I love the FF style battle screens! I might try to use one of them in my own project.
My favorite lab rat dog!! I can’t believe I’m four days late to this! You captured his face really well; even more impressive it’s from scratch!
i recently completed the Intergrade DLC of FF VII Remake, and i’ll probably do another run of the main game while waiting for FF XVI to be released this summer.
also, reworked couple things while i was at it, with more to come in the following week(s).
i’ll compile a sheet with everything i’ve done so far in terms of FF VII_R mugs and then be done with it for good( until Rebirth will be out too, i guess ). my galleries up there are also quite laggy, so better unify some stuff before they start to collapse again.
anyway, you can have the Remake-inspired versions of the battle UI, made 2 different variants with minor details changed because as usual i wasn’t 100% satisfied with making just one:
» Default
» Variant
altered a bit the HP bars as well.
i tried to stay in line with the modern design of the Remake in terms of windows and decorations, hopefully this will be enough for the time being.
a stats screen will show up as well in the coming days, along with yo girl Yuffie when she’ll be ready, all polished and pretty( i swear she’s gonna be released for real this time ).
a little sneak peek shouldn’t hurt i guess:
'til next time~
back with new stats screen inspired by FF VII R, made two variants:
also, as i recently got sick with flu and other annoying stuff, i’m afraid that the other sprites will have to wait a bit longer, at least until i’ll be back in shape.
“Before you stands a rare bloom: the single white rose of Wutai…the one-and-only Yuffie!”
» Dirge of Cerberus cameo (default, happy)
» Remake (default, happy)
today i felt a bit better, so i decided to let the young lady show up in her multiple variants.
had to alter some dimensions due to box limit and other details, if it’s too high compared to the other mugs there’s always the chance to crop the lower portion of the torso in order to make her fit a more realistic size compared to the original counterpart.
[edit] also, shoutout to @BuskHusker for the tall neck shirt reference, much appreciated as always!
and with this, my spriting journey for the main cast of FF VII Remake is officially concluded. at least until i’ll get inspired again, or Rebirth will drop
i’m quite proud of all these customs and splices that i’ve made, it’s probably my biggest collection of portraits so far dedicated to one title.
on a side note: the FF VII R mugs have been removed from my collection, but don’t worry, i’ve compiled a sheet with all of them included to save some space and let my gallery more breathing room, so you can still find the portraits up there.
if you really want the single ones though, i’m afraid you’ll just have to either scroll up some posts, or eventually search the repo.
guess i’ll leave it here too to save you some time searching for it:
considering there’s also battle animation sheets for FF VII characters on Spriters Resource and other useful stuff in the repo, i guess now would probably be a good opportunity to start working on a FF VII Remake / Demake.
the rest is up to you folks~
preparing for the next CCC round:
Hector has always been one of my favorite characters( despite being among the strongest units in Blazing Sword, since he’s literally a walking wall of steel that brings death upon anything he touches ), so of course i had to do something about him.
i decided to merge his noble outfit from the end game cutscene, his default armor and the shoulder plates/cape from his brother’s armor in order to come up with something interesting that actually looked like a proper promotion from lordling to great lord.
i made his hair longer and gave him a beard to make him look even cooler, then i added a crown variant too because you know, royalty and all that stuff.
kinda simple as a splice, but i guess it’s alright.
also, sneak peak on another mug that will probably come out this summer:
some more CCC stuff, probably my last take on these before i move on to other stuff:
i know what i said before, but apparently i can’t stop doing these:
please send help
This is more a commentary on gender benders and female versions of things in which Fire Emblem is 100% guilty of, the hilariously more revealing armours (you know despite being an armour knight) and automatic huge bust increase. That said a female Hector would definitely have a huge chest because if videogame and anime stereotypes have taught me anything is that a female character’s bust is proportionate to their depicted power/strength (Tifa, Tsunade, Unohana, Camilla, Byleth, this keeps going…)
“And who’s this fine hound i see before me?”
why, it’s Torgal from Final Fantasy XVI, of course!
i’m loving the game so much that i had to do something about it as soon as i could
anyway, someone else from the main cast might show up in the coming weeks, maybe with additional stuff always related to FF XVI. time will tell i guess.
meanwhile, yes, you can pet the dog. see ya next time~
Guys Etie and Beruka dont have strength growths noooooooo
i’ve found some will to splice again, so here’s my take on “Wyvern” from Final Fantasy 16:
refining the details took a bit of time, i tried to stay as close as possible to the original design, although the shoulder plates could still be improved here and there.
the final result is quite alright, and maybe the 2nd version of the mug will turn out even better since it will have less details to deal with (or so i hope…).
Clive Rosfield will show up again in the coming days with his Archduke outfit, along with a mini sheet containing all previous FF 16 mugs for collection and gallery space-saving purposes.
i will also post everything i’ve worked on in the past weeks for the CCC in the repo thread as usual, once i’ve put all my old and new stuff together.
First Shield of Rosaria, Clive Rosfield, officially joins the fray:
» Default | Beard | Limit Break variants
…and with this, guess i’ll be done for a good while in terms of spriting.
now, if you’ll excuse me, i’ll go drop this stuff in the repo thread too and resume my FF XVI journey.
see ya~
i didn’t really want to sprite anything as of late, but since a new CCC showed up…guess i’ll just throw in my take on Libra, default and Heroes outfit variant included( wich is basicly just a few more details added on the shoulders ):
probably not one of my best splices, but that’s what it is.
maybe i’ll do a Dark Knight variant as well, or maybe not. we’ll see.
k byeee~
sometimes i look back at all the works i’ve edited/done in the past out of nostalgia and curiosity, mostly to see how my approach to pixel art has been costantly changing through the years in pursuit of a decent way to deal with sprites, or “artstyle” if we want to call it, but then when i check my older stuff i eventually end up asking myself “what if this one was actually done a bit better?”.
and so here i am again, reworking some of my old stuff for yet another “remaster” of sorts, but with a little spin this time around:
that’s my re-take on Squall from Final Fantasy VIII, wearing the cooler Dissidia outfit with some minor fixes on the fur shading in order to make it look less amateurish, and more professional.
but why stopping at just doing that? why indeed? well, because when i feel very inspired, wich is a quite rare thing by itself, i tend to go even beyond what i originally decided to do.
and even though i’m not really into romhacking, and maybe i’ll never deal with FEBuilder or Lex Talionis or Tactile or anything software/programming for that matter, i still feel the need to do something about it.
and so i did. i started working on something:
mind you, this is just a preview, i’m kinda half-way to the finished sheet, but once i reach the point of completion and eventually make a gif out of it, beside making a folder with all the frames i’m not going to script it for sure, so i’ll just leave it as it is and call it a day.
if someone else would step up to actually script that thing in order to make it work, feel free to message me before doing so, and we can discuss about it.
unless there’s some way to import battle animation gifs wich i’m not aware of, that is.
Squall is my favorite character of the whole FF saga. And I love how people like you are still working on making edits on it.
I also made a gunblade item icon back in time, but it’s like you say, the artstyle of each one is changing and improving through the practice.
Maybe I would try to make another version of Gunblade now.
Good luck with your squall Fenriel
Go for it !
i might eventually do something extra like weapon icons and throw in some background too, depends how long inspiration will last.
meanwhile, the default attack frames are done.
there’s still missing the critical, dodge and magic animations, but those will be completed in due time.
dodge and magic are pretty easy to edit, but i’m thinking about how to handle the critical one because is probably going to be a nightmare due to lots of frames.
i wanted to turn the whole sequence into the limit break “Renzokuken”, but i don’t want to make way too many frames either, so i guess 3 chain attacks should be enough. unless i go straight for a special attack, like “Blasting Stone” for example, but i still need to figure out what/how to do it, since working with 16 colors is very limited.
i’m not even sure how many frames the engine can handle, so any info on that from anyone around here will be much appreciated.
i decided to go for a variant of the default attack by borrowing some frames here and there while adding custom effects from other battle animations, it turned out quite alright, but i’m not done yet.
i might add two more frame sections for the critical, then it will be complete.
i could also add custom vfx windows similar to the original FF VIII UI, could be a cool little extra.
palette swaps for the dodge and magic animations are almost done, just need to refine few things on fur and casting effects.
first time i do something like this, by the way. considering the amount of time and effort that it’s taking me, this might easily be a one time gig
[ 2nd edit ] i uh…i think i’ve gone far, FAR beyond of what i planned to do.
here’s the updated sheet with the almost complete critical animation, dodge and magic are still in standby:
also, because apparently i’m on a roll( and boy, what a roll it is! ), i even added the Limit Break UIs to be inserted into the critical animation once all the main frames positions are set:
…guess it doesn’t get better than this. like really, i literally did everything i could with those 15 colors
I don’t know what I’d ever use Good Boy Squall for, but it’s looking so great I’d love to try and find a purpose for him <3 Keep up the amazing and inspiring work.
the deed is done:
i wanted to include another critical variant, but i ran out of ideas so it will stay as it is for the time being.
i didn’t make a magic crit sequence because the normal sequence can be achieved just by skipping the glowing hand frames and going straight to the final cast frames.
now there’s only one thing left to build: the actual animations.
although i have no idea how to code that stuff to make it work in-game, i’ll just try to make it look like a traditional animated gif and see how it turns out. better then nothing, i guess
That’s very good. I mean.
Renzonuken literally means multiples sword slashes. That’s why the in game animation is squall spamming a lot of slashes.
I like the trigger Idea … But for the critical I would like that. After charging the attack it would perform a lot of slashes like Swordsmen animations. Just make a copy of those frames and make a loop like a chain of around 15 strikes. Maybe 10.
Other thing. There are frames where you use the blur effect for transition between frames in jump. Well, notice that those frames in vanilla animations doesn’t have any outline. You made some black outline in them I think you should rip off.
And last but not least. I think it is good as it is right now , but I personally would use some gray colors and add more shading to squall clothes.
Making the actual coding is not so hard. But you can make the gif first to give you an idea and then separate the gif in .png that are the frames. Then Is just adjusting in the .txt the sequence of frames and how many fps they are on screen.
Anyways. Good job dude !!! I love it <3