Wow thanks, that's awesome. I was having a problem with NPCs because they rarely walk in every direction, and some don't even stand in every direction. For example, the one in the picture only ever stands facing left (and maybe upwards), so for those sort of things, and countless others, this will be especially good. Clothes will also be easier now, since having to buy everything single piece of clothing would be a mission. Most other objects can be ripped with DeSmuME, it's just the NPCs and clothes.
I'll get to redownloading Tinke, it will be a great help.
By the way, to Jetters and whoever else, I was wondering: so far all the London Life BGs I've uploaded now have been made up of 2 or more layers. For example, in Granny R.'s Shack, one layer was the actual inside of the house (floors, walls, and so forth), and the other layer was stuff like the tree, little house, bucket, etc. That is, I could have ripped the house and other stuff separately.
So far, I've been thinking that it's fine to do what I'm doing, for 2 reasons: 1) Central Station, which reblueyellow ripped, had everything on one layer, despite being able to walk behind some things, and so I would keep it consistent by doing other BGs the same style, and 2) because sometimes the layers that are covered by others have some glitches and/or corrupt bits that look ugly.
However, I was just thinking, maybe some people would prefer that I rip insides of houses and other objects (flowerpots, chairs, etc.) separately? I mean, none of those objects ever move/disappear (and for those that do I will rip them separately). It's just that because you can walk behind these objects, some people might like to see what's behind them rather than them being obscured as usual.
I hope that wall of text is readable, I'm not very good at explaining spriting dilemmas. Personally I find my current method easy and consistent (especially with Central Station which can't be done any other way). If anybody would want to use the layers separately (in a game or whatever), they could cut out the top layer and then add it back in on a different layer, which would keep the overlapping functions and still look nice.
But as I said, if anyone thinks I should do it differently, please say so.
EDIT: I can't manage to find rev 132 of Tinke 0.8.3.0, only 130 (from the link in your tutorial).
I'll get to redownloading Tinke, it will be a great help.
By the way, to Jetters and whoever else, I was wondering: so far all the London Life BGs I've uploaded now have been made up of 2 or more layers. For example, in Granny R.'s Shack, one layer was the actual inside of the house (floors, walls, and so forth), and the other layer was stuff like the tree, little house, bucket, etc. That is, I could have ripped the house and other stuff separately.
So far, I've been thinking that it's fine to do what I'm doing, for 2 reasons: 1) Central Station, which reblueyellow ripped, had everything on one layer, despite being able to walk behind some things, and so I would keep it consistent by doing other BGs the same style, and 2) because sometimes the layers that are covered by others have some glitches and/or corrupt bits that look ugly.
However, I was just thinking, maybe some people would prefer that I rip insides of houses and other objects (flowerpots, chairs, etc.) separately? I mean, none of those objects ever move/disappear (and for those that do I will rip them separately). It's just that because you can walk behind these objects, some people might like to see what's behind them rather than them being obscured as usual.
I hope that wall of text is readable, I'm not very good at explaining spriting dilemmas. Personally I find my current method easy and consistent (especially with Central Station which can't be done any other way). If anybody would want to use the layers separately (in a game or whatever), they could cut out the top layer and then add it back in on a different layer, which would keep the overlapping functions and still look nice.
But as I said, if anyone thinks I should do it differently, please say so.
EDIT: I can't manage to find rev 132 of Tinke 0.8.3.0, only 130 (from the link in your tutorial).