I guess I’ll make this an actual post. Hi, I’m Knabepicer, I do stuff. Everything here is F2U/F2E.
portraits (not total trash)





















portraits (pretty trash)



stat screens
















I guess I’ll make this an actual post. Hi, I’m Knabepicer, I do stuff. Everything here is F2U/F2E.








































Nice work for your first few sprites and welcome to FEU.
One piece of feedback I’d recommend to help you improve is to consider the angles a bit more. Some of the face and hair angles look a touch misaligned, so when splicing, be sure to consider that closely to get the best outcome. Good luck!
updated OP to be less lame
A bunch of f2u/f2e/dowhateveryouwant stat screens.





More statscreens for you to do whatever you want with.



That middle one reminds me of Bahamuts Lagoon for some reason
I wonder why
Here’s portraits I did for Call of the Armor, F2E/F2U.





One more portrait from Call of the Armor I forgot to make F2E.

Xaizor from Gaiden/SoV. Made for Sacred Echoes, but gamma’s allowing this one to be made F2U/F2E also.

Finally, more stat screens.



Man! That thing is cool! good job!
Battle Frame I made using Chrono Trigger tiles. F2U/F2E.

Can install it using EA or add it to your buildfile:
Edit of Black Temple tileset based on one of fenriel’s works. Since it’s mostly not my work, it is of course F2E.
looks amazing
With permission, releasing these portraits formerly for Deity Device as F2U/F2E.






finally, the future holds for us adelle deitydevice but a good unit🙏
So this may take a moment to explain, as it is kind of incredible minutia to most, and I think it’s somewhat interesting.
A common thing in many hacks is turning dancer rings into staves that any healer can use. This has generally required the use of the “bard” AP to prevent the game from crashing when trying to load map effects. However, this has a side effect on all other map animations.
For a refresher on how healing map animations generally look, see here:
As you can see, the cleric’s animation is to raise her staff, and the frame that is held longest is with her staff aloft and shining.
Now look at what happens if we apply the bard AP because we wish to have a dancer ring staff.
Her animation is now to lower her staff, and the frame held longest is at its lowest point. This looks rather more odd, especially with the visual effect on the aloft staff disappearing as it now does.
Furthermore, what if we actually try using the dancer ring staff?
That’s… also kind of odd, isn’t it? A weird quick shuffle, that starts with the magic effect already present. These motions make sense for specifically the bard sprite, but don’t really work for staff animations. What is the solution? Well…
Well I made a new AP. As you can see in the video, this restores the original healing animation, and improves the refresh animation to make more sense for a staff motion. That new AP is what I wish to release right now. Like I said, it’s minutia of minutia, but I hope it will be useful.
Does this work for buildfiles? Another Epicer salvation for the community
It should, however those end up getting inserted and assigned in the moving map sprite table.