@gigaswardblade Did you deleted the human body neck? For more detalis
Small note: To use the beastmen neck, you have to remove the file named 'FG_Body_p01_c1_m001' and put in the one you want. MV may need to be restarted for it to register.
I'm sorry, this is probably a noob question that's been answered before, but with all the pages I just don't want to go digging through them. How do I download the centaur and lamia sprite templates, and how do I add them to the generator? I don't see a download file for the Sprite Templates section, so this has me thrown off on what to do.
@gigaswardblade Krystek_My is correct, if you want the dragon neck then you need to go into the generator folders and manually swap them.
@ZomBhunter64 The simple answer is: you don't. The centaur and lamia bases aren't designed to work in the default generator, you may be able to do them in the extended generator but you would still need to edit the outfits to properly fit the sprites.
Yet another staple of RPGs today: the slime! A hero can't really be called a hero unless they've slain at least one of these oozing enemies, so put this guy in your game so your adventurers can be true heroes!
We've got a desert dweller this week: the scorpion! This armored critter is ready to pinch and stab your heroes into submission, so make sure your heroes are ready!
Got another question for y'all today. Would you like to see variations of monsters beyond recolors (kinda like the cockatrice and rooster), or do you want to see brand new monsters each week? And as always, happy game making!
I am always waiting to see your post on saturdays! Your SV_Battlers are so awesome and well made! I love especially ypur way to design the attack animations. So cool!
Hm, I think it depends on the type of monster, but variations are always nice to see. Especially when some monsters are overly fabulous in the default RTP, a normalised version can be a great addition. Or variations for different terrains or difficulties? I'd say, go with what gives you the most pleasure!
@jonthefox Then you are gonna love next week's battler (if I can get it done...). @M.I.A. I hope you finish your current project then, since that idea sounds cool! @Avery Funny enough, my method for attack animations came about because I couldn't figure out a good way to do them, so I just went "Let's add some blur!", and luckily it works.
So, the reason I asked about seeing variations is because I started one of the larger battlers... And it's a lot of work! I don't want to miss a week while working on a big guy, but I could see them easily taking me two weeks to get done. But if I have an 'easier' battler every other week then it'll be a lot less stressful. I'll probably be doing that anyways, but it helps me figure out what to do next if I've got an idea of what y'all are interested in seeing.
Thank you very much for all your beautiful creations, @hiddenone. Because I love the braided ponytail in your great generator pack and I thought it was a shame there was no Face part, I attempted to make it myself. I know it's not perfect, but I think it's good enough to be used. I thought I would leave it here, in case you want to include it in your pack:
I'm with Avery in regards to creating what you feel like doing at the time. Variations are always nice, and saves you time for bigger things. This way we would still get something weekly, and you wouldn't get a case of burn out.
We've got a big battler today: the Minotaur! This bull-headed beast is ready to challenge your heroes in a fight to the death! He's big, he's bad, and he's combat ready!
Happy game making!
Edit: Images had been blurry, replaced them with the nice versions!
I kind of want make a map that's just giant version of the player that's they're running around on. Either by stringing together multiple maps or just by shrinking the player sprite for those maps. Actually that might make a fun reveal... The player's on a normal looking map, but then as realization dawns on them it zooms out to show a much larger map that's a giant version of the player.
I really need a better indicator of where you can jump up and down though I feel... otherwise I like how this turned out for the first part of the first dungeon of the game.
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