PVGames 2.5D Graphics

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Started by Jesse - PVGames 195 posts Page 4 of 10 View original ↗
  1. Not sure how I missed the dragons. They’re incredible.
  2. 3GDgSpW.jpg

    Took a bit of time, but finished up the female archer character pieces! I think she came out pretty well.

    It also occurred to me that at no point did I ever post an example of what the high resolution faces that you can put together look like. I have only shown the Paperdolls. Here is an example face (there are 24 different poses/emotions total):

    VSvlobx.jpg



    PS: Thanks @mlogan :)
  3. z9ViU5m.jpg
    Just finished up 83 wood and plaster building pieces. There are a many variants of these walls!
  4. The intention is good, but in my opinion it is worse than previous jobs, in addition to having doubled work redoing what was mostly done in another style.
    I think the older work with more variations would be much more productive, like SteamPunk, Sci-Fi, Viking packages and improvements in medieval itself.
    This model leaves the constructions simpler
  5. You'd be surprised what complex structures you can build with these. Medieval if anything was more limited, given how repetitive the premade buildings will eventually be if you want to have multiple towns. The houses were cool but interior tiles really didn't match up with the exterior choices either sometimes. No two buildings will ever be the same with this new art style. You can build whatever you want now instead of being stuck choosing premade stuff. It really doesn't take much extra effort to use them.
  6. @Glob01 - Have you used the tiles?

    I get what you're saying, but this method has far more longevity and flexibility than the premade buildings of yore. Most of the pieces can easily fit within different genres and themes (bricks and wood are pretty universal building material), but a premade building typically clearly has only one defining genre (fantasy, modern, sci-fi, whatever).

    I would much rather provide resources to people that give them the flexibility to make what they want to make instead of being limited to using something only for very specific/niche uses. This does exactly that AND it allows for me to build upon them easier. With the pre-made buildings, I was limited by what raw resources I had on hand to make them. With these, I can make anything. I can add some modern and sci-fi style walls and they would be usable alongside any of the other walls made.

    These walls can be used to make both interior and exterior environments as well. You can do several different types of maps with them really - can have a building fully integrated with the outdoors map that you can seamlessly walk in and out of with the roof disappearing (like what @Zyphli has done); you can make seperate maps for interiors and exteriors as is typical for RPG Maker; you can do whatever you want with them, they are flexible.

    And as @PsychicToaster pointed out, you can pretty much build any type of structure you want with them - they can be as simple or as complex as you wish with pretty much an infinite variety of wall shapes, roof shapes, additions, etc.

    An example made by PsychicToaster, which I think looks fantastic:
    Picture!
    index.php

    The only thing the premade buildings did better perhaps was that they were, well, premade and thus you could just plop them down into a parallax map. In that sense, they were perhaps "easier" to use. But I think most people building video games would be more than willing to give up a tiny bit extra time to have buildings customized to their specifications rather than save a small amount of time just dropping prefabs that may or may not fit with the vision of their game.
  7. PO4IkIK.jpg
    Just finished up a Dire Wolf. The base of this will be used for additional "Dire" creatures, but also to make some regular, cuddly doggies as well!
  8. msV82xV.jpg

    Included in these 104 new objects are pieces to create your own rug (can build it out to whatever shape you want), and a bunch of various counter type pieces to allow you to build bars, counters, tables, and other similar furniture. Also included is a corner bookshelf and some individual books.
  9. You are killing me Jesse. Slowly but surely.

    I have been dying for a snow package to get around into building the majority of my outside maps. Now I just have one question that's bothering me, will this 2.5D Graphics pack blend with any of the older Medieval sets? Can I mix and match the nature elements? Or the structures from the other set with this? What about the people? It seems to me that you're using a high isometric angle whereas the older packs were medium angle. Or is that just my eye playing tricks on me?
  10. @Guardinthena I'll give you my opinion as someone who has been working a fair bit with both the old and the new graphics. The Nature elements mix and match very well. I have favorite parts from each set and use a mix of both in nearly all of my maps.

    What doesn't mix as well in some cases is furniture type items because you are correct that the angles are different, so mixing walls and furniture between styles doesn't always line up, though I have found some uses where I can get away with it.

    Here is a side-by-side to give you a comparison between the old and new people. While the size is close enough that I don't consider it noticeable in most cases, I have found they do clash. The colors on the new character parts are more blended and less blocky-looking, leaving me with a preference to not mix them.

    upload_2019-6-24_23-6-29.png

    Overall, I find it is worth having access to both sets to mix and match the parts that can be.
  11. @Guardinthena - What @Zyphli says is pretty much on the nose (Thanks Zyphli!)

    A lot of the stuff will mix and match just fine, like natural elements and a number of smaller (non furniture, non wall) objects. Monsters and characters should work fine too, but you might not want to mix and match the characters (you can eyeball it, some would fit in better than others).

    What will not mix are the walls/buildings and some of the furniture. You would need to choose either the old stuff or the new stuff for that. In my personal opinion, I would go with the new stuff because it is very modular so you can build whatever you want out of the pieces, whereas the older stuff were predominantly pre-made buildings with low customization.

    Hopefully that helps!
  12. Thank you @Zyphli and @Jesse - PVGames for taking the time to respond to my questions.

    I do love that you have gone and made everything modular. It really opens the doors for everyone to be as creative as possible and for each game project to be so unique.
  13. uZrqlNI.jpg
    Male version of the Musketeer pieces all done!
  14. Nice moustache.

    I’m curious how we can make chase sequences or something of the sort for stealth and combat with all eight directions.
  15. Between the big hat and the face the musketeer reminds me of the actor Orlando Bloom.

    @BloodletterQ - I haven't tried this personally myself, but I would suggest Yanfly's Event Chase Stealth. I don't know if it works with an 8 directions, but I don't see why not.
  16. @BloodletterQ If you're using MV, move routes allow you to establish moves in all 8 directions. I've only used MV, so I can't speak for how the other engines work in this respect personally. Combat would require combat animation cells in the proper "facings", but are possible using only the four turn directions. Example: You want an NPC event facing NE to swordfight w/ an NPC event facing SW. You have the cells of the NE swordfight animation and the cells of the SW swordfight animation. Now you align the cells of each animation down the center of its own walking animation sprite sheet by sprite...so the first 4 cells go down the center of walking sprite 0, the next 4 cells go down the center of walking sprite 1, the next 4 down walking sprite 2, etc. You get 8 character sprites per walking sheet (0-7)...so you can do 32 cells of animation this way if you want, and you're technically unlimited because to make the animation work you use move routes to turn left, wait 3 frames, turn right, wait 3 frames, turn up, wait 3 frames, then change image to the top cell (turned down) of the next walking sprite on the sheet, wait 3 frames, etc...but if you run out of walking sprites on one sheet, you can just change image to walking sprite 0 on a new sheet and continue from there. It's a lot of work, which is why you don't see many in-depth diagonal combat scenes...especially in RPG Maker...but it can be done. It may be possible to use the spaces "off center" of the walking sprites to do this as well to get more animation cells on a single sprite sheet. I've never tried. This is how you handle "stand still" combat. When the NPCs move, you have to switch them back to an appropriate %(x) walking sprite sheet (assuming you're using Galv's diagonal movement setup) so they can use the 8 direction move route commands to look proper. Essentially...all of movement and map combat animation in 8 directions for NPC events is handled through move routes, though. I believe this can be worked together with Yanfly's Event Chase Stealth plugin as recommended by @Guardinthena with relative ease. You just have the MC using their %(x) walking sprite sheet to use 8 direction movement normally and the NPC "guard" set up likewise so their chase movement is normal until they finish their "approach". Unfortunately, the approach will probably always finish only if adjacent horizontally or vertically...so combat with the MC will probably never be diagonal without an additional plugin, script, or special trigger dreamed up to handle this scenario. Hope it helps. :smile:
  17. Do these run off a 32 x 32 grid as opposed to 48 x 48? If so I'll have to find a plugin and remap my entire game?
  18. You can run it as either, it just depends on how you make your maps.

    With RPG Maker MV, you can use a plugin to set the tile size to whatever you want. What size are you using right now, @padr81 ?

    Edit: Also, I just added the tutorial you made to the help thread. I completely forgot about it! You made it awhile ago, but it is fantastic and still relevant today.
  19. Jesse - PVGames said:
    You can run it as either, it just depends on how you make your maps.

    With RPG Maker MV, you can use a plugin to set the tile size to whatever you want. What size are you using right now, @padr81 ?

    Edit: Also, I just added the tutorial you made to the help thread. I completely forgot about it! You made it awhile ago, but it is fantastic and still relevant today.

    Thats buddy, I took the plunge to see how I get on with them. Looking forward to having a poke around.
  20. Do let me know if you need any help or have any questions. I have used the resources with both grid sizes.