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+++ DynRPG - The RM2k3 Plugin SDK +++

author=dragonheartman
author=s_w
can someone please crush my hopes again and confirm whether:

1. A script that allows you to change class/sprite in battle?
2. A script that Allows you to change the RESISTANCE towards an attribute (i.e. like changing it to A, B, C) via skills (as in SMT games).
3. Multi hit skills (or show multiple damage).
1. Yes.
2. Yes. If for some reason that data is static in the database, there are a few ways you can simulate it (e.g., with conditions).
3. Yes, you can make skills show damage multiple times, if that's what you mean.



I like the sound of those answers.

Alas, as advanced coding is not my strong suit, is it possible to request these scripts in this thread?

+++ DynRPG - The RM2k3 Plugin SDK +++

Ever since the SDK was released, I have glimpse of hope that Rm2k3 can have the functionality of VX, or at least some part of it.

can someone please crush my hopes again and confirm whether:

1. A script that allows you to change class/sprite in battle?
2. A script that Allows you to change the RESISTANCE towards an attribute (i.e. like changing it to A, B, C) via skills (as in SMT games).
3. Multi hit skills (or show multiple damage).

are possible?

And aye, please do not turn this into RM2003 Vs RMVX ACE.

On unrelated note, the RPGRAGE comic site a while back is down?

Requesting pointers for pixel work [Updated 13/03]



Been putting this off for ages (why I never finish anything), so here you go - at least for some closure.

Still can't manage to shade the frigging right (left here) thighs though. Pointed edges are driving me insane.

Requesting pointers for pixel work [Updated 13/03]

author=kentona
the light comes from within...

Yeah, pretty damn inconsistent and terrible, I know.

Requesting pointers for pixel work [Updated 13/03]

author=Archeia_Nessiah
SW I noticed you tend to pillow shade? or is over aliasing a better term hmm
I like DE's contrast since it shows more of the form easier specially on that size, but yeah.

I believe "over-aliasing" is the correct term (and yes, I noticed it, a bad habit really). Somehow I always ended up wanting to keep the sprite as "smooth" as possible; so I use AA between shades.

I suppose it boils down to that I am afraid/unable to *NOT* using AA to make it smooth - while the problem is that this method is usually better for LARGE sprites (lots of area), but not so much for smaller ones (see the shoulder).

Also, my shading is terrible (Which way did the light comes frooooom)


Haven't been able to study DE's work today, so here's what I did to the color two days ago :



Requesting pointers for pixel work [Updated 13/03]

Sorry for being unresponsive, it has been a pretty busy week so far. Tying up loose ends and all that.

@Wonderpup
I am still trying to find the look, yes, but I don't want to desaturate too much.

@SupremeWarrior
Yeah, that's why I specifically asked for help in colouring. Shape wise, it's passable.

@DE
Awesome work. I think the contrast it a bit too much here, but that's the issue with my palette to be honest (I ended up changing the palette from yellow - Scarlet(?) Instead of mono violet all around).

Your shading really makes it stand out a lot more (looks more mecha-ish). I am Definitely gonna check it out in depth later when I got back!



Requesting pointers for pixel work [Updated 13/03]

Can say that "YES" I am a bot in the topic maker questiiion??

Anyway, here's my latest work and I am stumped for a while now

(original size to make it easier to edit)

Basically I am asking your help to well... point out the flaws in the color department (or anything else if you think it's important).

For some reason I just can't come up with a good enough color for this piece. Normally I'd use blue hue as shadow, but in this case, the color is suppose to be reddish-violet (think, fire) so I can't really 'cheat' with blue.

Honestly it looks damp, and well... can't say I am satisfied with how it turns out. So what do you think? How do I fix it? Changing it to pinkish instead? Increase the brightness? Use rainbow color? Delete it? Call it a day?

In all seriousness though, I'd really appreciate any pointers, please feel free to edit it to make your point. Oh and since it's WIP, and origiounal!Tm resource, please do not keep it more than 24 hour in your computer.



Frame it instead.


Note:
The progression is LEFT ---> RIGHT
I start with white color, then change it part by part.

The Screenshot Topic Returns



WIP - Work In Purging

Also why is the new stuff (R) worse than the old? uugghhh so tired.

The Screenshot Topic Returns

@Comissar_Thule
The Screenshot topic Returns Metal Max Returns!

author=Large
Heh, I like it. The only two things:

- The sand/dirt tile is very bland. Try to make it stand "out" more.
- That sword is WAY too big for the character...

I disagree. For Both points.

Now, I can't say for sure, but I think he's trying to emulate the metal max style (Metal Max 2 from the looks of it instead of Return!) which is... NES graphics. That would explain the funky monster and the char sets (which is hmm, edited?). Also the huge weapon regardless of character size.

it's a bit strange but that's one of the interesting style metal max got.

Also, the dirt? it's post-apocalypse most likely. Besides the bottom screen is probably the Battle HUD or something so it won't look apparent.

Regardless, I find this really interesting. Glad to see someone is also making a metal max-esque game out there.

The Screenshot Topic Returns

@Creation
I just make the sprites. And yes, I did screw up a lot especially on the paladin class (the color is a bit too strong/not blue enough) - due to time. And the whole thing was Ocean's Bossfight Entry. I just changed the enemy sprites for showing purposes.

@Ness
That's pretty damn sweet.