So those of you who have read my intro thread, you seen this. I just got done with a revising it. First thing I've done is redid and added 20% more sclera to the eyes. And after noticing that fitting tails into the sprite was going to be troublesome, I decided to up the tile size up from 64 to 96. I then readjusted the the whole thing for better Faust pony proportions. What do you think? Better or worse? Also, no one point I was suppose to be working on adding horns and wings. :derpe: By the way, do I need to fiddle with my settings or are embedded images disabled on these forums?
I like the newer one better, 'cause of various reasons - as you stated, the sclera is much bigger (20% pun unintended?), some look a little more "Overview" than the others. But I gotta ask, is this going to be some kind of Sidescroller? Because, if i look at these like that, they do not give me the feeling of a "Overhead birds-eye perspective". OH, and obvious "More frames" is obvious.
It's going to be a 3/4th top down. I'm not sure how to address the angle problem, but I'm going to tackle it next. Also it's not possible for me to add more frames in RPG Maker VX, so we're stuck with 3 frames.
Really? That's horrible (for the frames). But oh well, I guess it won't be really that bad (for this game). But how come you can't use more than 3 frames?
Well by default RPG Maker VX has a rigid system. The only thing customization allowed was putting in special symbols in the file name the let the engine know if the sprite sheet was not a 4x2 character set and/or if sprite was affixed to the ground and therefore shouldn't be 8 pixels higher. However, RPG Maker VX allows for the use of scripts that can be used to change almost anything. Granted, these engine changes will not be reflected in the game editor, so you have keep track of everything that your installed custom script does. And I'm also using a few custom scripts so I have the concern of script conflict, I just had to choose between a engine upgrades script and a sideview battle script because together, they caused a game breaking bug, in where battles had to be won in the first round, as the battle menus would loop infinitely after that. I also had to choose between Equip in battle and Active Time Battle because they both overwrote too many of the same things. My main concern with adding a more walking frames script is will it interfere with the side view battle script, which is was built with the 3 frame system in mind. My second concern, is will the new scripts animation system allow for a decent horse animation. My third concern just regards the logistics of using Flash to draw a sprite sheet, main issues there being that flash cannot select empty space which causes some problems with brevity and the fact that I'm not dealing with inherently solid pixels. EDIT: E3 is on, sorry if I've overlooked something, but I E3 has my attention right now.
You should see if you can't get a programmer to custom script you something - that'd save working around conflicts. What language is it in?
Ruby. I know where to find ruby experts, I just need to approach them. But so far, despite my programing skills being non-existent, I've been able handle the conflicts on my own. I didn't want an active time battle system, I was only using it to bypass that infinite menu loop bug, but then I solved that bug so I get rid of ABS. Which was making Equip in Battle unusable anyway so I was glad to get rid of it. I was also able to reprogram the Equip in Battle script so that it appears in the Battle Menu instead of having to hold L or R to access it. Granted, guard now has to be selected by pressing L or R but who uses guard anyway? I think I just found a script that'll allow for more frames with without stepping on Side Battle's toes. I'm going to run some compatibly tests to see if it interferes with anything.