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

Registration

You must be logged in to sign up for M.O.G. Graphics.

Posts

What are some options for me to make the autotiles less blocky? I was considering making B layer overlays so that one could manually plunk a B tile over a blocky autotile corner to make it look good, but that seems clumsy.

How am I to work with autotiles to make them less blocky? I am in RMVXA. Suggestions welcome!
You are free to use the 8 tiles of the corner as round as you wish in the autotile, they won't really interfere with the end result :D

such as this


(Y'don't really have to make it look like a losang, but even this extreme works, so :D)


I've done quite some new tiles
Not showcasing them in this screenie, I just wanted to see how well would they look in an overworld:



Also, MODE SEVEN *U* <3 MGC <3

BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
^ Showoff :P
I-i hope i'm not bothering you or anything. ;-;
*disappears*
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Not at all! good job!
I was not informed people with talent would be participating!

XD
Great work.



How can I make them not look like racoons? (Their eye outlines are so noticable.)

rpgmaker 2003
Thanks in advance.
sinn
the original sinn
1092
author=JosephSeraph
I've done quite some new tiles
Not showcasing them in this screenie, I just wanted to see how well would they look in an overworld:



Also, MODE SEVEN *U* <3 MGC <3




Showofff... but yeah, pretty!

I am beginning to be convinced this place is a drawing jam for assets. Post things for critiques.
I still need help in this one guys. It got buried in the previous page, so...
~I'm using ace
author=MajoracanKing
How can I make them not look like racoons? (Their eye outlines are so noticable.)

You don't need to go all the way around the eye. Namely, you don't need black on the bottom or the lower inside corners of the eye.

The use of black is also a bit odd on the left-hand faces since the color isn't present anywhere else on the sprite. I'd say either use a darkened skin tone for the eye outline or add some outline to the rest of the drawing.
thankies guys uh, hahaha. xD
A battler, and a HUD design for Archeia/Kread-EX's CTB xD



I wonder if there is a way to darken a background / use a battlebackground over the map screenshot, for the battleback? I also wonder if there is a way to darken the background when casting a spell, such as in all Final Fantasy titles, as well as Star Ocean, etc.
Probably takes some easy scripting, might commission someone :3

Also can't help you, @Karin. I totes suck at Autotiles, sowwy.
mjshi
Jack of Most Trades
6414
Feel free to resize as you see fit, I'm definitely making more of these monster-battler things. Until then, they'll be submitted as separate images.

Please welcome... Belle!


Critique welcome~ I know I'm probably not the best artist around, but I'd specifically like feedback on how the colors work with each other... (the lines look bad on this purplish bg, I'll clean up some of the colors later)


EDIT: Fixed. Looks much cleaner now.
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
Reminds me a tad of Chingling.
Seraph,to me the setup looks quite odd, like the wolves are asbig as the backdrop. Wouldn't a separate battle screen be easier?

And first submission... It's supposed to be a bunch of dates for you to add to palm trees.
mjshi
Jack of Most Trades
6414
They're both based on bells, of course there's a resemblance xD

What else would it remind you of? .-.
I'd recommend darkening the shadows and brightening the highlights a little (aka increase contrast). The chime itself could definitely use some white spots, since I'm assuming its supposed to be shiny metal. Adding some lighter coloring between the shadowed areas and the outline can also help make it look more metallic.
Might as well show off :3


Ta-da!
BurningTyger
Hm i Wonder if i can pul somethi goff here/
1289
oh, monochrome-y.
sinn
the original sinn
1092
author=JosephSeraph
thankies guys uh, hahaha. xD
A battler, and a HUD design for Archeia/Kread-EX's CTB xD



I wonder if there is a way to darken a background / use a battlebackground over the map screenshot, for the battleback? I also wonder if there is a way to darken the background when casting a spell, such as in all Final Fantasy titles, as well as Star Ocean, etc.
Probably takes some easy scripting, might commission someone :3

Also can't help you, @Karin. I totes suck at Autotiles, sowwy.



Wow this one feels abiut too cluttered if i may say.. BUt
it has an interesting battle screen and turn system!
Are we allowed to submit edited sprites?

(example would maybe a FF6 soldier sprite with different colors and other edited in additions,etc?)
Heheh, thanks guys. :D
That gameboyish tileset looks cool, and that charset as well!

About the monster size / feeling too cluttered - Here is an animated screenshot to clear things up. I think it probably is easier to read animated.
And it'll also probably be easier to read when I figure how to darken the background!