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My experience making an autotile (with pic)

Well so I started making my own tileset and it is a lot harder than I imagined it would be, even using Photoshop "cheats" it took me more than an hour to draw the textures I wanted and the shape of the tile itself.

The first results were bad, the tiles didn't connect right and they were plain as hell. Redrawing the edges to a more symmetrical position took me another couple of hours since I had to find the soft balance between the elbow joints and the side joints so it wouldn't look too weird nor too plain.

After getting the shape right I started doing some texture work in photoshop and adding some shadows. Well it's been almost 4 hours and all I managed to do was this:




As you can see it is not good yet, a little too plain, no details but it works. I still intend to bring the tileshet to a pixel drawing program on my iPad to add some more depth and details to the grass and change the textures of the sand and the dirt.

I also have made some sprites of enemies I'm quite proud of:



This is the walk animation.


Attack animation.


And damage animation.



So what do you guys think? Any tips for the tileset? I could use some techniques since I'm pretty new at spritting. Hope you guys enjoy the post, cheers.








[RMVX] [SCRIPTING] [RMVX ACE] "The Mist" - (in progress game)

Hello, this is not a short topic (sorry):

First things first,

I'm Moo and for a long time I've been unhappy about what I did for living, one year ago I quit my job and I started to do things that I really once enjoyed, some to get paid, some just because I always wanted to, and one of those things was making a game.

Five months ago I found a silly game I created with IG Maker and I realized that it would be very cool to create a good game sometime, maybe distribute it (I'm not thinking about profits).

About three months ago I sat down on a saturday and started to think about this project, basically writing what I would need to create a simple game by myself: a plot, characters, an antagonist and the scenarios. I wanted to create a game that was funny and intelligent but that also could touch someone without being cheesy.

I then opened an old ROM folder I had for quite a long time to play around some games, get the inspiration for the mood I wanted for my game. I came across to Legend of Legaia (PS1) a game a friend once gave me in exchange of my Silent Hill CD and that I remembered to have enjoyed playing and I decided the first thing about my game: the antagonist would be "the mist" (just like Legend Of Legaia) and from that I started to picking up references to put together a basic plot, I decided to write it in three parts because I want the game to be big and complex (like Mad Father).

Well, it's been three months of constant editing and narrowing things down, creating scenarios, characters and twists to make the game interesting, but I finally finished the first chapter:

-----------------------------------------------------------------------------------

THE AWFUL TRUTH

"Congo belongs to an ancient tribe that lives isolated from the world in an island that is home to a sacred volcano that is also a passage for the spiritual world. At the age of twelve he is about to take the "fire trial" to prove himself worth to carry on the duty of the ones before him: protect the balance between the human world and the spiritual world.

In the trial Congo learns that in the begining of times mankind and the spirits lived together in harmony but then the humans started to exploit the spirits for greedy reasons and the balance was disrupted, this disruption created "the mist" that started leaking from sacred places corrupted by the humans. Taking over everything in its way, turning humans into worst versions of themselves, making once peaceful spirits angry and shutting down passages between the two worlds causing massive catastrophes in both worlds.

The humans then took shelter in the few sacred places still uncorrupted by the mist and asked for help. Most of the spirits refused, saying the humans had brought that upon themselves, but mostly because in order to help the humans they first would have to abdicate from their immortality to become mortal. One spirit took pity of the humans and accepted the task, and turning himself into a human he was allowed to borrow from the magic of the spirits while still mantaining the strenght of the humans.

After the balance was restored the humans swore to respect the balance between the two worlds and the spirits swore to watch over the humans with more care. The spirit that offered help then moved to the island and formed the tribe Congo belongs to. And although the spirit had long died his legacy and duty still is being passed along once every 60 years to his descendant and Congo is now the choosen one.

After being enlightened by the truth Congo receives a warning: there's been unusual activities occuring both in the human and in the spiritual world. A rumor about a corrupted human that "killed" a spirit in a faraway place and it's using the spiritual passage as a "mist generator". Congo then is sent off to investigate.


This first chapter include the listed places to visit:


Ora Island - The first world map of the game home of the Jambo tribe
Jambo Tribe - Congo's tribe
Eirian Woods - A magic place where our hero encounters an unusual friend
Tobuga Village - The first human settlement our hero encounters, place of a lot of quests and side quests
Axum Mountain - Ora's Islands passage to the spiritual world, where Congo takes the fire trial
Lake Ogalai - A place where Congo has his first encounter with evil itself
Opasa Creek - a forsaken place still corrupted by the mist where our hero saves a mysterious girl


And that is it for now.

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Ok, so why did I write all that down?

Because I need help... creating a game by myself would take years, well at least the kind of game I want to create would. Just by playing around with the RPGMakerVX Ace I was able to figure out that for the plot to work tilesets, characters, sprites and maps would have to be created and I am not a designer. On top of that there's music picking, story and planning, actually creating the quests and so on...

If you read all of this and somehow you think you can contribute, I will gladly accept. For now I would need someone that is avaliable for designing things (characters and tilesets mainly) and someone to help me with the construction of the game (event planning)


If you think you can help, please reply.

[RMVX ACE] Please... Help Me (With Images)

Correction:

page 1: autorun
(talk talk talk) + (gives item) + (talk talk talk) + walks away + turn global switch ON

page 2: action buton
blank
condition switch used in page 1 is ON

page 3:
talk
condition switch used in page 1 is ON

did I get it right?

[RMVX ACE] Please... Help Me (With Images)

OHHHH I get it, so self switches can only be used when the event stays near your "range of vision", for something that moves offscreen I need global switches?

So using global switches i can do the same thing I did in this? Making sure switch is turned on at the end of his walking and then a blank page and then another page with action button and the phrase he is supposed to say after he walks away?

PS: thanks for the help!

[RMVX ACE] Please... Help Me (With Images)

So I'm making my first game, and the maps I've created this far are kinda gorgeous so now I'm placing events and things to do so the game doesn't look too flat. Well, when I say "I'm placing events and things to do" I mean I did manage to add a bee that follows you when you have small potions with you and deal you -5 damage...


(Yeah my game is in portuguese, but you guys get the point right?)

So then I started something more complex:

When you get out of your house theres a kid waiting for you with a message and an item that he gives to you and then walk alway to another place where he stops and displays another message when you talk to him. Here's how it looks:


(Page 01 of the event)


(Page 02 of the event (I erased the new message for accident, sorry)

This is the solution the forums told me to do (turn a local swith ON inside the first part of the event and then add a blank second page with the condition switch A to ON) but it isn't working! The kid simply disappears after the dialog.

Beforehand he walked alway to the spot I picked and then the game stopped responding (probably looping).

So, what am I doing wrong?

Also, if is not asking too much: I read a lot of tutorials about day/night shiffiting but none made any sense, but I guess I'm not ready for that complex scripiting am I?


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