Well, then they should hurry up, as I am about to graduate and might be occupied with a different job soon ;D
Another stressful day, another resource to destress. I guess you are all benefitting from that^^'
Make your creepy doll even creepier by having it come to life!
I tried my hand on converting one of the default "pictures" to a "enemy" file that won't look off. This is more complicated than it seems (or I make it more complicated, who knows), since the details in the large images are a lot finer and don't look right when simply scaled down. By trying around and having open references I think I found a good workflow and if I get postive feedback here (I mean, otherwise there seems to be no need for it xD) I will try to rework everything that fills a gap that the RTP has.
I plan to do those who look more "ready to battle" first, and then tackle those that might need more massive edits (here it was "just" some lines and details in the face and the proportions) to look like something that you might encounter in a fight.
In general I think that is a good solution for all the heroes without battlers and that it would help anyone who wants trainingsessions against teammembers or wanna employ the "baddie turns hero" or "hero turns agains the party" trope :3
This battler would make Actor1_7 the 43rd all but the emoset complete RTP char, with the default files providing only 12 sets. If we count emosets in, he is the 41st one that has all the graphic files to really play any part in your game!
And here is a side by side with a default battler, somehwhat less dynamic but I think it does not look off :3
As I don't use static battlers I can't comment on how useful it might be, but as a piece of work I think it is excellent. I noticed all sorts of things that hadn't registered before, like what he wears on his feet. Sure he's a little less dynamic looking than the default battler, but he's a different sort of character, so it fits.
Made for a request, but I will add it here as well:
Bases for pig people
Also adding Actor3_6 and Nature6 Battler conversions:
I think most of the other conversions will be a lot more difficult, given that some are missing proper feet and need a pose adjustment and so on.
For those who have an eye on my list: Actor 3_6 therefore marks the 42nd all complete character in it! Wohoo! (Am I the only one hyped about those numbers all the time?). There is still a lot of white on it and I admit that I for example will never touch the missing BigMonster things just because (unless someone wants to pay me a lot for that xD), but overall the community made a really good chunk of the missing things.
I wish I knew how many people could've advanced their stories and mechanics because of that content... and I guess these types of stuff will be a common thing here, until only the stuff I really don't wanna do remains xD
I love her, I think she's brilliant. I must find a way to use her.
Top row, second along - "Young warlocks today, no respect!"
Bottom row, second along - "Do that once more and you're dead meat."
Another thing that I wanted to do forever, but that I never got around to actually make: the default castle battleback is too specific for my taste, especially with those shields. I imaging your heroes might visit more than one castle and they might have different owners and not all of them share the same coats of arms...
The curve was what turned me off all the time, but welp, it was worth the hassle I think :3
I also included a simpler shape for the castle and a grey version, so you can have them match closer whatever is going on on your maps!
Here the default where you can see the original coats of arms and the weird brown blob behind the left tower that I also erased:
Yeah I found the new autotiles with like almost no time left in the jam. So I decided to just leave what I got for now. But here is what the farm looks like thanks to those XP converted animals (and yes I own every maker from 2000 to MZ so no issues there):
Also found your icons the other day, and overhauled another project of mine with them. This is the result:
The hourglass, gold icon, heart icon, and all icons in the choices were all from your MZ and MV sets. Busts are from a DLC pack sold here.
So again thanks for all the resources. Really helps the projects look much better.
Yeah I know I make a lot of resources lately, I might start to hold them back and spread them out... I have had a lot of posts here in a row in the last days. The reason is simple, I have to spend my day on the PC and inbetween I kinda need something to destress and resource making helps. That phase will soon be over though and I am really looking forward to that. And at the same time not. Welp.
Today I have another picture to battler conversion, as you can see I did not only retouch the shading and colors and how the details come out, I also readjusted his posture and gave him another character's weapon as he had none and had his cape flow a little to emulate the more dynamic style of the battlers a little.
Adding him to the list, that is complete character number 43.
Wouldn't it be super creepy, of the doll that I made come to life lately would start walking around?
Or maybe he is not actually scary, but a helpful tool that can be activated and the commanded to move towards certain switches that need to be pressed down constantly or that can be activated as decoys or that turns out to be a helpful NPC?
Whatever route you wanna go, now you can (and he can, too!)
If you want to fight him, @slimmmeiske2 has already provided a battler recolor to match the puppet tile he is based on.
'Delightful' would be quite the wrong word to describe him, but you get the point. The nose and mechanical mouth are particularly well done and instantly nail down who he is.
The walking doll actually stemmed from the idea to make a on map version of the SF_Talkingmuppet battler, and with the tile option added it would give a lot more value than just the char itself.
You could treat this doll like a mimic that has your players wonder: is that really a doll or will that thing jump up and chase me again?
After I made the basic set I was aiming for for the default tile version, I combed the doll and tailored its suit to fit the battler better and then died it to the right colors. Quite some hoops to jump through, but I am very happy with the result!
Plus, since this is based on a tile, any player who does not know of this resource's existence would not know this thing could be anything but a regular tile...
I think a lot of the "People" characters in MZ are designed to be more than just random NPCs standing around and maybe answering questions or giving out tasks. This young lad - People2_3 - for example could be a young cleric that joins your party after the monastary he lived in was destroyed by the demons your party is trying to erase from the face of the world. Or he is a highly gifted mage, that once found the way to become immortal and has been 14 ever since and now he tests your party in a battle to see if they are worthy of his wisdom.
Or maybe he is the innocent looking scholar you met travelling around, just to find out he was the evil overlord all along!
He already has a usermade SV Battler, all he needed for completion as the battler:
Below, again, the before and after so you see I don't just scale down the picture and call it a day^^
I changed his proportions to be more fitting in with the other battlers, added highlights, edited the staff from multiple other weapons, adjusted the style and added the shadow :3
The other thing he would have been missing was his emoset, and it was kinda fun to make expressions for his very unexpressive face xD
You've managed to raise this young lad 2_6's favorability rating from a 'looks nice. I'll probably find a minor role for him in my game' to a 'Wow! Definitely going to find a major role for him in my game!' Someone recently posted, "We don't deserve you" and I so agree.
At first I really disliked the MZ cave A4 tiles, but it turns out, if you beat them long enough until they barely look like themselves anymore, they are pretty nice :3
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