Hey - I'm struggling kind of hard with creating the tiny overworld sprites while keeping them consistent. So I was looking at the resource manager and how it can just has a base and draws the clothes over it. I was wondering how I would start doing that for myself?
Like starting from scratch with how overworld characters would look. And the types of clothes and hair and just how to build a general Base so I can create Npc's quick-ish.
How to build character bases and use them?
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You profile says you primarily use VXAce, is that what this post is concerning?
Also, I'm finding it hard to see exactly what you're asking, are you talking about a sprite generator?
If so
https://web.archive.org/web/20141219071009/http://www.famitsu.com/freegame/tool/chibi/index1.html
I remember this, I used to use it for VXAce. Unsure of usage rights. Let your browser translate the page for you. -
That is basically just precision work (and one of the reasons why a lot of artists have problems with making generator pieces).
It usually helps if you have an image program that supports layers, because then you can make the base the lowest layer when creating add-ons..
There are some special editors out there that help with that, you might look for demos of spriter or of the game character hub -
It depends what exactly you're having trouble with, but making a 'generator' for sprites in an art program pretty much just relies on everything be on different layers so you can easily switch which clothes are visible on the base.
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Yeah, Sorry - it is for Ace, but I guess it applies to all. I'm just kind of at a loss of how you keep NPC's (humans) consistent. Where you have the same base - but the only difference is their clothing and beards.
I'm kind of better speaking through images - but I'm talking about stuff like this.

Where you have a template. I guess it is just using layers to store all the pieces and then you build em together then?
edit:
I think I managed to put together what I was trying to do:

Though I wish there was something a bit more efficient to making these sheets. Since I do see some errors on there, that I like to fix before trying to mass deploy these guys.