Celianna

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The Resource WIP Thread 3


This thread is meant for users who are creating, or editing their own resources, to post their work-in-progress (abbreviated to WIP) and get feedback on their work such as criticism, advice or simple comments.

If you have any game screenshots or maps to show off (including video trailers), please post them in the Game & Map Screenshot Thread.


This is not the thread to look for resources - anything posted in this thread cannot be used!


Previous WIP threads:

The Resource WIP thread 1
The Resource WIP thread 2


Please read and abide by these rules before posting and or commenting:

1. Sprites, portraits, faces, tiles, logos, songs, sound effects - are all allowed as long as it has to do with RPG Maker or Indie Game Maker.

2. When posting your WIP in this thread, please remember that you allow other members to edit that work for criticism.

3. Any work posted in here is not up for grabs and it solemnly belongs to the original creator. Yes, this means you cannot use any resources posted here for yourself, unless it is meant for giving criticism. If the creator eventually posts this in an actual topic in one of the resource forums, then go ahead. Until then, what gets posted here, stays here.

4. When posting a WIP that is not 100% your creation, please note which parts aren't made by you so people can give you more accurate feedback.

5. Please be civil and constructive when handing out criticism. Do not post things such as 'this sucks!' or even 'it's awesome!'. Point out why a work doesn't look so good, and what they can do to improve it. If you want to compliment someone, point out what you think they did well.

6. Please refrain from re-posting your work, unless you've made some edits on it since the last time you posted it. If no one has commented on your work, and it has fallen behind by at least 2 pages, feel free to repost it then.

7. If you have a lot of work to show, please put them behind in spoiler tags! If you want to quote someone's work, I recommend to simply refer to them by name @Username, or to put the quoted work in spoiler tags. This prevents the thread from cluttering up too much. Preferably, don't quote images at all.


That's it, remember to be civil and give constructive criticism!
 

Nathyn171

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Okay, let me start this one off with the battler I posted in the last one:
Blue Slime.png
And something that I just now finished, a charset for the battler:
Blue Slime Char.png
Do these need shadows? I'm thinking they do.
 
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Marquise*

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@KaBlooZio That's so cool there can be many use to this in any game you make as in character creation and all!
 

Kilitar

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!FalasTempleChars.png !FalasTempleCharsSit.png !WulfieSmall.png JohaunaClothW0001.png SV_0017.png


Priestess and monk in standing/sitting positions (heads are mostly RTP edits), black/snow/red and diseased wolf from field,
Main actor as battler - version with cloth + battle staff as battler. Black Wolf as battler.
*NOTE: I am not using guard stance and Status ailment stance like default RPG maker, In my game guard is replaced by sprint, Ailment is replaced by unarmed attack (like kick). Also because actors/monsters on field are bigger, they are placed as in Y-offset +16 pixels - still match very nice into standard RPG MV RTP tilesets.
 

Kes

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@Nutty171 If your question about shadows relates only to the walking sprite, then it all depends on whether your other walking sprites have shadows. If they don't, this one will stand out as odd if you give it a shadow and vice-versa. If your question is only about the battler, then that shadow works well. But again it depends on consistency with your other battlers.

@MobileSuitSonic I notice that one battler is shaded on the left, the other on the right. Is that difference intentional?
 

Nathyn171

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@Kes Okay, then. (^-^) I just noticed that they didn't have shadows since they were right next to the battler, which did have a shadow.
 

Lestroth

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@Kilitar Woah, that probably took some time to make! Nice! I really like your wolfes, especially the last one.

The only thing I noticed is a little bit of pillow shading in the faces (and hands) of your battler. There is a nice tutorial on deviant art, that I found while searching for "how to shade pillows": https://nekkers.deviantart.com/art/Furc-Port-Tips-Pillow-Shading-267667160

I rushed a small example of how (the face of) one of your battlers would look like when shaded like shown in the tutorial. So you can see the difference.

example.png

Oh, and by the way... Does anyone know a tutorial on how to shade pillows? (And maybe other soft objects? ...And folds!)
 

Kilitar

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@Lestroth Thank you for kind words. I started pixel art just recently - the worst part for me are hands and fingers then perspective and of course - shadows. Your tutorial might help me next time :).
 

Nathyn171

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@MobileSuitSonic My only complaint is that it looks more like a tin can than a paper lantern... But that's not a very big problem. :p
 

KayZaman

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Inspired from Yanfly's Robo-Harold riding on mecha.



Waiting for feedback.
 

theidmet

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Hey everyone. This post is partly for your entertainment. I've decided I'm interested in putting a game together on my lonesome. My skillset is rather varied, but one of the things that I certainly have not learned how to do is art.

So I spent the last two days stumbling through the process of slowly beginning to learn to do pixel art and spriting. I know, it's going to take much longer than that, I'm just hoping to get some feedback on my process thus far.

I've got 9 sprites below, ordered from the first few I ever made to the last. I've done a total of about 12 in the last few days. I'm wanting to get away from the "Chibi" style a bit. I find #5 is alright, proportion wise. 4 is horrible, but that's alright. #6 is very Chibi.

Also, a few takes on the same sword icon.

Have some fun at my expense. =) Let me know what's up. Thanks in advance.

Just noticing those obnoxious black pixels on the tip of the flamey sword. Don't remember those. Something funny with a layer, maybe, or just tiredness.
 

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Pine Towers

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@Kilitar ,I really liked the wolf, very Heroes of Might and Magic II style.

Myself, I'm working on tilesets, so for now I only have the evolution image of my character sprites, from blatant adaptations to original content. Still wondering if I should go hard outline or soft outline. Will first finish (or at least decide the style of) the tileset to see which will be better.

evolution.gif
 

Sharm

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I like them all for different reasons. Go with a hard on line on sprites I think, it'll make it pop.
 

Pine Towers

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Tried using the tiles I already have to make something.

Map009.png
Some (most) tiles are made by me.
Other are recolors from RPG Maker 2k3 (that I own on Steam)
Other are from Time Fantasy, reworked for the limited color palette (and limited artistic skills)
Other are free-to-use tiles gathered at OGA, with respective authors credited in game and at a .txt
No sprites are rips or used without permission (CC-BY 3.0 or CC 0). If you see any sprite that may apply to this, please warn me ASAP so corrections are made

Color palette: Dawnbringer 32

TO-DO list and self-criticism:
  • Make a balcony for the tavern keeper. Thinking of using A2 autotile for that, else will be BCDE. Wooden balcony and stone (for future use).
  • Make the tavern keeper.
  • Make some BCDE plates, cups and bottles for the (for now) empty (A4) shelf.
  • The exterior (A4) wall can be improved. I don't think I need the wood framework every tile.
  • Transition exterior wall / grass tile could be better.
  • Rework woodcraft to be more like the 5 barrels up the wall (or not? to avoid blending with the wooden floor). Remake the tables.
  • Keep the ceramic items (small vases, big vase) that color. Maybe rework the big ceramic vase for a rounded bottom to keep consistency with the barrel.
  • I think I'll outline the bottom of the blue flowes so its pop out better. Thinking if the detailed blue flower alongside the simple monocolor grass leaves clash or not.
  • Windows either have to shift half-tile down (taking twice the space) or I'll have to keep the 3-tile-high walls. Maybe both, since the 2-tile-high doors feel strange without a wall tile (in addition to the ceiling tile) over it. The interior wall is 2-tiles-high, next time make it 3 for consistency with exterior wall.

I usually don't post this frequently, but I needed to vent off some steam after so many hours of work, and external criticism is always extremely valid, most of the time seeing things that I have overlooked and/or with tips and tricks to improve the technique.
 

Kilitar

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@Pine Towers Very nice clear/plain style :). I like especially tables and chairs.

I am not an artist - the only thing looks "weird" to me is floor. Does not look much like wooden planks - maybe they are too short or too repetitive. If it supposed to be dirt bricks, well, maybe darker color?
 

Ai696

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So I was attempting to fix the depth to my sprite for my game. Please excuse the minor nudity for the base template

I was curious what you all think, and if you had any suggestions or ideas. I'm trying to refrain from distorting the sprite too much. And plan to have my game angled at a more flat and lower 2.5d (so not a 45degree angle, a little less, like 30-40)

Old Left, New Right

DGWqn6B

DGWqn6B.png
 
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