Kirri
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  • Pre-university me was very naive for thinking he have time for both rpg making and university.
    Not sure where to post this, but the prefix for RMVXA seems to be gone from the forums.Gone.png
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    caethyril
    caethyril
    :kaohi: You can post in Site Feedback:
    Dang it, I've been questioning the direction of my game lately. I've been using ABS, but so far it never felt as hype as when I used the normal side battle system. I might have to switch back.
    RCXGaming
    RCXGaming
    RPG Maker ABS is very limited for many reasons, so it's not surprising that happened. The normal battle system is much more engaging for a few reasons. (That said, if you had overworld puzzles then ABS can still be used for that.)
    Jragyn
    Jragyn
    The complexity bar is a lot higher for making engaging ABS-driven games, and also is limited by your choice of ABS. What RPG Maker engine and ABS are you using?
    Current look of the club room with lighting.
    hkkQGGS.png
    1 or 2?

    (1)
    Number1.png

    (2)
    Number2.png
    arsMori
    arsMori
    I agree as well, I like the second one better. I feel like the first one feels too cold for a school setting.
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    Froggo32
    Froggo32
    Wow, the sprites look great...
    I'd say 2, unless you have some fictional setting, but if you want to have a realistic-looking school I'd definetly say the 2nd one (I think the walls don't look very realistic; usually schools have single-colored walls - but that's just my opinion and I really dont know anything about the game). Those red squares really complete the realistic look (my school had those, lol).
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    Willibab
    Willibab
    1 with 2's lighting stripes over them xD
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    wO3Rb9v.png

    Punishment! ... is someone sneaking in?
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    Jams
    Jams
    That side walk is massive. I think it should only be around 2 tiles wide based on my world experience.
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    Kirri
    Kirri
    Thanks for the feedbacks guys! Had to keep the pavement/sidewalk as 3 tiles thick because I need it like that. Anyways here's how it looks like currently:
    a2xRuND.png
    C64_Mat
    C64_Mat
    The scale looks much better, even just with the narrower road. I think that looks really good now!
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    WCI.gif
    IMAGINE Roleplay Club [Dramatic Scene Test]:
    Wish carrying Imagi (without making a whole new sprite).
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    Conflictx3
    Conflictx3
    that should give you a smooth transition just play with the wait command to time it perfectly which will take some playtesting but from what i see somewhere between 30 and 70. when your events over,fade to black, erase your events, use a movement event to make your player have his sprite back and teleport player to where they need to be before fading the screen back in.
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    gstv87
    gstv87
    mind you, you have 12 frames available in a character sprite, which can be any size as long as proportions are kept.
    try tweening the animation from "both standing" to "one on the arms of the other".
    you can control that with stepping animation and facing.
    look at how the sprites for animated doors work, the tech is the same
    Sharm
    Sharm
    Oof, that transition is non-existent. Do they have a crouch pose? That would help a lot.
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    Making a natural dialogue is... really hard. :kaosigh: especially when you want to include some foreshadowing in it
    Nenen
    Nenen
    Sometimes it helps to think like the characters when writing them.
    As long as you actually have an idea for how they'd act :p
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    Froggo32
    Froggo32
    Natural dialogues are way too chaotic and hard to understand lol
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    cthulhusquid
    cthulhusquid
    I agree, natural dialog is very hard. I find it easier to write in a very prose-y style but a lot of people dislike that.
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    Making an atom size progress each day. :popcorn::dizzy:
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16-bit top-down pack coming soon... \( ̄︶ ̄*\))
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