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  1. Spooks

    (MV) Majorly different styled sprites

    No need to change anything, these are perfect. Thank you so much.
  2. Spooks

    (MV) Majorly different styled sprites

    No worries, I'm not in any rush to get things done.
  3. Spooks

    (MV) Majorly different styled sprites

    That's a relief, I was worried you might already have invested too much time into one character to turn back. You don't have to worry about the style though, I think it works perfectly for what I had in mind.
  4. Spooks

    (MV) Majorly different styled sprites

    I'm sorry for not clarifying this sooner, I meant an 8 bit character and a 16 bit character who aren't the same person. I've already got 2/4ths of the main party designed and I was looking for two more characters to add. I'm only just now realizing that I didn't outright say it and that's my...
  5. Spooks

    (MV) Majorly different styled sprites

    The B sprites look great, I love the minute shading details on the hair. And I love the look of the damage sprites too with how you can see the hand color take place over the neck, showing a kinda prone stance. It's perfect.
  6. Spooks

    Teleportation+autorun screwing up literally everything

    That's odd. The player is actually able to move on that screen but not after teleportation (or wasn't able to at least.) But thanks for pointing that out, now I realize why she wasn't turning to the player.
  7. Spooks

    Teleportation+autorun screwing up literally everything

    The solution was to force the player to move right. Don't know why, don't know how, it just did.
  8. Spooks

    Teleportation+autorun screwing up literally everything

    I'm having trouble every five seconds because teleportation and autorun love to screw me over. On multiple occasions with entirely different scripts the player should be transported to a specific spot and that be the end of it, but instead they get teleported to a different spot and can't move...
  9. Spooks

    (MV) Majorly different styled sprites

    Honestly just whatever you think would make each character look the best without bothering you with too much work. I prefer to give the artist most of the control over their development process since I've got no clue how half of that stuff works. I'm fine with a short 16x16 for the 8-bit since...
  10. Spooks

    (MV) Majorly different styled sprites

    Both color palette and style are what I was thinking. I only really need the walking and hurt sprites since I don't use side battler too often. The best references I could find were from FF and FFVI for 8 and 16 bit sprites. I couldn't find any 32-bit sprites that were fantasy related, they...
  11. Spooks

    Is pointless dialogue good for story games?

    My game is heavy on all different kinds of visuals so I figured out early that you can add a lot of visuals and teach players out to differentiate story from filler. Basically every item or even things as basic as a table have something interesting to be said about them. That way people can...
  12. Spooks

    (MV) Majorly different styled sprites

    I'm looking for moving sprites (and faces for those sprites) that are based on varying bits. An 8 bit character, a 16 bit character, and a 32 bit character. I'd prefer a medieval look but that's about all the specifications I've got, I'm sure I'll fit them into the story no matter what gender or...
  13. Spooks

    Is pointless dialogue good for story games?

    I actually agree with all the points you made. It's my bad I struggle with putting my ideas into words sometimes. My point was just that a lot of people don't add true insight (and similarly to what you said) just state something simple like "it's a bed" rather than "It's a bed. You can still...
  14. Spooks

    Is pointless dialogue good for story games?

    I guess calling it pointless wouldn't be right. My point is just that most cases of whatever you'd call this form of dialogue has no benefit to the story outside of revealing the main characters thought on something insignificant.
  15. Spooks

    Is pointless dialogue good for story games?

    I'm developing a game that has a ton of story and I just love filling rooms with objects that all compliment each other and giving them their own individual silent hill-esque pointless dialogue. For example interacting with a flower would give you something like "It's a red flower, the petals...
  16. Spooks

    MV retro tileset for in-doors.

    All of the Int-files don't fit how they're supposed to. I tried resizing them and even that didn't fix it. I thought it worked at first but then on closer inspection realized those areas were just as if not even more bugged. Turns out I'm still looking for a good interior design pack I guess.
  17. Spooks

    MV retro tileset for in-doors.

    Just what I needed actually. Thank you so much Edit: Just now realizing it's an XV Ace pack so there are a few texture errors, it still works ok in some areas though.
  18. Spooks

    MV retro tileset for in-doors.

    I'm looking for an rpg maker mv tileset that has the retro style of something like Crashykk's tileset that's entirely built for inside houses. I want it to have that retro 16 or 8-bit zelda style. I'd prefer it if it didn't cost any money since I really don't have any to be spending on assets...
  19. Spooks

    Self closing/speed changing dialogue

    Works like a charm. Thanks a ton!
  20. Spooks

    Self closing/speed changing dialogue

    I want to make dialogue show up with one speed, read another part of the same text window slowly, and then close without player input. Like something you'd see in a text based horror game.

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I sweep the floor. My brother, "You didn't do a good job. There are dust bunnies everywhere." He sweeps the floor weeks later. "I just swept. Why are there dust bunnies everywhere?" Me," Guess you didn't do a good enough job."
Today, I tortured my internet by downloading 20 files at once and then I played a guessing game as to which would finish their download first :kaojoy:
Oh god, just watched HawkZombie's stream of my game and realised that *none* of the branching scenes work properly. One has no character graphic, one soft locks due to a passability issue, and one doesn't have its autorun set to the right trigger. I've got first prize in the bag, baby.
Frustrated, as always. I took a break from working on games and when I turned back to working on them again, bam! Slapped in the face with more errors. Such is the pain of working on any project, I suppose.
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