The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 38 of 79 View original ↗
  1. I don't mind if you use it. I've already put in the work so it might as well be useful, right? You might want to do a little touch up. Is there any part you don't like? I still have the doc open so I can reverse a few things without messing up anything. If your goal is learning though, or if you want to be able to say "look at my edit" without an asterix, or something along those lines, you might want to do it yourself.
  2. You don't need to worry about keeping the doc open. Nothing jumps out at me right now, I could easily reverse some of your tweaks myself if I decide to.

    At the very least, I might borrow some of the colors you've used. But I don't mind saying that the edit isn't entirely my work. I'd be lying if I said I was good at working with this kind of art style.

    I'm not working on it right now, but I'll be back later today with further edits. Again, thanks for the help!

    EDIT:
    Editted2.png
    I haven't done much with it, though I did recolor the shadows a very small amount. I think it looks better for it. The main thing I did was add the seam on the forehead. It's small, but I feel like it helps to break up the otherwise unused space, and is obviously not natural. I might make it a little more bold, but I'm pretty happy with the curvature of it.


  3. Trying out a DQ style overworld sprite for Luciel. I am learning that when it comes to 8-bit, somethimes less is more.
  4. I had a question about game pallets
    I want to use my windowskin as my game's pallet.
    Window.png does this seem good? I mean it doesn't have a whole lot of variety, but I noticed default windowskin has tons of blues. so I made a grip of skin tones.
  5. @chungsie The "Ideas That Don’t Deserve Their Own Thread" thread is not really for resource-related questions, so I've moved your post to the WIP Thread instead. Have you tested your windowskin in-game? It's usually a lot easier to judge if it works or not when you can compare it to the rest of the game's look.
  6. @hiddenone my mistake. I looked through the rules and thought it applied as general conept.
    I haven't made all my resources yet, but I started on a grass texture in the pallet. upload_2018-7-25_14-13-41.pngI feel it needs improvement but it's a start for now. just three color grass texture. might go with something simpler. but I think this gives an idea for how it might look with that pallet
  7. @chungsie It's a grey area I'd say, if you'd included a bit about the game then I probably would have left it. Since you seemed interested in palette help, this thread is more likely to get other artists' attention.

    Your grass looks like it's pretty busy, so something simpler would be a good idea. You don't want the floor to take away too much of the player's attention from the characters on screen, after all.
  8. ya I get that. @hiddenone I've reduced the noise significantly and it seams together much better upload_2018-7-25_14-51-34.png
  9. @chungsie It's much easier to look at! :) Once you've made some more tiles, you may actually want to go back and add a few more grass-like parts (it'll all depend on the style you settle on) but it's a good start.
  10. @hiddenone as for style. I know something with 64 color pallet. I had the idea of making it all sort of look like paper in terms of ui and mapping. Here I'll pull up the map I'm working on for the title screen. I want it to feel as if you're in some kind of arcade playing a DND style rpg, that focuses on immersion and story with lots of room for player freedoms.mapBG.png
    I use this as the title screen background. I have been writing a custom set of windows for the title scene. so far it is just two windows doing simple things.

    Spoiler
    capture3.gif

    One friend said the window skin reminded them of breath of fire. I was curious about the pallet before I go and animate a coin going into a slot. Someone suggested making the cursor appear as a coin for this part of the screen. After the animation, was going to make the command window for new game, continue and quit.

    UPDATE:
    I spent some time making icons with this pallet. and I think it works really well. It just doesn't work well with the beige for background color for windows. So I switched it to a darker color in a test project for graphical testing.
    Spoiler
    C5VgPHT.png

    aside from that. I finished the first 2 thirds of the title screen sequences.
    1st sequence being a blinking text telling the player to insert a coin (will specify that it's spacebar at a later date)
    2nd sequence being the coin being inserted.
    Spoiler
    capture 7-25 2.gif

    I would like to speed the coin animation later.

    So um, how does this work for a pallet so far? I also did some tiles a bit yesterday, but I want to edit them a lot more before I show them off in screens.
  11. online image hosting

    Protagonist number three. Working around the NES color limitations was tough.
  12. I have some screengrabs from my current project, where i'm spriting everything from scratch, and was looking for some tips or input.

    Spoiler
    screen1.PNG

    screen2.PNG

    screen3.PNG

    I am currently having issues with a seam appearing on particular buildings where it transitions from the overhead tiles to the beneath-the-player tiles. i'll hopefully have that fixed soon.
  13. what do you mean?
    @Natelus Densier It doesn't seem that there is an issue with your tiles. they are quite nice. could highlight the trouble areas you mention?
  14. @Natelus Densier Those are some pretty nice looking tiles. :) The only thing that really sticks out to me is the dock that you've got winding around the building in your second screenshot, specifically the corner pieces with the diagonal planks. Basically that seems odd since at the moment it looks like the planks are getting thinner as they get closer to the inner part, whereas they should stay the same thickness like your other dock tiles do (the ones with a bit of transparency in to see the water below). The easiest way to fix this is to just set up those tiles the same as the other dock tiles.
  15. @chungsie The issue i've been having is mostly a seam on some of the buildings, noticeable on the upper left building in the first screenshot.

    @shadefoundry It does make sense now that you mention it. i suppose the reason i didn't go over them already despite being some of the first tiles i've made is that i just have so much i need to do yet lol. i'll go into the map and alter that when i get the opportunity.
  16. @Natelus Densier you could always try making a tile that covers it. one which is for corner pieces such as the one you mention.
  17. @chungsie i found a solution for it, mostly in not putting any different sort of tile behind it, such as drawing out a pathway on the lower layer while its obscured by the upper layer doesn't work as well.


  18. I may have to go over this one again, I messed up the shading behind the front legs. This is the last playable character intro Sprite.
  19. Help needed please.

    A friend of mine gifted me RPG maker MV around a week ago. I haven't touched it yet. I've never touched RPG maker before in my life, so I have a few questions.

    I'm making my game completely from scratch. The sprites, art, everything.

    I started off with making the sprites. They're all a little smaller than 48x48. Anyway, I just realized they aren't completely centered in the 48x48 square. The sprite is off by 1 pixel. The red line is longer than the purple line.
    Sprite
    52a6fe57a4df8ed1325e0251061450a0.png
    Will this be a problem?



    Currently, I'm working on a "blueprint" for the interior of a mansion hall. What I did here was make a grid that has 48x48 squares. Here's what I got so far:
    Mansion Hall
    38a233cd21877b20071d88bc5c7f55f9.png

    So my question here is this; some of the objects in here don't fit perfectly inside the 48x48 squares. They'll partially go into other squares.

    For example...
    Carpet
    d0a0e9df276c7c250891077294252d2f.png
    e2559c0a561ddf8dccdf8e1f760762be.png

    This is a carpet. It doesn't fit neatly into the 48x48 squares. So if I were to draw my own carpet tiles, how would I set them down in rpg maker mv? I think they are called auto-tiles, right...? So is it possible to partially cover up a 48x48 square instead of covering the entire thing with the carpet? Like in the picture, it's on three squares, but it doesn't cover up those three squares entirely.

    Same with the picture frame:

    Picture frame
    54fc84d03d9aa65ba2388756ce48593d.png
    It's a pretty big frame that partially takes up all 6 squares.

    Railing
    24e18353d1ec29435ff950f808808b25.png
    The railing overlaps between two squares. Since it doesn't fit perfectly in a 48x48 square, will I still be able to use this? Graphics that are smaller than 48x48, yet overlap between two squares... How do I get this to work?

    Door
    4b9937386f339711de4df147ba8b2079.png
    The door is smaller than the 48x48 square. Will this give me any problems?

    So some of the stuff that I drew don't align perfectly with the grid. Will this be a problem? How will I align things how I want them to be in rpg maker? If I wanted to import my picture frame into the game, would rpg maker just snap it into place to fit perfectly within a 48x48 box, or can I freely move it how I want?


    Also, here is the exterior of the mansion I drew.
    Mansion Exterior
    e4c9ada9fb94c0d19eb014b44cb05915.png
    When drawing this, I didn't think to make a grid. Will that be a problem?

    Please let me know if you see any problems. If I'm doing anything wrong, what are some ways I can fix the problem?
    Sorry if I'm not making sense. It's sort of hard for me to explain. If anyone can help me out, I'd really appreciate it.
  20. @Akihiko try doubling the center axis yet? The pixel should be divisible by two to have symetry on an axis that is equidistant to the sides. I know a bit about auto-tiles. as from what i know, the center to an offset grid, on the tile, is drawn repeatedly. The grid being 48x48 and having a 24 px offset. Then you have the corners and the edges. You can organize those areas however you please. And yes you can use transperencies on an auto tile to have holes in the tiles. now auto tiles rely on symmetries to work without a noticable seem, so there is that to consider. and because you can have transparencies in a tile, your offset tiles will be fine, you just want to make certain they are the correct dimensions 48x * 48y, where x and y are constants that represent the number of tiles wide and long.