Matseb's Resources (free for commercial use - tiles, sprites, animated battlers, and more!)

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Started by Matseb2611 20 posts View original ↗
  1. Alien%20Robot%20preview%203.gifLogo.pngAlien%20Robot%20preview%201.gif
    5qj34q1.jpg

    Update (24/11/2021): Heya everyone. I've updated the download link, as I've been getting email requests to be granted permission to access the files in it, so hopefully after the update it should let you access them directly without requiring permission. If you have trouble accessing it, please let me know via a PM, as I've been noticing the access requests quite late.

    Hi.

    This thread contains all resources I've made or edited together and released for public use. Many of these have been released in previous ReStaff releases, however, there'll also be plenty of new stuff here as well.

    Unless stated otherwise, all of these resources can be used both commercially and non-commercially. Mentioning me in the credits would be highly appreciated. For the Tiles, Character Sprites, Faces, and Animated Battlers, also credit Enterbrain / Kadokawa.

    You can provide suggestions if you wish, though I can't promise I'll get round to making these. At the moment I contribute to RM Coalition releases, so I might be able to do your request for those.

    Since many of these were ReStaff releases, please don't repost these resources on other sites. Instead link them here.

    If you require any help in getting any of these to work in-game, feel free to ask either here or via a PM, and I'll be happy to help.

    All the stuff in a single folder to make it easier for you to download:

    Download the FULL pack here (~24 Mb)

    ^The above only contains Ace resources. Some can of course be used in MV too if scaled. The resources I made for MV specifically are not there. I might make a separate thread on those at some point. :)

    I also have a commissions shop here.
    ----

    Examples of some stuff I made over the years.

    Tiles (A tiles, as well as B-E decorative tiles)

    E4bKSS7.jpg

    Character sprites

    tZPkYze.jpg

    Character sprites decorative (e.g. doors, lights, screens)

    E4loXIa.jpg

    Animated battlers
    0F03xA1.gif tnKn3AX.gif laCoSIq.gif PRxZwek.gif

    Behaviour poses
    DPba5rj.gif Fft4ZL7.gif K2E84fz.gif

    HUD elements
    USdme5w.jpg

    Large size icons
    WEPLYnX.jpg

    Bust edits
    WhHSvHD.jpg

    Simple animation graphics
    qzQ47Pg.jpg

    Other (includes fogs, battle transitions, window skins, and even some sci-fi music effects)
    ld0ax0u.jpg
  2. Ooooh! These are gorgeous! 
  3. This is good!

    The eyes are my favorite xD
  4. Thanks very much, guys. I am glad you like these edits. I'll try to keep making more every now and again.
  5. Great stuff Matseb, I remember these awesome things in the previous Restaff.

    The Zombie RTP characters are my favourites (obviously), ahahah.
  6. Hehe, I figured you'd love those. Who wouldn't like the idea of Ralph being a zombie? :p
  7. Some new stuff!!!

    1. Attack poses of sci-fi guard 1 and 3 (Note: there was also a tiny pixel error with both of the original walking sprites of those, so if you got those before this update, it might be a good idea to save them to your computer again)

    The way I've arranged them on a spritesheet is to make it easy to switch from the original walking sprite to an attack sprite.

    Open spoiler for detailed instructions if you're stuck:

    Spoiler
    For right-facing sprites (make sure they start facing right; and for wait commands put as many frames as you think works best for you):

    Right-facing%20instructions.png

    For left-facing (these must start facing the left direction):

    Left-facing%20instructions.png

    In essence, they are designed so that your original walking sprites could stop at any point, draw out their gun/weapon, attack, put the weapon away, and continue on as they were.
    %24Sci-fi%20guard%201%20attack%20pose.png%24Sci-fi%20guard%201%20attack%20pose%20B.png

    %24Sci-fi%20guard%203%20shooting.png%24Sci-fi%20guard%203%20shooting%20B.png

    2. Weapon-drawn walking pose for sci-fi guard 2

    (this one is just a regular walking sprite)

    %24Sci-fi%20guard%202%20weapon%20drawn.png

    3. Window lights

    These are character sprites for the window-shaped sunlight patches. No lighting script is required to make use of these. Simply treat them as character sheets and stick them as events on your map. For best results, set these on 'Through' and 'Below characters'. There are 4 different ones to fit in with 4 different RTP windows.

    !%24Window%20lights.png<-- they are here (hard to see as they're white)

    Preview of how they look in-game:

    Window%20lights%20preview.png

    If anyone is struggling to make any of these to work in-game, don't hesitate to ask.
  8. Title post has been updated with stuff from the most recent ReStaff release (Sep-Oct2014).

    You get to see this guy Alien%20Robot%20preview%206.gifand many more things.

    I've also started making animated battlers of RTP monsters. At the moment there are only 5, but I intend to make many more.
  9. Updated the opening post with a bunch of new stuff that includes everything I contributed for the ScaReStaff Nov2014 release...

    ...and also Skeleton Leaders (like the one below), which weren't released in any ReStaffs and were made specifically for the free community pack:

    %24Skeleton%20Leader%203.png
  10. Just updated the thread again. Added all my contributions for December 2014 ReStaff, including all the fogs and transitions that can be found as folder downloads at the beginning of the opening post.

    Also added faces of mythical entiries that acted as NPCs in my recent game, Harbingers of Woe. These include Archangel Michael, Angel of Death Azrael, and some demons of Ars Goetia. Enjoy! I'll try to release more stuff that I made for Harbingers of Woe sometime soon.
  11. How do you put these in the maker? These are amazing, but I have no idea of how to use them!
  12. Thank you. Which ones are you trying to use? The ones in Characters category act as sprites. Tiles are used for tilesets. Animated battlers require specific scripts. Just let me know which one you're trying to use, and I'll be able to explain. :)
  13.  I think I have the graphics figured out, but i don't know how to put the transitions into the game.
  14. Ah yes. These transitions are for when the battle starts usually. Just copy whichever one you like and paste it into the game's Graphics/System folder. Then rename the image as 'BattleStart'. This should work. Once you get into an enemy encounter in-game, it should use the new transition now. Let me know how this goes. :)
  15. Thank you! It worked perfectly! Sorry, I have one more question. Is there any way to specify certain transitions for enemies, or is that only possible through scripts?
  16. You're welcome. Do you mean a different transition for different enemy troops? I've never tried that myself and I don't think there is a function for that by default, but maybe there is a script out there that does that.
  17. Yeah, that's what I meant. That's ok. Thanks again!
  18. Why so few replies?

    these battlers awesome!

    *takes some more to put in my script demo*
  19. Thanks man. I am glad you're liking them. And keep up the good work. That battle system is turning out to be very interesting.
  20. Very nice work Matseb. The battlers look excellent and have great functionality.