It's good for mindfulness, especially the need to make cuts rather than leave in unfinished stuff. There's obvious problems I have to really focus on and remember when making a new game, but also stuff that I would never do if I had even a tiny bit more freedom. New Sheet Size: 97x97 character slots (291x388 per character, 1164x776 for a 8 character sheet) this allows for more possibilities both in height and width. It's actually interesting to see how much "no time apply the most superficial version of my idea" looks just like "idea unfulfilled" from a player's point of view. RPG Maker MV - Character Creation System Intermediate Thread starter Syndicate Start date Tags advanced character creation event how to intemediate rpgmakermv system Syndicate Pandora Network. Same with the tiers being walkable because I drew a map that relied on being able to walk on those tiles, it was just faster to make it possible to walk on than redraw an entire 3rd of the map from scratch. Things like the tacked-on skills were just because I knew the battle system was difficult, but I couldn't balance it without taking some trial and error time, so I just slapped on skills that would speed up the process. The game itself was made in about 2 and a half days. I was essentially relearning 70% of how to use MV at all with a 5-day deadline while I was already injured. Overall, a lot of this is just time constraints. The point of using those customized assets was just that I hate the way RTP looks, and the only sideview sprites I have have RTP faces, so RIP frontview it is □ Similar problem of ambiguity with this white bridge: the "lineart" was redrawn, but the noise was copy-pasted from the original because I had no idea how to reproduce that coloured grain, and then edited those pastes so it would fit on the boards. Judging from the fact every leaf was originally a perfect rectangle, presumably more than 80% is my work, but. I don't really have any way of knowing how much was "my" work in that case. It is more or less "drawing over" the image, but it was all done on the same layer, simply because of how pixel art works. The wide tree was edited a little more carefully because of how small the leaves were I had to go down it chunk-by-chunk to redraw the edges of each spot of colour, like I would with lineart. The barren tree was too crushed up from the upscaling process because of the curved lines I had to redraw it completely. I think.that actually depends on the asset?īushy tree had the 1-pixel outer lines adjusted, then I painted over the rest with a thick brush you can tell by the grainy, pillowy effect.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |