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Showing content with the highest reputation since 02/25/2019 in Posts

  1. 4 points

    Holders Animated Battlers

    Holders Animated Battlers Terms of Use VIEW ALL HOLDERS ANIMATED BATTLERS HERE Each animated battler has numerous colour variations and they're available at Holders Animated Battlers Blog and it also contains links for which scripts are already made for you to use these with whatever RPG Maker engine you use. AZero Bat1 (7 colours available) Bat2 (7 colours available) Dragonfly (7 colours available) Elemental Crystal (7 colours available) Fairy (7 colours available) Genie (7 colours available) Lantern (7 colours available) 1st Generation Endorsements
  2. 3 points

    Sprites: Mack vs Chibi

    What? MSPaint? Paint.Net? Come on, GIMP is obviously the superior image editing tool! Especially when you load up on cool plugins. Though I am using the VX Ace generator parts for my game rather then Mack sprites, editing the images can still be a pain. I needed to really mess around with the generator images I was using to get them the way I want with the character creator script I am using. I did find a few handy shortcuts for some things. Like at one point I needed to properly crop almost all of the face graphics. I figured out though that I could drag image files over a open image in gimp and it will open it in a new layer, and I found a handy dandy plugin to export layers. So basically I could crop a whole set of images at once. And once I needed to recolor a bunch of images, but luckily they all used the same palette so I was able to make one which altered the colors I want and load it in. Really though, most of the sprites I am using I am using just because I had them available. If I could I would probobly use a completely different style. Maybe Kaduki-style sprites since they are usually 8-directional and my game features 8-directional movement. I shudder to think of redoing all the generator parts if I ever switch styles though... expectantly if 8-directional sprites are used. Well likely if I ever do switch styles it will only be if I manage to captu-- er... I mean recruit a sprite artist. *pauses and notices @Amysaurus posted... starts wondering what would make good bait for an Amysaurus trap...*
  3. 2 points
    Hi everyone, I've been building a library of images that you are welcome to use in your projects. They are all original...all my own work. I think a lot of them could be made into cool textures for games. All I ask is to be attributed as indicated on my homepage: http://soundimage.org/ The images are on my "TXR" pages. I'm adding new ones all the time, so be sure to check back often. I sincerely hope that some of them are useful. Any and all constructive feedback is welcome and always appreciated. :-) All the best, Eric
  4. 2 points
    I am a fan of Final Fantasy games and I also like the RPG Maker MV engine. That's why I decided to import Final Fantasy Brave Exvius battlers to RPG Maker MV with the help of Yami Sideview plugin. I did this to see how would "our heroes" look in this engine and to deepen my knowledge on action sequences. I have made several videos until now (and I am planning to do more), which you can view here. Any opinion is appreciated. Thank you!
  5. 2 points

    Sprites: Mack vs Chibi

    Smaller chibi sprites (like VX/ACE or MV's) are great when characters don't have a lot of small details, because then you can really exaggerate the details that are there. The larger heads give a lot of room for expressions/variations in face style, although the head-to-body ratio makes them a bit of a pain for posing/animating. I generally like the chibi styles for RMMV and VX/ACE, although I'm not a fan of how the eyes look on MV's. They're a bit nightmarish. Mack sprites, though I'm not personally a fan of the style, are really nice when you have more detailed character designs. You have the space to draw out clothing/hairstyles without having to squeeze in or omit details, have slightly more realistic body proportions to make animating easier, and still maintain the larger head size to add expressions. It's a weird complaint, but the issue I have with Mack sprites is that they have the larger body size everywhere else, but don't have any sort of neck. I think they look fine when the characters have a scarf or hood, but the head-shoulder area on sprites without them looks super awkward to me. I don't really have a preference between the two styles when I'm playing a game, but from a spriting perspective, chibis are much easier to handle when you're making everything from scratch lol.
  6. 2 points

    Sprites: Mack vs Chibi

    Eh, to me mack sprites are pretty much just as distorted and cartoony really. But hey, I kinda like cute cartoony things anyway. Alundra and Suikoden sprites are pretty different. If I really wanted more realism and grittyness while still not going overboard, I would probobly want something more like Doom-style sprites or fighting game style sprites or something like that. But I do get your point.
  7. 2 points

    Sprites: Mack vs Chibi

    Well I admit the quality of the generator parts wasn't something I was really taking into consideration. I do like the fact that the looseleaf generator has lots of different layers for outfits, where as the built in VX Ace generator dosn't, though I think some image editing could divide lots of VX Ace's outfits into smaller parts if needed. I can't really speak on how good one or the other option looks over all since that is much more subjective. On the other hand, though this may be a bad example since it hasn't been cleaned up, but take a look at this: I just took the mack sprite and resized the body a bit and it looks like a pretty decent approximation of an equivalent chibi sprite might look like I think. The details are a bit muddy because it's basically just been resized and pasted, but I think the body could be redrawn to match those proportions and it would look just as good as the mack sprite really. Even muddy, I think most of the detail is still there. Not saying this will always turn out like that, but generally to me I think most mack sprites can be redrawn as chibi and not lose all that much. But that's just my personal opinion. Incidentally, I find resizing stuff to be a pretty good way of approximating how details will show through for a sprite of whatever size. Like look at the feet of my resized sprite there. The boots of the mack sprite are actually pretty complex with a few different armor plates, but a lot of the details of the boot got blotted together and ends up being a much simpler shape when I resized it. I think that would be a good place to simplify the design a bit if I was redrawing it as a chibi. Same idea, just with less plates. The gauntlet too could be redrawn with less plates to fit better. I don't think simplifying a design in such a way really changes much of the over all information the sprite conveys though. I don't think there are many details that would be totally lost on the chibi sprite. But this certainly isn't always the case, and don't let me make you think it would be! There are certainly sprites I have seen that do have details that would be totally lost if they were any smaller! I just don't know if the difference between the mack and chibi sprite styles is drastic enough for many of those details to be lost. But... Just out of curiosity, what if I made it even smaller? Oh gee, look at that tiny thing! Let me clean it up just a little. Hehe, I think that looks pretty cute... But yeah, a lot of things are missing or vague! And I probobly didn't do a very good job cleaning it up. Maybe the body should also be a bit wider and some of the details could come back, but yeah it definitely isn't the same is it? But I think it's still mostly recognizable at least. I kinda think it's neat just how much information they used to pack into tiny tiny sprites back in the day, but there isn't much reason to use sprites that tiny nowadays huh?
  8. 2 points

    Sprites: Mack vs Chibi

    Well, I don't know about anyone else, but I like the VX Ace chibi style well enough and generally I can find most any type of resource I want in that style. The MV sprite style on the other hand I don't like much at all. Those big XP-style mack sprites are pretty neat, but I don't think they fit with any of the tilesets and stuff I use and would be kind of a pain to switch to even if I could find all the resources I want. Other then that I don't find that mack-style sprites are really any better or worse then VX Ace's chibi sprites. They are a bit bigger sure, and that could be used to add more detail, but I personally don't think they really convey that much extra information you know? Like if a character has a bracelet, they both kinda have enough room to show that, but I am not sure the mack style would be any better at the chibi style for showing a character is wearing a ring for example. I mean, don't get me wrong, mack-style sprites are neat, but I just don't think they really are that different from an objective design standpoint. But heck, I still have a bit of a fondness for the 16x16 pixel sprite style used in Final Fantasy 1 though 5 to be honest. It's pretty amazing sometimes how much information you can get across with limited pixels if you try! :3
  9. 1 point


    Well, I’ve never posted anything before, so HELLO, my name is Ruedefaux, and I am an illustrator that works primarily in narrative illustration and character illustration, mostly my own. I try to work in and practice as many styles as I can to expand my knowledge, so there’s a few different things I can do. I mostly like working in digital painting as my main style of choice, but sometimes I like doing a more cartoony look when I want to kick back and relax. I’ve also been working on my skill in pixel art as of late and would like to maybe go somewhere with that sometime too. ALSO on the side I like to make music under the title “Lolistomp”. I mostly draw inspiration from rave genres (gabber, industrial, jumpstyle being the primary) and classic video games—so I have some 8bit themes in there as well. I make a lot of theme songs for my own characters as it helps me with illustration ideation. I have a website where I host all of these things, so if you’d like to take a look at my work as a whole, you can go into the gallery tab and pick one of the categories. http://ruedefaux.com I also take commissions, so if anyone’s interested, feel free to contact me: http://ruedefaux.com/commission-info Some of my links: https://www.deviantart.com/ruedefaux https://www.artstation.com/ruedefaux https://instagram.com/ruedefaux/ https://twitter.com/Ruedefaux https://www.facebook.com/ruedefaux/ https://soundcloud.com/lolistomp Some examples of my work: Thank you for looking~
  10. 1 point
    What's up with the total lack of mini game scripts? I'm aware that many can be made using good 'ol fashion eventing, but I would kill for good mini game scripts Stuff like betting on races, Liar's Dice, anything, really.
  11. 1 point
    A lot can be done using events, for sure. But there's really no substitute for a good script, designed to run a custom scene. Some things like AI hands, rolls, or scoring is more difficult to set up for the better mini games where you play against opponents.
  12. 1 point
    It just is something that makes the size of the composite based on the size of the $hero image, because otherwise the size is based on the first image it happens to load so you basically have to make all the composite images the same size. I wasn't sure if that could be part of the problem for you, but I guess not. My game for one needs to do that because the way I do skin tones involves bigger images. In my game if the image loaded is wider then the base image, it will use different parts of it based on skin tone. It's handy because I can have alternative sprites for any part that shows skin.
  13. 1 point
    That One NPC

    Sprites: Mack vs Chibi

    @Kayzee You've got me thinking about using the Loose Leaf parts to simply customize bodies, then resize them for better chibi clothing. @Amysaurus Thank you for the insights. These are exactly the type of replies I had wanted. @PhoenixSoul How are you reconciling the sprite height in terms of your tiles? I feel they work best on MV due to how tall they are. I have been working with the ripped parts in png form but many of the hairs and face area items were cut to leave the shadow over the default base skin. I actually did a few recolors of the base. So now I have to trim them myself so I can make ethnic sprites as well. Another issue is Paint.Net sucks at recoloring, and it's often difficult to make backs and hair backs match smoothly. I had to do a manual recolor last night. I still make use of old school Paint for stuff like this because I find it's quicker for individual pixel work, especially color dumping on sprites. I have also been pulling head accessories from Macks, and chibi sprites since the heads are relatively the same size. I sort of want to make a tactical RPG with an FF Tactics style script & map system I recently discovered. I drafted templates for a bunch of classes using the online generator, prior to hunting down the png files. During this process, which I consider a success, I did noticed limitations, and a serious imbalance in parts between genders. I mean women can't wear a helmet? RM seems to embrace certain RPG stereotypes. I will probably redo all of the classes now that I have full control and more part options.
  14. 1 point
    I am pretty sure having a $ in the name shouldn't do anything with faces... I have looked for anything n the default code and the script that would make the $ effect the face graphic in any way and couldn't find anything. For character sprites you need to make the sprite larger if you get rid of the $ because normally character sprite files have 8 different sprite sets in a 4x2 pattern. Also: The composite sprite script can do wacky things sometimes unless all the images you use are the same size, because the size of the finished sprite is the size of whatever image it loads first. I personally changed it to use the size of the actual dummy image file the actor is st to use. If you want to do that, try changing this: into this:
  15. 1 point

    Sprites: Mack vs Chibi

    I'm flexible in this regard. Actually, my main issue is the face graphics, how the VX Ace generator faces face forward whilst the RTP does not. That's my gripe, but with MV generator graphics, making angled faces is a lot easier, regardless of the sprite it is paired with, chibi or not so chibi. I'm nowhere near as talented as @Amysaurus is when it comes to spriting, and the majority of her spriting is damn kyuute it makes me wish I could hug her (lolz shameless plug alert!), but even still, regardless of the style I go for, or a mix in some cases, I can handle it okay, just don't expect me to be able to remake any of the already established characters as proficiently, lolz None of that really answers your question, but the whole 'depends on the project' is a big factor for me, and in fact does really come first when beginning a new one. So, there is that. I'm currently going with a slightly modified Looseleaf style (but I do need @Kayzee's help if she ever gets back on Steam), though all the parts are separate pieces due to a specific script I am using.
  16. 1 point
    That One NPC

    Sprites: Mack vs Chibi

    That chibi version is nice, but a lot of the realism and detail is instantly evaporated on the chibi style. The tiny body and giant head being the biggest change in perspective that alters the entire context. It goes from a normal looking person to a miniature, cartoony sort of caricature. That's my biggest issue with MV, and why I got Ace instead. MV's RTP is very cartoony. I love the larger tile sets, but it's a steep trade-off for the character graphics we got. Growing up playing SNES, and transitioning to Playstation, I remember finding games like Alundra and Suikoden - which had taller, more detailed sprites - and being blown away by the difference in quality and realism. No longer were these characters tiny, misshapen masses of pixels with a trademark hair style and color. They seemed more like real people, with detailed clothing. Not only that but in those games, the map graphics looked more spacious and realistic as a result. I suppose finding the Loose Leaf generator brought a bit of that back for me. I really want to create RPGs that create a similar feeling of more detailed, realistic characters.
  17. 1 point
    That One NPC

    Sprites: Mack vs Chibi

    All valid points, and atmosphere consistency was one fear of mine when it came to them. Loose leaf sprites are very tall. Just a quick comparison. This is a body I settled for, even though it looked too much like a combination of Cloud and Tidus, when really Dart (Legend of Dragoon) inspired Seto's appearance. Given more freedom when designing clothing I was able to capture a mix of Dart and Locke (which I had wanted all along) in the first round concept draft. There's a major different in the amount of character and detail each sprite has in my opinion. With the chibi I felt like I had to make his under garment very bright in order to make the sprite pop a bit as the lead male. With the L.L. I was able to do it realistically, and dive into his actual character more. The only thing from his home that he has is that cape. The rest of his clothing was picked up for cheap on the road. So the customization is superior even from a story perspective. I wish I had the skill to free hand clothing.
  18. 1 point
    Oooh! Oooh! Will this version also have a blatantly abusable trick to getting as much cool stuff as you want? I hope you have a buggy gold exchange to exploit too! :3 Hehe, I kid, I kid. I love SaGa Frontier! I really do love SaGa Frontier to bits, it's like one of my all time favorite RPGs. It has it's fair share of wacky bugs and exploits, but what game of that era dosn't? I love the whole series really, but SaGa Frontier is my favorite. Partly because it's kinda like the wackiness of the old gameboy SaGa games (also known as the Final Fantasy Legend series) mixed with the more refined gameplay of the snes Romancing SaGa series... Too bad they took out most of the fun wackiness in SaGa Frontier 2. It's good (and also very very pretty), but I always liked SF1 more. It has Robots and Mystics and Monsters, oh my! ... OOps sorry to nerd out about the series there. Hehe... Though really, back on topic, but I never quite felt the junk shop is worth what you pay for it unless you blatantly exploit the hell out of that one glitch. But I think that's partly because if I recall right, in SaGa Frontier the cost of using the junk shop goes up a bunch each time it's used, but the prize pool doesn't go up nearly as fast.
  19. 1 point
    Give me 3 hun' and I'll let you pick some quality junk. Choice: [Yes] If Actor. Level > 50 -Variable GoldJunk = 1000 Else -If Actor.Level > 25 --Variable GoldJunk = 750 -Else --Variable GoldJunk = 500 -End End If Party Gold >= Variable GoldJunk Gold -Teleport/Move to Junk area - Variable Junk = 3 -(Switch if you want Common Event to teleport player out later) Else - Nope! Just because they're worthless doesn't mean they're cheap! Git! End [No] --- Junk Pile: If Actor Level > 50 -(Common Event for junk here) Else -If Actor Level > 25 --(Common Event for junk here) -Else --(Common Event for junk here) -End End --- Junk Common Event: (You can either have one Common Event and call a variable to determine which branch is called or multiple common events. Or you can have the code straight in the junk pile.) Variable Junk -= 1 Variable DumpDive = rand(100) If Variable DumpDive < 10 -Get Potion Else ... -------- Alternate ways to write: Nesting the If-Else would make some of the items go far right, so you could do If Variable DumpDive >= 10 -If Variable DumpDive < 20 --Get Ether -End End If Variable DumpDive >= 20 -If Variable DumpDive < 30 --Get High Potion -End End or If Script: ($game_variables[12] >= 10 and $game_variables[12] < 20) -Get Ether End If Script: ($game_variables[12] >= 20 and $game_variables[12] < 30) -Get High Potion End Also, I did mention you can use variables to determine which pile you're accessing. It can go like If Level > 50 Variable Junk Level = 3 if Level > 25 Variable Junk Level = 2 Else Variable Junk Level = 1 End Common Event Junkpile (If Variable Junk Level == 1 Dump Dive = rand(100) if Dump Dive < 10...)
  20. 1 point
    As long as these resources are used for free projects, I don't think Square Enix will bother us.
  21. 1 point
    That looks amazing! Though squareenix may disagree. They don't like people using their stuff...
  22. 1 point

    One Piece - Triple Duels I~IV

    ONE PIECE - TRIPLE DUELS I~III, Diamond & WAR OF THRONES Latest version : OPTD I v2.10 Extended Edition, OPTD II v4.20 AIO Gold Edition, OPTD III v8.20 AIO Gold Edition OPTD Diamond v1.03 AIO Diamond Edition OPTD IV War of Thrones FULL v4.02b +GAME DESCRIPTION+ It's a Card Collection & Role Playing Game based on ONE PIECE (a Japanese manga series written and illustrated by Eiichiro Oda). +STORY+ +CHARACTERS+ +FEATURES+ +SCREENSHOTS+ +DOWNLOADS+ +CREDITS+ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  23. 1 point

    Corruption of Laetitia

    This is literally in my top 4 RPG Maker games of all time! It has everything I look for in a good game: great aesthetic, a great beginning with instantly recognizable characters; entertaining and well written dialogue, fast paced, engaging combat; awesome atmosphere that makes the game world feel alive, an overworld you can actually interact with, hilarious references..."I've discovered a new recipe~!" I've been playing for 4+ hours and it''s literally 1am now! This game's great, but sadly not perfect. There's always room for improvement (although, frankly, I haven't much to complain about... maybe you could add some more custom animations for skills and like) All in all, you did a great job KayakoChan. I look forward to playing the full game, and whatever else comes after.
  24. 1 point

    The Crystal Knight

    Kickstarter page also has new handdrawn monsters, feel free to check them out!
  25. 1 point

    Custom Title Menu buttons

    This should be really easy to do with NerdiGaming's Title Menu script. Read the commentary at the beginning of the script, this will tell you what to change so that the choices are displayed at the right place. Now open your project, get an awesome title screen, AND CHAZZ IT UP!