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AJNR

Top-Down ABS Sprites WIP

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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

 

Warrior_Walk.gif Warrior_Attack.gifWarrior_Attack2.gif

 


 

Sprites created

 

Warrior Walk 

 

 

Warrior_Walk_Big_edit.png

 

 

 

Warrior Attack

 

 

Warrior_wpn_1.png

 

 

 

Warrior Attack 2

 

 

Warrior_Attack2.png

 

 


 

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 by AJNR
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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 :)

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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)

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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!

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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.

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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?

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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.

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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.

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Thanks  :D 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.

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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 by AJNR

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Spooky, Scary Skeletons :BUMP: 

quot+spooky+scary+skeletons...+quot+_f54

 

 

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")

insane_prisoner.gif

 

 

insane_prisoner.png

 

 

 

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 by AJNR

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