Wirtle

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Hi there everyone, I haven't been on the forums in quite a while and have been away from RPG Maker VX Ace even longer. I have recently gotten back into it and am kind of stuck. I really want to make a some-what realistic game with tall character sprites that have motion when they move and a battlesystem where you can see everyone in your party kind-of moving around. I have a few examples made from the same engine I use.

Tall sprite + motion: http://www.youtube.com/watch?v=iYkrNfBE9zc#t=14

Battle: 





I just want to find a way to replicate what these guys did and implement it into my own game. And please be as descriptive as possible. I'm still pretty new at this. Any help would be appreciated on biblical levels!
 

Wirtle

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That's exactly half of what I wanted. Thank you! Now I just need to learn how to make tall sprites and impliment them in VX Ace
 

Sharm

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I've moved this thread to General Discussion. Please be sure to post your threads in the correct forum next time. Thank you.


There are a number of spriting tutorials out there, they don't have to be RM specific to be useful.
 

Archeia

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You can use tall sprites in RM by default. Just add a $ sign in front of the filenames of your sprites.

As for the battle system, it's nothing special. Every Sideview battle system can do it. It's just graphics.
 

Wirtle

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so what would I use to make taller sprites? also, im using all the default tiles that come with ace. I have a feeling that wont mix well with a 2 brick tall character. What would you recommend to make character graphics as well as tilesets?
 

Sharm

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For making pixel art just about any art program will do. You just can't use pure vector programs like Inkscape or Illustrator, and usually it's nice to have something that supports layers. For animation there are a number of programs that support it including Photoshop and GIMP but I prefer something that's been made specifically for it like Graphics Gale or Pyxel Edit. I use Pyxel Edit personally.


It's not strange to have battler sprites that are a different scale than the rest, you wouldn't necessarily have to change sets. There are some tilesets made with taller sprites in mind. The High Fantasy series, Pixel Myth, or XP's RTP. High Fantasy is 2-3 tiles high depending on the character but the graphics are all 3D making them harder to personalize. Both XP and Pixel Myth are set up for 1.5 high characters so a full 2 tiles will look too tall. I think those Suikoden characters are only 1.5 though so it may work just fine depending on the type of sprite you're going for.


It sounds like you're a beginner at this spriting thing, you may want to start out making edits instead of starting from scratch.
 
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Andar

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And I suggest to check the screenshots for the High-Fantasy-Packs in the shop to see an example of how tall sprites are used.


Those cannot be mixed with the RTP, but they show how a tileset or sprites need to be scaled for this.
 

jetpackgone

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My game uses three tile high sprites, so feel free to use it as reference! Demo release on Friday if you want more than just the screenshots :)
 

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