![]() Tl dr: I would rather you expand the tiles or sprites than set to other areas that can be filled with other resource sets. Honestly there's a lot of stuff, you probably already know XD There are also some basic sprite objects it would be nice to have: Anything Castle-y (tat emans base ground/floor tiles too), such as thrones. Weapons, armors, bags and bottles for item shops. ![]() Having more options (at least the classic cave-castle-whatever) would be great.Īs for town stuff, things I noticed missing: I can make towns reasonably well (with soem simple edits there's enough material), but I can only make two types of "dungeon", forests and temples. There are SO many things you could do tileset wise I don't even. ![]() What I feel is the most urgent (at least from what I noticed when makign a game) is more sprite resource bits (hairs and clothes are really restrictive and I had to beg for people to help me with the sprites) and more environment tilesets: The DS battlers (zoomed x2) work well with the set alreayd, so there is an option htere).Ī pixel windowskin would be cool, but again, not essential. Non-pixel faces would be aceptable, where there are a number of areas I would rather have exppansions of sprites or tiles.īattlers would be cool, tho not essential. So if you guys have any ideas of what you want to see (be it VX or XP~) let me know!Īnd to make it more dramatic, I'll show you the first screen of the upcoming retro stuff ewe~ I got some down, but it only holds up for so long. The only thing that I need is some good inspiration and some good ideas. Mortly for XP, since the most stuff I got up atm Maaaybe charsets too, but I gotta admit, I find it boring to make them ~_~Īnd then of course some Tileste/Chipset things. I decided to work on some of the categories I didn't have that much stuff in yet, like Faces/Portraits for example. It's been a while since I made some new stuff, so it's about time! To my understanding, the default interior A2 set is 16x12 tiles long, which equates to 512x384 total pixels since each individual tile is 32x32 pixels. I finally want to stock up on some resources again. After reviewing the VX ACE manual for all its available info on tilesets, I exported the default interior A2 tileset from VX ACE to check my dimensions. Means: more stuff to be actually it's own base for a retro-ish feeling in a game~ Guys from the rpgmaker-vx-ace forums resource team, which I will link to then too!) but is going to be continued! It got the basics down (together with some more things, thanks to the awesome It will be a completely original pack, made by me and with a retro-feeling! You're done! ^^ EXTRAS: This section deals with simple script calls and comments on how to get those gorgeous light effects: Clouds: Adds light and shadow to your maps.Alright! Something more or less big is coming up soonish! The 'Shade' graphic shown in some of the below examples comes from RMXP. Save it as a PNG after naming it, and put it in your Pictures folder. Step 4: Go to Filter and add a Blur to soften the edges. A good value here would be between 95-100. Step 3: Next, go to Image - Adjustments - Threshhold. Make sure your colours are set to the default black and white. >< Step 1: Open up a new document 256x256. All you need is any version of Photoshop ( version 7 or higher ). All I used was a simple cloud graphic ( I made my own, because RMXP's one is horrible ) and I'll show you how you can create your cloud graphics as well. You willneed Woratana's Multiple Fog script for this little trick to work ( since VX and Ace don't come with Fogs, unfortunately ). LIGHTING EFFECTS: Now, many of you would have noticed the subtle light and shadow on most of the above maps. Cloudy/stormy weather: -85, -51, -34, 119 Extra Note: Looks great with AK47's realistic rain tutorial.
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