![]() ![]() MV may need to be restarted for it to register. Small note: To use the beastmen neck, you have to remove the file named 'FG_Body_p01_c1_m001' and put in the one you want.Just gotta work out the battler issue and I think I'll at least have my assets game plan in place.The first set is some Anthropomorphic beasts! (all tested in photoshop and scaling beautifully retaining all pixels, proportions, etc). Overall concept is I design the sprite at one size and one size only, and then can do the quadrupling and halving to get all my other sizes. Losing the 4 pixels height kinda sucks cuz I really dialed in what looked good on the map as far as the sprite not being too tall/too short. So I am probably going to have to change the "source" size to 96 x 128 so I can reduce to 48 x 64 and then just use that same size sprite for map and battler. ![]() The original plan was to then use the 96 x 136 as my battler, but then I realized that only the enemies can be any size (ugh). As I worried I will definitely have to take extra care in map making, for instance making sure no paths are up along the top edge (hey why is my character just a pair of legs on this map?) so taking extra steps like intentionally edging the map with impassable tiles and other little tweaks like that. You just need to set it up for the tall battler sprites. the extended generator can work with anything. I tested everything out and i think if I make two tile high doors everything will actually look pretty normal. Lynvias Graphics Stop - Tall Sprite and Dragon Generator Parts etc Thread starter. Then i am going to nearest neighbor scale everything down 50% and go with a 48 x 68 map sprite. Then I will nearest neighbor blow up the 96 x 136 sprite 400% so everything retains its proportions and then position this larger sprite in a 144x144 "window" for my face/portrait. (wanted to stick with multiples of 48 on the width and then just sort of dialed in my height by look and feel against various map screenshots) Then I am going to create 96w x 136h sprites. I will be going with a lo-fi pixel style. ![]() So I have been prototyping different sprite sizes into different tile sizes at actual game resolution at 720p screensize, and have zeroed in on what I plan to go with after all our discussions and my subsequent research and to scale mock-ups. To clarify not how to make them but rather what they will break in project. It seems to me this would break a lot of things in the engine and its mechanics and interactions that are all based on 48x48.Ĭan someone give me an overview of what exactly is entailed if someone wants to implement taller sprites, or custom enlarged assets, and have them work as expected. If one were to make custom LARGER sprites and tiles, and drop them in, is there also nothing else that needs to be considered for all of the rest of the games functions to look and act properly? Is there no other considerations that need to be taken for these things being brought into a project where the tilesets (and everything else) remains the same? Is it really as simple as make them taller and drop them in and everything looks and acts just fine with the rest of the vanilla game? So the idea of the taller sprites I see people making hurts my head a little bit. I hope this would be the section where the most people with this knowledge would frequent. ![]()
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