CleverKid97

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Adding my Restaff Stuff with some further explainations and expansions :) Most of them were created shortly after the May Restaff release.


This time I tried to fill as many gaps in the default files as possible... you know, several of the chars lack faces, battlers or chars, which forces them into certains roles. We can't have the angel as NPC, talk to the elementals or visit the towers on the world map. At least a bunch of those could be fixed this time and I hope, you have a good use for them. I would really like to hear some feedback, also on that choice. Would you love to see more of those additions to default stuff or is it better to get totally new things?


Firstly, the two battlers I made for this Restaff:


p9qd4ml3.png
szga72lm.png



They are both edits of default battlers and are designed to match the Sprites Nature-6 and SF_People3-4.


Since the elementals gave a really good base to be transformed into Nature-6, I did the same vice versa. The pink face got all the different headpieces and was edited to fit every single face. Since I made an expression for each to match the one of it's battler it was just logical to give every one all four expressions and for that a nice emoset.


In the Restaff and his thread you can find the matching sprites by @chalkdust .
636gyqxq.png
376qbjg5.png



3yx7y4bn.png



2wrjjfbr.png



But these were not the only gaps for faces I filled. You can now talk to the police and the Angel (Angel in Battlers and SF_People3 - 5&6) as well, which should give a lot more options to side quests and interactions. I added the angel face as human version as well, maybe it could be a fallen or disguised as human version of the angel or just a random person.


7alcxtu7.png



But whow useful is a face if you don't have a char, now that we talk about the angel? Right:


2aazayb5.png



The next thing is one of my favourite contributions ever. You know some of the Actors have an enemy and an SV Battler? So I made SV weapons of their weapons, so they could attack with "their" personal weapon as SV Battler.


kggts2lj.gif



inx53u65.png



And last but not least, a tower to match one of the small world map towers - now with a ruined version as well:


uv45t96c.png


aj82vizb.png







mfqccxxl.png




cdcmzep7.png
Hi!!, can i use this for my project???, its a free game.
 

Kes

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I can't thank you enough. Battlebacks are essential but are comparatively scarce, so to have more is a real help.
 

Pearl484

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Yeah, and labeling and sorting all the stuff for the .zip files is also a giant amount of work. Plus you need to host them somewhere as well and I dislike distributing my stuff that way. Putting throusands of hours of work behind a single click makes people taking the stuff for granted as far as I experienced it here.
I changed my computer three times by now since I started making resources and not everything is clean an labelled in one place. And whenever I start sorting and reuploading things, people honestly usually do not care. Basically you only get complaints when the stuff is not working as people wish, but when you sit down for a whole day to reorganise your things those who complaint all time will not say a single word.
I fixed my iconthread somewhen this year and that was several days of free time, and honestly, that was the thread with the least amount of images and that was not fun at all.
I can look if I find the tutorial things, but I cannot promise anything.
I can understand the feeling immensly.
 

Avery

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ElementalMVGuard_Avy.png

Surprise Collab!

I always enjoy it when artists complete each others work and make the other work and their own more versatile in the process (you might have seen mine and hiddenone's gnome collaboration lately) and today I randomly decided to make a matching face for the elemental in @Guardinthena 's advent calendar ;D
It is so weird to try to match the MV style after working in MZ for a while, but I think it works^^
 

Guardinthena

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How unexpected yet so delightful! Thank you for this Collab, Avery! It will certainly help out the community for anyone using the Wind Elemental as an NPC. I would love to see people using her and your Water Elemental! Perhaps the heroes overhear the elementals discussing worldly events, or the Elemental Ladies instructing the heroes on what to do during their journey? Heck, maybe they are summons?
 

kyjask

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(So, in case you need something specific and didn't know, I am up for commissions)

I wanted to check- is this still true Avery? The post was a while ago- I'm working on a pirate-themed RPG and I did hear somewhere you designed an excellent ship (I'm still combing through the replies to hopefully locate it), but commissions may be the perfect way to go here. If you're interested I can let you know what I'm after and we can talk pricing. Your work is exemplary.
 

ATT_Turan

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I did hear somewhere you designed an excellent ship (I'm still combing through the replies to hopefully locate it)
It's in the first post, under Exterior.
 

Sirius270

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Just spent a few hours combing through all of the pages as not everything was posted on the first page. 100% WORTH IT. I love your work, and have been a fan for a while. Thank you for everything you do!
 

Ragnaylva

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@Avery


These tiles let my german heart beat faster <3


I love them! :thumbsup-left:
From one German to another, I second that heartily!

@Avery I'm relatively new to this thread so I've been going through all the posts lately. All I can say is I really appreciate and admire all the work you have done and how I can only dream of creating the kind (and quality!) of content that you do.
Again, thank you!
 
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MacKiller96

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Thats the biggest resources support i ever seen, thanks a lot! Was searching the Cat Battler but wow, what an incredible job of all, will use ginea pigs too, beautiful, the butterfly too for make a health event like Mother series, ah and the horse for my other proyect, and some incredible titlesets. Will remember to send you the games when theyre finished, for now im finishing the demo translations, as it was originally in Spanish. First proyect is Sci-Fi, space themed: A Space RPG: The Earthian Starship and the second is Slasher Gorest Forest: Beginnings Of Evil. :hhappy:
 

MacKiller96

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Something that all Makers since RMXP lacked, full directions for the chests.


6rihkbuv.png
Next versions need workers like you not lazy ones than only do one direction in one of
the most essential things as the chests! thanks!
 

ThePuckington

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Hey, these are extremely impressive tiles. I'm using MZ however, I tried to import the jungle dungeon and it doesn't sync up too good, specifically the auto tiles. I was wondering if there is a trick to it. I'm happy to attempt to edit it to make it work but any tips or ideas on how I could get it to work or what I could do to edit it for better conversion. Anything you could share would be great!
 

ATT_Turan

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I tried to import the jungle dungeon and it doesn't sync up too good, specifically the auto tiles. I was wondering if there is a trick to it.
It's difficult to give advice without seeing what the problem is. Just saying "it doesn't sync up too good" doesn't really mean anything specific.

If you post a screenshot of what it looks like in-editor and in-game for you, we can probably see what's not right.
 

ThePuckington

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First the stepping stones don't auto tile correctly(first image) which I'm unsure how they're meant to. Second, when I use the water auto tile, it flickers the stepping stones (as seen in the next image) when the water is on it's fourth moving loop it brings all these stones in.

Otherwise as seen in the next image the grid seems slightly off placed which makes it double the work to build a map, i.e I typically have to use 2 grid spacings at a time to do what would normally take 1 say in the default cliff tiles - granted this is likely an easier fix by merely moving the tiles in photoshop to place how I like..

P.S I imported them as seen on the spoiler files.
 

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ATT_Turan

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First the stepping stones don't auto tile correctly(first image) which I'm unsure how they're meant to.
That's why I asked you to show how it's set up in the editor or tilesheet, because the images that Avery posted are not formatted as plug 'n' play. It's a good idea for you to check out what the expected file formats are for anything that you want to start replacing - in the editor, click Help -> Contents -> Documentation -> Asset Standards.

You can see from the diagram of the A1 tilesheet there that the stumps in Avery's download are placed in a block on the sheet earmarked for waterfalls, which have their own format. Visually, you can tell the stumps are actually using the other regular autotile format.

If you cut and paste them up a column, into any of the blocks labeled C in the diagram, they'll autotile properly.

Second, when I use the water auto tile, it flickers the stepping stones (as seen in the next image) when the water is on it's fourth moving loop it brings all these stones in.
I don't see this in my test game, but I bet it's related to the point above. Animations have no fourth frame. The two water autotiles from Avery's download work for me where they're placed.

Otherwise as seen in the next image the grid seems slightly off placed which makes it double the work to build a map
I also don't understand this part - are you saying the white outline in your picture is what you see in the game? The A5 sheet is the correct size and alignment for me, I dropped it into MZ and it looks perfectly fine. Perhaps try re-downloading the file? Are you using any plugins that do anything to the drawing of the map?
 

ThePuckington

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Thank you!

to the last quote, no, The white outline is to show what's inside. It's likely due to the blended style of the textures that gives off the wrong square sizing. It's fine really. You've helped the main part - so thank you again!
That's why I asked you to show how it's set up in the editor or tilesheet, because the images that Avery posted are not formatted as plug 'n' play. It's a good idea for you to check out what the expected file formats are for anything that you want to start replacing - in the editor, click Help -> Contents -> Documentation -> Asset Standards.

You can see from the diagram of the A1 tilesheet there that the stumps in Avery's download are placed in a block on the sheet earmarked for waterfalls, which have their own format. Visually, you can tell the stumps are actually using the other regular autotile format.

If you cut and paste them up a column, into any of the blocks labeled C in the diagram, they'll autotile properly.


I don't see this in my test game, but I bet it's related to the point above. Animations have no fourth frame. The two water autotiles from Avery's download work for me where they're placed.


I also don't understand this part - are you saying the white outline in your picture is what you see in the game? The A5 sheet is the correct size and alignment for me, I dropped it into MZ and it looks perfectly fine. Perhaps try re-downloading the file? Are you using any plugins that do anything to the drawing of the map?
 

AquariusKawaii96

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Good compilation sprite in first post.
Especially animal sprite for section farm in my short game. Thx Avery. :ywink:
 

reebunny

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How do I get the closet doors to not be like this? I go through this typically for VX tilesets (For obvious reasons) but this is MV that I know of

Edit: I figured it out, nevermind!
EDIT AGAIN: So a new problem formed..
How do I get it down where it should...??
 

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And with that all the in game menu busts are replaced fo the party
The full artwork versions of all of them can be found on my tumblr, linked as my bio website
Just search Menu Status in the search bar

(since they're pretty big I wasn't going to post the artwork versions here)
Screenshot (19).png
TERMS OF SERVICE.png
I don't remember if a plugin like this already existed, but just in case, I'll do it anyway.

Add a professional touch to your game by requiring users to accept the typical license agreement that obviously no one reads, but it doesn't matter xd

And yes, you must get to the bottom of the text for the Accept button to be enabled, otherwise it makes no sense haha
It would be kind of brutal, but I lowkey want to add in a secret boss battle against a literal bucket, just so that if you use the kick attack on it, it says "[character] kicks the bucket," and drops you down to like 1 HP.
There the rituals are now completely in place and the player can free three trapped souls from the mansion, and face the good ending boss.
TSR
Capture d’écran, le 2023-12-03 à 13.24.07.png
No screen shots from my main project today. I've been spending all my game dev time of that jam entry...
Have a Ho Ho Ho week! :cutesmile:

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