RPG MAKER GAME, THE LOOKS OF CHARACTERS
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Hope I'm putting this in the right spot, I was mostly wondering about the sort of way most characters playable or not look, I am currently trying to experiment with the average looks an rpg maker game's characters, I'm using my own sprites and such with my game, but honestly I was wondering if this could be a flawed approach, using a sprite in game that looks unlike any of the basic sprites for people, my "style" is a bit odd so.....I can completely understand why people would not like playing as a character that fits my ideal...everyone has their own "ideal" so The basic question here is can using a highly stylized sprite "break" a game?
this is my sprite for the main character of my game, I'm a bit "iffy" on it.....
sort of plugs into this topic, are you personally annoyed by sprites in an rpg maker game, do you want them to look a certain way?
I would like to hear basic thoughts and opinions on this subject, ... thank you.
again I am very sorry if I am uploading this in the wrong spot or doing something or another wrong...

this is my sprite for the main character of my game, I'm a bit "iffy" on it.....
sort of plugs into this topic, are you personally annoyed by sprites in an rpg maker game, do you want them to look a certain way?
I would like to hear basic thoughts and opinions on this subject, ... thank you.
again I am very sorry if I am uploading this in the wrong spot or doing something or another wrong...
Most any style is fine with me if the rest of it matches and/or has reason to look the way it does. If you're using stick figures for example, there'd better be a reason or else I'm probably going to say your game's aesthetics suck.
Also that sprite looks fine to me.
Also that sprite looks fine to me.
author=Gourd_Clae
Most any style is fine with me if the rest of it matches and/or has reason to look the way it does. If you're using stick figures for example, there'd better be a reason or else I'm probably going to say your game's aesthetics suck.
Also that sprite looks fine to me.
Thank you, I understand what your saying there and I agree, I'm just trying to use original graphics so there is no real "reason" which got me a bit worried, thank you for replying.
This is pretty obvious, but be consistent. It would look rather odd if main protagonist was made in the style you posted and all other characters looked different.
If you want some unique looking characters, you need to make all of them from scratch. That's why many people resort to RTP.
Here is a character from the game I am working on

If you want some unique looking characters, you need to make all of them from scratch. That's why many people resort to RTP.
Here is a character from the game I am working on

This really seems like just game development, but then again that could apply to like... half the topics here lol.

One thing that interests me about charsets in general is that the best ones always seem to have a contained look to them, like when the arms are sort of bent to the point of looking like they're holding something. I don't know why but Squaresoft likes to do it a lot. If the arms are sticking out weirdly (the hands on the OP's sprite kind of do that) then there's a sense of awkwardness. I guess when you see someone standing their hands tend to curve back into the body a bit. I actually think the Final Fantasy battle sprite thing came from Mario just the way the arms look so "ready".

dumb, innocent, angry
Having said that I think Earthbound had the best looking character sprites mainly because they actually did something different with the eyes, and adding mouths (w-w-what sorcery is this??). It's actually kind of hard to make a different chibi anime look if you're restricted to 16x32. But like with Dragon Quest SNES they do a pretty good job at just using the thin eyes to characterize the sets a little (I know what I said). I think if you're using the newer makers it helps to take advantage of the control. Like say make the standing frame different from the standing frame in the walk cycle.

In the standing frame it's actually good to add some kind of asymmetrical element or some kind of pose that says something about the character. Maybe even an idle but that's past what's necessary.

One thing that interests me about charsets in general is that the best ones always seem to have a contained look to them, like when the arms are sort of bent to the point of looking like they're holding something. I don't know why but Squaresoft likes to do it a lot. If the arms are sticking out weirdly (the hands on the OP's sprite kind of do that) then there's a sense of awkwardness. I guess when you see someone standing their hands tend to curve back into the body a bit. I actually think the Final Fantasy battle sprite thing came from Mario just the way the arms look so "ready".

dumb, innocent, angry
Having said that I think Earthbound had the best looking character sprites mainly because they actually did something different with the eyes, and adding mouths (w-w-what sorcery is this??). It's actually kind of hard to make a different chibi anime look if you're restricted to 16x32. But like with Dragon Quest SNES they do a pretty good job at just using the thin eyes to characterize the sets a little (I know what I said). I think if you're using the newer makers it helps to take advantage of the control. Like say make the standing frame different from the standing frame in the walk cycle.

In the standing frame it's actually good to add some kind of asymmetrical element or some kind of pose that says something about the character. Maybe even an idle but that's past what's necessary.
As long as you can see the details clearly (that purple-haired sprite is pretty blurred), they fit into the world around them (story or graphics-wise) then it should be okay. The main thing is to be consistent. If you're making your own sprites in a certain style, make sure they're all that style.
Thank you all for responding, things to think about, thanks.
and @Darken
I am going to edit this a bit, it is a very simple base I put together, will try working on the arms more(I agree that they sort of look a bit off, and arms are always a bit hard for me to make), and an idle animation has been in my mind for some time, I think it is a good idea.
again, thank you to those who responded.
and @Darken
I am going to edit this a bit, it is a very simple base I put together, will try working on the arms more(I agree that they sort of look a bit off, and arms are always a bit hard for me to make), and an idle animation has been in my mind for some time, I think it is a good idea.
again, thank you to those who responded.
My charsets don't match either...
I guess if nothing matches, everything matches (faceset and chipsets range from RTP-like to very real, as does the charset).
I guess if nothing matches, everything matches (faceset and chipsets range from RTP-like to very real, as does the charset).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=bulmabriefs144
My charsets don't match either...
I guess if nothing matches, everything matches (faceset and chipsets range from RTP-like to very real, as does the charset).
no, it really doesn't loop back around like that
it just doesn't match
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