I’m using any format, pretty much. The list of unbanned skills I’ve given in the rules is the basic skill system list, but if you find a skill outside of it that you think is genuinely terrible and won’t alter the game too much, you’re completely free to add it in.
what if I make one.
like, +1 might while attacking with a slim lance
Perfectly reasonable, I’m only hindered by the fact that,
1: if you make the ability, get someone to make it for you, or find it somewhere with credits, then I’ll happily put it in the game, just select a random skill from the skill menu and message me with your custom skill.
2: if you don’t want to, I can try and make your custom skill. If you don’t want to message me, just put your custom skill information anywhere else in the Google Form.
3: Slim Lances do not exist in this fan game. Closest thing is a bronze lance.
honestly I did end up giving myself the less joking idea of a +2 to Mt or +10 to Hit when wielding E-rank weapons or something to that effect. But I don’t actually know how to code new skills- don’t even know what coding language I’m supposed to use-, so I would need some assistance past the conceptualization phase.
Also, uh, at risk of sounding dumb:
How do I use this / GitHub in general? This page is essentially a bunch of folders with image files, right?
uhhh okay so click the link to the other github and then just click the .zip and it should download.
Alright, got the folder downloaded and unzipped
What do I do from here? Run the .jar file?
Got the program working, thanks!
Oh, uh, your form forgot to have a spot for the character’s name. My first submission’s name should be Pantu.
Completely forgot the token was a thing- it’s totally pointless as far as actual insertion into FEGBA- most it can do is help with some conceptualization on palette, and even that really isn’t reliable.
At this point, the next step would be to get Nino’s portrait, then handle the blinking and talking frames. It’s the 96x96 size image(of your character) you want to use for that, the portrait space on the image to be inserted is 96x80(or the other way around, I never remember which is vertical and which is horizontal).
Alright, so basically I’ll use an image editing app that handles layers to make the blinking/talking frames by copy + pasting from the face sprite it was based on? And make sure it fits into the hackbox?
What should I do if, hypothetically, I don’t want this character to blink?
You copy the eyes or mouth over from the blinking frames or talking frames onto the matching location on the sprite in a different layer, then copy what’s surrounding them from the original layer- bearing in mind hackbox coordinates, which have some limitations that mean you can’t really just alter the existing frames to match the new sprite unless the face on the new sprite just happens to be in the exact same spot- and move that to the location of the blinking or talking frames.
If you don’t want your character blink- say, for example, because their eyes are fully obscured, or they’re a friggin’ skeleton- that makes things simpler, just copy the box where the eyes are over to the blinking frames as-is. Or anywhere that isn’t overlapping with the mouth framebox- at this point you genuinely don’t need to make sensible decisions, you could grab a random piece of the character’s wizard hat, for example.
Side note: if you are making a portrait specifically for FE6, then skip the blinking frames entirely- FE6 straight up does not have that functionality, it’s portrait animation suite is more limited, you’ll only need them if you plan to make the portrait usable for 7 or 8.
To elaborate on those limitations, near as I can tell, the portrait is cut up into a group of 8x8 squares, with the blinking and mouth frames being made up of a 4x2 of those squares, and you can’t put them in the middle of those squares, you have to stay on the grid.
Is the final product supposed to be formatted like these? Will it need to fall within the exact image size as the original hackbox, or can it scale up in size? (I’m seeing resolution issues when lowering the size scaling for the portraits to fit in the roughly 100x100 box)
image size I THINK needs to match> But yeah it should be formatted like those- I’ll note those are FE6 portraits, and FE7/8 have some extra bits(two more mouth frames and Blinking Frames).
Just gonna jump in and say that the size for the portrait should be 128x112 when everything’s in the hackbox
Are there support affinities and weight/constitution/aid just like in FE8?
No support affinities, supports will have static increases, but there will be constitution and weight.




