PVGames 2.5D Graphics

Jesse - PVGames

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@mathmaster74 - Hah, yeah, that was along the lines that I was thinking in order to do it without a plugin. I'd probably extend it a bit so that it is more than a single step so it doesn't look so manic, but I am sure with a bit of tweaking it could look pretty natural. Great work! :)
 

mathmaster74

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@Jesse - PVGames Thanks! :LZSgrin: Taking your suggestion, this is much more natural and won't get stuck on the edge of the map:

◆Control Variables:#0180 Random = Random 1..9
◆If:Random = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Left
: :◇Move Lower Left

:End
◆If:Random = 2
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Down
: :◇Move Down

:End
◆If:Random = 3
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Right
: :◇Move Lower Right

:End
◆If:Random = 4
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Left
: :◇Move Left

:End
◆If:Random = 6
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Right
: :◇Move Right

:End
◆If:Random = 7
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Left
: :◇Move Upper Left

:End
◆If:Random = 8
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Up
: :◇Move Up

:End
◆If:Random = 9
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Right
: :◇Move Upper Right

:End
◆Label:NextMove
◆Control Variables:#0179 NewRandom = Random 1..2
◆If:Random = 1
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Down
: :◇Move Down
◆Control Variables:#0180 Random = 2
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Left
: :◇Move Left
◆Control Variables:#0180 Random = 4
◆Jump to Label:NextMove

:End

:End
◆If:Random = 2
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Right
: :◇Move Lower Right
◆Control Variables:#0180 Random = 3
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Left
: :◇Move Lower Left
◆Control Variables:#0180 Random = 1
◆Jump to Label:NextMove

:End

:End
◆If:Random = 3
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Right
: :◇Move Right
◆Control Variables:#0180 Random = 6
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Down
: :◇Move Down
◆Control Variables:#0180 Random = 2
◆Jump to Label:NextMove

:End

:End
◆If:Random = 4
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Left
: :◇Move Lower Left
◆Control Variables:#0180 Random = 1
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Left
: :◇Move Upper Left
◆Control Variables:#0180 Random = 7
◆Jump to Label:NextMove

:End

:End
◆If:Random = 6
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Right
: :◇Move Upper Right
◆Control Variables:#0180 Random = 9
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Lower Right
: :◇Move Lower Right
◆Control Variables:#0180 Random = 3
◆Jump to Label:NextMove

:End

:End
◆If:Random = 7
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Left
: :◇Move Left
◆Control Variables:#0180 Random = 4
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Up
: :◇Move Up
◆Control Variables:#0180 Random = 8
◆Jump to Label:NextMove

:End

:End
◆If:Random = 8
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Left
: :◇Move Upper Left
◆Control Variables:#0180 Random = 7
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Upper Right
: :◇Move Upper Right
◆Control Variables:#0180 Random = 9
◆Jump to Label:NextMove

:End

:End
◆If:Random = 9
◆If:NewRandom = 1
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Up
: :◇Move Up
◆Control Variables:#0180 Random = 8
◆Jump to Label:NextMove

:Else
◆Set Movement Route:This Event (Skip, Wait)
: :◇Move Right
: :◇Move Right
◆Control Variables:#0180 Random = 6
◆Jump to Label:NextMove

:End

:End

It basically goes the same direction 2 steps, then decides on a 45 degree turn either left or right of the current facing to take 2 more, then repeats the process. The Skip if unable to move is what keeps you from getting stuck. That being said...go 2.5D! :LZSjoy:
 

Jesse - PVGames

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Hah, very nice! I am sure it can be made more complex to start including more steps or a randomized amount of steps, or have added pauses so the character isn't constantly in motion, but instead walks a bit, stops and idles, then walks some more. There is a lot of flexibility in this method.
 

HasdrubalBarca

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Will you make any more back shield graphics? Or any for the weapons?
 

padr81

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These look amazing Jesse, can't wait for release to get stuck into them, exactly what I need to re-ignite my interest in finishing my game.
 

Jesse - PVGames

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Railings and bannisters, modular shadows, and more!



Upon request, nurse character pieces in the Mythos style!


This weekend there will be a bunch of new tiles coming, and monsters!
 

Jesse - PVGames

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The Apex Killing Machines... Few have ever encountered these creatures and fewer yet lived to tell their stories.

These boss-sized monsters come with 400 frames of animation for walking, running, attacking, getting hit, evading, being hurt, dying, and more, all in 8 directions. Each also comes with a high resolution large static image to be used for front-view battles, static side-view battles, promotional material, cutscenes, or whatever else you can think of.
 

somenick

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Nice graphics! I would get them but I have been a cronic procrastinator so wont buy anything until I think I will actually use it :)

Might be cool to have some futuristic / scifi stuff, like computer screens, neon lamps, a starfighter, a laser weapon, robots, or the like.
 

The Stranger

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Will the monsters and character parts be separate from the tiles? I don't like the look of the new tiles, but would love to have the character pieces and monsters.
 

Jesse - PVGames

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Today I am releasing 150 new tiles. Here you will find new furniture, chairs, dressers, as well as a bunch of various smaller objects like alchemy flasks and potions, additional foodstuffs, astronomy items, paintings, and more.

Also included are animated candelabras and and wall sconces as well as different types of animated potions, both in bubbling and glowing varieties!

@The Stranger - I was thinking of bundling them separately.
 
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Jesse - PVGames

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I spent some time going through some of the older animations I had for dragons and made this new set. This will allow me to utilize the base dragon for a larger number of various sorts of dragons - not just different colored ones like black dragons and blue dragons and all that, but also allows me to graft certain things on to them to make different creatures. A writhing mass a tentacles and a paint job and viola, you got a new eldritch horror! I am looking forward to making some new dragons, but also giving some of the old dragons a face lift.
 

Jesse - PVGames

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So, I wanted to build something off of the new dragon base I whipped up recently and wanted to show it can be used for more then just fantasy-style dragons.

I am not entirely sure what this thing is, but not much will escape its watch!

It is probably more at home in a Mythos or Dark Fantasy setting than a traditional fantasy setting, but that's up to you!
 

Jesse - PVGames

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This one took longer than usual due to having about twice as many pieces as other professions (including a sword and shield that can both be wielded in hands and worn on the back). But I am pretty pleased with how he turned out in the end.
 

mathmaster74

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@Jesse - PVGames Why is there only a like option for posts? If this were Facebook, I'd have marked love on this last post. My current game features a blacksmith as a character of interest, so giving his smithy life will be awesome! Keep up the great work! :thumbsup-right::thumbsup-left:
 

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