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> RTP VXP, New style for your project chars!
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Galter
post Jul 11 2011, 04:27 AM
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Well folks, my name is Galter I'm from Brazil and decided with EdJr my colleague and others also building a new template based on the RTP by abreaction. The nice thing about this new RTP is that you can use both the VX and XP, hence the name. Currently I have so much material, but over time I will be updating as you finish them.
Well, no more ado, on to business.

Last chars added(01/12/2012):


XP




VX




Extras



Credits

Template: abreaction
Chars: Galter , EdJr and Vash
Art of topic and gif: Big King



RTP VXP is licensed under a
Creative Commons Atribuição-Uso Não-Comercial-Compartilhamento pela mesma Licença 2.5 Brasil License.

Permissions beyond the scope of this license may be available at ReinoRPG.com


This post has been edited by Galter: Jan 17 2012, 09:52 AM
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Storm237
post Jul 11 2011, 04:53 AM
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Ooh! It's like the awesome style of XP resources mixed with the Chibi of RPGVX!
Brilliant!

This post has been edited by Storm237: Jul 12 2011, 04:16 AM


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amerk
post Jul 11 2011, 05:11 AM
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Yeah, that is pretty sweet. Although I'm guessing it's just a matter of reducing them to 3 rows of movement and resizing them, not everybody knows
how to do that. And the XP sprites look nice resized in VX style, which looks a lot better than just using coding to get oversized XP sprites into a VX
game, because then they look like giants in a midget world, unless you resize everything in VX, and by then you may as well have just used XP.


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Strawberry
post Jul 11 2011, 07:51 AM
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Wow! I love how these are turning out! I can't wait to see them all finished! Good job. biggrin.gif


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Galter
post Jul 11 2011, 11:50 AM
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Thank you guys for the opinions given, I'm glad you liked this team work we are doing.
Taking advantage of a response and posting more char done.
128-Noble03


This post has been edited by Galter: Jul 11 2011, 12:18 PM


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DeathKing
post Jul 12 2011, 01:38 AM
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It's really cool. I can't wait to use it.
Looking forward to your finishing!


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Galter
post Jul 13 2011, 06:10 AM
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QUOTE (DeathKing @ Jul 12 2011, 01:38 AM) *
It's really cool. I can't wait to use it.
Looking forward to your finishing!

Thanks DeathKing.

More on char add. 089People01


And one extra : 136 Bartender 01B



This post has been edited by Galter: Jul 13 2011, 09:17 AM


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ChaosGuys
post Jul 14 2011, 02:33 PM
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Amazing Sprites ! Love them smile.gif

Sorry if the question is stupid, but how do I get that RTP you mentioned?
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Holder
post Jul 14 2011, 02:58 PM
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Thanks for sharing your work here, these are great biggrin.gif
Your topic presentation is also spot on, I like the way you've supplied animated version so people know what they're getting.

ChaosGuys this is a work in progress unofficial RTP so it's still being created, it's being updated every time there's new content available.


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Galter
post Jul 15 2011, 04:50 AM
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Holder's right, the material is always being updated when a character is finished.
The idea is to put animations of my colleague EdJr juto trbalho with the Big King, it is easier to effect after work.
Thank you guys for the comments and has updated with new animations.
Do not worry if it is different tongue.gif , sometimes it gives error in time to create, comopor example the eyes, but the image that will be using is correct.


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maxthebest
post Jul 15 2011, 09:26 AM
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hi i am creating a video game in java and i would like to ask if i can use those resources in my game, i ask this because some of them look familiar and i dont remember in which game i had seen em. So can i use them ? i will mention you at the credits of course.
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Galter
post Jul 18 2011, 03:28 AM
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QUOTE (maxthebest @ Jul 15 2011, 09:26 AM) *
hi i am creating a video game in java and i would like to ask if i can use those resources in my game, i ask this because some of them look familiar and i dont remember in which game i had seen em. So can i use them ? i will mention you at the credits of course.

No problem Max, as he only mention in the credits of your game already thank you.
Characters is based on XP and VX RTP, that's why you find some similarity in them.


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Galter
post Jul 19 2011, 06:47 AM
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Well a super update with two extra chars 5.
I forgot to post yesterday

093-05 People


Bartender 136-01C now with another bottle and glass of wine


This 031-07 Cleric already had to fix the q VXP but there was a mixture of VX with XP and nobody said: ¬ ¬


090-02 People


Cleric 031-07B and 02B 090 People


Like I say, good use (y)

This post has been edited by Galter: Jul 19 2011, 06:53 AM


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tailspower4
post Jul 19 2011, 11:12 AM
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OMG! You almost saved my project! I will wait for more characters so I can save my project!
Really this is really awsome! Galter rulez! happy.gif


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Zinx10
post Jul 19 2011, 09:15 PM
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Very nice! Although, one thing is bothering me. That is the XP Fighter 2 (ID# 002). Her neck/lower face doesn't move with the rest of the body, and just looks weird to me.


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LaDestitute
post Jul 19 2011, 11:08 PM
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These look fantastic...


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amerk
post Jul 21 2011, 09:29 AM
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Galter, maybe you can answer this for me, since my perspective,
without actually applying these into the VX editor, is a bit off.

If I'm not mistaken, XP characters are 2 tiles long and 1 tile wide,
and VX is 1 tile long and 1 wide. Looking these over, I can't decide
if they have been resized to fit VX and vice versa for VX characters
to fit XP. Since there are already methods of getting XP charsets into
VX, I'm left to assume that you are resizing them halfway (XP has been
resized downward a pinch so as to not look extremely tall with the VX
tilesets, and VX has been resized up a pinch to not look so extremely
small with the XP tilesets). Is that how these are intended to work?

If so, then I'm assuming that the normal requirements for adding a $
sign to these charsets would still apply, although they would come
across looking better had they not been resized at all.

Also, just to shout out to people who may not be aware, these
characters (including the revamped VX characters) have 4 rows
of movement. While that works in XP, VX only uses 3 rows, so more
work will probably need to be done to remove either the 2nd or 3rd row.
An easy enough process using an image program, but wanted to state
that in case people were wondering.

This post has been edited by amerk: Jul 21 2011, 09:31 AM


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literarygoth
post Jul 21 2011, 12:13 PM
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QUOTE (amerk @ Jul 21 2011, 10:29 AM) *
Galter, maybe you can answer this for me, since my perspective,
without actually applying these into the VX editor, is a bit off.

If I'm not mistaken, XP characters are 2 tiles long and 1 tile wide,
and VX is 1 tile long and 1 wide. Looking these over, I can't decide
if they have been resized to fit VX and vice versa for VX characters
to fit XP. Since there are already methods of getting XP charsets into
VX, I'm left to assume that you are resizing them halfway (XP has been
resized downward a pinch so as to not look extremely tall with the VX
tilesets, and VX has been resized up a pinch to not look so extremely
small with the XP tilesets). Is that how these are intended to work?

If so, then I'm assuming that the normal requirements for adding a $
sign to these charsets would still apply, although they would come
across looking better had they not been resized at all.

Also, just to shout out to people who may not be aware, these
characters (including the revamped VX characters) have 4 rows
of movement. While that works in XP, VX only uses 3 rows, so more
work will probably need to be done to remove either the 2nd or 3rd row.
An easy enough process using an image program, but wanted to state
that in case people were wondering.


You can use any size sprite in VX, it'll run it so long as it has the 3 frames of motion required for animation. That being said, all you have to do is open the sprite file in an image editing program and cut out the extra movement frame.

It appears that he's doing these in Mack's VX size sprites - meaning they're about a tile and a half high.


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amerk
post Jul 21 2011, 06:47 PM
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Ah, that's what I was trying to understand. I've tried XP char into VX before, and it's just looks odd if you are using VX/Mack style tilesets. I always thought they should be done 1/2 a tileset, which I thought these were but was not entirely sure.


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Galter
post Jul 22 2011, 03:42 AM
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So with regard to adapting the VX chars in XP has not made ​​this change, but currently the program accepts larger dimensions than usual in the VX.
The method would not be that hard, just canceling each standing frames.
When finished they all leave in a separate package to be used also in the VX.
Taking and leaving another 101 char ready People04


For those who like some character from RTP I'm doing the 08 Fighter, but I am having some trouble over the bust to highlight.

This post has been edited by Galter: Jul 22 2011, 03:44 AM


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