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#21 JuneoftheMearkat

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Posted 26 April 2015 - 01:54 AM

Awww thanks Snow :D. The base of the headband was actually originally spliced from young Zephiel, but the gem and groove details I put on myself (it's totally not a Sailor Moon Tiara, I swear XD). Also I really appreciate all the in-depth feedback Fish, I'll try to fix up the things you said in the meantime.



#22 SmashedFish

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Posted 26 April 2015 - 11:42 PM

No problem, I'm just happy to help. I can't wait to see them when they're done!


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#23 JuneoftheMearkat

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Posted 11 May 2015 - 06:24 AM

Due to end-of-semester projects, I haven't had much time to refine mugs, but in the meantime I tried my hand at something quick and simple: map sprites. I managed to get them onto a rom but now the new files are too big now and I can't seem to figure out how to repoint to new data without crashing the gamearrow-10x10.png X_X.

 

Anyway, all the pieces of the character:

Mug:

Noelle%20Portrait%20Box_zpsr97r6mkl.png

 

I did get to fix the eyes on this one, but I feel like the cloak is a bit bare, maybe. Also, I want to make sure she doesn't look overly young (like sub 15 or 14), so I'd like any opinions on that.

 

Noelle%20battle%20sprite_zps97gnllse.png

 

Battle sprite! This is only the beginningarrow-10x10.png, but I'm gonna make a whole animation once I'm not swamped with essaysarrow-10x10.png, haha. I also got this to work on the rom without crashing, but who knows what'll happen once it has a bunch more frames.

 

Noelle%20overworld%20showcase_zps848bo0i

 

And this is my first attempt at a custom map sprite. It's only missing the three frame select animation (has the idle and the moving ones).

 
 


#24 Snow

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Posted 11 May 2015 - 04:24 PM

Battle Sprite and map sprite look awesome, I like the outline of the cape. Is it supposed to be like winterish fur? or just a normal outline?


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#25 JuneoftheMearkat

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Posted 12 May 2015 - 01:54 AM

Yeah its supposed to be a furry winter cape (the white collar is a hood too) :D. Luckily the map sprites had just the right color palette to convey that XD. The character herself is supposed to be from the mountainous, cold area of my fanmade fire emblem continent so I'd hope it makes sense, haha. It's too bad the 16 color limit makes it harder to cover up the legs under a skirt on the battle sprite without sacrificing the outfit color scheme variety, so to make the outfit seem somewhat practical I tried to lengthen the boots.

 

I'm honestly not sure what to do for the select animation. I'll probably model it after the female mage like the others (although the idle is mostly made from scratch), but she's meant to be holding a book, so I want to incorporate that too. Also, does anyone else really like making minimugs? Because I find it really fun for some reason. It's so enjoyable trying to shrink down a more complex design into that small space XD.



#26 Mercurius

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Posted 12 May 2015 - 03:00 AM

I don't like making minimugs. Which is why I just take the least effort-intensive approach toward it(that isn't "screw this, we'll just add a face close-up") and end up with a fairly crude representation that somehow ends up being kind of servicable.

 

I've noticed that your minimug happens to have been refined a lot. If you're still around when I get done with something (note:I mean "like maybe 3-4 months later") then I could use your minimug skills for a certain project.

 

Unfortunately I don't have anything particularly constructive to say because I either don't know how to fix the problem (I consider help of that level almost useless) or because it's a early-stage WIP anyway so I have no idea what your intentions really are. The blonde doesn't look particularly young though. The body might warrant being slightly larger for the face(you could make the face less tall too but that would make her look younger so) but things like Lute happen so you don't have to worry about that.

 

EDIT:The blonde is only using 15 colors(including background), and one of them is being particularly inefficient. You should probably either spend 1 color on the hair ornament's outline (I know you recycled a different color for a good reason, but it blends in too much to easily recognize it as being separate from her hair now.) or use the brown that happens to be on the hair near it, unless you have plans for different colors. If you don't, and you intend to recycle the color I just mentioned, you could also spend one on either the collar(it looks ok as it is, but could be better with 3 shades) or for adding another shade to the hair (lighter hair colors tend to benefit more from having 4 shades distributed in a way that overall smooths it out.)


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#27 JuneoftheMearkat

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Posted 12 May 2015 - 04:08 AM

Thanks for the in depth advice Merc :D. Now that you mention the 15 color thing, I actually did originally have a third color for the fur, but it got erased when I used requantize in Usenti (prioritized some other color I guess) and some kind of glitch with the programarrow-10x10.png would not let me add it back in until I made a new file. Here's an example with the shade (probably didn't add enough, I'm not great at fur D:).

 

Noelle%2016%20Color_zpszrwhblr4.png

 

I also used the deep brown from the undershirt to outline the crown/headband more like you suggested (and made the body a teeny bit bigger). I should probably stop calling this character "blondie" XD, she does actually have a name, it's Noelle. What's the project about? I'll be back in school for my last year 3-4 months from now, but I'll still be messing around with this stuff too. As for my own intentions, I'm not sure what you mean XD, that sounds so sinister.

 
 


#28 Mercurius

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Posted 12 May 2015 - 04:29 AM

I wasn't aware you were using Usenti to requantitize colors, I generally think you should avoid doing that in every case your extra colors are intentional.

 

The brown of the 5th skin shade isn't good to use since it's too dark (not as easy to tell when it's at 100% but very easy to see at 300% or more.) I don't think the fur benefits from having the extra shade (not in the way it's drawn as is anyway) so you can leave those tiny third shade bits out. 

 

Your intentions are your design choices for the future. Unless you don't have them and just do whatever. 

 

The project is a hack. I generally don't want to talk to outsiders(or even insiders) about it that much (at least not until actually significant progress is done) because I'm afraid actually talking about it and possibly having other people work on it will make me less motivated to actually finish my part of the work. (in fact, I was supposed to be spending all of summer vacation trying to get stuff done, but I got sidetracked by Arim's spriting contest.)


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#29 JuneoftheMearkat

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Posted 12 May 2015 - 04:47 AM

 

Ah I understand. Its hard not to get overexcited and then burn out early :/. I do intend to use my current design choices as a future means to a goal, but I'm trying not to reveal too much of the writing/backstory aspect right now in detail to anyone, as eager as I am to do so. I tend to take a lot of time thinking up characters then revising them over and over again as I go, and with school and work still being a thing, I'm unable to spend quite as much time as a I would like without siphoning from other projects. I still would be totally interested in helping you out, just tell me whenever you need to start something.



#30 Mercurius

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Posted 12 May 2015 - 05:25 AM

By the way, in your first post, what did you mean about constructive feedback about color palettes?

I mean I know I just said the brown is too dark for example, but an overall aesthetic is ridiculously varied not even between different designers but also between one designer's own mugs. I could try to recolor something you made myself, but that would just happen to be what I'd pick. I did this fairly recently too(consciously trying to keep as much of the original's aesthetic as I could) if you want to see the difference:

MadHatter.png

Left one is mine, right is the original done by Whitewolf8 (another FES member, though he lurks too much.)


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#31 JuneoftheMearkat

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Posted 12 May 2015 - 05:48 AM

In terms of color palettes, I tend to mention them specifically in what I like for feedback because I have a habit of picking color schemes that are too subtle/light, and thus not getting enough contrast out of the image to make it stand out (as shown in your revised coloring, you create a good contrast to make the outline more defined and sharp). I'm also staying within the 16 limit range because the portraits will be used for hacking and generally dislike when any characters look too similar (unless its on purpose) due to color or some other design choice. I think color is a very important factor to how a character looks and feels regardless of hairstyle/clothing whatnot, so I like to make it a consideration (in terms of what impression people get of a character's personality just from the picture). While I could go for a more stylized approach, I like the classical feel of the original portraits and would like to stick to that aesthetic, but with my own touches to the outfits (depending on where the character comes from or what class they are) that make them fit the world I'm setting up.

What style in particular do you like/have seen from around here? It seems like everyone tends to specialize in certain things or be trying out new ones, I like to look around and note what everyones' personal style is.



#32 Whitewolf8

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Posted 12 May 2015 - 06:59 AM

another FES member, though he lurks too much.

Too much? I resent that!

That's not enough! My time here consists of nothing but lurking!


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#33 Mercurius

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Posted 12 May 2015 - 12:15 PM

Too much? I resent that!

That's not enough! My time here consists of nothing but lurking!

is that what you were thinking when you thought you wouldn't be caught red handed
 

AAI_Young_Miles_Edgeworth_Objecting_1.gi

POSTING IN THIS THREAD?

 

In terms of color palettes, I tend to mention them specifically in what I like for feedback because I have a habit of picking color schemes that are too subtle/light, and thus not getting enough contrast out of the image to make it stand out (as shown in your revised coloring, you create a good contrast to make the outline more defined and sharp). 

 

I think color is a very important factor to how a character looks and feels regardless of hairstyle/clothing whatnot, so I like to make it a consideration (in terms of what impression people get of a character's personality just from the picture). While I could go for a more stylized approach, I like the classical feel of the original portraits and would like to stick to that aesthetic, but with my own touches to the outfits (depending on where the character comes from or what class they are) that make them fit the world I'm setting up.

The greatest problem you have when it comes to making a palette with good contrast is the very classical feel you're going for using the FE6/FE7 outlines. It is extremely easy to make mugs gain higher contrast, you just make the darker shades darker and the lighter tints lighter (there are many cases where you don't have to make them lighter either) but that all changes when you can't go darker than your outline color without it looking awkward. (granted, it is possible to get it darker while still making it look good, but this is a very situational technique.)

 

There are also more subtle things about getting it to work right but you don't need constructive feedback for that. You need an entire lecture on coloring FE sprites, which honestly I'd probably go put the effort into doing if it wasn't for how I want to save time. (Also I just have unintentionally high level perspective over colors from spending far, far too many hours of my life being ridiculously picky about which colors work in character creation sections of videogames, so I don't know how intuitive it would be for a less experienced person. Wish I spent all that time improving lineart instead though.) 99% of the time constructive criticism not from a specialist is nothing more than pointing out some small flaw you might have not seen yourself, which is not helpful in the long-term at all, no matter what critics will say to justify themselves over anything. (More productive things to say from non-specialists tends to be repeating what the specialists say about it without really having a great idea of how to actually fix it.)

 

What style in particular do you like/have seen from around here? It seems like everyone tends to specialize in certain things or be trying out new ones, I like to look around and note what everyones' personal style is.

I follow only one style. My own.

 

(this isn't a good thing.)

 

In terms of Fire Emblem pixel art I haven't seen anything in particular that uses colors better than the way I want to use them (as far as what I want to do with my art goes) but there are many pieces of digital artwork that are masterfully colored in a way that completely blows my mind...these images are not that useful for FE spriting. (6,000~20,000+ colors isn't weird to have in those.)

 

The general rules of my color style/color distribution in my mugs are:

  • You either use the outline inside of your mug or you don't, with the exception of the eyes and maybe the darkest area of the ear. If you do, abuse the hell out of wherever it can save colors. If you don't, never let it touch the insides of your mug (besides the exceptions I just mentioned) unless you are using it as the last shade for a dark enough blue or purple. (This can change if you are using an unusual outline color, but this will of course absolutely destroy any sense of consistency in your mugs unless you use it all the time.) For some reason the fifth skin color brown is commonly used in FE mugs, I think this is supposed to represent black in the most color-efficient way possible, but it should be avoided unless you have nothing better to do with the area mentioned, or unless you are spriting black leather.
  • Skin color constraints are bad, even if you want your mugs to look consistent. Every color is valuable in a 16 color limit, every color must be as harmonious as they can be without detracting from the intended aesthetic.
  • The fifth skin shade is dark enough to be any color without looking that awkward on most mugs I make, which makes it exploitable for color recycling.
  • The darker shades are either less saturated than or at equal saturation with the light ones, unless the light ones are already very pale. White being the best example of this, since shading it with anything other than grey automatically means you're using more saturated colors to do so.
  • Analogous colors can be used for creating a more striking shading effect, though this may require being very deliberate in design. If your mug generally confines itself to the warm/cool color categories, these colors can be abused to hell and back for shading using as few extra colors as possible if done right. (using green to shade cyan, lighter blues, and of course green all at once for example.)
  • Get in as many shades as possible without compromising on the number of colors the character is supposed to be shown wearing. The exception is particularly small areas where getting too many shades in there and making it look right is more difficult than anything.
  • Applying the same color but darker to another part of your mug can be achieved without actually using any darker colors by using the second(or even third) shade as the main color.
  • Skin color shades 3rd to 5th can be used for shading a different shade of yellow when you feel like using a less skin-color only means of adding a golden trim or some other golden thing.
  • Avoid using the 1st to 4th shade skin color as a hair shade as much as possible, even if they are blonde and you can make it avoid fusing with the skin anywhere. (Ornaments are fine, just the hair itself.)
  • Avoid limiting yourself to the unmodified colors of (whatever other source) instead of using your own.
  • Break the rules when you feel like it.

I believe in judgment of humans through their judgment of fiction, for nothing else tells better of their disposition freed from apprehension.


#34 JuneoftheMearkat

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Posted 12 May 2015 - 07:06 PM

You've fallen for the gambit Wolf XD.

 

Ah yeah, now that you mention it the contrast is much greater on the FE8 mugs for example, because of the darker outline. I suppose its a thing I'll have to decide for myself :P as I go. All great lines of advice! I'll try to follow the guidelines as well as possible and we'll see where that ends up XD.

 

Sooo, I made a select animation (blurring techniques are pretty fun to do):

 

Noelle%20overworld%20showcase_zpslguhbry

 

Cape should probs swoosh a bit more but I'm happy I just managed to make the book look openarrow-10x10.png with just those colors X_x. Right now though I'm coming across a problemarrow-10x10.png where if I insert and repoint one animation on the rom (got this working finally), then insert and repoint another, it stops working (works with one, but not 2). I'm guessing I have to expand the hex editor after every insertion but I'll have to figure that out later :/.

 
 
 
 


#35 Fire Blazer

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Posted 12 May 2015 - 09:53 PM

Too much? I resent that!

That's not enough! My time here consists of nothing but lurking!

 

rofl

 

I found it amusing how so many members practically take pride in how much they lurk XD

 

 

 

You've fallen for the gambit Wolf XD.

 

Ah yeah, now that you mention it the contrast is much greater on the FE8 mugs for example, because of the darker outline. I suppose its a thing I'll have to decide for myself :P as I go. All great lines of advice! I'll try to follow the guidelines as well as possible and we'll see where that ends up XD.

 

Sooo, I made a select animation (blurring techniques are pretty fun to do):

 

Noelle%20overworld%20showcase_zpsi8oqmos

 

Cape should probs swoosh a bit more but I'm happy I just managed to make the book look open with just those colors X_x. Right now though I'm coming across a problemarrow-10x10.png where if I insert and repoint one animation on the rom (got this working finally), then insert and repoint another, it stops working (works with one, but not 2). I'm guessing I have to expand the hex editor after every insertion but I'll have to figure that out later :/.

 
 

 

 

that map sprite set looks pretty cool, the only frame that strikes me as a bit weird is the one at the bottom-right (having a hard time discerning the details of it since there are so few pixels). It matches with the mug/sprite from earlier (which were also pretty cool) well enough though, IMO. Keep up the good work! :)


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#36 JuneoftheMearkat

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Posted 23 May 2015 - 11:18 PM

Annnd, the attack animation. I spent a lot of time trying to line of the frames in a halfway decent manner along with timings, but its gonna require refinement in some way or another. Man animations really do take ages X_X.

 

NoelleAttacking_zpsuaaphiic.gif

 

There's sound effects appliedarrow-10x10.png too (just stepping, sage rune sound, and swinging arm). Note that the gif looks a bit weird in some spots (like the dress looking pink in one shot), but its not like that in the game *shrug*. She's obvs a mage, but I'm too lazy to make a new event set with her starting with a tome (since she's inserted over Lyn and initially uses swords). I have the crit underway too, the initial frames are set, but I have to modify everything else.

 

Thanksarrow-10x10.pngfor pointing out the weirdness of that one map sprite frame Blazer, I went in and fixed it up so the white didn't stand out so much in the center.

 
 
 


#37 Fire Blazer

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Posted 24 May 2015 - 01:21 AM

I know it's a lot of work and the GIF didn't quite turn out as you might've hoped, but I personally think that animation looks SICK, it actually has me kind of hyped, haha. battle animations are one of my favorite things, especially when they're pretty flashy and interesting, so yeah. I also just noticed now she's holding a book, I wasn't looking at it close enough to tell before. That's freaking awesome. When will I be able to play your hack? XDDD

 

I think it's a bit unrelated, but what's with the links in your thread? I can't figure them out O_o


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#38 JuneoftheMearkat

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Posted 24 May 2015 - 01:39 AM

I know it's a lot of work and the GIF didn't quite turn out as you might've hoped, but I personally think that animation looks SICK, it actually has me kind of hyped, haha. battle animations are one of my favorite things, especially when they're pretty flashy and interesting, so yeah. I also just noticed now she's holding a book, I wasn't looking at it close enough to tell before. That's freaking awesome. When will I be able to play your hack? XDDD

 

I think it's a bit unrelated, but what's with the links in your thread? I can't figure them out O_o

 

Someday you will be able to play! Someday XD... I plan to make this stuff a hobby summer project,  but I do have a few jobs lined up that are most likely going to be obstacles. I've never hacked anything else before, so its definitely going to be an adventure (luckily I do know basic coding so the terminology isn't so bad, but I'm no programmer), but in terms of script and animation work its coming along at a pretty good pace :D. As for links, I know that one of my posts is screwed up because I didn't post a link to an image hosting site and instead uploaded the images directly like the others (a noob with forum embedding here Xd). Unless its the links on all my posts O_o.



#39 Snow

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Posted 24 May 2015 - 01:40 AM

That animation is awesome. I love that she actually has a book. Only thing is that her glove looks a little TOO pink when she's casting.


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#40 Fire Blazer

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Posted 24 May 2015 - 01:47 AM

That animation is awesome. I love that she actually has a book. Only thing is that her glove looks a little TOO pink when she's casting.

 

hmm you have a point with that I think, it's kinda weird but somehow the hand seems big... and yet the same time it doesn't feel all that illogical... ughhh I can't explain it but it DOES come off as a little weird XD


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