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Earthbound OW Revamp
#46
Ew.
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#47
Are you planning on using these for a game, or just doing them for fun?
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#48
To be honest, I have no clue! :U
I have no knowledge of programming or system restraints, but I think it'd be really awesome if I could somehow make just an overworld engine that functions like Earthbound at least. I started the project as an initial graphics revamp for the game.
I have certain restrictions (boxes in multiples of 8, pallette, color limit, etc.), but I don't know if this could run in anything. Is it possible for this stuff to be made into an overworld, with menu, dialog, and at least walking around?

Once I have a significant portion done, I was considering doing either a sprite project to open it up or organize a Game Dev thread and see if anyone wants to help with NPCs, programming, tilesets, etc.
Would anyone be interested?
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#49
I'm interested, but I'm way too busy :/
Try Me!

I've actually made a Mother 3 engine before so I could remake EBZ.
If you like it, I could probably just plug in your graphics and stuff. Then poof, you have a neat little game~
Here it is if you want to take a look.
Overworld and Battling systems are almost %100 done.
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#50
Not to be off topic
But wow I played it, really nice. Makes me want to get into programming.
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#51
Ploaj, that's awesome!!
(For the little test some of the sprites were flipped which changed the hat but I'm sure it was just an example)
It's really cool to get to see my stuff like that C:

Well, whether I can find a programmer or not, I still plan to work on these. You're saying it can be done with my restrictions?
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#52
(05-04-2013, 05:46 PM)Baegal Wrote: C:

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75% of Main characters' walkcycles done!!

Do you guys think I should make running animations too? Or just speed it up?
I'm probably going to move on and mayble dabble in tilesets once Poo's 8d walking is done, but the running thought just occured to me.

I also want to add that while this is alright, a normal walking animation with arm flailing would be nice too.

no suggestions otherwise

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one thing, the foot without the outline looks weird, outline it. Everything else is, why wouldn't it be?
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#53
I'm really digging these. Hell, I love any time Mother gets some love around here.

You should do Porky. Cute
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#54
I think the way the legs on the back sprite are animated looks pretty weird. It looks like only the feet are moving and the legs aren't? I wouldn't know how to tell you how to fix it, though.
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#55
(05-06-2013, 08:38 AM)Gorsalami Wrote: I also want to add that while this is alright, a normal walking animation with arm flailing would be nice too.

no suggestions otherwise

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one thing, the foot without the outline looks weird, outline it. Everything else is, why wouldn't it be?
Are you saying I should do arm flailing for the running animation? Or do the walk without the arms on the backpack? I wanted to add some variety to the character walks, and I was hoping to make each one unique.
Ness with hands on backpack, Paula flailing arms, Jeff in pockets, and Poo behind his back.
I agree with you on the foot. To be honest i might have just missed that one!


(05-06-2013, 11:49 AM)Tonberry2k Wrote: I'm really digging these. Hell, I love any time Mother gets some love around here.

You should do Porky. Cute
I was considering him and Picky once Poo's walk cycle is done C:
(and Ness is tidied up a little)
This does raise an important question, though. Should all characters have 8 directions, or can I get away with NPCs having only 4? I think I might need to do 8, but if anyone thinks otherwise or has a better solution, please let me know.
(05-06-2013, 02:59 PM)StarSock64 Wrote: I think the way the legs on the back sprite are animated looks pretty weird. It looks like only the feet are moving and the legs aren't? I wouldn't know how to tell you how to fix it, though.
I agree completely. I had the same problem with Jeff before, so I can try to rework it. The problem with Jeff is his legs were 3px thick instead of 2px because of pant legs, so I might just have to mess around and see what I can do.

EDIT: [Image: 8HaQBbv.gif]
I think I fixed the issues.
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#56
You could get away with most NPCs having only 4. Porky is a major presence in the game though, so I would give him 8.

At the same time, Picky, King, Flying Man, etc. all join your party at some point and might look weird not walking diagonally while Ness is.
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#57
you could also make ambiguous diagonals (you only need to make two custom animations for each diagonal; the rest is achieved via mirroring). This way you can easily fill those gaps without trouble.
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#58
Gors, what exactly do you mean by that? Example?
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#59
I'm thinking he means that all you have to do is mirror on side. essentially meaning you only need two diagonals rather than two

You couldn't do this with Ness because of his hat(he's asymmetrical). But you could with Porky,Picky, Flying man because they are.
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#60
Ah, ok. I did that with Jeff and Paula, but Ness and Poo are asymmetrical.
I'll probably make NPCs symmetrical so I really just have to do front back and side.
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