The Stranger

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I'm guessing we will see Arabian styles in the fourth resource pack along with Nordic styles. 

Here are some (with wishful thinking) items I am hoping to see for the characters:

Standalone stubble: I'm guessing that this will be hard but you have scars in Wild Steam.

Wrinkles: Same as above. 

Different skin tones for both genders.

Headbands/headwraps

Hooded cape

Paper fans and flails as weapons. I'd assume the battle stances will mostly be the same as Wild Steam which don't seem to accomodate for flails. Some of them were from High Fantasy resource packs too.
I'd love to see all of that, but especially wrinkles, for some reason. I would love to be able to make older, if not elderly, people. It feels off that everyone is young, fit, and in their prime. I would also like be given the ability to create children, eventually. Though, I do remember Jesse telling me he didn't plan on creating child templates for certain reasons.
 

BloodletterQ

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I'd love to see all of that, but especially wrinkles, for some reason. I would love to be able to make older, if not elderly, people. It feels off that everyone is young, fit, and in their prime. I would also like be given the ability to create children, eventually. Though, I do remember Jesse telling me he didn't plan on creating child templates for certain reasons.
I wouldn't mind seeing the children being unable to be customized, even if it means we have similar looking children. Having them to me is more important than the toilet debate.
 

AwesomeCool

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To be honest, I do not think toilets (and the like) are that important really in a fantasy setting (most games even exclude them) and adding them just for realism adds more problems (if every house in an rpg was structured like a real house, houses would be 4 times bigger minimum).  The basics should be taken care of first before the specifics (imo).

Also, are bathrooms really that important in a rpg?  Have you ever thought to yourself, "Boy do I wish I could explore some bathrooms!"  Even games with bathrooms, I just end up saying something like "neat" and then leave the house to never care again (like all the other rooms added to a house for immersion that never have a purpose beside adding realism). (I will stop before it gets to off-topic)

Children are much more important to a game (even if it is going to be added in a seperate pack) and would have much more use to more people.  They can be added for realism and for gameplay purposes.  And have multiple uses for gameplay too.

(Children > toilets confirmed)

Another suggestion/question:

In the past, generally battle sheets have had four different parts to a pose (like idle).  Are you planning on continuing this tradition or are going to take an opportunity to make each pose have more frames?

(Although I do not know how much better this would make battles look or would be worth the effort). 
 

BloodletterQ

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Something that may not be in that the older resource packs had-backgrounds and panoramas. I wonder if those were considered.
 

Jesse - PVGames

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Here is a look at more new tiles. This is a tailor's house or something. Had/have to redo some of the diagonal type tiles because I have the wrong angle.

3lHQCsJ.png


Regarding character bases - Definitely planning on having some older people templates (at least one male and one female each), most likely will be in the Town and Country pack, though perhaps interiors, or both.

I will not provide a base template for children, but I can certainly make a few pre-made children characters. There will not be animated battlers for them though for a few reasons. These will mostly be standing, walking, running, idle, sitting, etc type poses.

@AwesomeCool - The spritesheets in the past actually only ever had 3 frames of animation, with the 4th animation frame being the 2nd frame repeated in most instances - so in this sense it will not change. I have had the opportunity to see the format of a few resources for MV so I am customizing the sheets to easily fit with that (and by extension this will make them easy to use other engines as well). There will be a lot more animations and types of animations than MV can handle natively though, and will require scripts or creative eventing on the user's part (like 8 direction Action RPG style stuff).

@SpellcraftQuill - At the moment, I am not planning on them.
 

The Infamous Bon Bon

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I saw the MV screenshot today and noticed it had 18 battler stances, so based on what you've made before, I assume you will have just as many or more than the RTP, but as the default uses so many we will actually be able to use more of your graphics with less scripts, which is nice.

By the way this is all looking really nice.

Any plans to do MV updates on old releases or new versions?  Either way I'd expect you to charge for them as I know they will need lots of work and I'm totally okay with that.
 

Jesse - PVGames

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What I was planning with the MV style side-view battle sheet was have one primary sheet and then have a bunch of variation poses (like alternate victory stances, alternate down stances, etc) that you can switch out on the primary sheet as needed. Not really sure if there is a better/more elegant way of doing it while still providing as much variety as possible.

These Medieval assets could certainly be considered updates of the HF stuff, which comprised of like 3/4 of the old releases, so there is that. Another Mythos in the future? I would like to do it, along with other stuff, like a zombie-apocalypse type thing with military characters and police and such. But am I going to straight up convert the old resources into the new size? Probably not.
 

The Infamous Bon Bon

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I kinda thought of the medieval resources that way, but the ones I wanted updated were the Steam West ones mostly, though the steam machine pieces don't really need updated, just the character generator stuff, but that stuff could fit into other setting just as easily.

Either way I'm looking forward to more from you.
 

The Stranger

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Things certainly look a lot more vibrant this time around. I am liking this latest screenshot a lot.
 

Jesse - PVGames

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v2NxBQO.png


With a bit of parallaxing/editing, can do almost anything with these tiles - though I  suppose that can be true for almost anything. 

Whipped up a modified version of the cliff to be all grassy and suitable for multi-level depths in mapping. Also created (not shown here) a dense set of dense-forest tiles for when you want thick unpassable tree-like walls/barriers. Took a break from interior tiles to flesh out the exterior ones a bit more. Finished most of the pre-made buildings; there are 2 castle styles and 1 village set all included together with a total of 84 buildings - these are not all unique buildings, some of them are the same but made at different angles. Gonna see about including parts and pieces for people to build their own buildings.
 

The Infamous Bon Bon

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Wow that bridge is just amazing.  Wow.  And that treasure chest is pretty damn sweet too.  And the water too.
 
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BloodletterQ

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I'm breathtaken. You must be really passionate about this.
 

Banquo

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That looks really good! I like how the river has diagonal directions now.

Definitely looking forward to your packs!
 

The Stranger

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Will the river be animated? I know you can create rivers like that quite easily via parallax mapping, but the water doesn't move - I'm sure there is a way to animate parallaxed water, though. The bridge is really the star of the show in that screenshot. It really does look awesome.
 

Kes

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The bridge is good, but I wonder if I might make a suggestion.

The stonework of the arch and balustrade is so beautifully smooth and polished looking it doesn't really feel like it fits with the stonework of the building and the medieval setting.  Perhaps if it were bashed up a bit, made to look a tiny bit crude in its execution it would seem less ultra modern.
 

BloodletterQ

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I'm feeling overwhelmed looking at your maps. Hoping for some mapping tutorials. Also quite curious about the monsters.
 

Jesse - PVGames

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@SpellcraftQuill - Being able to make stuff in a larger size than 32x32 has definitely invigorated me. An extra 16x16 pixels might not seem like much, but it is a huge difference. As for monsters, I have not yet gotten to that point, still just on tiles. 

@Banquo and TheStranger - regarding the river - this particular river is not animated, it is parallaxed. I do have animated auto-tile water and am working on making it as non-square as possible. It looks essentially the same as the water in the picture though (has the little land drop-off, same color, etc). 

@ksjp - I hear what you are saying, and will probably add a bit of texture to it like I did with the walls shown earlier on in the thread. This bridge is to match one of the two castle type sets in the exterior pack which is more smooth and supposed to be more 'fancy'; the other castle set is darker, grittier, and perhaps more 'real'.
 

HalcyanStudio

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You have no idea how thrilled i am about these. I'm more eager to get my hands on these tilesets than on MV! I'll be one of the first buyers :)
 

Kaelan

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The bridge is good, but I wonder if I might make a suggestion.

The stonework of the arch and balustrade is so beautifully smooth and polished looking it doesn't really feel like it fits with the stonework of the building and the medieval setting.  Perhaps if it were bashed up a bit, made to look a tiny bit crude in its execution it would seem less ultra modern.
I think it's more than that. It's not just that it looks too smooth, it's that the banisters (is that what they're called? the railings on the side of the bridge) look like they don't belong with a medieval style, especially outdoors. Normally, I'd expect just a bit of raised stone, something like this:

WMn3ORy.jpg


Wsr2k0J.jpg
 

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