Have a layering image editor (like GIMP or photoshop), it's tractable. If you slice it and fill in, you still need to fix up the sleeves (and the fill in is 75% of the area, even if you are converting a long dress to a short dress). If you stretch it, it looks a total mess. The clothing on the other hand does not scale well. Threads 138,733 Messages 1,288,673 Members 183,546 Latest member deltaTuring. Even easier, in gimp, when you have the sprite sheet open, go to Image -> Canvas Size, and in width just add a /3 and gimp will do the math for you. So divide the width and height with that. I used the Tall Sprite base form created by WaywardMartian. For example, you have a sprite that has the prefix, which means its a single character sprite. No need to credit me they are just rtp edits. Enough work for a lazy programmer to script it with ImageMagick (warning, it's a Swiss army knife, and expects you to know the difference between the bottle opener and the tool for removing stones from horses hooves) I ended up using: crop - to slice up the sprite sheets resize - to scale the sprites extent - to reposition the sprites montage - to put the sprites back together in a sheet Yay, I now have working hair on the TV and SV sprites. Cannot be used in any engine other than RPG Maker MV. Scaling and repositioning the hair pieces onto the tall sprites works quite well, but is a reasonable amount of work. The heads on those base sprites are smaller than the chibi sprites, and also in different positions (especially in the side view). As I said, I'm lazy, so I like to use character generators. So, searching around, I found somebody by the name of hiddenone has made base sprites that work quite well over on RMW. However I'm not a very good artist, therefore slow. Or you could start your game with a short, 30 second song and dance number called "gettin' chibi wit it" and see if that wins the player over.I prefer the look of "tall" sprites over the square chibi sprites that are default. Even if it's just the stock starting party and equipment, the player can tell if you balanced the enemy troops, tested, and refined the playing experience.
It's usually just enough to show that you've created a polished product. The player just hasn't learned to hate those graphics, yet. IMHO, using original art assets is actually the lowest effort, "look I'm not a trash project" flag. If the dev went with the lowest effort art assets, where else may the game be deficient? Is this gaming experience worth my time?Īs long as you can overcome that initial reaction, you're good to go. Now they're somewhat of a warning sign, like bright markings on a reptile. They're just so prevalent, that people have already played games with those assets and learned to hate them. There's nothing intrinsically wrong with the RM chibi style, itself. With that said, im just gonna say that RMXP still has the best RTP style for me.Īnd MZ will come with a lot of cool stuff too, so I can at least enjoy even if they are still reminiscent to the MV-ish chibi look. I am also currently working on a farm set. Its just a sprite which moves with the player as event. x(( On the other hand, the games I mentioned above has really made me ignore the chibi artstyle as I enjoyed the way they made their battle systems and action sequences! And they made the effort to breathe life into the chibi art style both in maps and in battles. Worked the last day on a elevator system for the spaceship tileset. And I have ever only felt this way on MV RTP. Like a hearth without fire, a body without a soul. Thread starter Sparky89 Start date Tags sparky. On one hand my eyes kinda hurt looking at the MV chibi battlers as they look like floating heads with huge eyes lol, I honestly thought they were cute when I first got MV, but in time, they just started to hurt my eyes. Hi all, Im using tall sprites, and with that weapons image does not line up with the new tall sprites. If there was an "It depends" option, I wouldve picked that. But default chibi Sv is still much much better than default front view, at least. Though tbh, In my eyes, when you use MV Chibi battlers, you really kinda have to do a lot to compensate for it so that it will stand out from the rest of the MV games and not look like "just another MV game using chibi RTP". xDĪ game that I know so far to have almost everything (tall custom animated battlers and super cool action sequences) would be Lie of Caelum. They mostly use MV Chibi battlers, but the devs have put so much life into their game mechanics and action sequences that you're not going to mind the chibi.
I have seen rpg maker games that are using the Chibi battlers and I loved a number of them, because they mostly make up to it with a great gameplay and battle mechanics, as well as super cool action sequences! What comes to mind are Trailblazer, Eternal Twilight, Oathkeeper, Radiant Arc, Swimracer X, The Lost, Mana-Raiders, The Last Chronomancer, Abound the Aether (a private closed alpha game I played) and many others I might have forgotten to mention.