Description

M.O.G. "My Own Game" Multipart Event - Graphics Creation


In this event we will attempt create a graphics pack for a game. No prior experience is expected!

The intent is to get people out of their comfort zones and attempt the different aspects of game creation. The M.O.G. initiative be a 3-part event, with each event focusing on a different aspect - soundtrack, graphics, and game creation. This event will focus on the graphics - tilesets, charsets, facesets, battlers, battlebacks, animations, and so on. The music event will be running in parallel and will focus on soundtracks and sound effects. The final event will be game creation, wherein we create a game but only using resources created in the previous two events (+ general public resources, like RTP, to fill gaps)!

This is a pretty ambitious undertaking, but it sounds pretty satisfying, too!

The more forward-thinking among you might even plan a game now, and then build your resources around that idea, and make your OWN game with your OWN resources.



Submit either individual graphic resources, or partial or complete graphic packages. Share them in posts on the event profile and upload them to the official event page. Feel free to also submit them as a Resource to RMN's resource section (they are still subject to RMN's quality guidelines).

Your spriting CAN BE ASS. Your works could be filled with photoshop effects. But as long as they are YOURS they will still be accepted to the event!

THIS IS NOT A COMPETITION


For a graphics pack, what resources would you expect to make? For a fantasy setting, perhaps:

-Tilesets
-Charsets
-Facesets
-Icons
-Battlers
-Animations
-Battle backgrounds
-Window Skin

...and these are a little specific for particular games but still common:
-Title screen
-Game Over screen
-Parallax backgrounds
...and things like cutscenes, FMVs, menu systems, etc..

Your graphics pack should be comprehensive enough to supply most of a game's core art assets, in my opinion.

Legacy Works
You are free to submit custom legacy works of yours to this event. They are still subject to the "Free" caveats below.



We are doing this for the betterment of our game development skills. Familiarization with other aspects of game development, even if we never develop the expertise to be proficient in it, is still very valuable. That being said, I will be giving out achievements for:

-Complete Graphic Pack
-Individual Graphic Resources

...this includes achievements for the individual itemsets within a graphic pack (so, if you submitted a pack with charsets, facesets, tilesets, and battlers, you'd get 5 achievements in the end - 4 for the itemsets and 1 for the graphic pack).

-Legacy Works

...a single Legacy achievement will be given out if you submit any number of legacy works.



Works submitted to this event are expected to be public domain. You can place restrictions on their use on a per works basis (but please specify this in the upload and in a post on the event page). They can be share-alike, or creative commons, or free to use with credit to the author, or GPL, or free to use for non-commercial games, or just completely free, or something along those lines. Just make sure it is clear (and free)!

While the event is very RPG-centric (hey, we are RPG Maker Network afterall!), feel free to create a graphics pack or graphic resource for any genre of your choice.



It is my sincere hope that those of us here who are qualified sprites and artists might share with us their expertise and learning. Either by helping out individuals in the comments section, offering advice, or posting links to useful resources, or even as far as writing tutorials of their own.

Members who take it upon themselves to be super-helpful in this event will receive a special achievement!



When you guys share good links to tutorials, resources, graphics programs, or the like, I will update this section.

despanrs pixel tut's :)
http://rpgmaker.net/forums/topics/9908/
so hey i am working on a massive multi-part pixel art tutorial. i've written a lot of little tutorials and stuff in the past (unfortunately most of them are long lost). the goal here is to cover a shitload of topics, from the most basic to some pretty advanced stuff later on—as well as lots of smaller instructional lessons along the way.

Creating Pixel Art
http://www.pixeljoint.com/forum/forum_posts.asp?TID=11299
This tutorial is designed to explain what pixel art is, what pixel art isn't, how to get started making pixel art and how to make your pixel art better.

So You Want To Be A Pixel Artist
http://gas13.ru/v3/tutorials/sywtbapa_almighty_grass_tile.php
11 part series on pixel art for games

Creative Commons licenses
<Sailerius> I would suggest you only allow Creative Commons licenses. There's one to cover about every use case: http://creativecommons.org/licenses/

2D Will Never Die
This place has a few interesting tutorials and such. Probably the most interesting (at least to me) are the ones centered around using drawings as a base for pixel art, which make clever use of the Threshold and Index Color Mode in a way that I'd been trying to figure out on my own for a while.

Helpful Tutorial
Also I found this tutorial useful when I was first learning how to make pixel art and I thought it might be helpful for others.
http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

Paint.NET
http://www.getpaint.net/
I also highly recommend using paint.net for spriting, chipsets ect.
It's simpler and easier to navigate than photoshop, but is more advanced and has more features than ms paint. Also the recolor tool makes it super easy to change the color of your stuff.

Graphics Gale or Pyxel Edit
I also recommend Graphics Gale or Pyxel Edit since they're more game oriented! Both have free versions that shouldn't get in the way of your game making creation. Especially since IIRC remember Paint.net has Grid issues.

Basics for RM
Ace Basics:

Face Set = 384x192 with each face being 96x96.

Sprite Set = 384x256 with each sprite being 32x32.

B,C,D,E Tile Set sheets = 512x512 with each tile being 32x32.

Anyway here's the chipset template for RMK2000 and 2003

and here's the templates + info on using it for Ace and XP.

RM2k3 templates taken from Kentona!

Charset




Battle


Battlechar


Battleweapon


Chipset


Faceset


System


System2



Anatomy of an Autotile for RMVXA
For those drawing backgrounds:
Carapace is a great tool that allows you to freely create perspective grids, then paste them in your favorite graphics editor! ^^ ~

Tutorials and Techniques
Manga/Anime Creation
Ocean's Dream Tileset Tutorial

Details

  • 08/15/2014 12:00 AM
  • 12/02/2014 05:59 PM
  • kentona

Achievements

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Posts

Nice progress so far.

My tilesets are about finished, too.



And a light dungeon-edit



And now that this goes smoothly, on to something else yet again.
I think I'll finish my game over screen first. One more week to go!
author=Kylaila
Nice progress so far.

My tilesets are about finished, too.

And now that this goes smoothly, on to something else yet again.
I think I'll finish my game over screen first. One more week to go!

Sorry to break it to you,but you forgot to remove the checkerboard pattern in the upper tiles section, so some of the tiles will have a solid square behind them. Fortunately, this should not take too much effort to fix.
Oh you mean the background pattern? Ok, got it. No worries, I'm working on multiple layers anyhow. Thanks for telling me! I can't test it myself, so that's rather inconvenient.
Can I just dump the whole background pattern or does it matter for objects?

Like this?





Ebeth
always up for cute art and spicy gay romance
4390
author=Kylaila
Oh you mean the background pattern? Ok, got it. No worries, I'm working on multiple layers anyhow. Thanks for telling me! I can't test it myself, so that's rather inconvenient.
Can I just dump the whole background pattern or does it matter for objects?

Like this?





Yep like that! I'll test it out today and see if I find anything :)
sinn
the original sinn
1092
Have never opened a tileset.
How much is enough?
sinn
the original sinn
1092
I mean, how much should we create to fit in as a whole and complete package?
As you can only use one tileset per map you will need to provide enough for at least one room.
The minimum would probably be one typ of floor-tile, one type of wall-tile and perhaps an object or two.

How much you need depends on what kind of tiles you're making, but the more the merrier.

Oh, packages? Not sure. Been curious about that as well, but enough to provide a huge chunk-aspect of a game was stated.
Not sure how much that'd be, but 4-5 corresponding sets would probably suffice (probably not counting game over or title screens or something)

(you could've really just edited that in, though)
Wouldn't a complete package be at least one (probably more) of all the resources mentioned in the rules?
"
...this includes achievements for the individual itemsets within a graphic pack (so, if you submitted a pack with charsets, facesets, tilesets, and battlers, you'd get 5 achievements in the end - 4 for the itemsets and 1 for the graphic pack). "

Not all needed. It'd be a real pain if they were.
But yeah, definitely different sets needed.
sinn
the original sinn
1092
We need a limit so this is not a quantity game.

Maybe something enough for a short story?
3 rooms, 3 character, few monsters?

Because if not, i'd rather team up with people.
It's about making stuff. Nothing more. If you go by the "you can make a short game with it rule", you'd probably be fine.

So keen on achievments?

I uploaded some stuff since I'm barely working on it anymore. If you have some ideas you see there, go right ahead and tell me! I didn't make it for myself.
sinn
the original sinn
1092
Not so keen on achievements... just want to have something good to start in the community.

I genuinely want to help upgrading the website or something, but my skills are not even there.

Not finishing something is like, general sickness in any kind of project...
So i want to make sure i can hit a deadline at least, and deliver something of quality.

What did you work on?
You can just download my stuff and see for yourself if you'd like.

It's always great to see someone wanting to contribute ;) But don't put so much pressure on yourself. You've got plenty of time. Also, if you are worried about your skills, reviews or so are another more or less easy way to make some contributions.

If you are aiming for a complete pack, then you can always ask for someone to team up with. Otherwise (or even when you do that), just work on something.
This event was to encourage just doing something, regardless of whether your skill are there are not. I, for example, haven't even touched pixel software 1 day before I started working on this!
Don't forget, you can still make additions later on for people. There's a resource pool available here, and you can add it later on to that (or right away if you have enough to show off).
If your skills are not there, try adding some style. There are some whacky games here with not so refined, but really cool graphics (thinking catmittens), so that's perfectly fine.
Gosh, there's a lot of amazing stuff being made here.

After ruminating for a few days I'm going to attempt a fairy forest RTP spinoff/addon (and, well, this is all I got so far) but I need some major tips on how to attempt tilesets.

Like, I am blown away by people who can somehow make functional and aesthetically pleasing tiles. Kylaila's up there is really impressive, especially that altar. Kudos to you!

My problem is that whenever I attempt dirt or grass they look super crappy (I'd give an example but I chucked it in a fit of rage), and I feel like if I can't even get the basic foundation of the world right I shouldn't even attempt going further. Do you guys have any tips on how to start a tileset? Like, do you gather a basic palette to organize how the area looks? Do you construct a mockup of a game screen before converting things into actual tilesets? Advice on how to make grass/dirt? Tiles?? :(

please and thanks for any help
Aww thanks!
I first made the trees .. but well, at the very least, first do some ground tiles, like grass, then start on objects : D
It's a little bit easier for choosing colors, but as you can see, it more or less turned out alright (I also recycled those alters by editing the house, heh)
I'd actually have loved to do more stuff like that, but space .. and it's way too specialized, too.

Get a few ground tiles, make their edges, then add what you might wanna have. Grass, dirt - do you want some pond? Some overgrown path?
Different kind of grass, as in the heart of the forest-grass?

Would you show me some of your attempts? That way, it'd be easier to show what might be improved. You can send a pm if you'd like as well
I just dived in and made them all pretty fast.

I found it easiest, however, to have a 3x3 tile grid of the next to each other, I copied them so all would be changed at once (or you can copy them there once you find you wanna test it).
My grass kinda sucks in texture...

The trick is to have some pattern that goes over the edges. So you don't draw "one" tile, but parts that connect over the edges.
It's probably a little bit harder to do with 32x32 tiles, in which case you might want to split the tile in 4 smaller squares that are compatible with each other. (there was a tutorial on top for that).

Then you want to consider their texture if you wanna be real' good. Grass may be trampled down or be standing in random strands up, dirt is rather flat and sand has wave-likes small heaps every now and then. And generally for all pixelart, as you know, avoid single lonely pixels as they create "noise" (not counting for the edges single tile, as long as they connect to other tiles).

I just tried a little bit out and worked from there. You got a fairy forest, so you are pretty much free with colors and dark grass. Just get a common pattern. You can include some of the blueishness of your tree, for example. Or other shades of blue if you want to make that a theme.
I kinda wanted to go for an enchanted forest, but figured it wouldn't be very versatile.

You can also take a lookt at some other tilesets to get a grasp for it's done. Sometimes there's just one flat color and it still looks good. That'd be the easy way^^
But if you want to make it compatible with RTP, then you need to take a look at how they are shading, how many colors they use, and then imitate that.

In short:
Make grid of tiles. Fill with one color. Draw a pattern with another color, connecting over the edges, semi-random (same pattern, different placement among the tile)
Make the pattern compatible for tiles next to each other. Done!

PS: The tree looks wonderful! And a wood-guy? Me like

And now that I look at my tiles. I wanna edit those dungeon tiles. The line is not even on the tile edge ~.~
waa Thanks so much for the comprehensive advice, Kylaila!! All right, I'll give it another shot now and hopefully it'll turn out better this time. > :'''D
Ebeth
always up for cute art and spicy gay romance
4390
@accha

Your graphics look really nice so far! Your really good at capturing luminosity in your work. I hope that makes sense I'm excited to see what else you'll create.

It helps to first consider what items you will need for an area (ie grass,plants ect). I think having a vague (or solid) palette idea helps too, are you going to be using cool or warm colors? how saturated do you want your colors to be over all ect.

After you have an idea of what kind of environment you want the best thing to do as Kyaila said is to just dive in. Keep in mind that each tile is just one part of the environment, the grass and dirt might look weird on its own but will make sense once the top layer objects have been placed on it.

My tip for creating grass and dirt textures is to make four tile of each, with a slightly different texture on each. That way when you go to map them out you can vary the textures so the grass doesn't just repeat itself over and over.
author=accha
waa Thanks so much for the comprehensive advice, Kylaila!! All right, I'll give it another shot now and hopefully it'll turn out better this time. > :'''D

Super glad it helps and makes sense to boot :)
And Ebeth's advice will be very useful for you, if you want to cover mainly forest-stuff.

Edited my tiles real quick and also finished another charset.


I want to recolor the red girl .. but I really don't know what colors would suit that. I kinda love the red, but it looks odd at low saturation.



Any ideas?
Ebeth
always up for cute art and spicy gay romance
4390
@Kylaila

I would say purple or orange might look nice. Maybe even blue?
Wouldn't do green though since most of your environment palette is green and she'll blend in too much.