RMMV Trying out a new game graphic approach / technique.

webgamesetc

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Hey Everybody!~

I was thinking about graphics after playing a bunch of the No Travel Game Jam submissions and started working on a way to get a different look and feel into the RPG Maker (I'm using MV) engine.
And I came up with this quick video showing a bit of a test of the different "maps" - a Study, a Metalsmith Shop, out in front of some residences, and down a path to the docks - for a specific, themed, series of story-centric game adventures - and I wanted to see if I could get any impressions or thoughts from anyone about how it looks, if you like it, if it's off-putting, etc, before I get too far down my own rabbit hole and then find out no one likes it. Gee, that's never happened before...
I'll embed the YouTube video here behind a spoiler button; have a look at this short walk-through and let me know what you think!... p.s. It's totally safe, nothing horror or weird, just walking through a few quick "rooms" / "maps".

 
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Ragen

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Your YouTube link seems to be broken or unavailable..
 

Finnuval

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It's unique for sure... however it doesnt like right with the chibi characters and the proportions are a bit off in multiple places.
 

webgamesetc

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Your YouTube link seems to be broken or unavailable..
It's weird that the iframe quit working. It works now with just the link. Thanks for letting me know!
 

webgamesetc

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however it doesnt like right with the chibi characters and the proportions are a bit off in multiple places.
You know, I agree with that!

But the thing is, for me, the proportions and perspectives of the chibi characters and the rpg maker mv graphics are all over the place. Their head is half their body size. One body size is one door size, and one door size is one carriage size. All trees are two people tall. I could go on and on.

In thinking about designing a new kind of layout - for this game title specifically, not for all my games - I thought about the chibi "design" and how everything must be really large in proportion if made equal. Kinda like when you're a kid, and your bedroom and backyard are HUGE, and then you come back as an adult and see how small everything is. And I wanted to exaggerate this effect and come up with this kind of distorted largess as a style.

What you're seeing here is actually calmed down quite a bit.

We'll see if it gels together as a unique and creative style that's representative of the title of the game series, or if everyone just hates it.

Thanks for commenting!~
 
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Cormorant42

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It looks nice, but it feels like it would be MUCH better with a pixel-movement & colliders plugin, just because the images aren't tile-based at all...
 

webgamesetc

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a pixel-movement & colliders plugin,
Hey, thanks for this comment! I knew there were some 8-way movement plugins, but this is an interesting thing I hadn't discovered yet.
 

Cormorant42

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Hey, thanks for this comment! I knew there were some 8-way movement plugins, but this is an interesting thing I hadn't discovered yet.
Np! Galv has some good ones, though technically his only fake pixel movement. QMovement and Altimit Movement are the most popular ones I know of, both work really well with colliders and parallax images and whatnot.
 

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And back. Trying to work online with no internet for 1.5 days was...interesting. I felt like a character in a old Sierra game trying to find internet due to all the hoops I had to jump through just to get online for work.
grief... if MV didn't have certain plugins already, I think I'd upgrade to MZ. seeing like 10 MV plugins in 1 MZ one is hilariously convenient lol.
Have you already checkes out my mapping tutorial on the blog? I would love to hear your feedback and things you'd like to see in the future!

one of character for my upcoming game idk how to design o_O

Designing patches that can 'augmented' to clothing based armor. Such good fun. A bit time consuming due to the need to create image displays, but the patches are limited so it's not too tiring.
Note: lol, posting this made me find a couple mistakes.

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