Probotect and Serve
- Mar 14, 2012
- Reaction score
- Primarily Uses
Random thought: I hope the character generator has parts that look like a wedding dress. lol
I suggest addiction counselling to go with all excess posters in this thread, pre-order or no... ;]You surprised us once when you changed the release date from "winter 2015" to "October 23rd". Can you do it again and release MV tomorrow? Or today? Now? Or just send it over, I won't tell anyone.
I disagree. XP had a much broader palette, at least for characters. Each color could have up to 7-8 shades if I recall correctly. VX/Ace had like 4 and if it got up to 5 it was for specific lighting details like in metal such as helmets. From the screenshots, I've been able to rip char samples and look at the coloring and I've also found that same tones-scheme of 4-5 in MV.Oh ho ho... As I've predicted.
Still need to learn the palettes, though. I think the color palette MV uses will be different than its predecessors, like what VX did upon XP.
Background and the custom cat are made by artists whom I pay, as for the question underlying all this, just GIMP and the resources that were generously shown off in the demo and more of my own or artists stuff.Holy crap, that's so really big! What did you use to do all of this? :S
I see. So I don't need to make another palette for MV sprites, as it has similarities with VX/Ace. Interesting...I disagree. XP had a much broader palette, at least for characters. Each color could have up to 7-8 shades if I recall correctly. VX/Ace had like 4 and if it got up to 5 it was for specific lighting details like in metal such as helmets. From the screenshots, I've been able to rip char samples and look at the coloring and I've also found that same tones-scheme of 4-5 in MV.
As far as other stuff, like tilesets, XP had much more washed-out looking colors while VX/Ace had more contrast and vivid tones. Honestly, from what I've seen in samples of MV so far, it looks like the saturation is pretty much the same as VX/Ace. Others who may have had a chance to actually look at the resources and work with them might have more knowledge to discuss it, but it looks that way to me.
I'd hesitate to call them leaked, most of them can be seen in the sample project, the only exception to this is the gun sprite and the icons.Ooh, leaked resources.
to resize to 1.5x you could simply use programs with pixel art algorithms like imageresizer and do something like: upscale 300% with "xbr 3x (modified) <noblend>" and then scale to 50% with "lanczos".I feel like I should point out that you're really not going to be able to 'convert' Ace sprites to MV size. Ace is 32x32, MV is 48x48, so that's 16 pixels bigger along the X and the Y axes. That doesn't really fit cleanly any way you try to resize it. I spent a few hours last Saturday experimenting with this and in order for a single pixel to retain it's proportions as a 'square' you basically have to double the size of the image so that a single pixel becomes a four-pixel square. Resizing a 32x32 pixel sprite as demonstrated by our friend Ralph:
If you resize that in Photoshop you've got a few options, the bicubic styles which all look something like this:
Super blurry, not crisp at all. Then you've got the Nearest Neighbor option which looks like this:
Now it's crisp but since the pixel ratio isn't 1:1 you get weird things like the single pixels sticking out of his hair, the big six-pixel blocks on his elbows, and so on. What's worse is that it's inconsistent - if you look at animated frames you can see that the pixels the algorithm chooses to resize vary quite a bit in the frames:
You could of course go in and edit this, but looking at these, it would take so much work you'd be better off starting from scratch at the MV scale. This is what Photoshop does to them; I have a hard time envisioning a fan-made picture converting utility producing any kind of usable result. Obviously it can be done but it's either going to look real bad or take a real long time. Personally I would just make new sprites to 48x48 scale. I've done enough work for my current project that I will be sticking with VX Ace as redoing all my pixel art would probably take longer than just finishing the game in Ace.
Something to keep in mind if you're planning to convert an existing project.