AJNR 156 Posted September 15, 2013 (edited) So, diving back into RPG Maker XP and Blizzard's ABS - I realized how entertaining it was. I want to create a simple yet fun dungeon crawler and what not - picking from 3 classes: Warrior , Sorcerer and Rogue. To keep the game simple graphically, I'd went for the top-down perspective. This is the first of the many Player Character sprites I want to work on and finish successfully. I'll try to update this topic for frequently, since my enthusiasm can only last so long. Sprites Animated Sprites created Warrior Walk Warrior Attack Warrior Attack 2 Sprites working on Rogue Walking Sorcerer Walking Sprites to be worked on Warrior Guarding Warrior Sprinting Rogue Attacking Rogue Throwing Knife Sorcerer Attacking Sorcerer Fireball Orc Walking Orc Damaged Orc Attacking It's barely anything, but hopefully I'll have all these finished by January. They will be free to use - if you can find top-down graphics to meld with it. I also plan on creating Tilesets. I'm not good nor great, but I would to atleast finish a project, and I aim way too high. So this'll help unnerve my high standards. Total List Player Character Set Character Graphics for the Warrior, Mage, Rogue and Adventurer <PC>Walking <PC>Attacking <PC>Recovery Item <PC>Enchant Item <PC>Incense Item <PC>Skill 1 <PC>Skill 2 <PC>Skill 3 <PC>Skill 4 <PC> Guard <PC> Dashing <PC> Sneaking Warrior's Crossbow Projectile Mage's Arcane Missile Projectile Mage's Pursuers Projectiles Mage's Arcane Spear Projectile Rogue's Throwing Knife Projectile Rogue's Asthma Bomb Projectile Adventurer's Nomad Breath Projectile Ice Dungeon Set Ice Wyvern Idle Ice Wyvern Underground Move Ice Wyvern Spit Ice Wyvern Bite Ice Wyvern Damaged Shard Phantom Idle Shard Phantom Move Shard Phantom Run Shard Phantom Attack Shard Phantom Tackle Shard Phantom Damaged Glacier Titan Move Glacier Titan Charge Shell Freeze Glacier Titan Shell Freeze Glacier Titan Charge Ice Grab Glacier Titan Ice Grab Willow Wisp Move Willow Wisp Disperse Ice Warrior Move Ice Warrior Attack Ice Warrior Guard Ice Warrior Ice Slash Ice Warrior Charge Ice Rush Ice Warrior Ice Rush Ice Warrior Damaged Frozen Necromancer Move Frozen Necromancer Summoning Frozen Necromancer Damaged Feral Yeti Move Feral Yeti Attack Feral Yeti Charge Jump Feral Yeti Jump Feral Yeti Rampage Attack Feral Yeti Charge Shatter Ground Feral Yeti Shatter Ground Feral Yeti Jump Shadow Feral Yeti Jump Land / Boulder Smash Feral Yeti Charge Snow Roll Feral Yeti Snow Roll Undead Occult Priest Move Undead Occult Priest Attack Undead Occult Priest Damaged Undead Occult Priest Charge Vile Grab Undead Occult Priest Vile Grab Undead Occult Priest Cast Skill Undead Occult Priest's Frozen Spirits Projectile Undead Occult Priest's Decaying Touch Projectile Jack Frost Move Jack Frost Run Jack Frost Attack Jack Frost Teleport Jack Frost's Frozen Statue Jack Frost's Charge Blizzard Jack Frost Invisibility Jack Frost Charge Frost Surge Jack Frost's Frost Surge Projectile Jack Frost Charge Cane Whack Jack Frost Cane Whack Jack Frost 2 Move Jack Frost 2 Run Jack Frost 2 Attack Jack Frost 2 Taunt Jack Frost 2 Charge Avalanche Jack Frost 2's Avalanche Projectile Jack Frost 2 Smash Jack Frost 2's Spiked Smash Projectile Jack Frost 2 Charge Ice Beam Jack Frost 2's Ice Beam Projectile Jack Frost 2 Grab / Icy Death Icicle Fall (Environment Hazard) Icicle Smash (Environment Hazard) Inferno Dungeon Set TBA Twilight Dungeon Set TBA Marauder Dungeon Set TBA Tower Dungeon Set TBA Abstract Dungeon Set TBA The End Dungeon Set TBA Optional Wonderland Dungeon Set TBA Edited October 20, 2013 by AJNR 1 Share this post Link to post Share on other sites
ZombieBear 66 Posted September 16, 2013 Wow, this is amazing! I've never seen the top down style of sprites before, but even with that I could still instantly see what was going on. I don't even know that to say about these, they look professionally done! Great job, I'm excited to see more of your sprites as you complete them 1 Share this post Link to post Share on other sites
AJNR 156 Posted September 17, 2013 Thanks ZombieBear! I'll definitely keep up the work, but speed will be slackened since I finally registered for my college. Since I have 1 Class Thursday, and none Friday - I can slip work on the RM Content on the weekends. Images that will be uploaded by Sunday are: Mage Walking and Rogue Walking (along with Warrior Potion but it needs re-editing because the current version is just lazy) Share this post Link to post Share on other sites
ZombieBear 66 Posted September 21, 2013 I'm trying to do all my work on the weekends too; there is just too much work from college classes during the week... Hopefully you can keep the sprites rolling out, my work is tapering off... *sigh* If it was only possible to do it all! Share this post Link to post Share on other sites
AJNR 156 Posted September 21, 2013 Yeah, I hear you and I just started [as a freshman]. I plan on getting the basic details (mainly the outline of tilesets and all, if not most, of the character graphics) done. I don't honestly feel up to mapping and eventing (although I made the fundamental aspect of both) and will throw this project out for team recruitment when I finish these graphics (which are also free-to-use). When I do get to the point of people entering the project, I'll help out - but mainly just give my two cents. Because this is suppose to be a more open ended project. Also, a fourth class was created - named the "Adventurer" and will also be getting a walking sprite this weekend. Share this post Link to post Share on other sites
Neverward 210 Posted September 30, 2013 Those are looking very cool so far, the swinging animation is quite clean. I'd have to see the other sprites in the game to make a full judgement but I'd say the only thing is that maybe there needs to be a bit more of a highlight tone to give it definition of shape? 1 Share this post Link to post Share on other sites
AJNR 156 Posted September 30, 2013 Thanks, I'm trying my best to get stuff made for the Project. College is a real strain on it, with the work at home and coming home drained and all that real life whatnot. As for the highlight tone, I don't know if I could do that - I honestly considered the Horns and the lighter parts of Limbs (Arms and Legs) as "highlighted". I'm limiting the colors for the sprites, but I intend on making customizable colors for the 4 Character Sprites when they're finished. As for others, they're coming - but school is really postponing them relentlessly. The Rogue will consist of a brown pallete, the Mage of a blue pallete and I'm not sure what color to give the Adventurer. And to continue on the customizable colors, I plan on making detailed changes along with color changes (ie. The Warrior's Helm may change based upon the Customization Options), so it's not the usual "Pallete Swap". And last note, the sprites are actually this size - they're originally made in 128x128 Sheets (32x32) and resized to 256x256 Sheets (64x64). The larger sprites will be used for the majority, with the original smaller ones being intended for Boss Battles - for consideration of Size of the Boss and Battlefield. Share this post Link to post Share on other sites
dylanmc12 2 Posted October 17, 2013 I'm pretty sure the Majin Tensei games.. or what the Giten Tokyo Mokushira game? I don't know, MegaTen has so many spin-offs. It was one of those two series; they had top-down battles and dungeons. The sprites were actually very well animated and very good. I'd use hose for reference, if you're having difficuly. But judging from what you've done so far, you're clearly not. Good luck. Share this post Link to post Share on other sites
AJNR 156 Posted October 17, 2013 Thanks But I am having a lot of trouble getting work done in this, since college is a real pain in my ass. I'm also converting the Project from XP:Blizz-ABS to VXAce:XAS and the major problem I'm having is trying to have the 4 frames of animation/sprite kept in VX Ace. So when I find the time to work on it again, I'll try to resolute that quickly. But with XAS, Boss Battles should be way better. I really don't mind the extra frames to sprite, it's actually what I want. Share this post Link to post Share on other sites
AJNR 156 Posted October 20, 2013 (edited) Small Bump 1 Image is added: Warrior Attack 2 Converting the Project to VX Ace is a nuisance since I'm unable to put much time into it. But a new HUD was created along with a "chained" attack mechanic. The mechanic makes the Player unsheathe, or ready, their weapon when the attack button is pressed once. If the attack button is not pressed again, it will sheathe the weapon (and unsheathe when the attack button is pressed again). However, if the attack button is pressed right after the unsheathe, the player can attack. I was going to make a Unsheathe >> Attack 1 >> Attack 2 >> Attack 3 but the animation does make a nice looping animation so it's now Unsheathe >> Attack 1 >> Attack 2 >> Attack 1 & 2 Loop It's not much, but it's something. I'm trying to make tilesets. Specifically the Ice Dungeon - for a Demo, it'll consist of the Ice Dungeon (atleast half of the whole dungeon), with a fully created Warrior Player Character (with Skills, Weapons and Armor Sprites functional) and at least 2 bosses. There is no deadline for me, because I never meet them. It'll be done, when it's done. Another note - not visually, but gameplay wise - with the Yanfly System Script, the game can have a "Hardcore" Mode Option along with a "Damage Rate" Variable. Which I'm particularly proud of. Bosses will be unique (it is XAS, I'm making the damn things from scratch) so if a Demo ever does come out - do expect some sort of surprise. I know how to make enemies teleport around the Player - I don't play, son. P.S. Everything in this project is going to be original *sticks finger at RTP* When I'm confident enough and have enough work completed - let's say 2 years from now - I'll throw a Frisbee out at recruitment. Edited October 20, 2013 by AJNR Share this post Link to post Share on other sites
AJNR 156 Posted October 29, 2013 (edited) Spooky, Scary Skeletons :BUMP: Feel like making a Halloween-Themed Dungeon to be posted as a Demo once it's finished. Already written out the Maps, (3/4) Enemies and all that Junk. So less talking and more seeing, here's the walking animation of the first enemy to encounter within the "Hallow Mansion Dungeon": Insane Prisoner (Small FYI, his right leg is lame - so his "right step" which is his left shoulder progressing is actually slower than his "left step") The "Hallow Mansion Dungeon" will consist of Catacombs, Swamps, Forests and the Mansion itself. Hopefully 4-5 Bosses with complex AI. The only real challenge is the tileset, which I honestly over-complicate. This Dungeon will serve as the Demo when it uploads, and will only have the Warrior Character available for play. Edited October 29, 2013 by AJNR Share this post Link to post Share on other sites