This is a tentative list of things included in the Warfare pack:
Arquebus, bow, cross-hilt sword, double-axe, flanged mace, halberd, longsword, mace, pike, warhammer, crossbow, and zweihander. There are off-hand versions of the cross-hilt sword, flanged mace, longsword, and mace. There are 6 different shield types, including one type of targ that has a spike coming out of the middle (like the Irish dude's shield in Braveheart).
For armor, it ranges from cloth and leather to chain and plate, and there are tabards and such as well.
Edit: keep in mind that more will appear in other packs as well, and I have some unique weapons and armor in mind for some of them.
Is there a special way I need to use the creature sprites with 8 sprites across and 4 up? Do I need a plug in or am I just missing something? All the other sprite sheets are 3 across 4 up. Thanks in advance!
Finished the main stuff for all the character pieces for the Warfare pack, now doing some more tiles. The recent work has been on more interior-style items, like this pavilion and its contents:
There is both an interior and exterior to this pavilion, both share the same dimensions for consistency. I have some more interior and exterior items to finish up, but the warfare pack is nearing completion. I would like to finish it within a week or two.
@Niten Ichi Ryu The separate heraldry is a great idea, and it was suggested before as well. Unfortunately I have been unable to come up with a way to really make that work here due to the many different shapes of shields and tabards, as well as the fact that each piece of heraldry would need to work across about 500 frames of animation for each individual item. There are a number of shields and tabards and standards that have various heraldry on them, as well as some that are just generic or solid color that can be used for numerous purposes.
@AwesomeCool Right now it is one of each that I have listed. There will be more coming in other packs and updates though. I got some pretty sweet weapons in the lineup coming up, but the ones in the Warfare pack hopefully should not disappoint. I wanted to give a good variety of weapons that would primarily be used by medieval-style soldiers.
@Mcleavestein A plug-in or script would be needed to fully utilize the 8 frames of animation; RPGMaker does not allow for more than 3 frames of animation by default.
Worked on a bunch of tiles, primarily focusing on the actual bloody aspect of warfare:
The bodies and carnage are all in a single tileset so you do not have to do any editing to them if you do not want to (they appear exactly as they do in this image). I was also inspired to make floating corpses, so yes, those are animated and bob gently in the water. There are 3 versions of these corpses - just the body, the body with blood on it, and body with arrows in it. I also made sure that each weapon has a tile image as well so they can be placed on maps as well as equipped to characters. Also visible in this image are some of the more gruesome items, such as heads on poles and severed limbs.
There are some new nature tiles that can compliment the Medieval: Town and Country pack as well, like rocks, a couple new (somewhat desolate) trees, and some new Decals and A2 auto-tiles.
@HasdrubalBarca I do want to ultimately include scabbards and quivers. If they are not in the set right away at launch, they will most likely be included as a free update.
The parchment background is just a picture I put in. Though you can do fancy things with your text windows and face windows with plug-ins or just clever use of pictures. For my game Sector 12 I did this to create some really cool sci-fi windows without using the RPGMaker default window graphics.
@Niten Ichi Ryu The primary inspiration is European for these, but I do have some plans for other cultures in future packs (I think there is some info on this in the main post of the thread in regards to packs I would like to do). As for burnt elements, that is a good idea. I will see what I can do to make some scorched stuff. There are already a bunch of destroyed buildings, some of which are scorched up.
Worked on burned/destroyed items today, as well as burn and mud spat decals. Here is a sample picture:
I added a bit of smoke overlay for atmospheric effect, but everything else is right from the Medieval: Warfare set. Added some desolated trees as well. The picture is probably a bit too 'busy' to see all the details, but there are a number of broken items scattered about in the grass and mud.
@deilin I do not plan on releasing parts to create children.
Co: "This bug drove me insane. I tried a lot of things to debug, it just stuck".
Me: "How did you debug it?"
Co: *shows a complicated debugging method using breakpoints and everything*
Me: "What about ... " *casually prints a stack trace in the try/catch exception
Co: "Wait, you can do that??"
So after completing the Mass Effect Trilogy the first time as a Vanguard, I decided to replay the trilogy as a Soldier. Thus far, I've just finished the Horizon mission in ME2, and I'm already exhausted from ME2's f**k-awful enemy design.