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View attachment 262014

I think a lot of people disliked the default MZ hedge, I remember talking about it with several other users when it came out.

So, a new hedge is on my mind as long as MZ is out, and today I finally finished something I had been toying around with the last week:
View attachment 262019
Left is the default hedge, right is my own.

And here is the autotile:
View attachment 262022
It is based on the one beautiful tree from the outside set and I really like how bushy and natural it looks :3
Just noticed this one and wow, love the way you've used great colour choice for the edge. Are these still 48x48 autotiles and split how they were originally?
I could never get used to how it changed after XPs autotiles.
 

Avery

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The MZ Autotiles have a 24px rim and then a tiling 48x48px middle, so they look smaller than the XP ones, but the actual pattern is still 48x48 :3
Thank you! That default hedge kinda bugged me everytime I used it and now I finally don't have to do that anymore ;3

Today I have another emoset for you, this time from (SF)Actor2_5.
It started as a "Ha, let's make a quick emoset" and then wen to "That arm pose really looks off for most emotions." That is why the default got one, and the SF even two alternate arm/hand positions :3
You can of course swap them around as you wish, I chose a matching one for each emotion, but you could do other combinations if you want!

So there you go, this guy is now a lot more expressive than he was before! ;3

Actor2_5AveryMZEmoset.png
SF_Actor2_5AveryMZEmoset.png



Actor2_5AveryMZ (4).pngActor2_5AveryMZ (2).pngActor2_5AveryMZ (6).pngActor2_5AveryMZ (5).pngActor2_5AveryMZ (7).pngActor2_5AveryMZ (8).pngActor2_5AveryMZ (1).pngSF_Actor2_5_AveryMZ (2).pngSF_Actor2_5_AveryMZ (3).pngSF_Actor2_5_AveryMZ (4).pngSF_Actor2_5_AveryMZ (5).pngSF_Actor2_5_AveryMZ (6).pngSF_Actor2_5_AveryMZ (7).pngSF_Actor2_5_AveryMZ (8).png
 

Ladvic

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Avery

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I just converted VX Ace's Actor3_3 for a resource request, and as usually the result is okay to be used by everyone. Just make sure to put on top of my usual terms that you have to own RM VX Ace, since Elmer is an edit of the "original".
$Actor3_3AveryVXAceMZ.png
He is the 2nd Ace conversion after Ralph, and was made the same way as here in my tutorial.

@Ladvic While this is not pinned in the MZ section (maybe time to give the mods a heads up on it), there is a post by Sharm that explains why you are wrong here with this question:
You are basically asking something about very basic move route functions and there are tutorials about this out there and it will only blow this thread up and pulls on my nerves if every few pages the same support questions are asked.
 

Avery

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Today I have the two remaining bits to make another character complete: People 4_3
May he be the arrogant son of rich parents getting in the way of your heroes or being it a slighly snobbish yet having a heart of gold hero himself, this guy can now be a more complex NPC, an enemy or even an actor!

The missing battler did need some fixing, because his default picture lacked something... well...
comp.png

People4_3AveryMZbattler.png

And then he gets a full Emoset, because, why not ;3
People4_3AveryMZ.png

People4_3AveryMZ_0006_2.pngPeople4_3AveryMZ_0005_3.pngPeople4_3AveryMZ_0004_4.pngPeople4_3AveryMZ_0003_5.pngPeople4_3AveryMZ_0002_6.pngPeople4_3AveryMZ_0001_7.pngPeople4_3AveryMZ_0000_8.png
 

Kes

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Big improvement in the battler. I'm looking at this on dark theme which sometimes makes black (or nearly black) objects a bit difficult to discern, but to me it looks like the original basically had no feet. Am I just imagining that?
 

Avery

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Jup, the picture for him (I am basically using those scaled down for the battlers, though I always do some color correction, usually fix the posture and retouch them and sometimes have to add stuff like weapons by redrawing or editing them from other avaiable things) came with one knee bent inwards and weird stumps instead of feet^^'
 

Holder

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Actor 2-5 and SF3-3 also seem to have forgot to finish the feet issues, I wonder why they did that.

I love how you also alter the posture rather than just slap feet on them, gave him a real pompous huff stance.
 

Avery

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You know, most of my resources just happen because I have a random idea and hope someone can use it or because I fill in an actual request. But there is always the middleground, and that is when I see on a map what is missing to elevate said location!

A buddy of mine showed me a map of his tent camp and all the tents were facing south, because, welp, that was all he had. So for me it was a no-brainer to fill in that gap and hope that he was not the only guy facing this limitation ;3
...and of course my own perfectionism made me have the recolor perfectly match the default tent and have the shadows line up which is why this took longer than it should ;D
TentcampAveryMZ.png
 

Ms Littlefish

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Great addition, Avery! The smallest bits of realism are nice to see. It’s funny to imagine all these little sprite people begging and pleading that they could wish to set their tents up away from the direction of a harsh wind…but nah, can’t. Game logic strikes again!
 

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Great timing I was just setting up a dungeon camp c: Thanks for the work Avery :LZSsmile:
 

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And here is the autotile:
1684270988833.png

It is based on the one beautiful tree from the outside set and I really like how bushy and natural it looks :3
Any way to have this be a single autotile of sorts the way a fence works? Its so purdy but also Zelda maze height haha
 

Avery

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While I make quite a lot of these Emosets lately (yay or nay? Tell me!), it always needs some kind of picture in my head: Who is that person? Which role could they most likely take?
The goal of these is to not only give them more depth (so they don't have only one expression no matter what happens), but also to give them a more flexible use. Maybe you don't want Evil5 to be evil?
Maybe you want a tragic backstory for him, and he meets you with a complete cursed mask as @GalacticGod made him here, and once you shatter half of it off he becomes a valuable source of information and help until the curse takes over again?
Or maybe you battle him to free the princess he "stole", only to find out after battle, that he was once a knight of the king and was wounded on a quest with him and then left to die, just to be healed back by a warlock (which explains the odd look of that healing spell) and now the princess who was always in love with him ran away with him by her own will... and so on.

I guess I tend to give the baddies a quite soft side xD

Well, you can do so, too, now, with his full emoset!
Evil5AveryEmoset.png
Evil5_AveryMZ (6).pngEvil5_AveryMZ (5).pngEvil5_AveryMZ (4).pngEvil5_AveryMZ (3).pngEvil5_AveryMZ (2).pngEvil5_AveryMZ (1).pngEvil5_AveryMZ (7).png
 

Avery

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When I used XP, I would enjoy how each inside set had its own style and we got many different beds, shelves etc. so various regions or just people with different wealth could have a different set of furniture in their home.

A little inspired by that and the fact that the weapon stands in MZ have a very nice shade of wood, I turned them into a small array of things for your richer NPCs to flex with.
Basically a similar story to how the library came to be, just with a different "base piece" ;D

Do you like this style of furniture? Would you love to see more?
FancyfurnitureAveryMZ.png
 

Avery

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Why making an emoset that can fill one cell in my spritesheet, when I can make that fills in two?
1687114733662.png
BigMonster2_2 is actually just Nature8 on a horse, so they have the same bust and will therefore have the same emoset, once one decides to make them... like I did today.

If you want the mysterious god to just stare stoically at your players, ignore those options, but if you rather want him to display a trace of humanity, here you go!
I can totally see him having an arc, starting as BigMonster2_2, as a larger than life god that later in the game as Nature8 has fallen and needs the player's help to ascend again... or, as always, whatever you like!

Nature8AveryMZ.png
Nature8AveryMZbust (1).pngNature8AveryMZbust (2).pngNature8AveryMZbust (3).pngNature8AveryMZbust (4).pngNature8AveryMZbust (5).pngNature8AveryMZbust (6).pngNature8AveryMZbust (7).png
 

Avery

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After Qed963 added the matching battler for the emoset I made yesterday and therefore completed the set of Nature8 I felt the urge to bring another char to completion!

SF_Actor1_8 was one of the easier ladies, with just some smaller pose and light/shading adjustments she is ready to fight! You know, just that little extra touch of dynamic and letting some of the air out of her head ;D

SF_Actor1_8AveryMZ.png
And solo:
SF_Actor1_8AveryMZbattler.png

If you want to learn more about how to add some more costumised stuff into your project, maybe my two latest beginner friendly tutorials might help you out!
Sit down, please! - Pose tutorial and More small edits that will make your game look so much better

Also... hello, echo? I feel like I am talking a lot to myself here lately xD
 

Kes

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Not entirely talking to yourself, as there have been reactions to the posts, but I know what you mean.

I had never taken much notice of this particular character, but I can see she could have lots of potential uses. What I did notice is that the change in the pose of her head, even though it was not a huge change, took away the stiffness of the original.
 

Avery

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Yeah I know, but you also know what I mean ;D

It is actually always kinda difficult to decide who gets an emoset or a battler because I have 0 clue which characters people are actually using or would love to use in a different role.
I have started packing my random tile scraps aside for now, as I think with a lot of things changing this year it is better to slowly build something up if I want to be able to have an advent. But same as with my edits here, it is all kinda random and I feel very clueless, plus I kinda worry that if I make stuff that early, someone else makes something similar in the meantime and my work does not do anything^^'

Welp, back to topic, I had planned to release two ladies at once, but SF_Actor2_8 did not want as I wanted and her pose always looked a bit wonky and off, so I just left the tab open and decided to try again later... it was later now.
comp2.png

SF_Actor2_8AveryMZbattler.png
She got the same treatment as 1_8 and while the changes seem small, I think I managed to get her from someone who looks a bit blocky and unbalanced to an elegant smart lady that is ready to attack... probably by asking you a difficult maths question, judging by her look :D

I guess the fun part of this project is that I take a very close look at characters that I probably never would have thought much about. It is kinda fun to think about the situations they could get into when working on them.

Did something from What the RTP is missing make its way into your game or even inspire you to expand on who they are in your game? Are there any characters you hope to be featured in the future?
 

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