Screenshot Thread (PVGames)

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Started by toasttoasttoast 240 posts Page 4 of 12 View original ↗
  1. cAtoN5Z.png

    WIP of a military academy for my game. Using VX Ace. Everything is being done in engine because I'm worried I'll mess things up with GIMP if I try and parallax it. I own all of the High Fantasy resources for VX Ace and right now I'm trying to make a game inspired by my D&D and Pathfinder homebrewed campaign setting, Gaia-Sol.
  2. 0aeobEK.jpg

    Sorry for double posting. However, I recently finished my Academy. Instead of making it a different location from the 1st Town, I combined the two to make it easier for new players. Not only does it hold the Academy, where the player starts off and can get some tutorials *optional*, but is also introduces the to the 4 shop types, the Tavern/Inn and the Jail/Bounty Office. Also includes a single home for the player to explore if they wish.

    The 4 shops are:
    Weaponsmith (Sells metal weapons.)
    Armoursmith (Sells metal armour and accessories.)
    Clothier (Sells non-metal equipment.)
    Item Shop (Sells various potions and no-equipables.

    The Tavern/Inn has a few point of interest NPCs:
    Tavernkeeper/Innkeeper - Offers a room for the player and their party. (Free in the first town.)
    Bartender/Wench - Sells food and drink items that give stat boosts in battle.
    Travelling Merchant - Sells random items. Will often have one or two magical items, such as +1 Weapons and Armour. Only vendor that buys the player's unwanted items. Can only be found in Taverns/Inns.
    Various PoI NPCs - Mostly mention rumors that may lead players on interesting sidequests, guide them along the main storyline or provide useful hints regarding the next dungeon.

    The Jail/Bounty Office has two purposes:
    Bounty Officer - Offers small side-quests that has the players hunting for a specific named mini-boss.
    Huntsman - Offers side-quest that involve hunting and kill a certain number of normal monsters.
    Prisoner(s) - If there is a prisoner in the Jail area, they'll often give players hints on chest locations.

    The Home shows the player three things:
    One - Homes wont have random treasure chests.
    Two - NPCs inside homes still have dialogue that can aid the player in with current quest/dungeon.
    Three - There is no such thing as NPCs having pointless dialogue in my game.

    The goal is for the player to be aware of what the various buildings have to offer, so they know what to expect in future towns. Might come back to this village later on and redo some things but for now I'm happy with it since it does its job.
  3. @TimmyTheNerd I really appreciate the simplicity of this map, even if it's with the VX Ace resource packs.
  4. I've never had a problem with the VX Ace stuff. But then again I basically bought all of the High Fantasy packs as they were released. Fell in love with them the moment I first saw them and bugged Jesse a few times with my questions. Fun fact, I'm the guy who asked Jesse about signs and the result was the signs freebie he made.
  5. Thought I'd show off a design I had to do extra GIMP work for regarding the skintone and makeup.

  6. While the Plague Bringers does not come to steam, I'm still making other medieval buildings.


    tVyrHx0.jpg
  7. @Gustavo_Br Nice work, mate! Is that made using nothing but the resource packs?

    @BloodletterQ She's looking great. I really like the makeup. Are you using different brushes for the makeup? I've not long downloaded some actual eyeliner and eyeshadow brushes to create makeup effects for my character busts.
  8. That's all recoloring.
  9. Thought I'd share some screenies from our current game in progress, utilizing the PV packs released for RPG Maker MV.

    These are made in Photoshop using layers for the buildings and foliage, and pattern stamping from the decals to texturize the ground. Once the location is finalized in photoshop, we merge the layers into a Ground and a Parallax layer, and cut off the tops where appropriate to create the layer we feed into RPG Maker.
  10. A kind of screenshot I guess, quick demo game. I just wanted to show how good pvgames graphics work with two plugins: galv directional movement and galv movement frames. 8 directions with 8 walking frames each. Also showing how these look against Celianna graphics; may just have the perfect characters to go with her work.

    http://afar.ws/demos/movement/
  11. @Amy Pond You know what? They don't look half bad in combination with Celianna's stuff. I was expecting them to stand out far more than they do.

    Will you be using Galv's special pose plug-in as well? Having the sprites stand around as if frozen in motion looks kinda weird.
  12. @Amy Pond try Galv's stationary movement, character animations plugins as well. They work really well with PV assets.
  13. Thank you and yes, works great. Will be useful for ABS targeting too. It's a shame Galv's faux pixel movement is incompatible with his other movement plugins.

    On initial testing seems to be compatible with Alpha ABS with the exception of mouse; if I manage to fix that I will release a patch.

    I personally won't be using action sprites out of the box because I need access to the paperdoll sprites, which I don't think include actions? - I'll buy the pack at some point and find out. (At the moment the only PV games pack I have is called High Fantasy and I think it came from a Humble Bundle as I don't remember specifically buying it).
  14. @Amy Pond I'm using his pixel movement plug-in with his various movement\animation plug-ins (diagonal, multi-frame, and action sprites) and it works fine. Unless you're talking about his move route extra plug-in; I'm not using that one at all.

    The newer PVGames' packs come with various special poses (running, sitting, kneeling, sleeping, dead, walking, and a few others), and all of them are paperdolls.
  15. For the IGMC, I made a game that utilized Galv's plug-ins and I think the movement plug-ins are fantastic (I put a recommended thingy next to them in the Plug-In thread in this forum). If you want to see the movement stuff in action, you can grab the game here.
  16. I didn't realise the newer Medieval characters are much larger (they look much nicer). Here's how Celianna's tiles look scaled up a little.

    QlhQkrp.png

    Needs a lot of work still. Don't like the lighting, was thrown in quickly (need to do lighting for external maps if I'm going to do that). Now trying out QSprite, so sitting down amongst other things will be a Thing.

    I know that interior's quite small, but then so is the house. I'm not a fan of massively out of proportion interiors so this might suit my game.

    Also here's QSprite with PV Games characters, setting up some animations.

    vMDmIuO.png

    Once you set up one sprite set like this in QSprite it can be applied to all PV Games spritesheets because it's based on columns and rows, not image size, and you can apply a QSprite to multiple spritesheets.
  17. Does QSprite work with Galv's movement stuff?
  18. No I don't believe so. But there's QMovement which is also pretty good.
  19. Amy Pond said:
    I didn't realise the newer Medieval characters are much larger (they look much nicer). Here's how Celianna's tiles look scaled up a little.

    Wow, and I always thought Celiannas Tileset wouldn't look that good when you scale it up! Would you mind telling us how exactly you scaled it?
  20. Saying I scaled it is probably a bit misleading, I basically cut it into bits and built new things with them, did resize a couple of things like the roof in fireworks, but for the most part I've just lengthened things as if I was mapping. Here's some other examples, showing PV Games characters in place.

    Will buy the PV Games sets tonight so will see how bits from there look mixed in. Particularly excited about cliffs.

    OzKXHGf.jpg

    When working at this scale it's all about details and breaking up monotony otherwise with the relatively small screen you start seeing cloned tiles.