Guess I'd suggest my project, which doesn't contain sprite sheets but rather a generator parts collection for the Dark Fantasy style. Template: yes, also several different body types I think.that actually depends on the asset?īushy tree had the 1-pixel outer lines adjusted, then I painted over the rest with a thick brush you can tell by the grainy, pillowy effect.Existing Sprites in this Style: only Harold avaiableĬommercial: yes (for the base, expansions might have other terms)Įxisting Sprites in this Style: some fanmade clothes (for the base, expansions might have other terms)Įxisting Sprites in this Style: yes, hiddenone expands this style also with some behavioursĮxisting Sprites in this Style: plenty, also Heroes, Children and NPCsĮxisting Sprites in this Style: plenty, also other artists contributingĮxisting Sprites in this Style: some of the RTP heroes The barren tree was too crushed up from the upscaling process because of the curved lines I had to redraw it completely. MV Character Generator Parts - Casual Clothing. The wide tree was edited a little more carefully because of how small the leaves were I had to go down it chunk-by-chunk to redraw the edges of each spot of colour, like I would with lineart. I have tried searching for this, but I wasn't able to quite find what I'm looking for.
I need some additional parts for the generator. Specificly, more casual, real-world-ish clothing, such as T-Shirts and Jeens, for both Male and Female characters. It is more or less "drawing over" the image, but it was all done on the same layer, simply because of how pixel art works.
In order to use the beast parts, youll have to swap the normal body part (be sure to make a copy of it so you dont lose it later) with the custom beast part and swap back and forth w/e you want to make humans again. I don't really have any way of knowing how much was "my" work in that case. In short, theres 5 different categories that makeup the character generator which is as follows: Face, SV, TV, TVD & Variation. Judging from the fact every leaf was originally a perfect rectangle, presumably more than 80% is my work, but. The point of using those customized assets was just that I hate the way RTP looks, and the only sideview sprites I have have RTP faces, so RIP frontview it is □ Similar problem of ambiguity with this white bridge: the "lineart" was redrawn, but the noise was copy-pasted from the original because I had no idea how to reproduce that coloured grain, and then edited those pastes so it would fit on the boards. Overall, a lot of this is just time constraints. I was essentially relearning 70% of how to use MV at all with a 5-day deadline while I was already injured. The game itself was made in about 2 and a half days. Things like the tacked-on skills were just because I knew the battle system was difficult, but I couldn't balance it without taking some trial and error time, so I just slapped on skills that would speed up the process. Same with the tiers being walkable because I drew a map that relied on being able to walk on those tiles, it was just faster to make it possible to walk on than redraw an entire 3rd of the map from scratch. It's actually interesting to see how much "no time apply the most superficial version of my idea" looks just like "idea unfulfilled" from a player's point of view. So at least as far as character sprites are concerned, a lot of progress already exists. There's obvious problems I have to really focus on and remember when making a new game, but also stuff that I would never do if I had even a tiny bit more freedom. Schlangan's currently overhauling his extended generator, adding a lot of features & making everything simpler. It's going to allow capabilities far, far exceeding the default generator in every way - and opening up previously impossible things. It's good for mindfulness, especially the need to make cuts rather than leave in unfinished stuff.