Right on! Sprite editing has never been my forte. Looking forward to more. I know you haven't changed the maps yet to the HF tiles, and it's quite comical. The character towers over those tiny little trees haha.
Screenshot Thread (PVGames)
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Right on! Sprite editing has never been my forte. Looking forward to more. I know you haven't changed the maps yet to the HF tiles, and it's quite comical. The character towers over those tiny little trees haha.
haha I know right!
The only downside to all this, as its just me experimenting rather than actually making a game/resource is that I can't share the script nor the edited sprite sets so best I could do is talk someone through how I edited mine. In most cases it was taking the attack animation from the holder style sprite sheet and overlaying it on the standard walking sheet to make a second sprite set. This is then called by a common event to change the sprite when the attack button is pressed.
I am sure someone more versed in such matters may come along and provide a better way but thats what I am doing at the moment! If there was an ABS system for MV then I would attempt to figure out how to get all this working in MV.
EDIT: Maybe Pioneer wont mind me sharing the sprite sheet of the guy in the video as it was a modification of the Steward charcthere in their free resource section? -
I decided to get back to parallax mapping. Something tells me Dungeons should be out soon. I'm willing to bet that Degica is saving it for Christmas with the hopes of achieving higher sales numbers. After asking Jesse how he typically maps, I decided to try it his way using the decals almost exclusively to do the ground. I think it looks pretty alright. It is a work in progress. I'll go back through and add details with the clone tool later on, to have some variation with the grass. I also need to desaturate the trees as usual, because I have always felt like they are way too bright. The grass itself was not placed as individual decals. I just made a layer above the dirt decals, painted over them, and used an acrylic eraser to erase to the dirt decals below.
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@PsychicToaster - Looks great dude, My only suggestion would be that where the road joins the grass is a little blurry for lack of a better word.
Not a screenshot but heres a video of my new action sequence using PV assets. Computer lags a little when using screen capture so it was hard to get my timed attacks right.
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I decided to get back to parallax mapping. Something tells me Dungeons should be out soon. I'm willing to bet that Degica is saving it for Christmas with the hopes of achieving higher sales numbers. After asking Jesse how he typically maps, I decided to try it his way using the decals almost exclusively to do the ground. I think it looks pretty alright. It is a work in progress. I'll go back through and add details with the clone tool later on, to have some variation with the grass. I also need to desaturate the trees as usual, because I have always felt like they are way too bright. The grass itself was not placed as individual decals. I just made a layer above the dirt decals, painted over them, and used an acrylic eraser to erase to the dirt decals below.
You really are psychic.
Anyways, what was your technique for that road? -
I'll whip up something in the next couple of days showing step-by-step how I use these textures and decals. I don't really have any video-making software or mic to make a video of it, but hopefully an image-based tutorial will be adequate.
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I do everything from the "top down" so to speak, when it comes to blending the different decals together. I began by filling the entire image with dirt decals, then combining them into a single layer.. I have yet to find a decent way to do it without copying and pasting each one into individual layers and positioning them. I grabbed the road decal and did the same thing, copying and pasting the decal over and over, then positioning them just slightly overlapping one another. The road becomes the topmost layer in the GIMP document, the dirt base the lowest. For some variation, I placed some of the alternate dirt decal(there are two in the Town and Country pack) in some random places on a new layer, which is set above the dirt base layer.
Dirt decals set, I make a new layer beneath the road layer, but above the rest, and paint my grass pattern over the top of everything. You won't paint on top of the road, but everything else is covered. Using an acrylic eraser, I just erase here and there to reveal both the dirt base and the extra dirt decals beneath. I occasionally clicked over to the second dirt decal layer to erase here and there to break up the textures and not have big blotches of different decal in there. That was essentially it. The top down in this case just means putting the bases together and erasing where I want to on the topmost grass layer to reveal what is underneath. I'll go and touch it up with some pattern brushing here and there. Be sure to combine all the layers of each decal type into one to make it easy. So all dirt base are combined, the grass is its own layer, the road, etc. Don't combine trees and objects though or you'll have a hell of a time setting them up as a parallax image when it comes to splitting it up into what your character can walk behind, and what it can't.
I need to fix the blurryness of the road for sure. It's supposed to fade into the dirt but it didn't work too well. Also @padr81 very cool video : D
@BloodletterQ wait what the hell? Did they just release those tiles? Literally a day after I said it? WHAT?! LMFAO. I didn't even get an email, which I am subscribed to get. Hahahahaha. Wow. Buying as soon as I have some money. Which I don't. Christmas has been hell, trying to buy people stuff. I want screenshots people! I won't be able to see them for a few weeks lol. -
No lighting or effects yet but I just knocked these up after finishing making doodads, so happy I can get pushing on with m game. Not too sure about having those triangley decals half way up the wall but I was sick of putting everything near the bottom. They are like pre-map with lights and other objects to be added.
The switches and boulders in map 3 look horrid and will be changed at some stage.
Edit: Added one with lighting for the hell of it.
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@padr81: It's a great start. I actually appreciate that you didn't use the diagonal tiles since I plan on skipping those. Suikoden II had similar-looking tiles but managed to look nice without there being diagonal movement.
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@padr81: It's a great start. I actually appreciate that you didn't use the diagonal tiles since I plan on skipping those. Suikoden II had similar-looking tiles but managed to look nice without there being diagonal movement.
I only have 4 directional movement in my game with the odd diagonal tile in cut off area's to break things up.
I couldn't get Galv's 8 directional movement to work right with extra frames so gave up on it. I think even with straight movement you can have the odd diagonal piece as long as its out of the way or not needed to be useful. I have a diagonal church in my town but the player doesn't go in the door, instead I put a person outside who you talk to to get in.
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@padr81
I don't use Galv's because it doesn't accommodate for NPCs to fulfill what I need. I would instead recommend you use Modern Algebra's Extra Movement Frames. The first frame can be used for the idle animation since in your demo the player character constantly has one foot out while idle. -
@BloodletterQ Thanks I'll try that out. Might have diagonal movement afterall.
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You could also try out Quasi Sprites and Quasi Movement.
Quasi spriters has an app that allows you to customize the characters frames and speed. You could have as many frames for movement as you want. You could also make different poses and use them via script call. You just set up the spriter configuration on the app and export it to your data folder and the plugin takes care of the rest. It's very versatile and easy to use plus it's a great way to use the mastersheet.
You also need Quasi Movement if you're going to use Quasi Sprites but that's also a good plugin to use if you ever want to switch to pixel movement instead of being bound by the 48x48 grid movement. It's also very easy to use and you could make your own collisions. -

My first real attempt at a parallax map. Not likely going to use it though. You'll also get to see most of the playable cast. The character tripping is just me testing the animations. -
Back to playing about with parallaxing finally. I was held up since November by real life and extensive playtesting of an early access game by the same devs that did the later UO expansions. UO was long dead by then but the content was neat.
Using Jesse's decal method really can do some nice things.
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Here's a few screenshots from my project. I need to work on my interiors I think :f also, I'm still not sure whether to use busts or faces. Busts look better, but I could really use the facial expressions from facesets... -
@ekhartpl Don't you have busts with multiple expressions? All of the busts I have come with different expressions.
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@ekhartpl Don't you have busts with multiple expressions? All of the busts I have come with different expressions.
Crap, you're right! I just checked, and busts do come with different expressions! I feel stupid now, I really should check the resources more often... (I spent like an hour trying to align the faceset on a bust to work good!) -
I like your use of the little "hill" piece to give the cliffs a bit more of a sense of traveling upward. Shockingly, I've never considered using those like that. Derp.
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Been playing a little bit around a bit trying to see what works.
