I want to be as compatible with vanilla palettes as possible.
This is because of the recolor.
If it is compatible with the vanilla palette, then I can use the vanilla color layout as is.
And since armor has triangle attack, the palette is more important.
Therefore, I cannot use too many palettes.
I also consider it a waste to use one palette for brown.
Triangle attack seem to be be pre-determined and is more of an magic animation then a battle animation. It seem to be based on the characters and in the case of Binding Sword it will use Borās and the otherās generic colors and General sprite, even if they are replaced. Might be best to check Custom Triangle Attacks: A Guide
Since Triangle attack uses a different sort of insertion.
Also, vanilla color wise it is already as vanilla as possible however if you mean to use the pallet string for vanilla color, that would be impossible. Each of the pallet has a set place and if you just paste a string from the original (in this case the Original General) it wonāt work due to limited colors it has since original general doesnāt have skin or hair as well as the placement of the vanilla colors are completely different (this is on purpose cause I organized it to be so to make it easier to figure out which color is which, meaning each of the 3-4 colors are always together for a certain part i.e slot 4-7 is trimming/leg and slot 12-15 is the armor itself). This also means that you canāt just lace a specific characterās color over it (as explained in the readme, if you try to put Lynās as-is default color, it will be messed up so instead you will have to DYI to make it fit)
To keep vanilla color you have to look at each one and put them in the proper place yourself which shouldnāt be too hard since each slot is labeled and you just need to paste the singular color to the slot. In all and all, this is more of a custom sprite than a full on 1v1 replace, although it shares the same animation as much as possible.
It would be tedious to explain the specifics of the TRIANGLE ATTACK, so I will spare you the details.
It is enough to understand that it is important to maintain the order of the vanilla palette.
In the case of armor, if you arrange them like this, they will roughly follow the order of vanilla.
Compared to Pegasus, few people use armor triangles, so there is no need to overdo it, but it would be a shame to ignore the vanilla tileset.
This Pegasus data I made the other day might help you understand a little better.
We have tried to maintain the order of Pegasus so that existing color schemes such as Vanessa can be used as is.
There are special colors that are unique to this data, so they cannot be exactly the same, but it is important to maintain them as much as possible.
Cool. I did not know about that. Well, Let me know if you have any other problems then. I donāt remember there being any outside or strange colors, except for maybe the skin. Only thing would be that I had to combine come colors on some areas because otherwise it would not be possible to accommodate the skin color however the skin for the face itself is also just a small part of a whole.
I donāt think there is any major problems, least not to what I have in knowledge.
Yes!!! I was waiting for something like this. Freakinā sweet. Now if you have the sword and Axe animation I can finally have my (F) Sentinel class that I wanted so much.
Iām currently concepting a Hero variant, with the goal of an hybrid Hero/General.
Itās supposed to be a take of an medieval knight, combined with a bit of mythical.
the head i think, shapeās good but you probably want it a pixel or 2 wider, and the front piece, maybe make the middle gap 2 pixels instead of 1 i kinda saw it as mandibles instead of a front piece (although Iām not a spriter so take those with a grain of salt hehe)
I have completed a modified version and posted it.
The palette next to the skin palette is not used.
This could be used to create a better gradient.
This palette is used in vanilla as a palette for the weapons you have.
Only one of the four sword motions was ported.
Only vanilla motions are used, and motions for throwing swords in chains and such have not been ported.
The reason is that it is troublesome.
If you want to have it, please port it by yourself and publish it.
So, Iām really far behind on updating the Repo. If I were 100 posts behind that would be bad enough but Iām at least 150 and itās only going to get worse moving forward.
I basically need someone to assist me or fully take over. I just donāt have time to keep maintaining the Repo. It doesnāt pay my bills and itās quite time-consuming. I have a minimum of three major projects on my plate and as awesome as it is seeing the community flood the Repo with posts, which means more resources for everyone, I canāt keep up with a forum of hundreds of submitters alone.
Anyone feel like helping me out on a regular basis? I have an update coming for the Portrait Repo that will finally add previews on Github, credit to @igrotsbol as usual.
(Note this is on his version of the github so itāll be outdated once the main repo gets some updates, and heās still working on a few minor improvements before I push it to the main branch.)
I just donāt have the ability to keep up with the Repo given my current, modern workload. I turned 30 this month and Iām too busy to keep up. Any assistance would be awesome.
Edit: And just so weāre clear, Iāll help whoever steps up every step of the way to getting set up on their end and understanding what exactly needs to be done to take over the Repo. I wonāt just say āokay cool here you goā and throw it in your lap.