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Fire Emblem: Heart of Steel(Demo out!)


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#61 Fitz24

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Posted 26 January 2011 - 01:35 AM

1) WTF is a chibi lol
2) Go ahead
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#62 Swordsalmon

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Posted 26 January 2011 - 02:18 AM

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Are these acceptable?

EDIT: Done.

#63 Fitz24

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Posted 26 January 2011 - 02:41 AM

Yeah, they are good, but to be honest, they aren't the most important thing I'm doing tongue.gif

But thanks regardless.
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#64 Fitz24

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Posted 27 January 2011 - 01:08 AM

The second two characters that are playable in HoS

Alicia
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Sean
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#65 Green

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Posted 27 January 2011 - 02:23 AM

Sean's blinking frames... just ugh...

#66 Fitz24

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Posted 27 January 2011 - 02:45 AM

QUOTE (Kai @ Jan 26 2011, 09:23 PM)
Sean's blinking frames... just ugh...


As in bad?
And to be honest, blinking frames don't matter too much, it isn't like his eyes are going to be closed for a long period of time.

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#67 Mariobro3828

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Posted 27 January 2011 - 06:14 AM

Yeah, if you're okay with the blinking looking kinda funny. I inserted it to see...it's just one frame of blinking, which for consistency's sake I hope all your other characters have. But with a one frame blink like that, if that's what you're content with, I guess you can get away with them looking like that.


Another thing, the mouth frames look funny.
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#68 Fitz24

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Posted 28 January 2011 - 07:23 PM

Eh, mouth frames are a bit weird but alright.

I have a request for people who can create cool animations:

I'm looking for a custom class of Hector(unpromoted) with a sword, instead of an axe. A mercenary sword would look cool IMO.

Thanks
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#69 Fire Blazer

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Posted 28 January 2011 - 10:28 PM

LOL well if the blinking frames are terrible they WILL look funny and stand out

as long as no one can notice them without TRYING to notice them/look for errors, it's fine, even if said blinking frames aren't "correctly" sprited

at least that's my theory on the issue

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#70 Fitz24

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Posted 29 January 2011 - 12:37 AM

Eh, it isn't too noticeable...unless you are really looking for it.
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#71 Fire Blazer

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Posted 29 January 2011 - 04:07 AM

I hope so, I tend to notice those distracting flaws unless there's something else that's distracting me from looking at the distracting flaws. XD

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#72 Swordsalmon

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Posted 29 January 2011 - 04:12 AM

The blinking frames need to be improved. It's better having no new frames than bad one; bad blinking and mouth animations really stand out.

Actually, I do think you need to work a bit more on the character portraits. Sean is decent enough, but Alicia looks poorly made. Bad sprites are very distracting in a hack.

#73 Fitz24

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Posted 29 January 2011 - 03:57 PM

Well, I attempted to fix the blinking and mouth frames.....


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Any better? Worse?
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#74 Masterplan201

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Posted 29 January 2011 - 04:08 PM

QUOTE (Fitz24 @ Jan 29 2011, 04:57 PM)
Well, I attempted to fix the blinking and mouth frames.....


user posted image


Any better? Worse?

It's definitely better but i think on the closed eyes on the left eye is a little of his eyebrowe tile to great and maybe the shadings when he open his mouth but its better then the last

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#75 Fitz24

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Posted 30 January 2011 - 03:48 PM

I need some help with assembling events....

I'm having trouble putting in text events for one...where do they go...and how are they placed in.....I've tried a few things, but they haven't worked.

Lastly, probably a minor fix...is that I cannot seize, I can go to the castle but when I wait in the seize spot...the game freezes. I dunno what the problem is there....

Thanks for the help,
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#76 Fire Blazer

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Posted 30 January 2011 - 04:49 PM

Post your events.

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#77 Fitz24

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Posted 30 January 2011 - 04:52 PM

QUOTE (Blazer @ Jan 30 2011, 11:49 AM)
Post your events.


EventPointerTable(0x06,Pointers)


org 0x0100F0C0
Pointers:
POIN Turn_events
POIN Character_events
POIN Location_events
POIN Misc_events
POIN BallistaData BallistaData
POIN Bad Bad Bad Bad
POIN Good Good Good Good
POIN Opening_event Ending_event

Bad:
UNIT 0x87 0x39 0x0 0x14 [4,7] [4,7] [IronAxe, 0x0, 0x0, 0x0] [0xFF]
UNIT 0x3E 0x1 0x0 0x0C [1,5] [1,5] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT 0x3E 0x1 0x0 0x0C [1,6] [1,6] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT

Good:
UNIT 0x3 0x0 0x0 0x08 [12,3] [12,3] [IronSword, Vulnerary, 0x0, 0x0] [0x0]
UNIT 0x26 0x0 0x0 0x08 [13,2] [13,2] [IronSpear, Vulnerary, 0x0, 0x0] [0x0]
UNIT 0x05 0x0 0x0 0x08 [14,8] [14,8] [Fire, Vulnerary, 0x0, 0x0] [0x0]
UNIT

Turn_events:
TURN 0x0 Opening_event [15,1] 0x0 0x0
TURN 0x0 scottintro [14,8] 0x0 0x0
TURN 0x1 characters [1,6] 0x0 0x0
CODE $00

scottintro:
CAM1 0x3
CURF 0x3
FADI 0x01
BACG 0x01
FADU 0x01
TEX1 0x813
REMA
ENDA

characters:
LOU1 units
ENUN
ENDA

units:
UNIT 0x3E 0x39 0x01 0x0C [1,7] [1,7] [IronAxe, 0x0, 0x0, 0x0] [0x0]
UNIT 0x87 0x39 0x0 0x14 [3,2] [3,2] [IronAxe, 0x0, 0x0, 0x0] [0xFF]
UNIT 0x3E 0x1 0x0 0x0C [1,5] [1,5] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT 0x3E 0x1 0x0 0x0C [1,6] [1,6] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT 0x03 0x0A 0x01 0x08 [12,8] [12,8] [IronSword, Vulnerary, 0x0, 0x0] [0x0]
UNIT 0x26 0x38 0x01 0x08 [13,7] [13,7] [IronSpear, Vulnerary, 0x0, 0x0] [0x0]
UNIT 0x05 0x4D 0x01 0x08 [14,8] [14,8] [Fire, Vulnerary, 0x0, 0x0] [0x0]
UNIT

Character_events:
CODE $00

Location_events:
CODE $00

Misc_events:
CauseGameOverIfLordDies
Seize(0xC,0x1,3,2)
AREA 0x22 0x1 [3,2] [3,2]
CODE $00

Opening_event:
CAM1 [0,0]
CMOF
LOU1 bandits
ENUN
CMON
OOBB
LOU1 allied
ENUN
CURF 0x3
FADI 0x10
BACG 0x10
FADU 0x10
TEX1 0x878
IFUF 0x01 0x5
MORETEXT 0x87D
REMA
MOVE 0x88 [3,2]
ENUN
SOUN 0xAB
MAC1 0x00 0x00
SOUN 0xAB
MAC1 0x01 0x00
SOUN 0xAB
MAC1 0x02 0x00
SOUN 0xAB
MAC1 0x03 0x00
SOUN 0xAB
MAC1 0x04 0x00
SOUN 0xAB
MAC1 0x05 0x00
SOUN 0xAB
MAC1 0x06 0x00
SOUN 0xAB
MAC1 0x07 0x00
ELSE 0x02
ENIF 0x01
REMA
ENIF 0x02
FADI 0x10
BACG 0x10
FADU 0x10
TEX1 0x813
REMA
MUS1 0x03
MOVE bandits [1,6]
ENUN
STAL 20
CURF allied
FADI 0x10
BACG 0x10
FADU 0x10
TEX1 0x814
REMA
ENDA

bandits:
UNIT 0x87 0x39 0x0 0x14 [4,7] [4,7] [IronAxe, 0x0, 0x0, 0x0] [0xFF]
UNIT 0x3E 0x1 0x0 0x0C [1,5] [1,5] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT 0x3E 0x1 0x0 0x0C [1,6] [1,6] [IronSword, 0x0, 0x0, 0x0] [0x0]
UNIT

allied:
UNIT 0x03 0x0C 0x0 0x08 [12,3] [12,3] [0x0] [0x0]
UNIT 0x26 0x38 0x0 0x08 [13,2] [13,2] [0x0] [0x0]
UNIT 0x05 0x51 0x0 0x08 [14,8] [14,8] [0x0] [0x0]
UNIT


Ending_event:
MUS1 0x38
FADI 0x10
TEX6 0x5 [3,2] 0x815
ASMC 0x01
BACG 0x12
FADU 0x01
TEX1 0x818
REMA
MNCH 0x01
STAL 1
_0x1
ENDA

BallistaData:
BLST
ALIGN 4
CODE $00

MESSAGE Events end at offset currentOffset
//The map for this chapter is at offset: 0100F0D0
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#78 Fire Blazer

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Posted 30 January 2011 - 09:17 PM

What exactly is the problem? I see text events that should be working fine, like the scottintro one...

QUOTE
UNIT 0x87 0x39 0x0 0x14 [4,7] [4,7] [IronAxe, 0x0, 0x0, 0x0] [0xFF]


Now this, is not very well done. First, if it's a significant character (not just a generic enemy), you should use the name of the character, like 0x03 = Lyn_t (Lyn tutorial). Then, the class--0x39 is brigand, IIRC. Instead of using 0x14 for the level/allegiance crap, use Level(3,Enemy,False), for example. And I'm not sure how "[0xFF]" constitutes AI--default AI is [00000000], which is 4 bytes, and 0xFFFFFFFF is not an AI code for the game. ._.

QUOTE
IFUF 0x01 0x5


You have an 'if' statement (conditional event) here but there's no ELSE or ENIF statement after, which you need for the conditional events to work right...

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#79 Fitz24

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Posted 30 January 2011 - 11:50 PM

Opening_event:
CAM1 [0,0]
CMOF
LOU1 bandits
ENUN
CMON
OOBB
LOU1 allied
ENUN
CURF 0x3
FADI 0x10
BACG 0x10
FADU 0x10
TEX1 0x813
REMA
ENDA

Well, this is the opening event that continues to baffle me by not working....
And Blazer, I fixed the other things using the definitions page I have.
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#80 Mariobro3828

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Posted 31 January 2011 - 12:20 AM

Like it's not loading at all? If that's the case, you have to make a turn event in the turn events for it to happen before turn 1.
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