THE INFINITE TERROR OF BATTLECHARS
Posts
I agree that RTP bchars don't go with a horror game... but then again, DBS doesn't go either. So... this is not a big issue, I'd say. Just keep things practical.
I like that edit with the creepy face. Just drop the spiky hair.
I like that edit with the creepy face. Just drop the spiky hair.
Do not use 2k3 DBS style battlechars EVER in any game with a tone that you would not describe as "chubbly".

Creepy update in my attempt to prove you all wrong regarding the wonders of RTP ;)
He doesn't do that weird "RTP bop" with the strange arm movements and hammerpants any more either.
Good job so far, you're drawing the thing so you can always modify and fix the sprite yourself.
Yes. Patience. It's easier to just pixel modify the charset for the animations and make it kind of like FF6, but it looks better to sit there and painfully animate a more detailed character. It's all pixel art and I'm still constantly modifying my own sprites, so don't worry.
You'd feel the same pelvis vomit reactions if you tried to sprite anything complicated until you got used to it. Just keep doing it over and over. It's worth it in the end to become a spriter, and a lot of fun.
post=147710
BATTLECHAR(A)S are by far the single most frustrating aspect of rm2k3. They make me want to vomit shards of my pelvis.
Has ANYONE on here managed to successfully make their own battlechars that look good AND work with the RTP system, as in... With the "battle weapons"? I'm using the RTP as a guideline and I refuse to use rips from other games.
Advice in doing this would be great.
Yes. Patience. It's easier to just pixel modify the charset for the animations and make it kind of like FF6, but it looks better to sit there and painfully animate a more detailed character. It's all pixel art and I'm still constantly modifying my own sprites, so don't worry.
You'd feel the same pelvis vomit reactions if you tried to sprite anything complicated until you got used to it. Just keep doing it over and over. It's worth it in the end to become a spriter, and a lot of fun.
How did they do it back in the days of the old final fantasy's and other rpg games in the early 90's. Was it point and click mouse painting using a somewhat user friendly painting/sprite program which still required you to do everything by hand?
Carpel tunnel must have been the number one issue for spriters back then as the few sprite sheets i've made have caused my hand to feel numb after a few hours of doing it. lol
Carpel tunnel must have been the number one issue for spriters back then as the few sprite sheets i've made have caused my hand to feel numb after a few hours of doing it. lol
http://us.wii.com/iwata_asks/punchout/vol1_page3.jsp
Is the only thing I've read that has given me a clue as how they did it in the olden days.
Is the only thing I've read that has given me a clue as how they did it in the olden days.
Thanks F-G :)
Thanks :) I'm considering scanning some hand-drawings and attempting to pixel over them soon.. Horror awaits.
post=148282
Good job so far, you're drawing the thing so you can always modify and fix the sprite yourself.
Yes. Patience. It's easier to just pixel modify the charset for the animations and make it kind of like FF6, but it looks better to sit there and painfully animate a more detailed character. It's all pixel art and I'm still constantly modifying my own sprites, so don't worry.
You'd feel the same pelvis vomit reactions if you tried to sprite anything complicated until you got used to it. Just keep doing it over and over. It's worth it in the end to become a spriter, and a lot of fun.
Thanks :) I'm considering scanning some hand-drawings and attempting to pixel over them soon.. Horror awaits.
post=148276Creepy update in my attempt to prove you all wrong regarding the wonders of RTP ;)
He doesn't do that weird "RTP bop" with the strange arm movements and hammerpants any more either.
i like how you've phased out the reliance on black lines on the face. now try doing that with the rest!
However, I think you could have added a LITTLE, VERY LITTLE more contrast to the face... Maybe. Anyways, it looks great, especially if you take in consideration how much I absolutely HATE rm2k3's battlecharsets.
Battlecharas are not a problem, at all. If you can't get around 'em, you can always use animations. The REAL BIG prob. are the charsets. (I mean, 24x32? that's pathetic!) It doesn't even support Romancing SaGa3 sized chars, or Seiken Densetsu 3, wich had a LOWER screen resolution than RM2K3, actually. Their bigger character sprites makes the game world less squary.
Battlecharas are not a problem, at all. If you can't get around 'em, you can always use animations. The REAL BIG prob. are the charsets. (I mean, 24x32? that's pathetic!) It doesn't even support Romancing SaGa3 sized chars, or Seiken Densetsu 3, wich had a LOWER screen resolution than RM2K3, actually. Their bigger character sprites makes the game world less squary.
post=148451
However, I think you could have added a LITTLE, VERY LITTLE more contrast to the face... Maybe. Anyways, it looks great, especially if you take in consideration how much I absolutely HATE rm2k3's battlecharsets.
Battlecharas are not a problem, at all. If you can't get around 'em, you can always use animations. The REAL BIG prob. are the charsets. (I mean, 24x32? that's pathetic!) It doesn't even support Romancing SaGa3 sized chars, or Seiken Densetsu 3, wich had a LOWER screen resolution than RM2K3, actually. Their bigger character sprites makes the game world less squary.
You know what.. The position I was pixelling from initially made my first face look MUCH more high-contrast because of the angle I was looking at the flat screen from.. I would later be disappointed when I started copying and pasting things about... But after the pain I couldn't be bothered to change it. Not yet anyway.
Charsets can be quite a bit higher than the RTP defaults.. I think that can make a decent difference. I'm personally sticking with the small ones, they're crappy but they fit the chipsets I'm using :)
post=148341
i like how you've phased out the reliance on black lines on the face. now try doing that with the rest!
I'm allowed to keep some black on the darkest clothing though right :P?
N-oh, you can easily, but REALLY EASILY increase the contrast in the face by opening up the sprite in Graphics Gale (in s56 color mode) and changing in IN THE PALETTE. When you change it in the palette, you change all the dots associated to that color. In 256 or less colors mode, of course. And to ease it even more, after you do it to one, you can load this palette to the other sprites... That's why I love Graphics Gale. <3




















