The Resource WIP Thread

Status
Not open for further replies.

Candacis

Pixel Pusher
Restaff
Joined
May 2, 2012
Messages
1,658
Reaction score
2,570
First Language
German
Primarily Uses
@nearlynoon:

those look amazing, very well done. I especially like the eyes.

@palladin

I have to say, I like the DS version better, the colors are more vibrant and it fits better to the rest. I would try and use this color for the ace version as well, see how that looks.

Now I can't wait how it would look with water on it.
 

Shiro

Veteran
Veteran
Joined
Mar 14, 2012
Messages
262
Reaction score
54
First Language
English
Primarily Uses


Meat eater plant im working on. When its closed it dangles a fruit out in front of itself to attract herbivore prey, and when open it flips the fruit behind itself.
 

Candacis

Pixel Pusher
Restaff
Joined
May 2, 2012
Messages
1,658
Reaction score
2,570
First Language
German
Primarily Uses
Okay, now I need some help myself.

I am trying to make a portrait for people8-7, the sprite in the reindeer costume.

It doesn't look right at all, I think. The ears are weird and right now it looks more like a little reindeer ghost munching his head. Does anyone have an idea on how to improve this?

Very early WIP.
 

Bonkers

Get ready to be Wowed!
Restaff
Joined
May 26, 2013
Messages
2,941
Reaction score
2,897
First Language
English
Primarily Uses
RMMV
Well depending on how you want him to look you could leave his eyes and such like this, but I would definitely change his ears to an oval shape.  If you do a quick google search for reindeer you will see their ear type.  Leaving them as a sharp triangular point makes it too much like a cat.  You'll also see in the sprite, it's a half cut downward oval, which is straight on top bend, angles and bends back to his head.  His back position is better to see it proper.

If you look at sleeves you will need to continue the brownish costume there as well, which you may have in mind to cover his regular clothing.  I recommend you cover the fancy collar and add a jingle bell collar with the gold jingle bell like in the sprite.  I think it's a red strap for the neck piece, so you can just wrap that around the outside of the costume.  It looks like you have the blush placed, but definitely make it brighter red like in the sprite.

I think the nose and eyes look cute as they are.  I would also suggest you change the antler color a little lighter brown almost gold.  Don't make it darker than the brown of the costume or it will look like wood.  
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,377
Reaction score
8,536
First Language
English
Primarily Uses
RMMV
@Candacis - I love it, that is so awesome that you are making that!! 

@Palladin - Thanks, I got it!
 

Candacis

Pixel Pusher
Restaff
Joined
May 2, 2012
Messages
1,658
Reaction score
2,570
First Language
German
Primarily Uses
I was totally prepared to post this for the Game Drive until I noticed that the Game Drive has already ended :dizzy:

So, I'm posting my latest WIP here instead. Thanks for the helpful feedback.

It is still not finished, a lot of stuff just doesn't look good right now.

Right now I'm testing out different cow bell shapes. His neck still bothers me.
 
Last edited by a moderator:

Bonkers

Get ready to be Wowed!
Restaff
Joined
May 26, 2013
Messages
2,941
Reaction score
2,897
First Language
English
Primarily Uses
RMMV
@Candacis, you want a jingle bell not a cow bell I would hope =3

I think it's becuase the material near his neck has too many folds.  On the right is better with just one curve to show the hood.  the left makes it feel like the fabric is too thin or paperlike when it crumbles together.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@mlogan

Love sheriff Ralph, but you're right - those buildings are way too tall for a sprite that size.
 

Candacis

Pixel Pusher
Restaff
Joined
May 2, 2012
Messages
1,658
Reaction score
2,570
First Language
German
Primarily Uses
Well, as long as the buildings top is seperate, you could make the building as tall or small as you want. I work mostly with Mack sprites, so I would prefer that. ^^

I like the textures of the buildings. The small roof in front of the left one looks a bit disconnected.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,377
Reaction score
8,536
First Language
English
Primarily Uses
RMMV
@Candacis - Old western towns in the US were actually made this way. The buildings would have a facade built onto the front to make them look larger and grander than they were. Often they were shaped various ways normal buildings wouldn't be. https://www.google.com/search?q=wild+west+towns&source=lnms&tbm=isch&sa=X&ei=hVkcU4roIom6yAHdl4HgAw&ved=0CAgQ_AUoAA&biw=480&bih=208 I guess growing up in a Texas town with buildings from this era, I take that knowledge for granted.

And yes, easy to adjust size of the building!
 
Last edited by a moderator:

cabfe

Cool Cat
Veteran
Joined
Jun 13, 2013
Messages
2,353
Reaction score
2,549
First Language
French
Primarily Uses
RMVXA
And me, again :) .

This time I'm trying my hand at drawing clothes.

I started with a rather simple form but can't get the dark lines to be smooth. What tool/setting do you use?

I'm using GIMP with the Pencil and Hardness setting at 25-50%.

I even tried using blur filters, but even at minimal values it's too much. I guess the solution is at the drawing level.



(I also tried to replicate the eye drawing style of Range Murata, I love that style and it's not as difficult as I thought it'd be - still need work on the eyelids though).
 

Sharm

Pixel Tile Artist
Veteran
Joined
Nov 15, 2012
Messages
12,760
Reaction score
10,884
First Language
English
Primarily Uses
N/A
The entire point of the pencil tool is for hard edges, you'll want to use a brush.
 

cabfe

Cool Cat
Veteran
Joined
Jun 13, 2013
Messages
2,353
Reaction score
2,549
First Language
French
Primarily Uses
RMVXA
After several hours (!) of trial&errors, I got it somehow.

I'm sure there's something I'm doing wrong. That can't be that tedious all the time.

I'll go and read some tutorials about that. I need to be able to draw clothes by myself if I want to use busts for all my characters.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
Dear Avid Reader,

I was wondering if you would take a moment or two from your day to peruse one of the scenes I have been working on.

The scene in question is a 'Skill Upgrade Scene'. The feedback I am looking for is for both the layout of the scene and for the images used in the scene. Mainly, the icon background image and the selector image. The position of the icons within the icon background is also something that I feel could use improvement.

All feedback on this, positive and constructive, will be greatly appreciated.

I eagerly await your views, thoughts and opinions.

Thank you.
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@Dekita

overall I like the layout; there's plenty of information there without it feeling too cluttered.  The only thing which I think could do with changing is the position of the actual nickname.  I almost missed that there was one at all with it being right aligned.  It feels unnatural to have it all the way to the edge.

The advantage of the icons you have chosen is that they are so well known that the player will have no difficulty in recognising what's going on.

The disadvantage of the icons you have chosen is that they are so well known.

I think as you have gone to the trouble of making this scene, you should go all the way and use other icons.  There are some nice ones out there if you don't want to or can't make your own.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
Yea, I was thinking of locating and using some alternative icons. I can do some basic ones but I will have a look around and see if any fit my needs ^_^

I moved the nickname and some other information around and also slightly adjusted the requirement displays and such.

Does it looks better or worse now ? I think it looks slightly more 'crammed' with info...

 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
I personally don't like all the extra icons scrunched up next to the class.  This is a skill upgrade scene, I don't really need to know the actor's status, as that is irrelevant (I am assuming) to the task that the scene is meant to be facilitating.  You've lost the elegant simplicity of the first design.
 

??????

Diabolical Codemaster
Veteran
Joined
May 11, 2012
Messages
6,517
Reaction score
3,221
First Language
Binary
Primarily Uses
RMMZ
That window is a status window that is shown in various scenes, such as; status, equip, skill upgrade, stat distribute etc..

By changing it for this one scene, I am also changing it for a number of other scenes. I have tried to keep all info the player may need in any of these scenes. For example, there may be a skill requirement of 10 vitality (a stat created by my distribution system) but you may only have 7 vitality. If I remove the "DP:   x" info then you need to leave the scene to check if you can afford the point and ultimately gain the skill.

The same goes for most of the info shown there. You may be afflicted by a status effect and are looking to purchase a skill to remove the aforementioned status. Considering skills can have requirements for any stat, a status effect may be diminishing the stat value, and in turn, you are not able to obtain a skill.

As you can probably tell, I want to retain functionality for all the information shown.

I do agree that the status icons being shown 'scrunched up' next to the class info does look slightly odd. I was thinking of centering the status icons in the 'status box' area. Do you think that would regain some of the 'elegant' design that was lost ?
 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,040
Messages
1,018,479
Members
137,824
Latest member
dobratemporal
Top