The Resource WIP Thread

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Deathlock

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Entranse, the part under knee could use a bit of light, it looks like it's been pushed back. x.x There's something about the chest that freaks me out, not sure what though. XD



Thinking about changing the palette, could use more contrast.
 

Shin

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@EntranseStudios: The tops of the heads look akward, as if they were using helmets. Also, I don't see why you would want to be so detailist about naked templates. I mean, they are going to use clothes, why bother with the abdomen? I like what you are doing there. It is hard work to create new char template but it adds a lot to the game's unique feeling.

@Deathlock: That coffin (it is a coffin, right?) looks really good. I specially like the details on the lid and on the sides. You mentioned changing the palette, I think you should. There is something strange about the colors you used, it gives a purple-esque feel to the image. Also, if you do change the palette, consider making the shadows black, unless you intend to match with XP's RTP. One last thing, I don't know if you did it on purpose, but the coffin has dimensions of 82 x 113. Usually, it's better to keep things to multiples of 32 for better fitting on the tilesets.
 

GemFall

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Entranse, the part under knee could use a bit of light, it looks like it's been pushed back. x.x There's something about the chest that freaks me out, not sure what though. XD
Thanks! I'll get to work on that. I'll also try to figure out the freaky chest part. :p I think when I tone down the dark lineart within the form, that should help somewhat. It's pretty pronounced at this stage.D:

Also, about the coffin. Looks great! I think that like you said, a bit more contrast will make it pop even more. The inside of the chest could probably use another darker tone deep inside, and some overall good ol' top down lighting so the bottom of the coffin varies from the top of the side.

@EntranseStudios: The tops of the heads look akward, as if they were using helmets. Also, I don't see why you would want to be so detailist about naked templates. I mean, they are going to use clothes, why bother with the abdomen? I like what you are doing there. It is hard work to create new char template but it adds a lot to the game's unique feeling.
Thanks Shin! The tops are supposed to just be hairline refs, which may explain the helmet thing. Though, if a character were bald they'd lose the color difference and just lose that template marking type deal.

I bothered with the abdomen mainly because I can't not do it I think from figure drawing, haha. But, I wanted to the option for some areas in the game for people to have less clothing, for a regional thing. The guy will probably lose some detail at least though- I definitely think clothes will at least cover up the bottom abs for him.

But yeah, the whole reason I embarked on this thing(I felt a bit scared starting, haha), is that I wanted to get my own feel to my world really. It seems they scale alright with some default RTP stuff, but the rest I can fix with edits and my own tiles eventually. :D There's already doors that fit them luckily, which I can use as a template to make some new ones. :)

Also, I'm absolutely fearing the whole walking frames thing. However, I did realize that you have to make a lot less edits than it seems, mirroring is a lot of the frames of that. Eventually though, they'll probably be adjusted into an action battle system style. I really wanna help make resources for the community as well, so once everything is tuned up I'll probably make templates for everything with this kinda set. :)

Once again, thanks for the crit guys- I now know what to attack in the next pass of these things. :D
 
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tpasmall

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My first ever completely drawn from scratch sprite:



Trying to make a torch mini game and I couldn't find any pre-sprited torches, so this is my attempt, haha. Still need to do a north and south direction.
 
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Jay_NOLA

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I'm working on some graphics for an Ace game. I using 3D graphics to do my face sets. I can get a toon cell style look for both an single images and animation done with the 3D program.

I'm trying to figure out if any easy way exists on how to determine where one face will begin and another ends and how to easily get my face put and re-sized in the right area.

This is a sample of what I did as a quick test.

Bel Test.png
 

Des

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I'm trying to figure out if any easy way exists on how to determine where one face will begin and another ends and how to easily get my face put and re-sized in the right area.
 

Jay_NOLA

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Thanks Needles that is a big help. Does a similar graphic to help in placement of sprites or tiles exist too?
 

Emmych

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PSHEEEEEW~~~

Making tiles -- so far it's been going better than usual! I'm having fun, AND they're looking good, and they aren't taking forever. THIS IS A GOOD THING.

Anyone have any tips for me? This is my first time attempting cliffs, so any words of wisdom would be appreciated! I haven't added shadows beneath the bottom rock bit there (er... like the base of the cliff I guess), but I am planning on it! Also, this is only the front facing bit -- the other sides and angles and all that rot will be coming along soon. OTL
 
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Des

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did you make the sand? i like it a lot. :) looks familiar—did you use SD3 as a ref?

as for the cliff tile—don't get caught up in the details until you have nailed down the structure. from the looks of things, you're forking from the bottom up. when really you should think about it like a scuplture: focus on big blobs and then chisel it down to add the texture.

also it seems very noisy. be more generous with your clusters. remember that clusters represent planes, and use that to your advantage to show the formations. use less single and two-pixel formations: let things connect more and take advantage of flat colors.

so far so good. keep at it
 

Emmych

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@needles: hehehehe, caught me. XD Yeah, that and Sword of Mana; they were a good examples of large patches of sand, rather than 32x32 patches (which I had tried a lot of an failed miserably at!).

And that's good advice! Merci beaucoup; I shall bear it in mind as I continue~
 
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Des

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:) . SD3 has beautiful pixels. it's a good thing to reference.

anyway this is what i started working on tonight:



vs



most of the tiles I have shown before: what i am looking for feedback on is the size of the house (obviously it's just a messy blob because im trying to figure out the scale). in rpgs houses always tend to look too small, but i don't want these to be too big, either. i'm having a hard time finding a good size that doesn't seem unrealistic but also doesnt take up too much space :(
 
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Gailbraithe

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I'm working on an alternate World_B tileset that makes two assumptions: 1) Everything will be on the same scale (small) and 2) It's never winter anywhere. It's coming along pretty well, but I have a lot of empty space I've yet to fill and I'm kind of out of ideas. One of the things I added is Cronith's Skinny Trails (and small caves), and I'd like to do some rivers along the same lines. I'm also thinking there needs to be some small bridges, to match the scale of the trails. Anyone got any other ideas?



Here's a sample of the tiles in action. Doing this has made me realize two things: 1) Using a horizontal flip to make the bottom row of hills/mountains doesn't work because of the lighting, and I need some forest edging tiles. So I guess I know what I'll be working on to finish this up.

 
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GemFall

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:) . SD3 has beautiful pixels. it's a good thing to reference.

anyway this is what i started working on tonight:

vs

most of the tiles I have shown before: what i am looking for feedback on is the size of the house (obviously it's just a messy blob because im trying to figure out the scale). in rpgs houses always tend to look too small, but i don't want these to be too big, either. i'm having a hard time finding a good size that doesn't seem unrealistic but also doesnt take up too much space :(
I vote your second image. The house has a nice scale there I think, kinda reminds me of Earthbound style as well. :)

@Gailbraithe

Looks great! I see what you mean about the mountain flipping. I love the ruins style with the forestry growing all over that tower. Looks amazing and blends in really well. :)
 

Gailbraithe

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@GailbraitheLooks great! I see what you mean about the mountain flipping. I love the ruins style with the forestry growing all over that tower. Looks amazing and blends in really well. :)
Can't take any credit for that, it's straight out of the RTP.

(By the way, what exactly is RTP an acronym for?)
 

GemFall

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Can't take any credit for that, it's straight out of the RTP.

(By the way, what exactly is RTP an acronym for?)
Ah, my bad- I haven't checked the Ace RTP mapping in too much detail yet, and I didn't have VX.D:

I see a volcano there- it could be cool to make a volcano magma type lake, or magma flows similar to the rivers you have planned. Dunno if that'd be something for your personal project, but I think it's a pretty cool idea.
 

Deathlock

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Gailbraithe, RTP stands for Runtime Package.



Just finished up, the coffin or tomb, or whatever it is. Changed the palette, and decreased the size to fit 4 tiles.
 

Gailbraithe

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@Entranse: The VX and VX Ace RTP have a large volcano, I shrunk it down to fit with the small scale mountains. I also made a tile that lets you stick a volcano inside a mountain range, so that every volcano doesn't have to be sitting off by its lonesome.

I've still got more work to do -- I want to add some curved road and river bits, and get the roads to line up with the houses and castles better, which means this is going to end up being two tilesets (at least, maybe three), but here's another sample that shows rivers, small bridges, roads, and shows off the ability to make forests and mountain ranges with irregular edges. Some of the elements are tiles, some are events.

 

BlackNekos

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I did some work on my tiles for my next project, tell me what you think

The first one is the water I have been working on, ripples are below but they were a test and still are a WIP



This second one highlights the cliffs and grassy areas

 
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