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TSRPG [Sprites/Ideas/Storyboard]
#31
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]
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#32
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]
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#33
(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
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#34
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.
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#35
The green characters
[Image: iPBQRK4.png]
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#36
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]
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#37
(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
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#38
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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