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Trying to figure out how I want to design/control stats.
It's looking like no levels, no stat growth. Stats are completely controlled by equipment. Although it's not set in stone. I really can't decide.
It's looking like no levels, no stat growth. Stats are completely controlled by equipment. Although it's not set in stone. I really can't decide.
Remaking everything for Spirit Guardians on ACE right now.
Not sure why the mountain tile sets looks like it's water under it, looks shitty.
Not sure why the mountain tile sets looks like it's water under it, looks shitty.
Sometimes, sometimes, I actually get some work done. For this spate, it was a boss fight scenario. While I was considering the party using some of the more powerful abilities available to them, there is one ability that the party has access to that I decided not to account for. The ability in question might have the potential to one-shot the boss. How much do I care about that? Not much at all, actually.
instead of making actual progress on arbiter (you know, WRITING THE PLOT and such) i've been preoccupied with uh, spriting battleanimations for characters i'm not even sure will make it in
but for comparison, here's how the battlesprites looked in solar tear versus the new ones (they have a bunch of animations, but i'm sucky at making gifs)
i made a few more characters but i consider myself a pretty sloppy spriter; there's a bunch of lazy mistakes present in every frame. then again, i should be focusing on everything but graphics for now but w/e
but for comparison, here's how the battlesprites looked in solar tear versus the new ones (they have a bunch of animations, but i'm sucky at making gifs)
i made a few more characters but i consider myself a pretty sloppy spriter; there's a bunch of lazy mistakes present in every frame. then again, i should be focusing on everything but graphics for now but w/e
author=Mr.Nemo
instead of making actual progress on arbiter (you know, WRITING THE PLOT and such) i've been preoccupied with uh, spriting battleanimations for characters i'm not even sure will make it in
but for comparison, here's how the battlesprites looked in solar tear versus the new ones (they have a bunch of animations, but i'm sucky at making gifs)
i made a few more characters but i consider myself a pretty sloppy spriter; there's a bunch of lazy mistakes present in every frame. then again, i should be focusing on everything but graphics for now but w/e
I have to admit, these are looking a little off, mostly because of their proportions and poses. They both look very stiff, with blue haired girl holding an overly broad, uncomfortable looking stance with a confusing, uneven positioning of her arms. Her left arm also looks rather large compared to the rest off her body. Ponytail girl's pose is a little less awkward looking, but she appears to be leaning forward too far, mostly through the jutting out of her chest. I recommend moving that back by at least one block (You appear to be using 2x2 pixel blocks here, so keep everything consistent to that.). Ponytail also has a rather long face, even compared to Blue, up there. Again, I recommend shortening it by a block.
I do see what you're going for with the style though, making the battlers large versions of the 2003 walking sprites while keeping the blocky style of them. It's interesting, I think has potential to look good. You just need to find a balance between the style and proper proportions.
RPG Maker VX Ace, just heavily google translating all the stuff on there.
I used a template which has anything translated and doesn't have that mountain error, I'll properly copy and paste over it soon.
I used a template which has anything translated and doesn't have that mountain error, I'll properly copy and paste over it soon.
author=ganonfrogyup yup. I'm aware of the arm, but she has a leather jacket that is too big for her. but should probably look in to that, especially the legs and the entire shading on the jacket.
nanana
as for the second one, i think i made the original pose of her leaning with a broader stance so that might be why it looks like that. I'll have to look into that. and the head is probably bigger too, yes.
thanks for the input
EDIT:
oh right, im actually not using 2x2 "pixels", I just resized the sprites so they look more like they do in the game
*sigh* Menus. Blah blah blah. *rolls eyes* Such fun...
...But everything is turning out better than I thought. Full speed ahead; get this shit done before the end of the time. Yes! :D
...But everything is turning out better than I thought. Full speed ahead; get this shit done before the end of the time. Yes! :D
@Archeia_Nessiah Looks neat!
I just finished the Multilanguage-Script for my RMXP-Game Numina Dx it wasn't that hard actually, but a long-hidden bug surfaced and I thought it had something to do with my script.
Next thing on the list: drawing some more facesets! =)
I just finished the Multilanguage-Script for my RMXP-Game Numina Dx it wasn't that hard actually, but a long-hidden bug surfaced and I thought it had something to do with my script.
Next thing on the list: drawing some more facesets! =)
I'm working on a 2.5d first person dungeon crawler that takes place in Post Apocalyptic South Dakota that's so long after the apocalypse that no one really remembers how the world used to be. Also Iowa is now an evil fascist state that has annexed South Dakota.
It's going to be AWESOME.
It's going to be AWESOME.
Working on character portraits again. Brainstorming cutscene art for major scenes as of this moment, but I suck at drawing interiors. ><
Holy moles. o_0 That looks like it's going to be an amazing piece, Archiea. How do you manage to mimic the RTP style so well...?
because Nessiah is secretly an arcanian punching bag
anyway about to start some mapping.
anyway about to start some mapping.





























