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Marumugi4510

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A member registered Oct 06, 2022 · View creator page →

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Wow, what a coincidence—I’ve been really into camping lately too.
Since I spend most of my time sitting in front of a computer screen, camping has been a great form of digital detox for me.

I’ve also spent most of my life constantly creating things, and even when I try to step away, I always seem to come back. So what you said about being able to rest peacefully when you know you’ll eventually return really resonated with me.

That said, for now I’m planning to dive fully into this current project and push it forward as much as I can.
Thanks for sharing such a great perspective!

Thank you for your understanding!

That’s true—if it’s something you genuinely love, even if there are times when you temporarily lose interest, your motivation tends to come back as time passes!

Now, to answer your questions:

For question 1, the answer is yes. This time’s material fully supports all characters included in “MEGA FANTASY Walking Actors & Faces.”

As for question 2, unfortunately the answer is no.

It’s true that providing a layered Photoshop file would improve convenience, but since the artwork was created from the start without separating layers, it would be difficult for me to go back and split the head and body afterward.

For that reason, I hope you can understand and accept this.

Thank you so much! I really appreciate your support. I’m glad you find it useful!

Yes, “x1 graphics” are included only here and are not available in the Steam version.  

The Steam version is sold strictly as DLC for RPG Maker MV/MZ, and “x1 graphics” do not conform to the material specifications.

Hmm, sorry, but there aren’t any plans at the moment.
After all, this series only has three things: “tile sets,” “monsters,” and “characters”!

Yes, I’ll devote myself to creating again this year!

Thank you. I’m enjoying creating things every day, so I’m doing just fine!

Thank you!

I would appreciate it if you could wait patiently. Good luck with your project using 8-bit graphics—I’m rooting for you!

Yes—once “SV Actors” is finished, I’ll probably start working on tilesets around April.
At first, I plan to create exterior tilesets for towns, villages, castles, and similar locations.

Thank you very much! That really encourages me.

Hmm, I don’t have any plans at the moment. I’ll keep it in the back of my mind.

It becomes 16 × 16 px. I prepared the “x1” version because I thought it might be easier to use in other game engines, so it actually can’t be used in RPG Maker MV or MZ. (Although maybe some of the assets might work in MZ?)

Thank you so much for your warm words!

This month, I really feel that it's especially important for me to manage my own condition.

Thank you for the encouraging words!! By the way, I was able to wake up early today. Alright, let’s do this!

Thank you for your kindness.
Taking breaks really is important! I personally want to start working on the map as soon as possible, so I tend to get impatient — but in order to put even more heart into the asset pack I'm working on now, I plan to move forward while taking proper breaks.

Thank you for your purchase!

I’m sorry for causing confusion. The reason comes from the specifications of RPG Maker.
Monster images each exist as separate files, so each file name uses the name of the individual monster.
On the other hand, walking graphics and face images are sets of eight characters in a single file.

I also thought this could make it difficult to know which walking graphics correspond to which monsters, so as a workaround I decided to add the initial letter(s) of the corresponding monster names to the end of the file names.
For example, a file named “Ch_Monster06_CD” means:
“This file contains the monsters whose names start with C and D.”
A file like “Ch_Monster_d03_DG” means:
“This is a damage graphic that includes monsters from those starting with D through G.”

At the moment, this is the clue you can use when searching for the corresponding files.

You're welcome!

Clip Studio Paint also has all the tools you need to create pixel art, so I do think it would be nice to have an indexed color mode too.

That said, I doubt there are many situations in modern game engines where they only accept indexed colors.
Times sure have changed.

Thank you!

Thank you very much! It really encourages me.

Thank you! I can’t wait either — stay tuned!

Indeed, the term “9-bit colors” can be confusing.
It’s really just about the number of colors.
Anyway, it seems we understand each other now!
Well then, please look forward to it!

Thank you very much!

As for the MEGA FANTASY series, there are plans for it.
Once I finish releasing the SV character materials, I intend to start working on the tileset materials.

However, I’m sorry to say that there are currently no plans for 9-bit assets.
Or rather, could you tell me what exactly a “9-bit asset” is?

In my own personal definition, the “8-bit Retro Graphic Materials” I created can be described as “graphic materials that resemble those produced by game consoles equipped with 8-bit CPUs.”
In that sense, the MEGA FANTASY series could be considered “16-bit Retro Graphic Materials.”

I apologize if this has caused any confusion.

Of course!

Thank you for your comment.
I’m not sure if this answers your question, but…
The contents included in this material collection are as listed under “Contents.”
Is there anything specific you’d like to know?

Glad you think so!

Thank you! Please look forward to it.

Thank you very much. Please do give it a try!

Thank you for your understanding!

Thank you very much.

I’ll probably start working on the tilesets around the beginning of next year.
When I say “tilesets,” it will actually be multiple asset collections.
So far, the plan includes:

  • Exterior and interior tilesets

  • Dungeon tileset

  • Field tileset

  • Vehicle tileset

Depending on the volume, the “exterior” and “interior” might even be split into separate collections.
Please stay tuned!

Thank you very much.

Yes, regarding the issue of lines appearing at the edges of images—although it’s not perfect, I’ve managed to come up with some tricks to make them less noticeable, at least for a few of the more prominent animations!

Consistency really is a crucial point.
There’s still a long way to go, but I plan to keep creating map assets in this style as well.

Please look forward to it!

Thank you for your purchase! Once I finish creating all the materials for the MEGA Fantasy series, I might consider it, but I can't promise anything yet - thanks for the interest!

Thank you. Looking forward to it!

Thank you very much! Please wait patiently.

Thank you very much! Even though it's progressing at a turtle's pace, I'm making steady progress, so please look forward to it! Good luck with creating Sword Lords. I'm rooting for you.

Thank you very very much!

Thank you. It takes several months to complete each asset collection, so during that time I want to reassure people that I'm actually making progress on it.

I completely agree. FF summons have become increasingly over-the-top in their presentation to the point where it's tiresome to watch. Even RPG Maker MV and MZ's default magic effects feel a bit too flashy. Don't worry though - compared to those, mine are quite modest!