely to occur..
I was quite unfamiliar with emulators then, and only somewhat recently decided to try and set one up.
I was quite pleased - your questions initially (as you can see) were very closely related to mine, and I couldn't seem to find the answers spelled out clearly anywhere else.
As for the save game hacker... I have FFTastic, though it's the only app I haven't been able to get to work... silly me can't figure out what file to load... in fact, I can't seem to even find one (.GME)
....
Ah-ha. Gotta love google. Turns out I need a save file converter (using ePSXe). So far, so good....
Ok, but here's a snag... this is one thing that's been bugging me a lot - I apologize in advance, I know I've already asked this, but can't seem to get what I need to know spelled out...
So, I have FFTastic working, and decided to go ahead and use it to make my wizard a 'Sorceress' .... perhaps I'm doing something wrong, but I couldn't get any changes to take effect...
converted the proper file to .gme, changed one generic's job to Arc Witch, and edited Ramza's brave from 74 to 75.. saved, and played game.. nothing. It occured to me that I probably needed to save, and then reconvert the file and replace... did that, and tried... nothing.
Either way, what was nagging me, is even if it DID work... how the heck do I assign a new sprite to Arc Witch... it is my understanding that she isn't present on the main sprite sheet, and as far as I know, ENTD doesn't deal with my roster at all, save for guest units and Ramza .... no..? I mean, I'd gladly go into ENTD and change the sprite for arc witch there... but the only Arc Witch I see is the one placed in the game for v1.3....
Seems every solution has one major snag in it... either I sacrifice an in-game sprite/job, or... eh.
Puzzles are fun.... >.>
Didn't mean to double post, but I had yet another edit, and didn't want the above post to turn into a page by itself... :/
So, I got FFTastic to work now.. change job worked - mostly... seems Arc Witch uses Balmafula's sprite (in formation, at least - didn't test in battle yet), with Reis's portrait... the only (major) problem with this method is that I cannot learn abilities or even see the list, for that matter... this is, more or less, just a 'cheat', in comparison with the scope of what I'm trying to achieve..
:/
Getting there, though..
EDIT: Wait - it just dawned on me - so, Arc Witch is Balmafula's job..? (since I've been replaying this game, I've yet to get a file that far - keep restarting with new ideas >-< lol )
If this is the case, then I THINK I know what must be done...
O_O
QuoteEither way, what was nagging me, is even if it DID work... how the heck do I assign a new sprite to Arc Witch...
Spriting forum and tutorial are thataway ---->
Quoteseems Arc Witch uses Balmafula's sprite (in formation, at least - didn't test in battle yet), with Reis's portrait... the only (major) problem with this method is that I cannot learn abilities or even see the list, for that matter
That's because Arc Witch has no skillset assigned to it in the first place.
QuoteArc Witch is Balmafula's job..?
Yup. Cardinal is Dracual, Bi-Count is Rudvich (I think).
Edit: You could just as easily do this with gameshark, too. Set unit 02's base class to 4D or somesuch.
By the way, for clarification, SB informs me that it's event 188, not 102, that affects your starting six generics. I checked and verified this, though I gather SB's word was good enough
Interestingly, editing 102's units seems to have no effect whatsoever that I could detect (I only tried changing one, to be honest, but none of my changes registered at all - not in the cut scene, nor the attack formation.
Had a few text problems causing me delays, so I haven't been able to verify if my new class is working properly yet, but...
So far, so good!
Having some interesting issues...
Edited the units in 188 to my liking (Br, Fa, names..), and made one of them my 'sorceress' (Delita's Sis). Set the sprite to 3A (normally blank), which I replaced w/ CDMage. First trial worked, mostly, although I had a sprite problem - I chose the Miang sprite from the downloads section, but, although I could be wrong, I think it glitched due to sprite type issues (teta is type 2, Miang, type 1..) ... the arms seemed to be too high, as if the shoulders attached at about the chin... and one was slightly floating..
Changed the sprite to the custom Teta Ch. 3 one, works fine. However..
I noticed the custom class isn't entirely working properly.. Job reads as Sorceress in battle, skillset All Magic - sweet. But when I try to use it, nothing happens and it bounces me back as if I hadn't selected anything (can't even open All Magic to select a skill to use..). I checked the status, and looked at the job list - and interestingly, instead of squire or sorceress, it says 'villain'. No description. Skillset is banish, deathspell2, mbarrier I think, etc. When I get to formation screen, I CAN learn skills... but from the Villain skillset.... >_< and finally, changing job results in BECOMING Villian - sorceress stats and job title only stick if I don't change anything. Hmmph...
Any ideas on what's happening, and if this is avoidable..? Maybe just trying a different set of slots..??
are you making a skillset out of a generic skillset slot? i heard they get buggy when you mess with them.
also theres an easy way to turn type2 jobs into type1 so you can use the sprite of your choice.
Quote from: "Zozma"are you making a skillset out of a generic skillset slot? i heard they get buggy when you mess with them.
also theres an easy way to turn type2 jobs into type1 so you can use the sprite of your choice.
explain what your talking about, please.
how do you do this?
Yea Zozma. How do you turn type 2 into type 1?
Is it by adjusting the arms, body, head, legs position?
Thats what i did with sephiroth last time before you guys told me to check on shishi for its type.
And yea....changing generic skillset will have some bugs =.=
I tried change dragon knight skillset by making new skillset and adding new skills but it seems to react with squire skillset =.=
I never learn any skills but when in battle, i can use the skills =.=
Also, i add around nine skills but when i use my generic characters, only four skills are available while for ramza2, seven skills are available.
Because of able to use the skills when i haven't even learn them, so from that, i assume it reacts with squire skillset as generic squire only have four skills, which only four skills available in dragon knight for generics and ramza2 have seven skills, which is the same amount of skills in ramza's squire. =.=
Bugggggggggg................=.=
QuoteI tried change dragon knight skillset by making new skillset and adding new skills but it seems to react with squire skillset =.=
Did you set it to be a normal skillset, or was it still set as Jump? There are settings for skillsets in FFTPatcher that affect the way they behave.
I make a new skillset.
Yea, i know on action menu, you can change Jump skillset to normal; but the problem is all the skills i made, the area was only 2 panels from the character, meaning it is the range on the spear attack, when the skills are AoE =.=
So, that's why i made a new skillset from all those empty skillsets.
on the topic of changing type1 to type2, can you change type1/2 to mon also?
yes you can dwib, you can change them to any of the types.
but without using zodiac's 2 patches (expansion of the iso) and (sprite reassignment) you will be very limited because of file size restraints.
thanks to lists created by sentinal blade and updated by auradragon this topic has a file for download that lists the location of the sprite type bytes (found in battle.bin)
http://www.ffhacktics.com/forum/viewtop ... ght=#40720 (http://www.ffhacktics.com/forum/viewtopic.php?p=40720&highlight=#40720)
and heres an example, you say you used one of those blank jobs to insert the type1 miang sprite? well a type 2 sprite looks like this
01 01 00 24
when what you need it to be for a type 1 is
00 00 00 24to get a monster?
zodiac monsters are 03 05 00 24
normal non humanoid monsters are 03 03 00 24
flying monsters (have wing animations and walking animations) 03 03 01 24
Chocobo 02 02 00 24
Altima1 06 06 00 3C
Altima2 07 07 00 78
thers 2 more 04 04 00 24 and 04 04 01 24 which might be fore the weapon and other sprites but am not sure.
Oh....so meaning you just change the bytes in battle.bin and then you can replace the sprite type 1 with type 2?
Also, by what you said, means that we need to use zodiac's 2 patches in order to do this?
You don't need to use zodiac's patch, but size restrictions will likely make any changes other than type1 and type2 swaps impossible otherwise.
Oh...so this can be done without zodiac's patch?
Meaning simple change of type 1 to type 2 or vice versa is possible?
I think what he's saying is yes, it's possible, but highly unlikely that you will manage to do so unless it's a simple type 1/2 swap - the file size limits will be more restrictive, so a swap to monster/zodiac will be very difficult and time consuming.
As for the remark about 'generic slots' ... unless there are other slots marked for generic use other than the generics themselves, and maybe a few nearby, then no - I used 3A, one of the only two visibly blank slots in FFTPatcher Jobs tab, save for the big chunk near the bottom. It might have to do with a slot - this job was all over the place, so to speak - 3A for the sprite (assigned in ENTD - the sprite stuck though, so no issue there, I think), 1C Delita's Sis for the job slot (renamed Sorceress w/ FFTacText), which was using slot 04 for the skillset - 04 was blank under the skills tab, so I made it All Magic w/ the text editor, and assigned my choice of spells.
So, if it has something to do with the slots.... it's either 04, 1C, or 3A that's buggy.
?
i still don't get what type one or type 2 job are...
I _think_ type 1 / 2 is mostly negligible - it only matters to the game engine trying to animate the sprites, and noting that type 1 is mostly fighter-esque classes, whilst type 2 is mostly mage classes, and the like... my guess is it simply has to do with animating the sprites...
Eh, forgive me. I obviously really don't know what I'm talking about... ^^ just my guess, is all.
I found out where the conflict was... turns out slot 3A is used for 'Villain' job name, and in fact 3A IS the Villain.. silly me. I'll reply back later if changing this corrects the problem. >.<
Can someone verify for me that sprite 3A on an expanded .ISO is blank? I was pretty sure I double-checked, but I want to be sure I'm not leaving a slug's trail of 'damaged' files in the process of trying to implement a few changes...
Type1, Type2, Mon, ect are just how the game animates the sprite. Everything concerning game mechanics is determined by gender (male, female, monster) and job.
yeah...
i used those 2 patches because i couldn't fit the sizes of custom sprites into the right places without it
Oh...so its better to use those 2 patches if wanna change the types of the sprites?
Quote from: "Azrael"I _think_ type 1 / 2 is mostly negligible - it only matters to the game engine trying to animate the sprites, and noting that type 1 is mostly fighter-esque classes, whilst type 2 is mostly mage classes, and the like... my guess is it simply has to do with animating the sprites...
Eh, forgive me. I obviously really don't know what I'm talking about... ^^ just my guess, is all.
I found out where the conflict was... turns out slot 3A is used for 'Villain' job name, and in fact 3A IS the Villain.. silly me. I'll reply back later if changing this corrects the problem. >.<
Can someone verify for me that sprite 3A on an expanded .ISO is blank? I was pretty sure I double-checked, but I want to be sure I'm not leaving a slug's trail of 'damaged' files in the process of trying to implement a few changes...
Ahaha....You found out where the conflict was... but i still can't find mine =.=
Now, all dragon knight need to change back to normal and i've to make a special character for dragon knight class...=.=
Sad....i wanted all the dragon knight to use the skills that i made so it'll be more challenging....but looks like my plan failed =.=
Sad sad...stupid bug...
This is getting frustrating.. lol
Ok, so it's become apparent that the problem lies in which slot I set the sprite to.. I've tried three so far (again, mind you I'm on v1.3, and trying not to overwrite the uniques that came with it), and each gives me a skillset associated with that slot - 3A gave me Villain w/ Frogspell, 3B gave me Limit, and 12 (dead malak) gave me, of course, Hell Knight and Un-Truth.
...is there an actual blank slot that won't do this, or is there a way to prevent the original skillset from overriding mine..? I can't even use the ones being assigned to me - trying to select the skillset react as if I pressed the cancel button..
..and I haven't even bothered making it to formation to see if I can change jobs successfully, since the first trial..
...gah...
Also, is there an UNBROKEN link to the bug free text editor? I keep getting weird text changes (boxes showing up in place of hings such as every occurence of 'an', 'er', '!', '+', ', ', etc...)..
Well, i'm not quite sure of the problem about slots and skillset cause i'm not sure what you're trying to do now.
As for text, after you patched with FFTPatcher, the text turns out like that?
Also, it was mentioned that if one changes a certain byte, a type 1 / type 2 / monster / zodiac change _could_ be made... I don't know very much at all about hex editing, or more specifically, where and how I would make this change...
....?
Also, an update on my problem concerning my edit of the generics in ENTD event 188 (the event that gives you your starting 6 generics)..
I'm still trying to make one of the generics into an NPC with a custom skillset, although I keep having issues with whatever slot I assign my sprite to.. Well, I can verify that it has something to do with the slots..
Tried playing with Malak's slot some more (12 - dead Malak)..
I've noticed as I said before the game seems to want to force the skillset of whatever slot I choose for my sprite... so I changed the default skillset for Malak to 04 <blank>, the one I've been using for my custom skillset, and noted that I can get it to appear right finally - the original problem here seemed to be that, in reaction to my skillset not showing up, I tried to force primary skillset to 04 <blank>, but the game would override that selection, force whatever skillset went with the slot for my sprite, and it came mastered. Setting it back to FF<Job's> seemed to fix this problem, though I imagine it'd still force the one for the slot - it just so happens to now be 04.
However... I still can't seem to actually USE any skills. GAH! Mad
SUCCESS! ...well, it'll be a bit before I see if Rudvich's sprite will glitch, but he's only in two scense anyways, so..
I set my generic in ENTD 188 to sprite - 23, job - 23 Bi-count, and skillset - 23 Magic (Teta's), customized, edited Rudvich in ENTD, and voila! My generic is.. well, now a fully-functional NPC of my design
Skillset works, I can change jobs without losing mine (haven't tested in battle yet), and it would _appear_ that my sprite would override...
The only issue is that Ramza's ch 1 sprite and Rudvich's portrait are used in formation - no biggie, but I'd like to understand how to properly change the formation sprite. I watched S.Blade's video, and kind of get the gist, but I'm not sure I understand what sprite I should be changing / how to get my sprite to link to whatever I put into UNIT.BIN. Any tips on THAT would pretty much put a big shit-eating grin on my face and make me shut up and stop bugging people about my game xD
Thanks a LOT by the way to all of you - you've been a great help, and I kinda am in awe, having never actually thought any of my ideas - YEARS AGO, when playing this game for the first time - could actually be made into real changes, by my own hand (mostly..).
..pretty sweet stuff!
So let me get what you're trying to do here.
You're trying to edit the 6 generics that you're going to get after the event, making them custom job, sprites, and skills but without changing the generic jobs, sprites and skills; so you are using NPC jobs to replace the 6 generics and custom made them with jobs, skills and sprites so that you will get your unique party without ruin the generics?
Eh... umm... yeas, precisely, though I didn't really bother with all 6... it was hard enough trying to get _ONE_ good set of slots to use, let alone 3 more... I edited their names, Br, Fa, etc, and made ONE of them an NPC. I'll tinker around later, after I have fun actually PLAYING the game for a change
I have one question.
I've been observing a few skills' actions about slashing and punching and most of it are performed by right hand, i think.
I was wondering that are all actions like slashing and punching performed by right hand or some performed by left?
Also, is the performance of the actions for the skills whether left or right are differentiated by types, like maybe type 1 = right hand while type 2 = left?
Or are they differentiated by skills, like maybe this skill = right while that skill = left?
Honestly, if I'm not mistaken, the animation has nothing at all to do with the actual equipment setup... just the angle at which you are viewing it.....
I could have sworn I remember noticing this awhile back, but never completely verified it.. but I'm pretty sure you can have the same character attack, using the right hand, rotate the screen and do it again, and if it's the proper angle, it'll be done with the left hand.
Maybe I'm just seeing things... o_O
I think Azrael's right. As I recall, only the sword/dagger slash has an animation for both hands. Everything else just uses right or left depending on whether the sprite's x-flipped or not, and that depends on the camera angle.
the only skills I know of to make use of both hands seperately are the multiple hit skills (truth, un-truth, and hydra skill), when you set those to "weapon range", the first hit uses the right hand, and all subsequent hits use the left hand.
Oh...so basically its based on the angle that viewed during the action?
Thats sad =(
Cause i planned to make a sprite with a glove on one hand. So if i make the glove on left hand and during the animation, it show on the right, it will look awkward and vice versa. =.=
Sad.....too bad then =(
Yeah it's kinda annoying. Even the original game's spriters didn't care too much about it, though. Ramza's cowlick switches sides when you turn the camera.
A glove would be too obvious though, unfortunately.
So, now in order to not make it look awkward, either both hands with glove or without it.
Lol
Actually, I don't think it's that major a detail... if you want one glove, do one glove... I mean, check out mustadio's sprite, and watch the bandanna / pouch thing on his one leg.. which leg IS it on, hmm? o_O
Just a thought.
Hmm...I'll take a look at it ^^
Well Azrael, the bandana / pouch thing on one leg and glove on one hand is different case as the bandana / pouch on one leg is nonetheless walking animation and whether the bandana / pouch is on either of the legs, it still doesn't really matter as it will look fine on either legs.
In my case, glove, is different as it is for punching animation and so, if the glove is on one hand while punch with the other, it will look weird. Since you have a glove on your hand, sure punch with the glove, right? Why use barehand?
That's the problem here for one hand glove.
Ah, well... I guess I see your point. It all really just depends on your ability to suspend disbelief / the amount of focus you place on detail.
Not to sound as if I'm downplaying anything - in fact, I LOVE good detail - who doesn't, really? But it's just so apparent in my eye that this game is rife with animation detail errors and such that that sort of thing is of little concern to me.. but, of course, goes the saying , "to each his(or her) own".
Yea. Well, it'll just look funny and weird, that's all.
Nothing serious actually ^^
So, if don't really bother about that, then it's good to go ^^
More questions:
what are some good programs to edit sprites?
Well...Most of us here use MS Paint, i think.
Some use Neo Paint, some use Photoshop, and a few more but mostly MS Paint.
Graphic Gale, GIMP, Photoshop probably use for palettes of the sprites.
Quote from: "jimmyjw88"Well...Most of us here use MS Paint, i think.
Some use Neo Paint, some use Photoshop, and a few more but mostly MS Paint.
Graphic Gale, GIMP, Photoshop probably use for palettes of the sprites.
thanks