Attack of the Ogres

Enemies are needed just as much as heroes. Unfortunately, the resources for enemy battlers are rather limited – at least for the monsters. I’m therefore making my own battlers based on resources provided by RPG Maker:

$BigMonster2

To make this sprite blend more with our battlers, I changed the center to a 3/4 view, and added an outline as seen on our other battlers.

I then animated it, but manipulating its parts, slightly.

His low-health state:

ogre

His primary attack:

ogre2

Expect to see more soon, as well as possibly our demo coming up soon.

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A Summary of Game Progress – Characters and Portraits

This blog exists because of our RPG Maker VX Ace Project, The Lotus War, but besides for posting some images of recent artwork, the game itself has kind of taken a backseat in the blog. Not because work has halted, but because so much has been covered in past posts. For example, older posts might’ve covered product reviews or character introductions – you might notice, though, that the products that we use in game creation are limited, and the main cast has pretty much been introduced. Similarly, custom scripts that we’ve utilized have been addressed in past posts, as well as some of the custom tilesets that will appear. But with a goal of having a demo available by next month (we’ll see how that goes), perhaps it’s time to recap some of our development progress. Today, I’ll start with something already familiar: the art. Expect, though, to see samples of cut scenes, the opening credits, and new views of our map coming soon.

Of course, we have the main cast fully assembled. You may remember from earlier posts that the artwork hasn’t always been up to snuff. Fortunately, with practice, I was able to create a team of which I’m proud:

wpid-1149067_588924531160537_1382445057_n.pngTaya-BlushArinnel-Normal

Axel-NormalAuhn-Normal elf guy normalbron

 

We also have several of the secondary cast fleshed out:

Axel3-NormalAnders-NormalSteff-NormalKai2-Normal

 

And you might notice that the armor is a little more unified these days – although still varying from character to character. This was done to give it more of a military feel.

Some of the major bosses were also completed:

Galen-NormalshaneThe Bird-NormalThe Chief - Normal

 

Battlers have also been important, which we’ve been fortunate enough to obtain for customization through Holder:

ren-battler auhn-battler kai-battler galen-attack bron-battler taya-shot

 

This is all a big deal to me because it has truly come a long way. Some past examples were rough:

wpid-hero-template.png kai jealousimagewpid-taya.png

 

taya-old-shotwpid-arinnel.pngwpid-portrait_taya.png

In the past, you might notice, the characters looked a bit flat.There was little dimension due to my lack of comfort with MangaStudio. My skill has vastly improved – and I also discovered new nifty tricks (the most revolutionary being “export in dimensions” rather than “export in pixels” – for Photoshop, it makes such a huge difference!). I’ve also grown in comfort using Photoshop, and discovered a nifty tool in GraphicsGale for pixel art. Not to mention my ability with the Wacom Bamboo Splash has increased dramatically.

In addition to that, I’ve created what will become the basis of at least part of the opening cinematic:

opening 1

Of course, given that the characters are my area and I’ve been updating the blog since month 3 or so, any frequent readers are well aware of the advancements in this area. For a game development blog, the greater interest might light in world creation, coding, scripting, and the like. Fortunately, J also has some great progress to report. Unfortunately, we’re spreading this recap out so that each aspect of our game has a moment to shine.

Check back soon for progress in our game music, our opening credits, our opening “cinematic,” and out in-game cut scenes. All of this will hopefully be leading up to a playable demo some time in August.

And please, feel free to leave feedback. Feedback is what we need to fulfill our ultimate goal: creating a great game.

A Few Characters and Sprites

I wrote the other day about syncing up sprites and portraits. Today, I wanted to show a few completed ones:

bogs

bogs-walking

 

Hanlo-Normal

hanlo-walking

 

roguish girl normal

janna-walking

 

Here are some basic approximations of some NPCs and their sprites. If you take a close look, you’ll notice some details that might cause a discrepancy, as discussed the other day… but nothing too glaring, right?

Syncing Up Character Portraits and Sprites

Populating The Lotus War‘s world has been a priority of late. While I have several characters on the back burner already, they didn’t have corresponding sprites. J, conversely, had the opposite problem: he filled several maps with NPC sprites for which there were not yet portraits. So I went ahead and created characters based on the sprites, then made sprites based on the characters. Admittedly, one was a bit easier than the other: creating the sprites first, then basing the portraits on them. But with the limits on RPG Maker’s templates, that left the sprites/portraits done that way rather uninspired.

RPG Maker doesn’t even have ponytails as an option for hairstyles, for example. Not to mention rest of the costumes: there are probably about 15 or so that fit into various categories of warrior, shaman (or wiseman, or something), villager, and then a few modern ones (suits and school uniforms, mostly). I can edit these well enough on Photoshop or GraphicsGale, but I think if I were to make the sprites first, I probably wouldn’t have a mind for editing them as much before drawing new portraits.

Fortunately (and unfortunately) the little 16-bit, 2D sprites that games like ours utilize aren’t of the greatest, most explicit detail. You look at the characters and get the general idea of, ok, this one is a red-headed girl, in an ab-baring yellow top, but I don’t think you would expect to see detail at that level. In fact, if you add a scarf to your character, RPG Maker may not, by default, add that to the sprite. There are, then, a lot of little things that a designer could conceivably get away with… adding buttons, certain cuts of clothing, high collars, low collars, etc. etc. But some of the really basic things, such as color, seem to inherent to a character not to change. For example:

 

Those are the basic hair colors that RPG Maker offers, give or take. And yet, on Otaku Judge’s request, I’ve drawn a fiery red-headed rogue – not a bratty pink-haired one:

roguish girl

Not to mention my random warrior chick:

Scully-Normal

Exactly which shade above would do either of these two characters justice?

Even one of our stars, Arinnel, has pink hair… but it’s too fair a color to use RPG Maker’s red with. So does that mean that I should stick to the 6 or so shades offered by the game? Or should I just do a bit of a bait and switch to make my job easier? It’s not like it’s unprecedented, even in professional games:

It’s a little hard to see, but notice how the character’s talking to a dude that seems to have blue-ish gray hair, but the dialogue portrait shows him with tannish blond.

But hair is not all:

billy

I drew this guy a while ago before really thinking about his sprite. Not only was orange not available for his vest, but in RPG Maker, he wouldn’t even have a vest. It would’ve been a jacket. So I made some simple modifications:

liam

Yet even that’s not perfect. If you look closely, his collar in the sprite sheet hangs low and is orange. In the portrait, it is gray and upright.

But all in all, I do wonder: how closely do sprites and portraits need to align? What do you think?

Introducing a New Elf Party Member – Jeth or Jerr?

elf guy normal

Jerr-Normal

Both are faces you’re familiar with from previous blog posts, But recently, we’ve felt the need to incorporate another elf into the party. This one will be another herbalist, like Arinnel – but while her forte will be in healing potions, his will lie in attack potions.

I was all set to go with the top one, whom we’re currently calling Jeth. He has a little smirk that gives him the appearance of swag, confidence and general cool guy-ness. However, to get him battle-ready, I’d probably want to alter his clothes a little bit (although Arinnel is decidedly unarmored). That’s when Jerr caught my eye.

While not quite armored, he does seem a bit more ready-to-go. This character, though, would be a quieter, more subdued young man. Stoic – aloof, even. He’d probably be of little words, though of strong opinion.

We’re not yet sure what we want from this specific character. We do know that he will be in love with Arinnel, and is very dedicated to duty. He will either fight with a bow or a staff.

What do you think? Jeth or Jerr? Another archer, or should I give one of Holder’s staff-fighters a sex change?

Updating Taya’s Battler

As you may or may not remember, Taya’s battler started as a dude from Holder named Van.

comparison2

The thing is, it has made her look a little… manly… even though I’ve attempted to girlify him with boobs and thinner legs.

Recently, though, Holder has introduced yet new archer battlers! Males AND females included! I’ve wasted no time fixing up a new, more feminine Taya archer.

taya-paige

Now compare the past archer and the new one:

taya-old-shot

taya-shot

I also like this wooden bow better, which is a huge plus. But she’s now leggier and with more feminine poses, which is great. Also, now that I myself am better at editing the battlers, I was able to render it much smoother.

Anyways, another shout out and huge thanks to Holder for these great battlers. As you probably could guess, I’ll have to utilize them yet again for a new Axel battler.

 

*EDIT* I’m a complete moron. I closed the document and clicked “DO NOT SAVE” because I’m an idiot and thought that it was asking about the animated bit – not the complete character sheet. Now I only have half of my process from like 60 individual little characters. I’m done >____<