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Fire Emblem: The Sacred Stones Project


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#21 Mig64

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Posted 26 June 2016 - 02:11 AM

I never understood how a sequel to FE7, where we had quite a few chars with custom animations, would totally scrap it in the next. Like Dozla, whom you beautifully enhanced, if they wanted to use a standard animation, they should've at least made him a Warrior because of the chest armor and spiky shoulderpads. Pretty good work so far, these do them a lot more justice.

 

Also, like Snow said, these could be very useful for a Sacred Stones remake using FEXNA, in which I assume you won't be limited to 16 colors since there was a Ragefest submission (F*EXE, I guess?) that managed to use the sprites from Fire Emblem 11.



#22 Fire Blazer

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Posted 26 June 2016 - 07:02 AM

Oh man, you even have an Audhulma version? that's awesome. I'm seriously, seriously digging these.

 

curious how you'll add these to FE8 btw, or what your plan is in general I guess, sorry if you mentioned it already

 

 

I never understood how a sequel to FE7, where we had quite a few chars with custom animations, would totally scrap it in the next. Like Dozla, whom you beautifully enhanced, if they wanted to use a standard animation, they should've at least made him a Warrior because of the chest armor and spiky shoulderpads. Pretty good work so far, these do them a lot more justice.

 

Also, like Snow said, these could be very useful for a Sacred Stones remake using FEXNA, in which I assume you won't be limited to 16 colors since there was a Ragefest submission (F*EXE, I guess?) that managed to use the sprites from Fire Emblem 11.

 

I'd assume they put the animation budget towards making new classes instead of making more custom animations for special weapons, especially since those are limited in their usage and such. (You can basically only see a special animation for a weapon as many times as that weapon has uses, and even then you won't see them much due to doubling/how late those weapons come/the player's fear of breaking the weapon... and there are limited animation slots and there's limited time/money in general, so you can't give all the characters custom animations, especially with the branched promotions... etc., basically I can kind of see why it was tough, though I'd have still liked a few more custom animations, perhaps)


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#23 Mig64

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Posted 26 June 2016 - 10:27 AM

I'd assume they put the animation budget towards making new classes instead of making more custom animations for special weapons, especially since those are limited in their usage and such. (You can basically only see a special animation for a weapon as many times as that weapon has uses, and even then you won't see them much due to doubling/how late those weapons come/the player's fear of breaking the weapon... and there are limited animation slots and there's limited time/money in general, so you can't give all the characters custom animations, especially with the branched promotions... etc., basically I can kind of see why it was tough, though I'd have still liked a few more custom animations, perhaps)

 

That actually makes a lot of sense. It's very likely scenario.



#24 Cheshire

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Posted 22 July 2016 - 04:17 PM

Those animations looks really nice. I have to say I'm impressed. The level of detail is great. It makes the characters more of a character, if you know what I meant.
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#25 Mig64

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Posted 19 August 2016 - 02:31 PM

Those animations looks really nice. I have to say I'm impressed. The level of detail is great. It makes the characters more of a character, if you know what I meant.

 

You could say it better displays their... CHARACTERistics?  B)






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