[RMXP] NEED ANIMATED BATTLE SPRITES FOR CHARACTERS IN GAME ABOUT PUNCHING LAVA SHARKS
Posts
Pages:
1
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
I am looking for help to make battler graphics for my game, Iniquity and Vindication, which is stalling due to my deep-rooted disdain for spriting. The game has been in production for a while and has a playable download and a couple reviews, so you can decide if it's a game you'd be interested in helping with. Character sprites are admitedly not really immediately needed to move forward with production, but they definitely affect my motivation, and I'd definitely like it if someone helped me with them!
The game uses a Chrono Trigger-like visual style for its battle system, with characters and enemies battling on the field map. This means that enemies are small, typically the same size as a normal field sprite. However, it also means they're animated like the playable characters. As a result there are a lot of these to potentially do. The majority of enemies are human, with a smattering of machines, elementals, and sharks.
I'm not looking for someone to do all of them! I mean, if you want to, that's amazing. But I'm also capable of doing them myself. I'm just looking for help. My passion is creating gameplay, not visuals, and so I would like to get back to doing the part of game design I enjoy the most. It takes me a few hours to do a spritesheet, but a few weeks to pick myself up off the floor afterwards.
The sprite style is based on the RTP sprites for RPG Maker XP, so anyone with spriting experience should be able to handle it.
Thanks for your interest!
The game uses a Chrono Trigger-like visual style for its battle system, with characters and enemies battling on the field map. This means that enemies are small, typically the same size as a normal field sprite. However, it also means they're animated like the playable characters. As a result there are a lot of these to potentially do. The majority of enemies are human, with a smattering of machines, elementals, and sharks.
I'm not looking for someone to do all of them! I mean, if you want to, that's amazing. But I'm also capable of doing them myself. I'm just looking for help. My passion is creating gameplay, not visuals, and so I would like to get back to doing the part of game design I enjoy the most. It takes me a few hours to do a spritesheet, but a few weeks to pick myself up off the floor afterwards.
The sprite style is based on the RTP sprites for RPG Maker XP, so anyone with spriting experience should be able to handle it.



Thanks for your interest!
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
Thanks for your lack of interest!
Okay, this game demo was all kinds of awesome. Please. Somebody who's good at this; please take interest.
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
Oh, your pixel art in your other thread is pretty good, Kaijira!
Battle spritesheets look like this:
The playable characters need three battle spritesheets: facing up, left, and down. Enemies typically only need one spritesheet.
There's no specific number of frames per animation, it can be whatever is necessary. Rayna's spellcasting and shooting animations in the above example are both six frames, but don't need to be. Playable characters also might have multiple types of attacks with their own animations (Rayna has both spellcasting and shooting, for example, while James has both slashing and punching).
The size of the frames is also negotiable! Not every character's sprite frames need to be 100x100.
Battle spritesheets look like this:

The playable characters need three battle spritesheets: facing up, left, and down. Enemies typically only need one spritesheet.
There's no specific number of frames per animation, it can be whatever is necessary. Rayna's spellcasting and shooting animations in the above example are both six frames, but don't need to be. Playable characters also might have multiple types of attacks with their own animations (Rayna has both spellcasting and shooting, for example, while James has both slashing and punching).
The size of the frames is also negotiable! Not every character's sprite frames need to be 100x100.
Pages:
1















