I think that looks much better already.
The Resource WIP Thread 3
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I've come up with an interesting solution that solves three major problems I had with the sprite.
1.) The initial frame causing the animation to 'skip' in right profile.
2.) The issue of one step taking 5 frames, and the other three, in both profile views.
3.) The inability to change the speed of a sprite, causing the Idle animation to play extremely quickly.
By using a feature already built into Galv's Character Animation 2, I'm able to set a timer to play a common event. In doing this, I can have two successive Idle animations, or one Idle animation, and a custom event, for example.
I've replaced the Idle animation with a completely still one- just the first frame repeated set to 5 ticks. The first frame of each Walking animation is now part of the walk cycle itself, and is no longer the player-character standing still. By doing this, I can have a perfect loop as long as I keep walking, and have her stop when needed without a foot in the air. The common event is set up to play the actual Idle animation, at a more reasonable speed.
I've yet to finish fixing the Up animation, or add detailing to the Down animation (hair and nightie movements), and this sulution created a new problem of its own, but it's progress, so I'm happy.
I know this is pretty wordy, but I hope it'll help anyone who needs it! Now, I'm off to see if I can make her blink and breathe! -
It's nice of you to share your solution. Like you said it can be helpful to someone else. And it's good to hear about your progress.
I didn't have time to test the girl in animation, but as soon as I do, I'll share my thoughts with you.
@FleshToDust The nose looks better, and the eye looks nicer too since you removed parts of the dark outline. -
Thanks Starlight. I attempted to add a blinking feature and failed horribly, so I made a forum post here: https://forums.rpgmakerweb.com/inde...pport-for-galvs-character-animations-2.84307/
If I solve this issue, I'll make a post in the tutorials section on how to do it, to prevent the future frustration of others. : ) -
Hey guys.
I'm fairly new to drawing stuff. I'm pretty bad at it actually xD
But I found a Programm called "Inkscape".
Its a Vector Draw Programm, means that there will NEVER be any Pixels, no matter how deep you zoom in!
And its fairly easy to use aswell!
Here is my first, bad drawing

Its kinda a... I dont know? Godlike Steampunk? It just came up into my Mind and I used it to create the first 'Boss'.
I would like to use this "Steampunk Boss" for the new AWESOME DragonBones Plugin for RPG Maker MV.
The Steampunk Head has been created by a Steampunk Robot Head from Google, just to have a sketch.
What do you think? good or bad? Give me your opinion! -
@ozaya I merged your topic with the WIP thread.
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@ozaya I believe a vector image is rasterized(converted into pixels) when it's put into a game engine. They have smaller file sizes from what I hear and you can shrink and enlarge them without losing graphical quality.
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I've taken two Vector art classes. Everything FleshToDust said is true, plus they're easier to edit. On the down side, they're generally harder to detail in, so don't expect photo quality. Think more like somebody's logo kind of graphics.
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Yep, although the positive aspects are only true if they stay vector. A png of something made with a vector program is going to be the same as an identical looking graphic made in a raster program.
I like the robot thing. Kinda reminds me of the art for Metropolis (which I haven't seen but the art looked really cool). I haven't tried out Dragon Bones yet, but this looks like the perfect character to start with. I think you should narrow the line thickness on the arms and legs, it's a lot thicker than the rest and looks out of place by comparison. -
I've made progress. The character now blinks intermittently, with the side effect that all sprites aside from the standard walking sprite are now broken, in that they no longer display in-game. The solution, based on the current state of the event, is obvious. I need to use a Conditional Branch checking for the current sprite being used, and go from there. It's a ... work in progress. BUT, she blinks every few seconds!
This is how I scripted it, in case anyone wants to try this. For graphics, just make a second sprite-sheet with closed eyes. -
Thanks for that awesome feedback guys ;-;
Yeah, I've saw that later on. Need to fix that! Pretty happy about this one, never thoght I would do it that 'good'. I actually wanted to put more detail into it, especially to the Body, which was just a placeholder when I created it! Kinda wanted either Chains which connect the Arms and Legs, or something else.I think you should narrow the line thickness on the arms and legs, it's a lot thicker than the rest and looks out of place by comparison.
And I dont really like the Colors, they were also just a Placeholder to give myself an Idea how these 'Gods' should look like :D -
Hey guys. Just wanted to ask you about the shading.
Since its Steampunk, its obviously metal + its a God, making the material automaticly Gold :D
Wanted to ask ya if the shading looks good so far? If not, any improvements?

Thank you :) -
For godly characters, colors like white, gold, and silver usually work. I've also seen blue and green, for nature-esque gods, and purple or red, for a more royal feel. Most other colors (Black, grey, brown, orange, yellow, etc.) usually either look inappropriate or give the feel of a more sinister being.
Personally, I'd go for a bronze look. It would match the steampunk look, and still impart the look of some ancient godly machine. The current design looks good, but is a bit monochromatic, and could be mistaken for plastic if placed in poor context.
As for the shading, I really like the shadow under the head. I do think it needs to be larger, but the ambiguous light source makes how much bigger uncertain. I also think that the lines on the head need to be thicker, to match the rest of the body and limbs. You should also try adding shadows to the arms and legs, as that will give them some depth, if done properly. -
Okay.
So, right now, I dont know what I should take.
The Metalic Body?
Or the a Body with Gears:

Or the Body with a Crystal:

While with the Crystal, its kinda empty, but it shows what the Lifesource of these Gods are. But its not to empty with the Gear's, plus you could animate them which would give it a really nice look in Battle! -
Combine them. The chest has a window showing gears powered by a (smaller) crystal.
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I think that crystal is beautiful! I agree with Sharm here, I think combining them is a smart move. In steampunk, you typically want an air of complexity.
As a side note, my blinking sprite now functions seamlessly. By seamlessly, I mean I can test it in a single circumstance in which it doesn't break. ; )
When I've cleaned things up, I'll make a tutorial on the forum in case anyone else wants one in their game. -
Thats a pretty nice Idea! When I read this, I've instantly started working on that, thank you!Combine them. The chest has a window showing gears powered by a (smaller) crystal.
Thank you very much, your feedback means everything to me!!!!!!I think that crystal is beautiful! I agree with Sharm here, I think combining them is a smart move. In steampunk, you typically want an air of complexity.
So, here is the 'final' Product of the God:

Due to Lore Reasons, the chest has been cracked open. You can see the Cystal behind the Gears with a small glow effect. I tried to fit the Gears into it, not to many, not to little.
I thinks thats okay, right? -
Fun!
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I'm not a big fan of how the crack looks but aside from that it looks great now! I love the tiny gear behind the head. So cute. <3
I've gotten a lot done with my sprite, but we never discussed the face in the profile view. I dislike it, as it's a bit homely compared to the other sprites. Here, I've enlarged it to look at.
I believe it's her proportions at fault here. Everything should be fine, as it was based off of the front-facing head's proportions, but there's something distinctly off about the entire structure of her face, but I can't improve upon it; I only worsen it trying to fix the problem. Any idea what the problem is? -
It's the width. Everything is too narrow and so it's making her head feel squashed and too tall. From the side heads are actually fairly round especially when a person is young. I don't know if the face should be any wider but she should definitely have more to the back of her head.