RTP VXP, New style for your project chars! |
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Jul 11 2011, 11:50 AM
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Level 2

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Type: Artist
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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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Jul 12 2011, 01:38 AM
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Level 1

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Posts: 5
Type: Scripter
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It's really cool. I can't wait to use it. Looking forward to your finishing!
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# just a ruby script with metaprogramming (reflection) # Hamlet _2b || !(_2b) that.is_a? Question
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Jul 13 2011, 06:10 AM
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Level 2

Group: Member
Posts: 18
Type: Artist
RM Skill: Intermediate

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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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Jul 14 2011, 02:58 PM
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Spoilers.

Group: Revolutionary
Posts: 4,204
Type: Developer
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Thanks for sharing your work here, these are great  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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Jul 15 2011, 04:50 AM
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Level 2

Group: Member
Posts: 18
Type: Artist
RM Skill: Intermediate

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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  , 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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Jul 18 2011, 03:28 AM
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Level 2

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Posts: 18
Type: Artist
RM Skill: Intermediate

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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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Jul 19 2011, 06:47 AM
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Level 2

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Posts: 18
Type: Artist
RM Skill: Intermediate

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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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Jul 21 2011, 09:29 AM
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Level 56

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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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Jul 21 2011, 12:13 PM
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Level 30

Group: Revolutionary
Posts: 701
Type: Writer
RM Skill: Skilled

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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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Jul 22 2011, 03:42 AM
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Level 2

Group: Member
Posts: 18
Type: Artist
RM Skill: Intermediate

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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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