For the record, powrtoch, that is the famous Kain from FF4, not something original to MirageSource.
Is there any particular reason that the character sheets have to be that exact resolution? It's going to be somewhat limiting in a way that isn't really necessary these days. For instance, I'd normally suggest taking a look at CharlesGabriel's classic 16x18 px base (whose many accessories can be seen here: http://opengameart.org/content/oga-16x16-jrpg-sprites-tiles ) for something of a similar resolution, but at 2x it would be 4 pixels too tall for a 32x32 box.
Remember, their goal isn't to make all game development easier, it's to make development on RPGmaker, and RPGmaker alone, easier. It's hardly in their interest to make assets that make it easier to make games without RPGmaker. I don't think there's anything intrinsically wrong with that either; art can be expensive, and they as a company have to make money on what they spend.
It's always that archiving/uploading to other sites thing with self-written licenses, it seems. I can understand why people wouldn't want their own site to become redundant, but of course this particular requirement is incompatible with any of the licenses here. I have a feeling that they'll be unwilling to budge on that.
The graphics do look great, though, and they would be a nice addition to the site.
Wow man, you've really been trucking on this! Those animations are a lot of fun--I hope that you'll put them up on OGA. And of course, I am looking forward to seeing what you do with the project as a whole.
Re: this forum topic in general. I have definitely let this project fall by the wayside in recent months. I've had a lot going on in terms of pixel work, etc, and kind of lost momentum. I am hoping to get back in the swing of things soonish, though.
Those portraits look pretty good! I really like the one of Hearth, but I feel like there are a couple of issues on the woman's portrait that should probably be touched on. I think the main thing is her eyes, which look slightly asymmetrical (giving her a somewhat dazed look). The frofile of her face is also a bit too sharp, and the hair feels like it could use some highlights. There are also a few rough brushtrokes here and there, though I'm sure you're aware of them. I did a quick edit to show what I mean.
Anyway, keep up the great work on those. I hope that you'll have time to make more.
Ah, yeah, I'd sort of forgotten about this mace. I drew it up quickly for someone in the IRC during the contest and didn't feel like it deserved its own entry, so I just tossed it in this one to make sure that the formal licensing was in order. It should have the poses it needs to be put on the original slash animation--I just didn't want to take the time to do it myself at that point. I can produce weapons with those two/three poses pretty quickly, but the time it takes to add to the sheet is a bit more bothersome.
@cemkalyoncu: That is true, but it is indeed a different mace (by Daneeklu) so it wouldn't be totally redundant anyway.
They would essentially have to be redrawn, but having the design and premade palette to work from makes it a bit easier. I've actually redrawn a few of them already in platformer view (for a closed-source project) so it's nothing I haven't done before.
For the record, powrtoch, that is the famous Kain from FF4, not something original to MirageSource.
Is there any particular reason that the character sheets have to be that exact resolution? It's going to be somewhat limiting in a way that isn't really necessary these days. For instance, I'd normally suggest taking a look at CharlesGabriel's classic 16x18 px base (whose many accessories can be seen here: http://opengameart.org/content/oga-16x16-jrpg-sprites-tiles ) for something of a similar resolution, but at 2x it would be 4 pixels too tall for a 32x32 box.
Remember, their goal isn't to make all game development easier, it's to make development on RPGmaker, and RPGmaker alone, easier. It's hardly in their interest to make assets that make it easier to make games without RPGmaker. I don't think there's anything intrinsically wrong with that either; art can be expensive, and they as a company have to make money on what they spend.
It's always that archiving/uploading to other sites thing with self-written licenses, it seems. I can understand why people wouldn't want their own site to become redundant, but of course this particular requirement is incompatible with any of the licenses here. I have a feeling that they'll be unwilling to budge on that.
The graphics do look great, though, and they would be a nice addition to the site.
Wow man, you've really been trucking on this! Those animations are a lot of fun--I hope that you'll put them up on OGA. And of course, I am looking forward to seeing what you do with the project as a whole.
Re: this forum topic in general. I have definitely let this project fall by the wayside in recent months. I've had a lot going on in terms of pixel work, etc, and kind of lost momentum. I am hoping to get back in the swing of things soonish, though.
Her posing as an outside person (especially with such awkward syntax) is really weird. Promoting like that is a bad idea.
Hehe, you nailed that, Skorpio. Top notch!
Those portraits look pretty good! I really like the one of Hearth, but I feel like there are a couple of issues on the woman's portrait that should probably be touched on. I think the main thing is her eyes, which look slightly asymmetrical (giving her a somewhat dazed look). The frofile of her face is also a bit too sharp, and the hair feels like it could use some highlights. There are also a few rough brushtrokes here and there, though I'm sure you're aware of them. I did a quick edit to show what I mean.
Anyway, keep up the great work on those. I hope that you'll have time to make more.
Ah, yeah, I'd sort of forgotten about this mace. I drew it up quickly for someone in the IRC during the contest and didn't feel like it deserved its own entry, so I just tossed it in this one to make sure that the formal licensing was in order. It should have the poses it needs to be put on the original slash animation--I just didn't want to take the time to do it myself at that point. I can produce weapons with those two/three poses pretty quickly, but the time it takes to add to the sheet is a bit more bothersome.
@cemkalyoncu: That is true, but it is indeed a different mace (by Daneeklu) so it wouldn't be totally redundant anyway.
They would essentially have to be redrawn, but having the design and premade palette to work from makes it a bit easier. I've actually redrawn a few of them already in platformer view (for a closed-source project) so it's nothing I haven't done before.
That is absolutely amazing! What a cool program! I feel honored that you used them for this.
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