Before, I was drawing all the sprite work, super big and shrinking it down. Which was really time consuming if thing's changed. So instead I'm drawing the characters sketch, and then remaking it with pixel art instead.
This was the plugin I was going to release awhile back. Any time you had more than the party limit, the game would put you in this scene. Just a really basic party storage thing.
I used to think rpg's were kind of lazy when they recolored enemies or didn't animate them with a million poses. Though after dabbling with game dev I can see that it's a lot more realistic to work like that.
Going back and looking at the original battler sprites - and wondering why I felt the need to try and change things when they looked fine already, the only thing that needed fixing was the map tiles. It's apparent I lack discipline or self-control.
I don't know if it's a mentality thing. But sometimes when I leave the project for a few days, and then come back - you suddenly know how to fix/balance things when you haven't been looking into them for a bit.
Hey folks, if you post about a problem you're having, and people give you suggestions to fix it, and one of those suggestions works, don't forget to come back and let them know. And it wouldn't hurt to say thanks while you're at it
Continuing our countdown with Capsule Monster #14 Plug-Go! Plug-Go was originally meant to be the design of a gameboy game I wanted to make that was inspired by Megaman Battle Network! While that hasn’t worked out I’m happy I was able to recycle his design!
12 hour little challenge for myself to do a big'ish enemy. Released for MV/MZ, working on my streamline one for later as I love the four frames over three. Spins a whole lot better I think.
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