You hear a distant howling and you know, some creatures you'll have to face are on their way... Day 5: Wolf Pack
It started with the head of the wolfman character, but even that snippet was edited and after a lot of additional pixel art, I had the wolf on the upper left. Since that one has a very aggressive look, I made an edit with a more neutral expression and then made he two recolors on the upper right and lower left to match the two wolf battlers in the default monsters (a contribution to what the MZ RTP is missing ;D).
And then, a regular grey wolf, to round the options up
I agree with @Candacis, the wolves would definitely look nice with your forest assets. Also, I love dogs, and I can't help looking at these wolves and thinking 'aw, you poor thing! Let me take you in, I will feed you, get you a good brush and bath and give you bone treats and name you Fluffy!'
Today is both the second advent sunday AND St. Nicholas day, so today we'll have one of my personla favorites from the calendar: Day 6: The forest
Today we have a forest sheet, with plants that are collected and edited from all the different sheets (also pot plants polled from the pots and so on) which are all recolored (and given the contrast and color differences, that was not an easy recolor) to all match each other and as well my forest autotiles I made in the past. And if that was not enough, I made 4 more dead trees and 6 additional leaved trees in the matching color sheme. If that is not enough for you to make a nice forest, I want to point at @Candacis B Outside Tiles, as I made mine to match her beautiful trees as well. https://forums.rpgmakerweb.com/index.php?threads/candacis-resources-for-mz.126137/
For easier adding in (and a reason you will find out in I think 6 days) I included my previous forest edits and recolors as well in the sheet.
Talking about a forest, does anyone else feel like the default MZ forest battleback has too much of a jungle vibe to it?
Say no more, Day 7: Battleback Edits
With a lof of editing, redrawing and recoloring, all the flowers and exotic plants were removed and the result is finally a normal forest!
Talking about cleaning, the grass maze was full of these mushrooms and I just wished there was a generic version without them. Well, then I fulfilled that wish myself, and here is the more generic bush/grass maze battleback:
And now that we are on it, Town4 has a GIANT stained glass window on it, that is just nothing I would have in a desert town. Maybe you feel the same way, and here is that battleback with the window edited out ;3
You might have noticed I try to post at midnight, as I don't have the nerves to post before I leave the house and don't want everyone to wait until evening. So, I will soo face my... Day 8: Bed
Something that limits indoor mapping a lot is that all beds face the same direction. There are only so many option to place them, especially when the head part usually should lean against a wall.
To have some more possibilities (and give them to you as well), I took the default beds, made them both have a single and double bed version (and for the striped a non-striped version as well) and turned them all to all directions. Phew!
That was a lot of work, but I am looking forward to see your indoor maps with beds in a different than the default direction
Beds have always been a number one issue with me when it comes to mapping indoor homes. It drives me crazy that they only come in one direction, so thank you so much for doing this. I know a lot of people will be grateful for this too!
I heard, the MZ RTP is missing some things... well, time to deliver Day9: The mermaid
To those who notice: yes, the tail is an edit of mv MV mermaid tail, but as that one was made from scratch you don't have to own MV to use this sprite.
I started with "Hm, which hair looks similar to the mermaid battler's one" and the goddess was a perfect base.
So thought, why not make the full range of edits so you can pick what mermaid you want to have?
The one on the lower left matches the battler perfectly, the one on the upper right can be used with the default goddess bust
Work on the Decepticon Seeker sprites is taking longer than I anticipated. I have five down: Starscream, Thundercracker, Skywarp, Acid Storm and Nova Storm. Three left to go: Ion Storm, Sunstorm (needs rework), and Slipstream. After completing their walking sprites, should I wait to post them after I've done a transformation sequence?