I love the class card, any hopes for a sword and axe knight class card as well?
Amazing work - a true GBA Baron/General.
Iāll probably do a sword and axe armor knight eventually, but it wonāt be high on my priority list.
speedy rogue does a dodge
whoosh whoosh whoosh
Actual critique: The staff anim is a little weird. The way she raises it and makes her arm perfectly straight looks unnatural.
The Cape is such a wonderful addition to the general. So Iām wondering does this use the general repalette colors or the vanilla general colors?
not all generals wear capes.
but the ones that do look sweet - nice work!
They all do according to their character portraits at the very least
Hi double post but separate topic
In the repo FE6 Lilina Magic (Hair Fix) is missing its last few frames, trying to use it from the script will not work
the FEditor bin works, reexporting the script from that should be a fix
Thanks, Sme. Iāve added that to the todo list. And yaāll are crazy. Iāve had a few weeks of relative relaxation and then this monstrosity of a week comes along. Congrats all on your neat works.
Iām learning a new tech stack for my job, so I donāt expect to get all this up today, but Iāll try to get everything up by Wednesday at the latest.
Pierce and cape frames are the biggest contenders for broken stuff. Fix looks good!
Speaking of broken cape frames.
There was an error in the palette of the (caped) general with shield man these name are getting longer and longer
Thanks to @Isaac and @Pikmin1211 for pointing that out!
tldr: I updated the download link above.
please use the .bin file to insert the anims, otherwise the team palettes will look ugly.
coming soon:
SALVAGED caped general with shield and rocket thrusters
Iām oracle_of_fire actually.
And I never noticed the glitch with the Hand Axe animation. Thanks for the fix.
Noob question: can these animations be inserted using buildfiles/EA? Iāve been inserting them with FEBuilder, but have tired of re-doing that every time I want to update the skill system, etc in the base ROM. Most of the instructions I can find require FEditor (like circlesās Animation Assembler), but I would like to use only EA if thatās an option. Thanks much!
Yes, you need to run the .bin (feditor format) through Animation Assembler. If it gives an error, just import in builder, export as .bin and then try again.
Thanks, re-exporting through FEBuilder seems to have fixed the errors I was experiencing.
There seems to be an error in the animation you linked. The sword switches between the Rapier and the Sealed Sword in the melee crit (and other areas), and the magic flashing is misplaced on the ranged crit. You may or may not already have this criticism, and I may have downloaded the wrong version, but I just wanted to point that out.
Finally. I was waiting for this. Thank you Pikmin. (And everyone that helped)
I know the repository for all graphic resources is kept in the link below.
However, I suggest the site manager to do a check every time updates are done. I think some files are actually lost during updates. I sometimes get errors with FEBuilder about missing frames during import and when I check, there really are missing frames. Some files donāt have the .dmp files so you canāt import the bin file.
Iāve mostly experienced these in the vanilla Paladin and Grand Paladin animations. I only managed to import those animations because I have an older version of the repository.