I see what you mean by the larger objects. Keeping everything to one tile was done on purpose for the style, so I won't personally be adding anything like that. As for animals, there are over one million species of animals in the world, you really need to narrow it down. If you're wanting a cow for your farm and someone makes a squirrel or a kangaroo, that's not going to be very helpful, you know?
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Yeah, the hybrid thing sounds like what I was trying to pull off. A private forum per project that can only be accessed by people who own it would kind of work, but I can't figure out how to do it without making the project private too. I want people to be able to see and buy the project without restrictions, but not the forums unless they own it.
I going to sell a group of art packs in the same style and I would like to set up a private forum for anyone who buys any of these packs. I figured the best way to do this would be to set up a new project just for the private forum and then have the art packs give keys to this forum project as a reward. Where it's breaking down is creating the reward. Is there a way to set this up automatically, so that any person who buys the pack can get access without me doing anything or do I need to create a group of keys and input them as a reward individually? One of the art packs I would like to do this with has sold thousands of copies, so the idea of doing this one by one is a little overwhelming! Is this idea even possible? I'm open to other ways of getting the same result.
There are no character sprites in this pack, but I can point you to a lot of good places to find sprites that fit. I have made a sprite base specifically for this set that I made available for free with credit over at the official RPG Maker forums. I'm not happy with it, and I plan to make a revised version of it for sale with more poses and clothing options at some point. I can't say when that would be. There are 13 sheets of sprites with different number of objects/animations on each. The number of objects available depends a lot on how you count them, minimum of 40. Some of them may need to be rearranged on the sheet depending on how you want to use them. Does that answer your questions?
Huh, that shouldn't be that hard to get a hold of me, I'll look into it. I am that artist, yes. If you buy any tileset from the official RPG Maker site you will only get a license to use it in RPG Maker. The format of the art doesn't matter, it's the license that you need. I do intend to sell the tiles here eventually but I'm doing a kind of update/remake thing to it that isn't done yet. I can sell you the tiles as is or you could wait for the updated set to come out and get both.
No to the glow effects, or, if you have them, please make a separate version that doesn't have the glow. In my mind the glow defeats the point of having pixel effects instead of regular particle effects.
Hello! I just discovered this program today, and although it's very interesting I've decided against buying it and I thought you might be interested to know why. If this type of feedback is unwelcome then don't worry about reading or replying. I don't mind. Although what I have to say is harsh it is meant as a tool to improve, not as a way to be hurtful, so do what works best for you.
The main reason I decided against buying is that the results are not usable without extensive external editing. The program is great as a starting point for generating ideas, but I already have access to free sprite generators that can do just that, and in the palette I want to use. Spending $20-25 on a program that gives me ideas is just far, far too much. A lot of this could be solved by understanding what goes into good pixel art and helping the generator create that. Having shading options that don't involve gradients or adding noise would go a long way. Maybe something similar to a bevel with a hard pixel edge? I think some minor low color count anti-aliasing could be done procedurally as well. But really, just having different chunks colored with a different hue can do some cool things, especially if you can limit how many are generated in each sprite.
The second reason was the price, and not just because it would simply be a starting point. Even imagining this as something that could generate usable sprites without an external editor, it doesn't compete well with existing programs. Aseprite is $15, Pyxel Edit is $9, GIMP and the other generators I've found are all free. Yeah, none of them does what this does, but they have in overall more useful features. Oddly enough, if your price point was $15 I wouldn't have questioned the price at all. I don't know why $10 (or $5 on sale) makes such a big difference, but it does.
I will probably be deleting the free version as well. The 1 bit mode is an obvious limitation, I don't fault you for using it for your demo, but I don't think it gives a good indication of what's possible in this program without inclusion of an alpha channel or having a total of 3 colors so that you can see the body.
The way a user can draw regions for indicating where and when the program creates the types of variations is brilliant. There is so much potential for this idea. Sadly, even after watching the video I haven't got a clear understanding of which element does what. Some documentation on that is going to be very important.
I wish you luck on this project.
It's made for hand placement, since all of the ground to water edge tiles are made to work with every single other ground to water edge tile, giving the map a lot of variation while still being tiles. I suppose you could make them work in a procedural map, but I haven't done anything to make this work specifically for a generator. It's in RPG Maker VX Ace format if that makes any difference.
The icons were very well done, but they weren't what I expected. I thought they'd be set up for use in RPG Maker with the same pixel scale as the tiles but the icons are made to take up the same space as the tile. This means when you have 48x48 tiles, the icons at the same pixel scale are 48x48, not 32x32 like they'd need to be. I get why this was done, to have the icons match in scale for all setups you'd only have a 10x10 space to work in at the original 1:1 pixel scale. It just wasn't what I was expecting and won't be as useful to me as I thought.
Sorry, I don't use Gmail for business. Is there a problem with Hotmail? I can get on another service temporarily so we can talk if you need me to.
BTW, if this is about a possible commission or offer to join a project, the answer will be no. I don't do commissions anymore.
It shouldn't be missing anything, but this is the second comment I've gotten about that in a short period of time. I'll redo the zip file and upload it again just in case, but it may not be right away. I have a few files I've been meaning to add in but can't without talking to someone about it first. I have a hotmail email, drakecastle, you can contact me there.
There has been some confusion before about one of the screenshots, which doesn't use the artwork as tiles. Specifically people usually are wondering where the gabled windows are. Those were not included as tiles, but with some minor editing you can get the same look. The parts to put those together should be in the same folder as the angled walls, if not please let me know and I'll re-upload the zip.
A friend of mine is using your tiles for a game. Until I saw screens from it I had no idea that these tiles looked so nice. I don't think your previews are showing them off to their fullest. You might want to have a few previews that are easier to see the tiles in, maybe jpged if you're worried about people just taking them.
http://pixeljoint.com/forum/forum_posts.asp?TID=11... Comprehensive and very helpful for avoiding common mistakes.
http://gas13.ru/v3/tutorials/sywtbapa_almighty_gra... I learned a lot from this one.
http://manningkrull.com/pixel-art/walking.php This is just a tutorial for making walk animations for side scroller sprites but it helped me understand walk cycles in general.
http://2dwillneverdie.com/tutorial/ Lots of good tutorials with tips that are the most useful for larger peices. It's advanced stuff, don't start with this one.
Yeah, I can tell from your links that you know your stuff. I think finding an art partner could be a good idea. Maybe you could try recruiting in a game creation forum instead, you'll be a lot more likely to find what you need.
I never go for those types of offers. Don't know of any professional artist who does, actually. It's nothing personal, it's just that most games are abandoned before publishing, and of the ones that get made the majority sell very poorly. It's a bad investment, and art is difficult enough to make a living off of without that kind of risk. You may be able to find an inexperienced artist who's willing to do that sort of split. You'll need to make a really great pitch for the game though, something that makes an artist want to claim the project as their own. Since the money offered is the equivalent of a lottery ticket you need to offer something else to get people to spend their time and effort on you.
Ah, I keep meaning to make a webpage, but I've never managed to finish one and put it online. Following me on here is probably the best way for now.
Sorry, i don't do commissions anymore. Good luck with your game.
Hello! I've been slowly working my way through your backlog of time lapses. I don't remember how I found them, but they're very interesting. You have a very different way of working than I do, and though sometimes it drives me crazy, I've also learned a lot, especially about how to work faster on larger pieces.
Have you heard of Pyxel Edit? Your method to repeat tiles works surprisingly well, but each time I see you use copy and paste to get tiles to repeat I think to myself, "I need to tell him about this, it would make this so much faster".
Anyway, thanks for posting the streams. They've been fun and interesting and useful.