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Making of Character Battlers

  • calunio
  • 05/07/2021 01:20 PM
  • 944 views
There are Tactical RPGs in which attacks are displayed on the map with the same sprites used for movement (like Final Fantasy Tactics) and others in which attacks happen in a separate screen with bigger sprites (like Shining Force). There is good and bad in each option, but I went with the second because I like high-res character display and because it's more faithful to my main inspiration, which is Shining Force.

Originally I was going to draw all the battlers with my very limited spriting skills. Gladly I found an alternative: Mugen sprites, which are basically rips from numerous fighting games.

It helped me TONS, and while there are hundreds if not thousands of characters available online, I still found the need to make something more custom. So I'm making frankensprites, which is incredibly time consuming but I kinda like the results.



So while I'm still using rips, the degree of customization is enough to give my characters a real unique look. It takes me about a day or two to make a sprite like that (considering each battler has 10 different poses), and a day or two to make his walking charset. So I don't expect to finish this game anytime soon, but I'm enjoying the process!

Posts

Pages: 1
CashmereCat
Self-proclaimed Puzzle Snob
11638
Mugen is a CLASSIC resource. I love the way you're customising your assets and they look so great in gameplay <3 I love the bottom dude too lol
Awesome, this is an editing process I used to do myself. Mugen is a great resource, but I also used OpenBor (you just need the 'pakexplode' to open the project and you will have each frame of each character ready! And also the backgrounds, items and extras!) that more or less used the same resources.

The final result here is great!
Pages: 1