The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 41 of 79 View original ↗
  1. Trying to get the light to like its coming from the front of the stage.
  2. I've been working on a basic large sword on the ground/table/whatever. It's been difficult to get the hilt and blade look right. I think I'm getting close...? upload_2018-10-4_1-17-44.png

    Here's a comparison to some edited RMMV weapons that I'm also using in my game:
    upload_2018-10-4_1-21-37.png
  3. The pommel is a little off center from the grip, and the cross guard could use some sharper shading to indicate planes and corners instead of being all round and soft looking, but I'm not seeing anything that would be a huge problem. Can you say what's bothering you about it?

    @sleepy_sealion I haven't forgotten you, but I'm trying decide the best way forward. The light source you picked is difficult, and I think I'd need to do another edit to show the problems, and sadly I don't have the energy for it at the moment. The main problem is that you've got a lot of stuff lit from the top and not the sides, or things like the railings that are trying to do both at the same time in odd ways, so they conflict.
  4. Sharm said:
    The pommel is a little off center from the grip, and the cross guard could use some sharper shading to indicate planes and corners instead of being all round and soft looking, but I'm not seeing anything that would be a huge problem. Can you say what's bothering you about it?

    Nothing particular. I just had been looking at it too long and wanted other opinions, so thank you for the critical opinion. :)
    (Also, I'm not a professional, and people generally don't seem to comment graphics that much in the MV resources section, so I'm interested to know what people think.)
  5. Aha! Well, I think getting it to sit on the table and look right is very hard and it's really cool that you're making stuff like this. Angles like this are tricky. I can easily see these as being useful.
  6. Having a hard time with making people sprites. Or at least I think I am?
    h1kszf0.gif
    Only reason this one looks okay is due to copying the default sprites though.
    Edit:
    Also here's an old man.
    KOTiOY2.gif
    I wish I could just draw everyone from scratch each time, since I'm more used to that. Though maybe I'm stuggling cause I'm treating pixel art like a free hand drawing?
  7. I hope this is the correct place since its development related and things are too early for a project thread.

    So I've started with the essentials and its going great. But my nemesis the color green has appeared, and this thing features a lizard person in the party.

    hamza_wip2.png So I wonder: if this is readable enough against the tiles?
  8. @Weremole We have a thread specifically for WIP assets where you can get detailed feedback.

    [mod]I am, therefore, merging this with the WIP thread.[/mod]
  9. Kes said:
    @Weremole We have a thread specifically for WIP assets where you can get detailed feedback.

    [mod]I am, therefore, merging this with the WIP thread.[/mod]
    Ah, dang. Sorry about that. Thank you.
  10. I'm trying to make baby dolls with the nylon head, arms, and feet and the cloth body (kind of like cabbage patch dolls). I feel like I am not getting at what I am going for. Can you tell what this is?

    babydolls.PNG
  11. I need help choosing what sprite to use for this bar tender I am using in the game.
    The game is set in a modern day with a creepy city and beautiful places to explore.
    and he is one of the many NPCs the main Character can befriend.

    $BigMonster1.png

    I feel like the suit makes him look the part of a bar tender but I also like the other one as well. :kaosigh:

    Sincerely Riuyuri
  12. I started on a character sprite. I'm not very good at art, so before working more on it I'd like to see if anyone finds the perspective/proportions of the character are off so I don't have to redo it all later on ^^U The pose is a bit weird but I didn't know how to put the arm lol It will be kinda covered by the text soooo...

    Lianne2.png
  13. @Riuyuri I've merged your post with this thread, the best place to get feedback on resources.
  14. Was testing some scripts - to get a more "Paper Mario" look. Which I mean - you have a front sprite and a back sprite that's flipped.
    Trying to water down some things so I can make game approaching easier.
    cvI4slI.gif
    The script is fine for the most part, characters flip images if they're turning left, and un-flip for right.
    Kind of looking for advice if it looks weird or not?
  15. upload_2018-10-28_20-49-6.png
    Most of Gine is complete, her hair is being problematic atm... me being a perfectionist is not helping><

    There is no color pallet for me to go on for gine, other than her pink suite from Extreme Butoden, however her straps and chest plate were green to match Bardocks (the bardock that most remember) I will include an alternate Bardock story line that still incorporates Gine but is otherwise follows the same TV Special.

    Will probably do children next and start making bases based on them.

    Speaking of bases, made faces.
    upload_2018-10-28_20-58-0.png

    I'm copying directly from Pyxel-Edit which is why there is a black bakcground.
  16. @megumi014 I think she looks really good, but if you don't mind me giving constructive criticism on two tiny things I've noticed? :)
    I think her eyes may be a little too low down her face, because most adult's eyes are set approximately on the half way line between their chin and the top of their head (Ignoring their hair, because their hairstyle can make their head look bigger)
    And the right side of her face (around her chin) looks much thinner than the left side, even considering her face is turned away slightly.
    (There's also a tiny bit of white under her ear where you haven't painted the shadow colour, but that isn't a big thing :D)
    Apart from those little things, I think she looks really good, I like how you've matched the outline colours to the dress, skin, etc. :cutesmile:

    OK, why did I come on here again? XD
    Ah yes, I've been making a sprite of the Egyptian god Horus, but I can't decide what kind of hair to give him, I'm thinking either the typical Pharaoh style headscarf, dark shoulder length hair with gold beads on the end like in some of the ancient paintings of him, or go full on fantasy and give him white hair that looks like falcon feathers :D
    I just want to know which is closest to how you see him? As I'm probably gonna put him up as a resource once I'm done, so I want him to be useful to you guys in the future too :)
    Horus Without Hair.png
  17. @Snow White I love constructive criticism :D That is why I posted the sprite here, thank you for your input. As soon as I have time I will try to fix the face ^^

    As for Horus, I don't know if I would recognize him with white hair, but since he has the beak-face I guess if he had some kind of wing-shaped headband it could work and be more original than the typical black hair, like these.
  18. I didn't plan ahead, and now my npcs are overlapping. Anyone have any ideas how to salvage these sprites - or know any tricks when using actors larger than 32x32?

    upload_2018-11-6_10-42-11.png
  19. @Snow White black/brown hair with gold decoration sure is the traditional Horus in my opinion. I do find the idea of falcon feathers as hair nice however, so the white hair should work if you have the traditional headscarf on him, it has enough visual context and people can always describe him as Horus in game ouo
    -----------------------

    Soooo I took a break this weekend to work on a sprite style since Character hub lets me put in custom size parts. Yay generator kit!
    Just a front sprite test cause want to make sure I like this body ratio and color style first.
    basim.png
  20. Hello everyone! Been awhile.

    Quickly skimmed through some of the "new" (to me at least) sprites and artwork I haven't seen since I last posted to this thread. Some really good work here! Keep it up everybody!!

    I must confess, i've kinda moved away from RPG maker recently; been experimenting with Game maker studio (Probably blasphemous to say such things on this thread...) If things don't work out with game maker, then I might switch back. My newly found freedom had me thinking about trying a new art style, but i'm not completely sure. Here's an example:

    81446-ced26dd1e2e96e5d7946d8e7f45d5b5e.jpg

    I've listed some of the pros and cons I have with this. I originally gave characters large eyes because I wanted them to be expressive cartoon characters, but now they can be literal cartoon characters; allowing for full body exaggeration and expressions. It seems unique which is good because I don't want the game to come off as generic. I decided to still use pixel art because not only is it what I enjoy, but it relates to the retro video game feel my game is going for.

    But there lies my biggest issue with the new art-style: in an effort to stand out among the crowd, it might deviate too far from the old RPG it's suppose to parody. I made characters look like this initially because that was how they looked in other games such as Earthbound or Undertale. But i'm worried that the new art syle loses some of that old era charm.

    Thought it would be worth asking people what they think. A friend suggested maybe using the old sprite for the overworld map and the new for battles. I like that idea. But feedback would be cool. Regardless, I really like the head; think i'll make it my new profile pic. :)


    @sleepy_sealion If I remember correctly. RPG maker VX Ace only allows for a 32 by 32 pixel hitbox. Sprites can be bigger than obviously, but as you say, they may overlap as a result of the hitbox/event being smaller than the sprite. I'm not sure what to suggest other than position the sprite on the sprite sheet in such a way that it effectively uses the hit box; hopefully i'm making sense?

    For the dog sprite you're using for example, make the hit box be the front of the dog? so the front collides with a wall/event it can't overlap as the sprite isn't allowed to get close enough?

    If that fails then you could try making invisible events on the tiles next to npc sprites as they will be overlapped by the larger sprite or have tiles with specific movement directions (this only really works if the NPC isn't required to move though).