FF:Brave Exvius // Defining spritesheet frames help - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: The Resources (https://www.vg-resource.com/forum-109.html) +--- Forum: The Spriters Resource (https://www.vg-resource.com/forum-110.html) +---- Forum: Ripping Help (https://www.vg-resource.com/forum-114.html) +---- Thread: FF:Brave Exvius // Defining spritesheet frames help (/thread-27841.html) |
RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-10-2015 (10-10-2015, 05:57 AM)puggsoy Wrote: The second one is kinda weird, for some reason the last frame in that animation is empty.Ah, makes sense. Had I known I would've just removed the last line in the csv. :/ (10-10-2015, 05:57 AM)puggsoy Wrote: This one is a bit peculiar. I'll have to look into it more, I might be doing the blending wrong after all.You can also see it happening a little with: https://db.tt/PrVpj3OR // https://db.tt/rPh2Z892 Here's a funny one: https://db.tt/eEG0gd7P every other sheets for that particular unit came out fine though. By the way... should I add a background color to the sheets? ;o Few more animated gifs: Probably just going to merge the before_win/win. ;o RE: FF:Brave Exvius // Defining spritesheet frames help - Dazz - 10-10-2015 I'd advise against a background color - many of these sprites look like they use alpha channels, so they'd be unusable if put onto a color. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-10-2015 (10-10-2015, 11:02 AM)Dazz Wrote: I'd advise against a background color - many of these sprites look like they use alpha channels, so they'd be unusable if put onto a color.Sounds good, thanks. What should I do with single frame animations? Put them all in a single sheet? {Ex: Move/Jump/Dying/Dead/etc} RE: FF:Brave Exvius // Defining spritesheet frames help - Skyla Doragono - 10-10-2015 You could try setting them all up like this? Only without a background, like Dazz said. Just have each move set on one "line", with the effect animations that go with it just underneath the character. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-10-2015 A few more: (10-10-2015, 01:17 PM)Skyla Doragono Wrote: You could try setting them all up like this? Only without a background, like Dazz said.That's a good example, thanks. Will try some stuff out. Sheet-test: How about this... https://dl.dropboxusercontent.com/u/21020691/sheettest.png Open to criticism since I have no idea what I'm doing. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-10-2015 Looks OK to me, including the delays is also a good idea. You may want to use the dividers option to make the frame sizes clearer, but it's not necessary (anybody who knows what they're doing should be able to figure it out like this anyway). However, with this particular sprite, are the "atk" frames correct? The bow seems to be rotating randomly, there might be a problem there. (Also, I'll look into the other issues you mentioned above.) EDIT: Oh crud, I know why. I forgot to mention it, but my rotation method only supports multiples of 90, since that's the easiest way I was hoping there wouldn't be any sprites that use intermediate angles, but looks like I'll have to make it support any angle. That's also what caused the issue with those swords in the one you mentioned earlier. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-10-2015 (10-10-2015, 08:38 PM)puggsoy Wrote: Looks OK to me, including the delays is also a good idea. You may want to use the dividers option to make the frame sizes clearer, but it's not necessary (anybody who knows what they're doing should be able to figure it out like this anyway).Yup, the angle issue shows up here and there, doesn't seem too common though. Another example: https://db.tt/kjvpzUWY Haven't gone through everything yet, simply marking folders when I encounter issues. Angle/Effect "Smudge" are the only ones so far though. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-10-2015 Could you give me some files for one of the sprites with angle issues? Then I can test properly. RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-10-2015 (10-10-2015, 09:25 PM)puggsoy Wrote: Could you give me some files for one of the sprites with angle issues? Then I can test properly.Here you go: https://db.tt/WkUvbmcY RE: FF:Brave Exvius // Defining spritesheet frames help - Ton - 10-13-2015 I don't recognize a lot of these characters. Haha. Garland, the pirate chick from FF2, Galuf, Guy... RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-13-2015 (10-13-2015, 11:41 AM)Ton Wrote: I don't recognize a lot of these characters. Haha.A lot of the big names simply weren't in the beta cpk. Final version will have, at least:
RE: FF:Brave Exvius // Defining spritesheet frames help - Dazz - 10-13-2015 MrAlbion, while your submissions are awesome, can you please actually name the characters rather than give their filenames? We need to be able to identify them on the site and I'm not completely versed in character names. RE: FF:Brave Exvius // Defining spritesheet frames help - Skyla Doragono - 10-13-2015 Knowing FF, some of these may just be generic "classes". Like, I recognized Galuf and Garland, but some of them I don't recognize at all. RE: FF:Brave Exvius // Defining spritesheet frames help - puggsoy - 10-13-2015 Just so that you guys aren't in the dark, I'm having difficulty fixing the blend and angle issues. For the former, I have no idea what's going on; I'm pretty certain my code for blending is what it's supposed to be. I don't have any correct sprites to compare with so I can't pinpoint where I'm going wrong. As for the angles, that's just an annoyance of how the API I'm using rotates, so I need to put in some extra work. Hopefully it shouldn't be too bad. This week's a bit busy, butI'll try get the angles thing sorted out as soon as I can. No idea what to do about the blending, unfortunately RE: FF:Brave Exvius // Defining spritesheet frames help - MrAlbion - 10-13-2015 (10-13-2015, 04:43 PM)puggsoy Wrote: I don't have any correct sprites to compare with so I can't pinpoint where I'm going wrong.Hmm, I wonder if you can use their illustration as reference... Ex: This and this. (10-13-2015, 04:43 PM)puggsoy Wrote: As for the angles, that's just an annoyance of how the API I'm using rotates, so I need to put in some extra work. Hopefully it shouldn't be too bad.No worries, there's no rush. ;P I'll ask around about the blending. I also submitted what was generated without issues. {waiting for approval} Here's an archive containing all the ones that caused problems: https://db.tt/obgzjC4r (10-13-2015, 04:32 PM)Dazz Wrote: MrAlbion, while your submissions are awesome, can you please actually name the characters rather than give their filenames? We need to be able to identify them on the site and I'm not completely versed in character names.As Doragano said, some of these are "generic", I don't know their names either, I'm only working with their unit IDs. I'll dig them out though... but... might take little while. ;P |