Hey, guess what’s un-navigateable by me again? That’s right, it’s spritans’s pins!
Pixel Logic, an in-depth tutorial – this is a full book!
A direct link to the full portrait repository – make sure to check credits/permissions.
https://drive.google.com/drive/folders/1FVearj5umW7h9YQGlojd0FFTkhu0Hmp-
And this animation collection;
https://emblem-anims.herokuapp.com/
This is a 3d model that you can manipulate and rotate to check your poses:
A collection of every battler’s idle for quick reference (There are a few small errors present in it though)
@Levin64 made this excellent post that deserves direct copying frankly;
GRAPHICS EDITING SOFTWARE
Mugs :
You can mainly use ol’ reliable MSPaint (there is also a neat eraser trick for MSPaint → http://i1135.photobucket.com/albums/m628/Maklo64/EraserMethod.png )
or you can use Usenti or Aseprite, GIMP, Paint.net, or any graphical editing programs (even Photoshop-- but I rarely seen people using that for sprites)!
Animations :
Since you need to edit each frames, I suggest using graphic editing programs which has layers feature, like Aseprite, GIMP and Paint.net.
Aseprite (Free, old version, 0.9.5) : Aseprite - Older-versions (newest version is not free)
GIMP (Free Source) : GIMP - Downloads
Usenti : Usenti – A bitmap editor | Coranac
Paint.net : Paint.NET - Download
GraphicsGale : Animation Graphic Editor - GraphicsGale
you can find other programs on Google-- technology is out there to help you!
Post:
https://feuniverse.us/t/the-ultimate-graphics-repository-for-gbafe-fexp-and-fexna/3326
Drive (Ultimate FEGBA Resource Repository):
https://drive.google.com/drive/folders/1jiiTpNXgAlr4lZBh8d-nJFdO-Jus5VXV
Sections:
Weapon Icon → Weapon Icon repository
Animation → Animation Directory
Spell Animation → Spell Animation Archive/Let's Have More of Them Project
Map Sprite / Class Card → Map Sprite/Class Card Repository
Skill Icon → GBA Skill Icons Repo
Useful Links:
Mugging Blitz (F2U mugs)
Round 1 → Mugging Blitz Round 1
Round 2 → Mugging Blitz Round 2
Round 3 → Mugging Blitz Round 3
Round 4 → Mugging Blitz Round 4
Round 5 → Mugging Blitz Round 5
Round 6 → Mugging Blitz Round 6
Round 7 → Mugging Blitz Round 7
Round 8 → Mugging Blitz Round 8
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@Wdimta compiled an excellent zip file full of sprites to serve as references;
https://cdn.discordapp.com/attachments/206588291053649921/695597892869816320/sprite_references.zip
Remember that sprites in the pins are only for references
unless otherwise stated (as per the graphical repositories and so forth).
@GenericPretsel also created a similar endeavor; (last updated June 26; be mindful that it might be out of date)
Hair
https://cdn.discordapp.com/attachments/456006258957352972/725985446080938014/unknown.png
Armour
https://cdn.discordapp.com/attachments/456006258957352972/725986898048319578/unknown.png
Fabric
https://cdn.discordapp.com/attachments/456006258957352972/725985936122314752/unknown.png
Hands & glasses
https://cdn.discordapp.com/attachments/456006258957352972/725986449609982012/unknown.png
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And finally, my and @Tsushi’s research-obsessed platform/backgrounds (maybe i’ll finish the associated tutorial some day)
The battler’s near foot goes on the bottom line of their box, usually on the outside corner with the body centered mostly in the inner box.
The pre/post scroll labels are for spell animation help.
The majority of battlers stay on the lightest part, but do sometimes go into the darker ones-- I tried to tone them by frequency. No battler uses the darkest segment, and the near side’s darkest segment falls below the battle UI and also is “off the world”.
This file is those three on their own layers + an exact replication of the hit and sparks effects.
Specifically for replicating those on your own; the target flashes for a total of 5 ticks. After the first tick, the screen flashes for 3 ticks, and the hit sparks animation itself plays its first four cels for 2 ticks each, and its last three for 1 tick apiece. This gif is greatly slowed down so it won’t hurtcha to look at. (100ms per tick instead of 20)
All-together that means that the target stops being drawn fully in white before the second sparks cel is done (they overlap like so):