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Bad, still not even finished with outdoor city tiles. However if you want to give it a shot, go for it. Just use the tile set up.

I'm at a loss for what other types of buildings to add and if I wan't too keep the generic looking background buildings the way they are.
[Image: sOlGffX.png]
I updated the car sprites on Chris2balls's tileset, I think the sewer/hole he did looked good as is, made a fire hydrant, and redid the Alley Gator/Crookodile sprite.(thanks Sevenstich for the idea)

Finally is there any type of tile laying program for making conceptual maps? I could use rpg maker but was wondering if there's any good alternative. Right now I doing it piece by piece and that takes me a lot longer than it should. (I usually make mistakes with on pixle and the whole thing ends up being off set)
[Image: Jr1bM7z.png]
Doc I took your advice.

I used VX though I'm not sure if I will use it for making the game. It's not very 8bit friendly with all the semitransparent tiles. I would have to find a way to remove it.
[Image: t9bv2mR.png]
Note I added the hydrants and cars in Paint.

Also army enemies, I added changes to a few of them.
[Image: c59g4Vm.png]
(07-26-2014, 02:31 PM)Virtuaboy123 Wrote: [ -> ]Doc I took your advice.

I used VX though I'm not sure if I will use it for making the game. It's not very 8bit friendly with all the semitransparent tiles. I would have to find a way to remove it.
[Image: t9bv2mR.png]
Note I added the hydrants and cars in Paint.

Also army enemies, I added changes to a few of them.
[Image: c59g4Vm.png]

Cool stuff.
VX is really cool, but like you said it has some features that make 8bit chipsets look a little off for some reason. The thing with RPGM vx is that it's really cool for adding custom scripts, and making the game completely non-stock. What I like about RPGm 2k3 is that it's a lot better with 16 bit or 8bit graphics, but it lacks in scripting ability and all of the new features in VX. It's your choice, really ( and I can help with either, years of experience with RPGM's )

also I did this thing

https://soundcloud.com/lorddocimus/battl...y-apponent
Sounds good. Imo it sounds like it could be more of a villains hideout theme, based in an arcade or old factory.

I was fooling around and trying to update my mugshot design.
[Image: giwZcLz.png]
I know VX uses a much larger mugshot image however, so i'll need to either resize or redo the old ones.
The green characters
[Image: iPBQRK4.png]
Been busy again.
But good news, figured out a way to not re-size the sprites by instead putting a border around the characters mugshot.
Now the question is should I have a default border or one for every unique character?
[Image: UbONsjH.png]
(08-05-2014, 10:43 PM)Virtuaboy123 Wrote: [ -> ]But good news, figured out a way to not re-size the sprites by instead putting a border around the characters mugshot.
Now the question is should I have a default border or one for every unique character?
Good to hear you found a workaround. Perhaps have borders for specific character groups? Like Bosses, heroes, unique NPCs, etc

I feel like having one general border for everything would eventually get bland while having an individual border for every unique character would be a bit much (unless you go the way of recolouring the border, and even then...) though it sounds cool in theory
Regarding the borders, my suggestion is to use one style for the playable characters, another style for the NPCs, and one more for the villains.
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