Chaos Project

Featured Projects => Advanced RPG Creator => Run Time Package => Topic started by: G_G on March 07, 2011, 02:47:28 am

Title: Run Time Package
Post by: G_G on March 07, 2011, 02:47:28 am
Run Time Package



Introduction


As a game creating program, we need an RTP (Run Time Package). This includes default data already set for Actors, Skills, Classes, Maps, etc. And also includes music and graphics. Background Music, Sound effects... and Animations, Battlers, Characters.... This thread is made for the purpose of keeping track of the RTP, our plans for it, and anyone willing to help out with it.


Database


Here we will have all database info regarding Actors and stuff of the sort. All followed items may or may not be in the final version of the RTP.

Actors

Actors Planned
Ronnie: ShowHide

  • Name: Ronnie
  • Class: Monk
  • Stats: Unknown
  • Weapons: Staff
  • Graphics: Unknown
  • Levels: Unknown

Maximilian: ShowHide

  • Name: Maximilian
  • Class: Sword Master
  • Stats: Unknown
  • Weapons: All types of swords
  • Graphics: Unknown
  • Levels: Unknown


Classes

Planned Classes
Fighter
Knight
Barbarian
Hunter
Rogue
Mage
Alchemist
Cleric
Monk

Skills

Planned Skills
None

Items

Planned Items
None

Weapons

Planned Weapons
None

Armors

Planned Armors
None

Enemies

Planned Enemies
The Niche: ShowHide

  • Name: The Niche
  • Skills: Unknown
  • Stats: Unknown
  • Reward: Unkown


Enemy Groups

Planned Enemies
None

Status Effects

Planned Status Effects
None

Animations

Planned Animations
None

Tilesets

Planned Tilesets
None

Common Events

Planned Common Events
None


Graphics


Animations

None

Autotiles

None

Battlers

None

Characters

001-Hero01 by The Niche: ShowHide
(http://i804.photobucket.com/albums/yy328/the_Niche/Ronnie.png)


Iconsets

None

Panoramas (fogs, map backgrounds, battle backgrounds)

None

Pictures (pictures, title screens and game over screens)

None

Tilesets

None

Transitions

None

Windowskins

None


Sounds/Music


Will update this...


Recruits


We are looking for people to create Graphics, compose Music, and someone to create Database entries. Anyone wanting to help with this will get full credit for their contributions and will (most likely) receive a developer's license which allows projects to be sold commercially, of course depending on  how much you've contributed.

Graphic Creators
Spoiler: ShowHide
  • The Niche


Music Composers
Spoiler: ShowHide
  • None


Database Helpers
Spoiler: ShowHide
  • None





All updates will be done tomorrow (My time) So please be patient. Topic mostly made just so its here. Also stickying this topic. @Moderators, feel free to make any changes as you please, but please wait after the topics complete. Thank you![/list]
Title: Re: Run Time Package
Post by: Lore on March 07, 2011, 04:33:47 pm
Please elaborate a bit on the Database part. You mean just adding all these resources into the Database editor?
Title: Re: Run Time Package
Post by: G_G on March 07, 2011, 04:44:47 pm
I mean actual entries. Creating the actual actors. Example, creating an actor would involve creating the name, setting the graphics, setting the stat range, setting weapons etc.. Doing this for all database entries. Look at RMXP's default RTP. They have Aluxes, Basil, and whatnot. All this is is just a default database that users see when they create a new project.
Title: Re: Run Time Package
Post by: Lore on March 07, 2011, 04:50:40 pm
I can do something like that. As long as all the graphics and such are given by others, I can work on the default entries.
Title: Re: Run Time Package
Post by: Blizzard on March 07, 2011, 05:16:22 pm
Remember that we can't put anything into the database yet because we haven't decided on a data format yet. After thinking this through many times, I have come to the conclusion that the best thing for actor parameters would be a hashmap with the parameter name as key and a number as value. That would make adding a new parameter easy as clicking 2 or 3 buttons or something like that.
Title: Re: Run Time Package
Post by: G_G on March 07, 2011, 05:41:20 pm
YES! And possible plugins via GUI? Where its easy to edit these stats? Mhm yes sexy it is.
Title: Re: Run Time Package
Post by: The Niche on March 07, 2011, 05:49:49 pm
So, will we use the xp rtp spriting style? I move for yes, it's easier. I shall contribute to this. Also, how big should our rtp be?
Title: Re: Run Time Package
Post by: G_G on March 07, 2011, 06:14:22 pm
Not so sure if we're sticking to that spriting style. I think it would be better if we had our own style and template and what not.
Title: Re: Run Time Package
Post by: Aqua on March 07, 2011, 06:36:48 pm
I say we have our own style.

But we could use the RTP for placeholders XD
Title: Re: Run Time Package
Post by: The Niche on March 08, 2011, 04:25:59 am
Alright. Wait, that means I have to redo the babs templates. FUCK. Seriously though, that's a good idea. I can't really do scratch human sprites yet so I'll have to delegate that responsibility. Cough cough Aqua cough cough.
Title: Re: Run Time Package
Post by: Blizzard on March 08, 2011, 04:42:27 am
Not really, Niche. They are reusable. xD
Title: Re: Run Time Package
Post by: The Niche on March 08, 2011, 04:59:33 am
You silly boy. I meant I need to remake them to fit the new spriting style. *Backhands*

Also, theme of the rtp. Do we want to do something wildly different and break away from the medieval themes?
Title: Re: Run Time Package
Post by: Aqua on March 09, 2011, 06:21:08 pm
Over the weekend, I might try to draw some bases...
In terms of pixels, how big should a normal human be?
Title: Re: Run Time Package
Post by: G_G on March 09, 2011, 06:24:18 pm
Probably around the size of an RMXP sprite. Maybe we could make it a bit bigger but try and keep the width of the character within a 32 pixel range.
Title: Re: Run Time Package
Post by: The Niche on March 10, 2011, 06:32:06 am
I'd say don't go over fifty eight pixels high, to make sure that spriting doesn't become such an ordeal that no one will want to do it. Up to you, though.
Title: Re: Run Time Package
Post by: ForeverZer0 on March 10, 2011, 12:08:55 pm
I would say to maintain compatibility we should stay with the RMXP sizes. This will also make it so that there is already a wide pool of ready resources to use at realease. I lack of useable resources would likely turn many off to it.
Title: Re: Run Time Package
Post by: The Niche on March 10, 2011, 01:15:43 pm
I agree with that, definitely. We should wait and see what Aqua comes up with first.
Title: Re: Run Time Package
Post by: Blizzard on March 10, 2011, 01:51:11 pm
Basically go with 4x4 frames. Size is not that important as RMXP is also able to use any size as long as it uses 4x4 frames.
We should keep in mind that we are not allowed to use RMXP's RTP in our project. RMXP's RTP is exclusive to RMXP. But any other RMXP resource should be usable with ARC.
Title: Re: Run Time Package
Post by: The Niche on March 10, 2011, 02:18:48 pm
Oh, yeah, four by four. Should we consider making it compatible with eight by four?
Title: Re: Run Time Package
Post by: Blizzard on March 10, 2011, 03:45:44 pm
ARC will run with anything.
Title: Re: Run Time Package
Post by: The Niche on March 10, 2011, 06:48:15 pm
It'll have to learn to walk with anything first.
Title: Re: Run Time Package
Post by: G_G on March 13, 2011, 03:01:32 pm
Bump. Niche, are you going to be a graphics person then so I can officially add you to the first post?
Title: Re: Run Time Package
Post by: The Niche on March 13, 2011, 03:19:32 pm
I am. Also, I'd like to be the final enemy in the preconfigured database :P
Title: Re: Run Time Package
Post by: G_G on March 13, 2011, 03:28:43 pm
Deal. xD
Title: Re: Run Time Package
Post by: The Niche on March 13, 2011, 03:32:02 pm
Right, so first things first. Ronnie needs a character! So, first of all, are we going to break away from the medieval theme?
Title: Re: Run Time Package
Post by: G_G on March 13, 2011, 04:02:50 pm
I don't think so. I think we should keep it medieval. And if we are keeping it medieval, I shall have medium-ish dirty blonde hair. And blue-ish clothes as a thief or a wizard
Title: Re: Run Time Package
Post by: The Niche on March 13, 2011, 04:09:16 pm
My dreams of a steampunk rtp are really never going to come to pass...also, what weapon should he have?
Title: Re: Run Time Package
Post by: G_G on March 13, 2011, 04:17:16 pm
Steampunk is an interesting idea. Hmm....I guess we can have other people vote on whether we should have medieval or steampunk. *goes to add poll*

As for the weapons we'll decide that when our genre is decided.
Title: Re: Run Time Package
Post by: The Niche on March 13, 2011, 04:22:53 pm
Other ideas:

Futuristic? I'd be inclined to back away from this one, honestly.

Modern.

Something like around colonial times?

Roman era.
Title: Re: Run Time Package
Post by: Blizzard on March 13, 2011, 05:29:34 pm
I suggest that we go with medieval as our primary. We can always make another RTP. After all RMXP was supposed to have more than one RTP, but I don't think that ever happened.
Title: Re: Run Time Package
Post by: G_G on March 13, 2011, 05:38:53 pm
Seems we're using medieval Niche. As for my weapons, either knives or poles. Like the pole you see Kilik using from Soul Caliber.
Title: Re: Run Time Package
Post by: The Niche on March 13, 2011, 05:44:01 pm
Alright, I'll get on that as soon as I finish doing the bow template. So, soon.
Title: Re: Run Time Package
Post by: unknown on March 15, 2011, 05:54:00 pm
Think we are in need of a proper thief design. With dark purples and black layers, one chain going over his shoulder to under his opposite arm and fingerless gloves:

http://levgrossman.com/wp-content/uploads/2010/10/thief_3_thumbnail.jpg

Rough base.

Just an idea obviously
Title: Re: Run Time Package
Post by: The Niche on March 15, 2011, 06:13:22 pm
Quote from: unknown on March 15, 2011, 05:54:00 pm
fingerless gloves


Have you seen the sprites we're using?
Title: Re: Run Time Package
Post by: legacyblade on March 16, 2011, 11:15:48 am
I've got my own sprite base we could use for this. I'd be willing to contribute a few sprites if it meant my baby finally saw some use :P
Title: Re: Run Time Package
Post by: G_G on March 16, 2011, 11:33:17 am
Awesome! :D
Title: Re: Run Time Package
Post by: legacyblade on March 16, 2011, 03:12:24 pm
Here it is. What you guys think?

Spoiler: ShowHide
(http://i55.tinypic.com/4jrthu.gif)


Here's a download for the template. Is it good enough/something we want to use? I designed it to have a similar feel to the RTP, but to give a slightly more realistic style.

Spoiler: ShowHide
(http://i51.tinypic.com/343t92s.png)
Title: Re: Run Time Package
Post by: The Niche on March 16, 2011, 03:19:18 pm
Any objections? No? What's that? You have one? Well then...

OBJECTION OVERRULED.

We're using it.

Edit: Actually, quick question: Have you a female variant?
Title: Re: Run Time Package
Post by: Blizzard on March 16, 2011, 03:42:26 pm
The frames looking upwards tilts to the sides when walking while the downwards one doesn't. You should fix that in the upwards direction. Other than that, *marks Niche's post, CTRL+C, CTRL+V*
Title: Re: Run Time Package
Post by: legacyblade on March 16, 2011, 03:49:02 pm
Oh. That looks like a misalignment error. Good eye blizz. I'm not as adjusted to pixels as I once was. I'll go fix that.

And I can whip up a female variant. All I really need to do is change the chest area for that.

Glad we're gonna use this. You have no idea how many months I've worked on this thing.

-- edit

Here's the fixed version

Spoiler: ShowHide
(http://i51.tinypic.com/2822mwj.gif)


Spoiler: ShowHide
(http://i55.tinypic.com/29cp7if.png)


I'll get that female version tomorrow or the next day. I have to finish a website before sparing today, so I'm a little swamped.
Title: Re: Run Time Package
Post by: Blizzard on March 17, 2011, 05:09:38 am
What about Music? := I guess I could contribute a few tracks. After all, does anybody remember my "Temple Melodica" track? If I revamped that one and fixed it up, it would sound really nice. Though, I'm not sure if I still have the project file. I remember that I wanted to delete it. ._. Meh, I can always remake it.

EDIT: Waaaaaaaaaaaaaaaaaait a minute. I know somebody. Why didn't I think of him earlier? :naughty:
Title: Re: Run Time Package
Post by: G_G on March 17, 2011, 11:21:16 pm
I'll edit my music post tomorrow during school. Sneaking computer time is tough.
Title: Re: Run Time Package
Post by: Aqua on March 19, 2011, 10:29:47 am
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/TreeWIP.png)

Behold!
A tree... in progress
Title: Re: Run Time Package
Post by: G_G on March 19, 2011, 11:02:09 am
Very nice aqua!
Title: Re: Run Time Package
Post by: The Niche on March 19, 2011, 01:28:43 pm
*Applause*

Now I gotta learn how to do tilesets. Dammit Aqua...
Title: Re: Run Time Package
Post by: lonely_cubone on March 22, 2011, 08:59:26 pm
Hey, I might be able to do some music! What style do we want? Just typical video game music, like the RMXP RTP stuff?
Title: Re: Run Time Package
Post by: Ryex on March 22, 2011, 09:24:14 pm
music is different in that your going for mood rather than style. do what you want to.
Title: Re: Run Time Package
Post by: lonely_cubone on March 22, 2011, 09:32:58 pm
Quote from: Ryex on March 22, 2011, 09:24:14 pm
music is different in that your going for mood rather than style. do what you want to.


Okay. I don't quite know how to put it, but it seems to me like the XP RTP music has a different "style" than the VX or 2k3 RTP music, even though they all have a variety of moods. Also, VX and 2k3 seem somewhat similar to each other, while XP's music is quite different. Maybe it's just because of the leitmotifs and stuff that they put in for each one, but it seems like there's something else that makes each RTP's music seem like a whole package. Then again, maybe it's just the instruments they used, I never really payed much attention to it before. Whatever it is, ARC should have some kind of cohesive set of music, rather than just a bunch of different-sounding songs.

Anyways, I'll get started writing some stuff.
Title: Re: Run Time Package
Post by: Blizzard on March 23, 2011, 02:35:22 am
Combine good style with fantasy. RMXP's stuff is mostly just meh. It's kind of too slow for everything. No energy behind it. Try some uplifting tracks as well as ambient instead of the half-assed attempts from RMXP. The only good music in RMXP are the battle themes (they're not that good, though), because they have that little something.

Should we use mp3, ogg or MIDI? I think we should stick to high quality MP3 (either 192 kbps, 256 kbps or even 320 kbps). If somebody wants to convert them to a lower quality, that's their choice.
Title: Re: Run Time Package
Post by: Ryex on March 23, 2011, 02:50:22 am
lets try to stay away from midi  it's great for somethings but it isn't capabul of producing high quality music. mp3 and e both ogg are both good so lets accept either one but I would say mp3 is more common ect.
Title: Re: Run Time Package
Post by: Starrodkirby86 on March 23, 2011, 02:53:51 am
If that's the case, then make sure that the track itself loops nicely and does not take up a lot of space. While I know .ogg has its supposedly impressive compression attributes (compared to say, .mp3), the music tracks can add up in disk space. If there isn't much of a selection to begin with though (Being that it's an RTP that should just provide the good ol' default barebones), then I don't think memory will be much of a problem though. Just saying that if, say, you had a selection as large as RMXP's RTP, then I would have to say things like creating short, loopable tracks would be a better idea. xD

Of course, I'm assuming you considered that though. o: I just want to throw it out, anyway. xD
Title: Re: Run Time Package
Post by: Blizzard on March 23, 2011, 03:03:20 am
Yeah, tracks under 2 minutes are just fine. You don't have to make symphonies here. xD
In any case, render everything in mp3@320kbps, we can decide later on a final format.
Title: Re: Run Time Package
Post by: Subsonic_Noise on March 23, 2011, 03:45:23 am
Quote from: Blizzard on March 23, 2011, 03:03:20 am
Yeah, tracks under 2 minutes are just fine. You don't have to make symphonies here. xD
In any case, render everything in mp3@320kbps, we can decide later on a final format.

Disagreed. Converting from one lossy file format to another (or to a different bitrate) is a really bad idea. I'd say save everything as mp3 320kbps AND lossless wav, in the highest resolution possible, so we can convert from there.
Title: Re: Run Time Package
Post by: Starrodkirby86 on March 23, 2011, 03:47:08 am
Naaaah mannn, do it in .flac ! :V:
Title: Re: Run Time Package
Post by: Subsonic_Noise on March 23, 2011, 03:49:46 am
Quote from: Starrodkirby86 on March 23, 2011, 03:47:08 am
Naaaah mannn, do it in .flac ! :V:

Flac is lossless, but compressed, so nope. :P
The problem is that you should not compress a file multiple times. I mean seriously, would you run a picture through a jpeg compression multiple times? :P
Title: Re: Run Time Package
Post by: Blizzard on March 23, 2011, 04:05:55 am
You are right about that, but 320kbps is mathematically lossless. So you can't really consider it lossy.
Title: Re: Run Time Package
Post by: The Niche on April 08, 2011, 01:38:11 pm
Are we going to use the same tileset sizes? Legacy's template is the same size as the rtp, so we should be able to.
Title: Re: Run Time Package
Post by: PhoenixFire on April 08, 2011, 02:18:16 pm
I'll help with adudio if needed. I've done a bit of work for things like this before. Just need to mess around a little, and, redownload the programs I use for synth..
Title: Re: Run Time Package
Post by: Blizzard on April 08, 2011, 02:32:39 pm
Sounds good.

@Niche: Yeah. IMO the width of 256 and no max height with 32x32 tiles is a good idea.
Title: Re: Run Time Package
Post by: The Niche on April 08, 2011, 02:41:10 pm
Right, grand.

Edit:

*Drumroll*
Ladies and gentlemen, the Niche market is proud to present, the very first character graphic in the ARC rtp, it is 001-Hero01, as used in the preconfigured database for Ronnie!
Spoiler: ShowHide
(http://i804.photobucket.com/albums/yy328/the_Niche/Ronnie.png)

I'm not really sure about that naming system, it doesn't feel quite right. But I couldn't think of a class for a staff-user.
Title: Re: Run Time Package
Post by: G_G on April 09, 2011, 02:46:10 pm
The hair is perfect. xD I fucking love you man.
Title: Re: Run Time Package
Post by: The Niche on April 09, 2011, 02:54:22 pm
*Bows*

Oh dear, those shoes really arent shaded enough >_<
Anyway, I'm going to make some action sprites for this later on. For now though, we need more characters in this. Anyone else want to be cameo'd?
Title: Re: Run Time Package
Post by: PhoenixFire on April 09, 2011, 03:05:17 pm
I wouldn't mind being a character :)

If you can, I'd like to be a axe-wielder, brown hair, green eyes, medium build
Title: Re: Run Time Package
Post by: The Niche on April 09, 2011, 03:29:04 pm
Not a problem. How big of an axe, what kind of blade?

Also, I think Branden should be an enemy, as should Cthulu. Then the demo should have branden transforming into Cthulu!
Title: Re: Run Time Package
Post by: Spaceman McConaughey on April 09, 2011, 03:46:04 pm
Quote from: The Niche on April 09, 2011, 03:29:04 pm
Not a problem. How big of an axe, what kind of blade?

Also, I think Branden should be an enemy, as should Cthulu. Then the demo should have branden transforming into Cthulu!


:facepalm:

:V:

Sounds sexy.
Title: Re: Run Time Package
Post by: Ryex on April 09, 2011, 04:27:49 pm
Quote from: The Niche on April 08, 2011, 02:41:10 pm
Right, grand.

Edit:

*Drumroll*
Ladies and gentlemen, the Niche market is proud to present, the very first character graphic in the ARC rtp, it is 001-Hero01, as used in the preconfigured database for Ronnie!
Spoiler: ShowHide
(http://i804.photobucket.com/albums/yy328/the_Niche/Ronnie.png)

I'm not really sure about that naming system, it doesn't feel quite right. But I couldn't think of a class for a staff-user.


nice work niche! the only nitpick I have is the fact that the shoes aren't really shaded that well.
Title: Re: Run Time Package
Post by: The Niche on April 09, 2011, 04:33:58 pm
I agree completely. Those shoes will have to be redone.
Title: Re: Run Time Package
Post by: PhoenixFire on April 10, 2011, 12:15:20 am
Well, medium / large blade would work, and I kinda envision an axe that's curved blade on one side, and warhammer on the other side...
Title: Re: Run Time Package
Post by: The Niche on April 10, 2011, 04:40:07 am
Sounds very interesting! I shall try and do that later today.
Title: Re: Run Time Package
Post by: The Niche on April 13, 2011, 06:11:43 am
G_G, we need to update this.

Since you have a sprite and a weapon now, you need a class. Soul's character needs a name first of all, and then the enemies list needs to be updated with me, Branden and Cthulu. I've been doodling away and I should have a proper battler for you later today.
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 06:16:05 am
BTW, Niche, do you want to be credited for your contribution to the RTP with your real name or only as The Niche?

EDIT: I have changed the first post a bit. Some of the graphics categories are unnecessary in RMXP IMO so I have merged some of them. Also I have added "Iconsets" instead of "Icons"
Title: Re: Run Time Package
Post by: The Niche on April 13, 2011, 07:02:37 am
Credit me as Naoise "The Niche" McHugh.

Edit: Ladies and gentlemen, hosted on my own website, it is Ronnie's attack and defend graphics!

Original sprite: ShowHide

(http://laptopsandtea.netai.net/Files/Ronnie.png)


Template for Attack: ShowHide

(http://laptopsandtea.netai.net/Files/Male_atk_staff.png)


Attack: ShowHide

(http://laptopsandtea.netai.net/Files/Ronnie_atk.png)


Defense: ShowHide

(http://laptopsandtea.netai.net/Files/Ronnie_def.png)


That is to say, I intend making the entire rtp compatible with BABS. I'mma make two skill graphics and an item graphic for Ronnie, which hopefully will be up within the week. His battler will be up later today.
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 03:10:17 pm
Can you just reupload the original sprite somewhere? Photobucket is still being a bitch.
Title: Re: Run Time Package
Post by: The Niche on April 13, 2011, 03:17:19 pm
Sure thang.

EDIT: Done that.

Two questions:

What tilesets do we want and will windowskins be the same?
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 03:37:06 pm
RGSS windowskins will stay the same, but ARC windowskins will be different.
What do you mean with the tilesets?
Title: Re: Run Time Package
Post by: The Niche on April 13, 2011, 03:46:14 pm
Ok, what'll be the templates for ARC windowskins?

What I mean by the tilesets is, what kind of ones do we want?

We should definitely have:



Any others?

EDIT: What size should the battlers be?
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 04:06:44 pm
As we already decided, there won't be special themed tilesets but instead tilesets with very specific pieces because you will be able to combine as many different tilesets in one map as you want. Basically we can have one tileset for houses, one for grass, one for roads, etc.

We haven't decided on the format of the windowskin yet. We will think about that stuff later after a first version has been released.
Title: Re: Run Time Package
Post by: The Niche on April 13, 2011, 04:12:37 pm
Quote from: Blizzard on April 13, 2011, 04:06:44 pm
As we already decided, there won't be special themed tilesets but instead tilesets with very specific pieces because you will be able to combine as many different tilesets in one map as you want. Basically we can have one tileset for houses, one for grass, one for roads, etc.

We haven't decided on the format of the windowskin yet. We will think about that stuff later after a first version has been released.


As in you put tiles together to make a tileset by use of the editor? Sounds epic.
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 04:15:47 pm
Something like that. Those will be mini-tilesets that you put together for every map you want and then use them as if they were one actual normal tileset.
Title: Re: Run Time Package
Post by: Aqua on April 13, 2011, 04:31:25 pm
So the tree I put would be one mini-tileset?
Title: Re: Run Time Package
Post by: Blizzard on April 13, 2011, 04:38:07 pm
I'd say that we should maybe put all trees into one. IDK, we still have to decide how we are going to divide them.
Title: Re: Run Time Package
Post by: G_G on April 13, 2011, 05:55:55 pm
Yea. Or you could have multiple trees in one tileset. Or I think anyways.
Title: Re: Run Time Package
Post by: Aqua on April 13, 2011, 06:41:38 pm
Niiiiche,
My sprite with the thing and the Vaporean and the thing...
Remember? :D
Title: Re: Run Time Package
Post by: legacyblade on April 13, 2011, 09:02:09 pm
I know I haven't finished the female template yet, I've been a bit busy, but I've been lurking. But I will come up from the depths for a bit to critique the first sprite on the template.

First off is the hair. I know hair is hard to do, and I'm not trying to be harsh, but that hair needs a good amount of work. I shaded the sprite the same way as the RTP sprites, so go take a closer look at that hair's shading. Or take a look at the unfinished example sprite provided at the end of my post. From the front view, the hair looks tiny, and the way it move makes it look almost oiled down. Though in the back the hair is too big and is HUGE ANIME HAIR. :P The side view looks ok, but your hair looks somewhat flat. Especially with the shape you have, you need to give that huge mane of his a lot more depth. Also, when you put hair on a character, you need to give it a bit of shadow over the face. Look at the RTP sprites. Usually near the hair line, they use that sorta pink color, or at least the tan one. It looks pasted on the template how you have it now.

Now for the body. First off, those are WAY too bright of colors. Those can work in drawings, but not in sprite. You can't give it proper depth when your dark colors are that bright. You need:



As it stands, it looks rather flat and plastic. And the shoes are even brighter.

One more thing. I don't think we should have weapons attached to the default character sets. We can provide a pack of weapons to put on top of the sprites, but when they're on by default it limits what the sprite can be. For example, what if someone takes a look at your sprite and wants him to be an axe-man. With that staff on their by default, they have to edit it, or try and remove it. I know this is a problem with battlers, but most RMXP users don't even use the DBS due to the need for battler drawings. I don't think putting weapons on by default.

And for your poses, they're pretty good, but he's moving too much in some frames (going from side to back to the other side to the front), which causes it to look a bit jerky. Save such broad movements for sprites made to be used with ARC scripts that'll allow more than 4 frames per animation. Also, in a lot of the poses (frame 4 on row 1 in the attack pose, frame 3 and 4 on row 2, frame 1 and 4 on row 3, and frame 3 and 4 on row 4, to be exact) look almost like you're breaking the sprite's arms. I know it's really hard to pose things, and you did a good job, but I think you need to rework the template a bit to keep the proportions right on the arms and keep them looking natural. Animating such tiny sprites has certain limitations that have to be worked with. It's better to have stiff under-stated animation than animation that looks awkward and painful. The stiff stuff won't be noticed, the awkward stuff will.

And I know I sound really harsh, but I'm just trying to give you some good advice, k? :haha: I want our RTP to be awesome! The RTP of RMXP is what brought me to the software, since i loved the style so much, so don't underestimate the selling power of good default graphics.

Also, what do you guys think of an unfinished sprite on this template I have in my folders. I always intended to make an RTP out of this template, and he was to be my Arshes-type character. He's based on an old super cliched hero I wrote in a story a long time ago, so i thought he'd fit pretty well. Anyways, here he is. What do you guys think of him?

Spoiler: ShowHide
(http://legacyblade.com/downloads/ARC/RTP/001-knight01.png)
Title: Re: Run Time Package
Post by: Blizzard on April 14, 2011, 02:23:43 am
Hey, Niche, how about you remake your sprite once LB has the template done?
Also, LB, would you be ready to do some final edits on the sprites once they have been done? I think it would be a good idea if all sprites are done in your style.

EDIT: As for the sprites with weapons, they won't be part of the RTP.
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 03:33:01 am
Note to self: More specifics on Aqua's request:
Name: Arendella
Class: Archer-summoner
Weapon: Spirit bow.
Skills: All attacks involving summoning a vaporeon.
Description: Based on Aqua's avatar.


Also, Ronnie's battler and face graphic!
(I love having my own website)
Battler: ShowHide

(http://laptopsandtea.netai.net/Files/Ronnieb.png)


Face: ShowHide

(http://laptopsandtea.netai.net/Files/RonnieF.png)


@LB: Ok, I'll pay attention to this. The attack template, I'm not surprised it turned out bad. I'll have a remade version of Ronnie up around tomorrow and I'll try and redo the attack graphic for sunday.

Edit: Lore and Cait Sith made requests:

Lore: ShowHide

Name: None given.
Description: Short black hair, red eyes, overcoat.
Weapon: Katana


Cait Sith: ShowHide

Name: None given.
Description: None given - edit his sprite from CSD.
Weapon: Rod.
Class: Mage.
Title: Re: Run Time Package
Post by: Blizzard on April 14, 2011, 03:51:12 am
Alright, sounds good.
Title: Re: Run Time Package
Post by: G_G on April 14, 2011, 08:27:04 am
My face graphic ain't loading. But I love my battler <3
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 11:30:43 am
It's basically a 100 * 100 cut/paste from your battler :L
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 11:32:40 am
@Blizz, I do have the template done, just not for females. Or was the Ronnie sprite supposed to be female? x.x It's so hard to tell with anime characters. And sure, I can edit up everyone's final drafts of their sprites to keep style consistency.

@All, should I put up some brief tutorials on how to shade things in my style for this template? It'd save me effort in retouching sprites later, but if no one wants to change their methods, that's cool too. And what do you guys think of the sprite I posted? Is he generic enough for an RTP character?

-edit

To add to our tiny collection of icons, I've added the three sword icons I know that I've made (at least mostly) from scratch. I made them number 6 in the swords because they're "legendary" swords that are all magical. I know all organization right now is temporary, but I thought I might as well try and give things a nice order at the beginning. I'd post my other swords, but something's telling me they're edits, so I'll just stick with these.

Spoiler: ShowHide
(http://legacyblade.com/downloads/ARC/RTP/006-swords06.png)


By the way, since ARC comes with a side view battle system, do we need to make side view battle sprites? What about front view for RMXP DBS mode? Are we going to do blizz-ABS all view battle poses for each sprite? I think we need to determine this before work is started in earnest on this.
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 12:35:23 pm
We're using a sideview battle system, but I'm planning to release a BABS package for the rtp. And please do post the tutorials, it'll be very helpful.
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 12:52:32 pm
Alright, I'll start with a tutorial on how to shade metal in my style. Then I'll probably do hair, then cloth. And I think having bABS versions of all the sprites would encourage people to start using ARC, especially if ARC has some action battle system already. Though I think we should get side view battlers done before bABS ones. Are the side views gonna be the same size, or bigger? Bigger has the advantage of more detail, and ease of animation. Though it means they're harder to make edits of.
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 01:04:01 pm
I'll do character sprites if you want to concentrate on battlers.
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 01:10:12 pm
lol, battlers are my worst. But I guess I can. Though what size are we going to make them? Should we use the ones of minkoff's for a base size, so that those popular resources can be used?
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 01:27:29 pm
Trust me, you'll do better than I will. If I try, I'll be learning a new style, so I'll suck at it and I'm not sure we have time for me to learn.
Title: Re: Run Time Package
Post by: Blizzard on April 14, 2011, 02:07:58 pm
Quote from: legacyblade on April 14, 2011, 11:32:40 am
@Blizz, I do have the template done, just not for females. Or was the Ronnie sprite supposed to be female? x.x It's so hard to tell with anime characters. And sure, I can edit up everyone's final drafts of their sprites to keep style consistency.


It's a guy, lol!

Quote from: legacyblade on April 14, 2011, 11:32:40 am
@All, should I put up some brief tutorials on how to shade things in my style for this template? It'd save me effort in retouching sprites later, but if no one wants to change their methods, that's cool too.


Please do.

Quote from: legacyblade on April 14, 2011, 11:32:40 am
And what do you guys think of the sprite I posted? Is he generic enough for an RTP character?


I think he's generic enough. They don't have to be that generic, just typical enough. e.g. You have a knight in a knightly armor.

Quote from: legacyblade on April 14, 2011, 11:32:40 am
By the way, since ARC comes with a side view battle system, do we need to make side view battle sprites? What about front view for RMXP DBS mode? Are we going to do blizz-ABS all view battle poses for each sprite? I think we need to determine this before work is started in earnest on this.


I was even thinking about just keeping the default character spritesets, but it would be nice to have special battlers.
What are the Minkoff dimensions for a frame?
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 02:13:12 pm
The frames on minkoff sprites are 64x64. The sprites themselves are about 60 x 28 though. It just leaves room for animation. And to be honest, I REALLY wouldn't mind not making larger sprite templates, as not only do I have to figure out how to make it the same style while about twice as large, I have to figure out how it'd look in that style and moved around a bit. lol. Though the problem with keeping the current size is that it'll leave a lot of empty space on the battle screen, and posing small sprites is rather difficult, as you don't have much room to work with.
Title: Re: Run Time Package
Post by: The Niche on April 14, 2011, 02:33:54 pm
Legacy, we need to co-ordinate a bit. Do you have msn?
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 02:39:38 pm
I've got about twenty MSN accounts, most of which I don't know the password for, lol. I have a skype. Do you?

-edit, my skype username is legacyblade, if that helps :P
Title: Re: Run Time Package
Post by: Blizzard on April 14, 2011, 03:40:10 pm
We would need quite a number of sprites (because of the battle poses) if we went with larger sprites. What does everybody else think?

I have just added a ton of graphics myself. After all, I was quite active in creating graphics for CP.

EDIT:

I have added a download link for the "RTP: Standard v0.1"
Remember, this is a working version. The final versions of all graphics will be different.

@LB: You should probably overwork and edit the few characters that I have submitted into the RTP. xD
Title: Re: Run Time Package
Post by: legacyblade on April 14, 2011, 03:52:41 pm
Oh, so you're saying the battle system would just animate the charsets, like in some of the side view battle system's available for XP? That'd be pretty cool, as I like those systems (like tak...something or other's battle system. Super complicated configuration, but it looks cool). And ya, I'll go over your graphics and try and fit them to the template and style, lol.
Title: Re: Run Time Package
Post by: Blizzard on April 14, 2011, 04:00:07 pm
Alright then. We will use the basic characters as battlers including additional poses specifically for battle.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 12:33:16 am
I decided today to see how the template of ARC RTP combined with the old RMXP RTP-style to create base for frankensprites. As it turns out, looks quite successful. :rite:

Spoiler: ShowHide
(http://i060.radikal.ru/1104/44/b787ec3025f6.png)
Title: Re: Run Time Package
Post by: G_G on April 17, 2011, 01:42:17 am
looks nice, could so be an NPC
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 01:48:28 am
Quote from: game_guy on April 17, 2011, 01:42:17 am
looks nice, could so be an NPC


Yeah, this is based on RMXP RTP Civilian-04 with some kind of edits.

Full charset: ShowHide
(http://s56.radikal.ru/i153/1104/bf/31c3c6e8a14d.png)
Title: Re: Run Time Package
Post by: Blizzard on April 17, 2011, 05:12:43 am
Do you want to be credited by your name or as Agckuu Coceg?
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 06:42:53 am
Quote from: Blizzard on April 17, 2011, 05:12:43 am
Do you want to be credited by your name or as Agckuu Coceg?


I seem to be handed over to the rights?  :shaft:

Well, my name is not very clear the U.S. population, but perhaps use it - Ilya Suprunenko.
Title: Re: Run Time Package
Post by: Ryex on April 17, 2011, 06:55:05 am
Ell-Ya   Sue-pern-en-ko ?

I'm fairly sure I got the last name wrong
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 07:34:30 am
Quote from: Ryex on April 17, 2011, 06:55:05 am
Ell-Ya   Sue-pern-en-ko ?

I'm fairly sure I got the last name wrong


Il'(Like Eel pronounced softly here)-ya Sup(like Soup, hardly)-ru-nen-ko.
Title: Re: Run Time Package
Post by: Ryex on April 17, 2011, 07:37:00 am
interesting, strange that I can't attach a culture to the name, I usually can.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 07:39:56 am
Quote from: Ryex on April 17, 2011, 07:37:00 am
interesting, strange that I can't attach a culture to the name, I usually can.


Maybe, but one of my friends from RM forums made a mistake three times, spelling my name when filling out the form. ^ __ ^

New NPC sprite... What you think about this design?
Part: ShowHide
(http://s15.radikal.ru/i188/1104/59/81588ecda379.png)
Title: Re: Run Time Package
Post by: Blizzard on April 17, 2011, 09:00:12 am
Looks good so far. I think the jacket needs a bit more shading.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 09:57:39 am
Quote from: Blizzard on April 17, 2011, 09:00:12 am
Looks good so far. I think the jacket needs a bit more shading.


O'righty, bit more shades comes.

Villager-02 Full: ShowHide
(http://s51.radikal.ru/i132/1104/d2/5e7f72bf9629.png)
Title: Re: Run Time Package
Post by: ForeverZer0 on April 17, 2011, 01:14:56 pm
That looks very good. My only nitpick is the head seems to have more saturation than the body.
Title: Re: Run Time Package
Post by: Blizzard on April 17, 2011, 03:39:03 pm
Agreed.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 17, 2011, 04:03:08 pm
Quote from: ForeverZer0 on April 17, 2011, 01:14:56 pm
That looks very good. My only nitpick is the head seems to have more saturation than the body.


Accepted.

Spoiler: ShowHide
(http://s015.radikal.ru/i330/1104/1e/ce84b4aa6b00.png)
Title: Re: Run Time Package
Post by: ForeverZer0 on April 17, 2011, 11:31:19 pm
Much better. <3
Title: Re: Run Time Package
Post by: legacyblade on April 19, 2011, 12:50:47 pm
Wow. I'm loving the work you're doing! That civilian edit was of one of my favorite civilian sprites, so good choice on a base sprite. And that one you just did is pretty good. Is it based on any of the RTP sprites? The cloth could use a bit of shading to improve the depth, but that's more something I'll fix when I touch up all the sprites to keep the style consistent. The only thing I think you really need to touch up is the hair. The shape is good, but it looks flat due to lack of contrast. If you DID use shading, it's all too dark to see.

Thanks for your help so far, AC.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 19, 2011, 01:10:47 pm
Quote from: legacyblade on April 19, 2011, 12:50:47 pm
Wow. I'm loving the work you're doing! That civilian edit was of one of my favorite civilian sprites, so good choice on a base sprite. And that one you just did is pretty good. Is it based on any of the RTP sprites? The cloth could use a bit of shading to improve the depth, but that's more something I'll fix when I touch up all the sprites to keep the style consistent. The only thing I think you really need to touch up is the hair. The shape is good, but it looks flat due to lack of contrast. If you DID use shading, it's all too dark to see.

Thanks for your help so far, AC.


Yeah, some kind of. I am frankenspriter, not artist, and I am using parts of original RMXP RTP with minor edits to new template and recoloring to create this.

Tomorrow I'm going to start work on the remaining three male villagers sprites. All your comments will be considered.
Title: Re: Run Time Package
Post by: legacyblade on April 19, 2011, 01:32:27 pm
Alright. I'll keep in mind that they're just edits and redo a lot of the shading so as to avoid any possible legal issues down the road. All things considered, though, this is going to be a huge help!
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 20, 2011, 12:57:32 am
New part. Check it out and tell me what you think about it.

Villager-03 Part: ShowHide
(http://s007.radikal.ru/i300/1104/a6/b2f363c8d537.png)
Title: Re: Run Time Package
Post by: G_G on April 20, 2011, 01:12:37 am
Nice job Coo!

Offtopic:
You most likely missed the shout, but here it is again.
Dear Agckuu Cuckoo Guy, Your name is too hard to pronounce and remember, I shall starting calling you A Coo or Coo. Sincerely, game_guy.
PS the first part is somewhat easy to remember, but the 2nd is always a blank to me which is why I'm only shortening the first part.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 20, 2011, 01:19:41 am
Offtopic: g_g, I think that you're going to laugh.

My nickname - not a set of letters, as it seems. This is a spelling of the Russian language in latin letters a similar style, a russian sort of leetspeak. And my nickname translated a Hell's Neighbor, on the pronunciation - Adskiy Sosed.
Title: Re: Run Time Package
Post by: ForeverZer0 on April 20, 2011, 01:22:23 am
Ag-Koo Ko-keg
That's how I see it.

I suppose I can also mention how I like the sprite.  ;)
Title: Re: Run Time Package
Post by: G_G on April 20, 2011, 01:28:01 am
Adsky Sosed, screw that I'm calling you Coo >:U

Thats even harder to remember than your username D:
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 20, 2011, 02:16:03 am
QuoteThats even harder to remember than your username D:


:rulez: :rite:

And:

Villager-03: ShowHide
(http://s010.radikal.ru/i311/1104/42/f6c99148f940.png)
Title: Re: Run Time Package
Post by: Blizzard on April 20, 2011, 02:34:50 am
Nice work. :)
Though, it would be good if we don't copy all the sprites from the RMXP RTP.

EDIT: I think the hair of the up and down directions is a bit too low. In comparison with other sprites, it's off by 2 or 3 pixels.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 20, 2011, 03:00:58 am
Quote from: Blizzard on April 20, 2011, 02:34:50 am

Though, it would be good if we don't copy all the sprites from the RMXP RTP.


Heh, this is not a copy. Part from that spirte, part from this sprite, editing with new templates size, recoloring... This is how frankens roll. ^_____^

QuoteEDIT: I think the hair of the up and down directions is a bit too low. In comparison with other sprites, it's off by 2 or 3 pixels.


I'm check this.

P.S. Reworked.
Spoiler: ShowHide
(http://s016.radikal.ru/i336/1104/97/670486417623.png)

Title: Re: Run Time Package
Post by: Blizzard on April 20, 2011, 03:27:39 am
Lol, you did it the other way around. You lowered the hair of the left/right sprites. xD
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 20, 2011, 03:29:19 am
Quote from: Blizzard on April 20, 2011, 03:27:39 am
Lol, you did it the other way around. You lowered the hair of the left/right sprites. xD


Just as planned. It's all about height.
Title: Re: Run Time Package
Post by: AngryPacman on April 20, 2011, 04:05:33 am
Not to be off-topic, but you still need lotsa music, right? I'd be happy to contribute some tracks for you between writing scripts and schoolwork. If you want some examples of my work, just let me know.
I take it you're looking for MP3 format orchestrated action music. I'd gladly do that.
Title: Re: Run Time Package
Post by: Ryex on April 20, 2011, 04:48:31 am
thats not off topic at all. and if you've any skill we would gladly accept donated music.
Title: Re: Run Time Package
Post by: Blizzard on April 20, 2011, 07:13:39 am
Yeah, we still need lots of music. We'll gladly accept your offer.

We'd prefer wav or flac files. That way we can decide upon a final format in the very end so we can maintain the highest quality possible.

@Agckuu Coceg: Yeah, but it looks weird because the hair is a lot lower than on the other sprites.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 21, 2011, 02:11:48 am
Quote from: Blizzard on April 20, 2011, 07:13:39 am
@Agckuu Coceg: Yeah, but it looks weird because the hair is a lot lower than on the other sprites.


So I lined them. IMO they should be lower. Because to do everything bodies like a copies with same height is  unreal, right  :shifty:?

Okay, time for new work.

Villager-04 Part: ShowHide
(http://s52.radikal.ru/i137/1104/42/4d4a2138319d.png)


And meet the thing that you cannot see in the RTP before.
Villager-04 Part: ShowHide
(http://s011.radikal.ru/i315/1104/6c/2e015b4200c6.png)

Cause we think about political correctness.  :police:
Title: Re: Run Time Package
Post by: Blizzard on April 21, 2011, 02:27:33 am
Quote from: Agckuu Coceg on April 21, 2011, 02:11:48 am
So I lined them. IMO they should be lower. Because to do everything bodies like a copies with same height is  unreal, right  :shifty:?


I agree on that, but then the body should be smaller, not just the hair pushed down into their heads. This makes them look like they have some sort of flat head illness compared to the other sprites. You should take off a line of pixels off the legs and the torso rather than two lines off the forehead.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 21, 2011, 03:07:26 am
Quote from: Blizzard on April 21, 2011, 02:27:33 am
Quote from: Agckuu Coceg on April 21, 2011, 02:11:48 am
So I lined them. IMO they should be lower. Because to do everything bodies like a copies with same height is  unreal, right  :shifty:?


I agree on that, but then the body should be smaller, not just the hair pushed down into their heads. This makes them look like they have some sort of flat head illness compared to the other sprites. You should take off a line of pixels off the legs and the torso rather than two lines off the forehead.


Okay, I reworked this with your references.

Villager-03: ShowHide
(http://i062.radikal.ru/1104/ea/7e0f1fe4e9f7.png)


But do you think about the sprite #4, and what version you like more?
Title: Re: Run Time Package
Post by: Ryex on April 21, 2011, 03:37:02 am
I like the black guy :P
Title: Re: Run Time Package
Post by: Blizzard on April 21, 2011, 04:08:39 am
Better, but you forgot the left and right sprites again. xD
Title: Re: Run Time Package
Post by: AngryPacman on April 21, 2011, 06:43:45 am
Alright, so I started messing around on Sibelius a bit then decided to give you something, so here's a fast-paced minor piece that could probably be good for battles or intense scenes. Keep in mind that this is a one-day composition, and isn't very long... It's up on Soundcloud (http://soundcloud.com/angrypacman15/battle-1) because I couldn't get no attatchments on. If there are any problems with this, just let me know.
Should we make a music thread?
Lol, that version sounds shit. I'll edit the reverb settings and reupload soon.
Title: Re: Run Time Package
Post by: Ryex on April 21, 2011, 07:11:13 am
Very interesting composition. I like how it smoothly transition the melody form one instrument to another. but you do it so fast the the smooth transitions become very choppy when mixed with the reverb. perhaps changing up the reverbs will improve it, but also consider lengthening the time between the instrument transitions.

on another note, could you attempt to get it to a point so that the music loops from the end of the track to the beginning smoothly? it's a very desirable trait in game music.
Title: Re: Run Time Package
Post by: AngryPacman on April 21, 2011, 07:19:46 am
That's exactly what I thought about the reverbs, but I'd already uploaded it. I'll try to lengthen out the transitions, surely. Also, the piece repeats halfway through the track. So, it does loop somewhat seamlessly. But won't ARC automatically loop audio files?
Title: Re: Run Time Package
Post by: Blizzard on April 21, 2011, 07:39:52 am
Yes, but audio-wise they should fit so that people don't even notice when the track ends and gets restarted.
Title: Re: Run Time Package
Post by: Ryex on April 21, 2011, 07:41:50 am
^^ thats what I meant by loops smoothly. ARC will restart the track but the audio still has to be crafted so that you don't really notice the end.
Title: Re: Run Time Package
Post by: AngryPacman on April 21, 2011, 07:45:39 am
Oh, so a more subtle transition I guess. That would be difficult without altering the start, because the start's very noticeable ._.
But then again, I did make the ending very obvious. I know just what to do though.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 21, 2011, 09:37:43 am
Quote from: Blizzard on April 21, 2011, 04:08:39 am
Better, but you forgot the left and right sprites again. xD


Nope, but I'm forgot some edits to that.

Villager-03: ShowHide
(http://i077.radikal.ru/1104/3c/cd7e80285788.png)


And other sprites here too. I'm did both versions, so enjoy.

Villager-04-1: ShowHide
(http://s52.radikal.ru/i137/1104/74/390bdf71cee1.png)

Villager-04-2: ShowHide
(http://s40.radikal.ru/i090/1104/0c/e530ec1ebe48.png)
Title: Re: Run Time Package
Post by: Blizzard on April 21, 2011, 10:18:02 am
:facepalmx:

Take a look at this picture:

Spoiler: ShowHide
(http://img571.imageshack.us/img571/76/047civilian02.png)


The sprites in the first and the last row is 1 pixel smaller than, but the sprites in the second and the third row are both 2 pixels smaller.
In a game it looks totally weird that, when you turn a character to the side, he shrinks by a pixel.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 21, 2011, 10:45:05 am
Quote from: Blizzard on April 21, 2011, 10:18:02 am
:facepalmx:

Take a look at this picture:

Spoiler: ShowHide
(http://img571.imageshack.us/img571/76/047civilian02.png)


The sprites in the first and the last row is 1 pixel smaller than, but the sprites in the second and the third row are both 2 pixels smaller.
In a game it looks totally weird that, when you turn a character to the side, he shrinks by a pixel.


That's a fucking mystic, cause height comparision is clear.

(http://s010.radikal.ru/i313/1104/28/bedc403a9423.png)
(http://i019.radikal.ru/1104/fb/e0dc9182233b.png)
Title: Re: Run Time Package
Post by: Blizzard on April 21, 2011, 10:58:55 am
Then your other sprite has inconsistent heights.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 21, 2011, 11:41:28 am
Quote from: Blizzard on April 21, 2011, 10:58:55 am
Then your other sprite has inconsistent heights.


Damn. What sprite you use for that comparision?
Title: Re: Run Time Package
Post by: Blizzard on April 25, 2011, 01:32:37 pm
This one:

Quote from: Agckuu Coceg on April 17, 2011, 04:03:08 pm
Quote from: ForeverZer0 on April 17, 2011, 01:14:56 pm
That looks very good. My only nitpick is the head seems to have more saturation than the body.


Accepted.

Spoiler: ShowHide
(http://s015.radikal.ru/i330/1104/1e/ce84b4aa6b00.png)



You should check the first one as well.
Title: Re: Run Time Package
Post by: Agckuu Coceg on April 26, 2011, 03:15:35 am
Quote from: Blizzard on April 25, 2011, 01:32:37 pm
This one:

Quote from: Agckuu Coceg on April 17, 2011, 04:03:08 pm
Quote from: ForeverZer0 on April 17, 2011, 01:14:56 pm
That looks very good. My only nitpick is the head seems to have more saturation than the body.


Accepted.

Spoiler: ShowHide
(http://s015.radikal.ru/i330/1104/1e/ce84b4aa6b00.png)



You should check the first one as well.


Yes, I'm checked that already. If I have time today, I rework this.
Title: Re: Run Time Package
Post by: Blizzard on April 26, 2011, 03:59:33 am
Alright. Looking forward to it.
Title: Re: Run Time Package
Post by: MetalRenard on May 02, 2011, 02:58:50 am
I read back a bit and it seems you have a problem with audio and looping your tracks.
It's quite simple really, all you need to do is reduce the master volume to 0 a millisecond before the end and there won't be any 'pops' or 'clicks' when it ends.

As for my contribution, (is this the place to post it? I'm new to the forum)
Title Theme 1: Optimistic
Download Link (http://www.archive-host.com/files/790832/a08e9c1c50947e2f254c6ea8c4e7ea85d3fa04dc/Title_Theme_1_-_Happy.mp3)
(rightclick => save as)

Happy Theme
Download Link (http://www.archive-host.com/files/913484/a08e9c1c50947e2f254c6ea8c4e7ea85d3fa04dc/Happy_Theme.mp3)

(You don't have an audio BBCode!)

I was originally planning to make this as an RPG Maker Music box but you guys can add them to your standard RTP if you want.

Here' a list (just what I thought up) of music needed for a basic package. Tell me what I've missed.
Spoiler: ShowHide
Title Themes
- Sad
- Happy
- Adventure
- Contemplative
- Dark

Area Themes
- Temples
- Home Town
- Happy Town
- Sad Town
- Dangerous Town
- Mysterious Town
- Coastal Town
- Fields
- Caves
- Forest

Situation Themes
- Happy
- Sad
- Death
- Epic
- Mysterious
- Anger
- Danger
- Contemplation

Other Themes
- Battles
- Boss Battles
Title: Re: Run Time Package
Post by: Ryex on May 02, 2011, 02:25:52 pm
These are great pieces of music, you obviously have talent. however there are two things wrong with your submissions (one of which might just be a nitpick). first, audio submissions need to be in high quality wav or a lossless format so that we can later decide on a format to relearn the RTP in.

second (this is the one that might just be a nitpick), you music doesn't loop well. now it doesn't need some format inbuilt loop point but the end of the track should match up with the beginning of the track in such a way that if the audio player started playing the same track irremediably after ending it you would not be able to notice. from what I heard this should take very little effort to make happen as the beginning and end already match closely, there is just spaces of silence at the beginning and end that denote the transition.
Title: Re: Run Time Package
Post by: MetalRenard on May 02, 2011, 05:20:38 pm
Ok, rather than giving you the .wav files now, which would take both of us many hours of upload/download time, I'll continue to provide mp3 files until you make a final decision on file type (Though my personal opinion is that, not only are mp3s more versatile at lower quality levels, i.e. they lose less than ogg files, they are also much more widely used.)

Secondly, there, in my opinion, is no issue with the tunes looping. They end cleanly without bleeps or clicks.
These two tunes are not designed as loops but as short songs, just like some of the RPG Maker standard RTP. I don't feel this is an issue anyway, songs which have a clear beginning-middle-end are more pleasant to listen to in general than a loop.

:)
Title: Re: Run Time Package
Post by: Ryex on May 02, 2011, 06:08:10 pm
the main issue is the seconds of silence because your right there is no clicks or anything like that.

and if you going to provide mp3s can you please provide 320kps? virtually lossless. if you really don't feel like it though I understand we'll just hope your still around and have the original files when we finally decide of the format we want to use for the RTP.
Title: Re: Run Time Package
Post by: MetalRenard on May 02, 2011, 06:36:30 pm
Like I said, I'll provide the format you need at its maximum quality when needed. I ALWAYS keep the project files of all my songs in several places so there's no problem there.

As for the secondS silence, that's not the case. In RPG Maker I only have a one second gap at the most, so that's very strange and has nothing to do with the music.
Title: Re: Run Time Package
Post by: Ryex on May 02, 2011, 06:51:21 pm
hmm, ok guess I'm just hearing things that arn't there :V: (sorry, had to the pun what too good :P), in any case, thanks for your contributions!
Title: Re: Run Time Package
Post by: MetalRenard on May 02, 2011, 06:53:37 pm
No problem, there will be many more as I write them. Looking forwards to seeing this finished and ready to use :)
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 02:23:33 am
Quote from: MetalRenard on May 02, 2011, 05:20:38 pm
Ok, rather than giving you the .wav files now, which would take both of us many hours of upload/download time, I'll continue to provide mp3 files until you make a final decision on file type (Though my personal opinion is that,


Then provide us with flac.

Quote from: MetalRenard on May 02, 2011, 05:20:38 pm
not only are mp3s more versatile at lower quality levels, i.e. they lose less than ogg files, they are also much more widely used.)


That is not true.
http://www.eskimo.com/~nanook/knowledge/oggvorbis.html (even though it's mathematically impossible for ogg 45kbps to sound better than mp3@320kbps)
http://www.vorbis.com/faq/#sound
http://www.bbc.co.uk/dna/h2g2/A6556511
http://www.patheticcockroach.com/mpam4/index.php?p=16 (this one shows the best that ogg is generally better)
And I typed in "mp3 better than ogg" into Google, not the other way around.
But mp3 are more widely used, that is true.

Quote from: MetalRenard on May 02, 2011, 05:20:38 pm
Secondly, there, in my opinion, is no issue with the tunes looping. They end cleanly without bleeps or clicks.
These two tunes are not designed as loops but as short songs, just like some of the RPG Maker standard RTP. I don't feel this is an issue anyway, songs which have a clear beginning-middle-end are more pleasant to listen to in general than a loop.


I understand your point, but we need seamlessly looping tracks. That doesn't mean that the track has to be a loop, it just means that the end of the track has to swiftly be able to start over at the beginning without anybody noticing that a loop actually happened.
My Internet at home is currently down (that is, I don't have Internet yet in my new apartment) so I can't listen to the songs to check it out myself.
Title: Re: Run Time Package
Post by: MetalRenard on May 03, 2011, 05:06:53 am
Why do you need songs that move seamlessly from start to end without, for example, a fadeout? Doesn't make sense to me :/

As for mp3 files, I read similar tests that stated the opposite. Maybe though the ones I read were outdated - using the older ogg encoding. So my bad there.

And please tell me though, what's the urgency to have the files now? Wouldn't it be better for me to just upload a .zip with all the files in one go when you need them (faster), in the file format you need so that you won't have to re-compress them and kill the quality (better)?
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 05:13:32 am
Because ARC's audio module will support proper fading already. The files should be loopable because if somebody wants fading, they can have fading. But if somebody doesn't want fading, then they don't have use it. Also, pretty much all games have loopable tracks.

No, there is no urgency for the files right away. You can upload them later. In fact, if you have Dropbox *points to signature*, I can give you access to our RTP directory directly and then you can put them in there and sync the files whenever you feel like it. :) As I said, the preferable format is flac (which is compressed but also lossless).
Title: Re: Run Time Package
Post by: MetalRenard on May 03, 2011, 05:21:32 am
Okies. Well in return for perfectly looping tracks, I want software that can create a perfect loop.
Can you do that?

It needs to load the file before it finishes playing and play it exactly at the end of the previous track's ending (even though they're both the same track). *points to windows media player* That doesn't do it. *points to RPG Maker* That doesn't do it.

If you do that then the least I can do is provide big endings without fadeout. It would be a waste otherwise though.
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 05:34:04 am
If you can make the beginning and the end match and give me the song speed in BPM and the number of tacts, I can pretty much cut it myself in Audacity (actually you can, too xD). That's the least problem.

I have given you access to the RTP.
Title: Re: Run Time Package
Post by: Ryex on May 03, 2011, 05:42:21 am
VLC media player, placing only the file in the playlist and setting the player to loop the playlist and it will play a loop able track in a loop
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 05:42:47 am
BTW, do you want to be credit only as MetalRenard or with your full name?
Title: Re: Run Time Package
Post by: MetalRenard on May 03, 2011, 05:45:09 am
Quote from: Blizzard on May 03, 2011, 05:34:04 am
If you can make the beginning and the end match and give me the song speed in BPM and the number of tacts, I can pretty much cut it myself in Audacity (actually you can, too xD). That's the least problem.

I have given you access to the RTP.


Hey don't touch my files! *runs away crying*
Don't worry, I'll edit the original project files to change the ending of the song so it matches the beginning. And... What's a tact?  :^_^':

Where can I find the access point to the RTP? I'll have a look around but if you're gonna answer my 1st question, might as well answer the 2nd too!
=> Found it.
...
Oh you posted new messages while I was typing.

Erm I don't use VLC Media Player, it crashed about 20 times on my machine so I gave up. I use Winamp now. Haven't tested the loop on that though.

I would like to be credited "MetalRenard" since that's how people have come to know me in the RPG Maker community.
Thanks.
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 05:51:09 am
Eh, "takt" is the word in another language. xD In English it's "beat". So basically the number speed in beats-per-minute and the number of beats and you can calculate the length of the song precisely so you know where to cut it abruptly.
Title: Re: Run Time Package
Post by: MetalRenard on May 03, 2011, 05:53:32 am
Oh that's ok, my software detects the end automatically or, in this case, I'll tell it to stop abruptly at the end of the MIDI file I composed with within the software.
Easy as eating a watermellon while handgliding! ... Oh that's quite hard. Well it's easy.
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 06:10:32 am
LOL! Yeah, if you can make it stop at the end of the MIDI data, that should work. :)
Title: Re: Run Time Package
Post by: MetalRenard on May 03, 2011, 06:15:52 am
1st file uploaded to the drop box. It loops perfectly and seamlessly.
Now... you want to create a music section or something so we can coordinate our work (I'm not the only musician right?)
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 06:28:32 am
Well, actually you are so far. >.<
I'll contribute probably a song of mine as well, but we don't need to coordinate that. In any case, you can make a topic about it. I don't think any more than that is necessary.
Title: Re: Run Time Package
Post by: AngryPacman on May 03, 2011, 06:48:02 am
I'm still composing for this.
I just haven't told anyone.
Title: Re: Run Time Package
Post by: Blizzard on May 03, 2011, 08:22:34 am
Lol! Alright, here's Renard's thread: http://forum.chaos-project.com/index.php/topic,9536.0
Title: Re: Run Time Package
Post by: winkio on May 04, 2011, 01:10:16 pm
I don't mean to intrude, but on the subject of looping, there's a feature used by almost all games from the past eight years that RMXP doesn't have.

Most games allow you to play an intro immediately followed by an endless loop.  If you want an example, take Super Mario Galaxy 2.  In this video, the intro starts at 0:22, then the loop starts at 0:37, then the loop restarts at 2:03, 3:27, etc:

http://www.youtube.com/watch?v=0uRRf4WCDUQ

Even in Ocarina of Time, they did the same thing.  So yeah, I think it would be a nice feature.
Title: Re: Run Time Package
Post by: Agckuu Coceg on May 04, 2011, 01:13:44 pm
I apologize for my manner of being slowpoke, because during that time has passed several events that distracted me from work. But now everything is normal, so I present to you a fully edited by height early charsets, as well as the design of a new villager.

Early: ShowHide

(http://s60.radikal.ru/i167/1105/21/74e5112c0188.png)
(http://s60.radikal.ru/i170/1105/62/6e4ed6f7705d.png)
(http://i025.radikal.ru/1105/fd/03f1fcc1d9ab.png)
(http://s49.radikal.ru/i124/1105/46/edb726c8f5ca.png)
(http://i005.radikal.ru/1105/af/aaa8a56b5b9a.png)


Villager-05: ShowHide
(http://i001.radikal.ru/1105/a3/5a4bd7d8f024.png)


QuoteMost games allow you to play an intro immediately followed by an endless loop.  If you want an example, take Super Mario Galaxy 2.  In this video, the intro starts at 0:22, then the loop starts at 0:37, then the loop restarts at 2:03, 3:27, etc:


Hm... I'm too think that's a nice idea.
Title: Re: Run Time Package
Post by: MetalRenard on May 04, 2011, 02:30:01 pm
Yes, it would be nice, but to do that you need to be 100% sure you're going to do it because music needs to be written to accommodate that. If you change your minds later then it's too late.
Title: Re: Run Time Package
Post by: winkio on May 04, 2011, 02:38:51 pm
not really.  If you just want a loop you can simply not use an intro.  It actually gives more freedom, not less.
Title: Re: Run Time Package
Post by: Blizzard on May 04, 2011, 04:37:13 pm
Quote from: winkio on May 04, 2011, 01:10:16 pm
I don't mean to intrude, but on the subject of looping, there's a feature used by almost all games from the past eight years that RMXP doesn't have.

Most games allow you to play an intro immediately followed by an endless loop.  If you want an example, take Super Mario Galaxy 2.  In this video, the intro starts at 0:22, then the loop starts at 0:37, then the loop restarts at 2:03, 3:27, etc:

http://www.youtube.com/watch?v=0uRRf4WCDUQ

Even in Ocarina of Time, they did the same thing.  So yeah, I think it would be a nice feature.


This is easy to do.

@F0: Put that on the list. It will be "looping with intro" or "looping markers". We'll think of something.
Title: Re: Run Time Package
Post by: MetalRenard on May 05, 2011, 04:26:48 am
Quote from: winkio on May 04, 2011, 02:38:51 pm
not really.  If you just want a loop you can simply not use an intro.  It actually gives more freedom, not less.


I'm not talking about the game creator's point of view, I'm talking about the music writer's point of view.
Title: Re: Run Time Package
Post by: JellalFerd on May 16, 2011, 04:41:43 am
I don't like the template, it looks...weird.
But, that didn't stop me from getting bored and trying it out. :V:
(http://imageshack.us/m/41/1306/29321384.png)
I'm aware of how ugly it is.  :^_^':
Title: Re: Run Time Package
Post by: Alton Wyte on June 01, 2011, 01:45:01 am
I've been dead for the past forever, but I'm alive again, and I'd be willing to create database entries. I could do some actors, items, and enemies, if you'd like.
Title: Re: Run Time Package
Post by: Ryex on June 01, 2011, 02:12:51 am
there isn;t much to do with the database until we get the editor done. sorry.
Title: Re: Run Time Package
Post by: Alton Wyte on June 01, 2011, 02:14:53 am
Welp. I can wait until then, and possibly make some graphics until then.
Title: Re: Run Time Package
Post by: XandosUnlimited on August 12, 2011, 08:59:02 pm
Put me down for icons, what type of icons to you guys need?
I'm guessing some basic stuff to start with, i suppose these are rmxp sized as well? Have to be sure before i get started.
Title: Re: Run Time Package
Post by: Ryex on August 12, 2011, 10:29:44 pm
yep rmxp sized
Title: Re: Run Time Package
Post by: AngryPacman on August 13, 2011, 02:00:26 am
As soon as you're up to it, let me help in database. And default scripts.
Title: Re: Run Time Package
Post by: Blizzard on August 13, 2011, 05:28:04 am
I thought we agreed on 32x32 icons. o.o;
Title: Re: Run Time Package
Post by: Aqua on August 28, 2011, 12:28:04 am
LOL I'M SO FAIL...
When I actually felt like working on the tree again...
I left the PSD at home >.>''
Title: Re: Run Time Package
Post by: Ryex on August 28, 2011, 12:44:03 am
Quote from: Blizzard on August 13, 2011, 05:28:04 am
I thought we agreed on 32x32 icons. o.o;

we did? well that's fine too I'd actually like 32x32 icons better anyway
Title: Re: Run Time Package
Post by: Blizzard on August 28, 2011, 04:18:54 am
I can't remember to be honest. ._. That would also make the icon collection that I contributed kinda obsolete. Maybe we should stick to 24x24 anyway, just for compatibility so people can keep using RMXP resources.
Title: Re: Run Time Package
Post by: G_G on August 28, 2011, 08:41:29 am
We can use 32x32 but always use smaller sizes. We'll just assume everyone plans on using icons 32x32 or smaller.
Title: Re: Run Time Package
Post by: ForeverZer0 on September 02, 2011, 10:47:24 am
Thats a 403 Error. You can't hot link from within your account, you're the only one who has access to view when you're logged in.  Use the "Copy Public Link" for it.
Title: Re: Run Time Package
Post by: V o d on September 03, 2011, 06:46:24 pm
I saw this while lurking around as a guest and decided to sign up and attempt to help with something :D

I made a fairy green thing trying to mimic the template's shading and such. I'll see if I can make the side view not like crap.
(http://i56.tinypic.com/4j7tc5.png)
It looks a bit big whenever I try to compare it to the template.
I may have to resize it a bit more.

Maybe I'll probably make a butterfly to go with this fairy after I finish it.

EDIT: Still no wings but it looks good. Except front view. I hate the front for whatever reason.
Spoiler: ShowHide
(http://i51.tinypic.com/2mwfg35.png)


EDIT2:Finished
Spoiler: ShowHide
(http://i53.tinypic.com/21j9czs.png)

I have not tested the animation to see if it looks good, so I'll do that later.
Title: Re: Run Time Package
Post by: ForeverZer0 on September 03, 2011, 10:23:47 pm
Looks very good.  PM me your Dropbox email account so I can add you.
Title: Re: Run Time Package
Post by: Blizzard on September 04, 2011, 02:27:45 am
Hey, F0, don't forget to add people in the credits. You have to update the file in the SVN repository (docs/credits.txt) and in the credits topic.
Title: Re: Run Time Package
Post by: ForeverZer0 on September 04, 2011, 11:00:26 am
Ah, shit. I did forget to add a couple. I'll fix that.
Title: Re: Run Time Package
Post by: teatro on September 05, 2011, 09:21:56 am
(http://dl.dropbox.com/u/37711187/Game%20over%20screen.jpg)

game over screen.
Title: Re: Run Time Package
Post by: Blizzard on September 05, 2011, 09:41:11 am
Do you want to be credited as "teatro" only or with your full name as well (in which case I will need your full name xD)?
Title: Re: Run Time Package
Post by: MarkHest on September 05, 2011, 09:49:34 am
Here are some things i use i my game, perhaps it chould be something for ARC?

Click for uber pwnage: ShowHide

YOU CLICKED IT! OH MY GOD!!

But realy... these pictures were deleted. Check my more resent post.



I use them mainly for shoping or completing quests. The arrow just points out that there's something important there.
[Note: they are resized for RMXP]
Title: Re: Run Time Package
Post by: Blizzard on September 05, 2011, 10:11:13 am
Most of those have pieces of RMXP graphics inside of them, we can't use those.
Title: Re: Run Time Package
Post by: MarkHest on September 05, 2011, 10:13:14 am
I though so, but if i use the Icons that will be in ARC, can it be of use then? *Just a quick edit* :)
Title: Re: Run Time Package
Post by: teatro on September 05, 2011, 10:26:03 am
Quote from: Blizzard on September 05, 2011, 09:41:11 am
Do you want to be credited as "teatro" only or with your full name as well (in which case I will need your full name xD)?


teatro will be nice
Title: Re: Run Time Package
Post by: Blizzard on September 05, 2011, 10:35:19 am
Done.
Title: Re: Run Time Package
Post by: G_G on September 05, 2011, 10:41:39 am
Quote from: MarkHest on September 05, 2011, 10:13:14 am
I though so, but if i use the Icons that will be in ARC, can it be of use then? *Just a quick edit* :)


I don't see that being a problem. Though to be honest I think the arrows would look nicer without icons.
Title: Re: Run Time Package
Post by: MarkHest on September 05, 2011, 10:46:04 am
That's why i made several arrows.

One Spriteset without icons
One Spriteset with icons for shoping
One Spriteset with icons for support [Scrapped]

:haha:

UPPDATE:

Okay, so i finnished some icons and put them in the arrows. The icons are kinda bad but i can altso put them in the Iconset Folder if you want.

Spoiler: ShowHide



(http://i1201.photobucket.com/albums/bb342/MarkHest/Ring.png) - Ring


(http://i1201.photobucket.com/albums/bb342/MarkHest/MirrorShield.png) - Shield


(http://i1201.photobucket.com/albums/bb342/MarkHest/Leaf.png) - Leaf


(http://i1201.photobucket.com/albums/bb342/MarkHest/Arrows-1.png) - Shopping Arrows


(http://i1201.photobucket.com/albums/bb342/MarkHest/Arrows.png) - Arrows




The sword was taken from the Iconset Folder and is just a copy/paste. The other icons was made by me.
Title: Re: Run Time Package
Post by: Blizzard on September 05, 2011, 12:55:15 pm
I still think you shouldn't combine these things. ._.
Also, the style of your characterset clashes totally with the rest of the RTP.
Title: Re: Run Time Package
Post by: PhoenixFire on September 05, 2011, 01:00:29 pm
Hrm.. well, I myself might hijack those for mine Mark, if that;s okay. I think it would be good to include a rather large, expansive amount of options, so, even if things clash, someone might use it in their games... Just a thought...   
Title: Re: Run Time Package
Post by: MarkHest on September 05, 2011, 01:24:18 pm
@Blizzard: By clash you mean my style is completely different from the other stuff in the RTP and should't be used?  :^_^':
That's ok. Just remove the arrows from the Dropbox folders if you don't want them :) However i do agree with DigitalSoul. The more options the better, right? So maybe someone chould just make another Arrow Spriteset that fits better with the RTP we have, becous I think arrows will be used by a lot of projects.

@DigitalSoul: I don't mind ^^
Title: Re: Run Time Package
Post by: Blizzard on September 05, 2011, 02:57:10 pm
I agree that several styles are ok, but yours is just too different.
Title: Re: Run Time Package
Post by: teatro on September 06, 2011, 04:24:55 am
Spoiler: ShowHide
(http://dl.dropbox.com/u/37711187/Floor-Tiles.png)


Graphics Floor Tiles
Title: Re: Run Time Package
Post by: Blizzard on September 06, 2011, 04:28:47 am
Nice. :D

You should install Dropbox (http://db.tt/XD2Mvk8) so you can add all the files yourself so we don't have to add them each time for you. PM me your registration email once you are done so I can give you access to the shared RTP folder.
Title: Re: Run Time Package
Post by: MarkHest on September 06, 2011, 07:51:05 am
Okay, this is my second atempt at making a graphic for this RTP xD

Is it still too much clash?

Blue Armored Girl: ShowHide
(http://i1201.photobucket.com/albums/bb342/MarkHest/NewSpriteBlue.png)


Title: Re: Run Time Package
Post by: Blizzard on September 06, 2011, 09:11:08 am
You should some more shading and not the most saturated colors.
Title: Re: Run Time Package
Post by: V o d on September 06, 2011, 10:59:44 pm
Let me see if I can help you with my technique on drawing styles.
Spoiler: ShowHide

I use colors off of the rmxp rtp characters so then they don't look so odd.
Then I compare the clothes to the skin shading and try to match the shades closely and determine what shadows over what.
Of course it would be easier if your character is wearing skin tight clothes, but as for this guy's pants I had to reference another sprite.
(http://i55.tinypic.com/2ym86ex.png)
This hat may need to go though ^ it's a copy of the rmxp captain hat, just with 2 shades of colors and black.
I don't really know how to draw it any different now that I've copied it. :x

Usually referencing other sprites can help.
I also work on Photoshop using layers so it makes it easier to look back and forth.


As an example was this fairy I made by scratch.
(http://i53.tinypic.com/21j9czs.jpg)

I'm not sure if I helped you are not, I don't really know much about art. I'm just really good at mimicking styles.
I still fail at drawing hair regardless. :x
Don't think I'm creative with my sprites or anything. The fairy was based off Chantelise's Chante and RO's Homunculus Lif.
And the pirate guy was based off a character from Gloria Union.


You can disregard this whole post if you want. That's why it's in a spoiler.
There are two characters I drew in the spoiler though if you just want to just see.


---
I also noticed the rtp folder had at least four RMXP-Styled character sprites, as of this date of this post.
Title: Re: Run Time Package
Post by: G_G on September 06, 2011, 11:31:17 pm
Quote from: V o d on September 06, 2011, 10:59:44 pm


I'm not sure if I helped you are not, I don't really know much about art. I'm just really good at mimicking styles.
I still fail at drawing hair regardless. :x
Don't think I'm creative with my sprites or anything. The fairy was based off Chantelise's Chante and RO's Homunculus Lif.
And the pirate guy was based off a character from Gloria Union.





Quote from: V o d on September 06, 2011, 10:59:44 pm
Don't think I'm creative with my sprites or anything. The fairy was based off Chantelise's Chante and RO's Homunculus Lif.


Quote from: V o d on September 06, 2011, 10:59:44 pm
Chantelise's Chante


:3
Title: Re: Run Time Package
Post by: MarkHest on September 07, 2011, 11:53:19 am
I totaly forgot to post about the windowskin i made :facepalm:

Here it it:

(http://i1201.photobucket.com/albums/bb342/MarkHest/CrystalShard_Window_Skin.png)

It has been in the RTP folder for a long time but i forgot to mention that i upploaded it :D
Title: Re: Run Time Package
Post by: Blizzard on September 07, 2011, 04:10:23 pm
You made that completely by yourself? I thought I saw parts of this windowskin somewhere else, that's why I am asking. If that is the case, then we can't accept the submission.
Title: Re: Run Time Package
Post by: MarkHest on September 07, 2011, 04:40:52 pm
No, that one is made entirely by me from cratch.
I remember working my butt off for those crystal edges.

the rest was made with the blending options in photoshop realy fast and quick.


It is altso the windowskin i use in my game :P maybe it's one of my screenshots you remember it from?
Title: Re: Run Time Package
Post by: Blizzard on September 07, 2011, 05:07:15 pm
But it's already in there. It's called 05-Crystal01. As far as I remember, Ryex contributed that one.
Title: Re: Run Time Package
Post by: Ryex on September 07, 2011, 05:11:35 pm
no, I haven't added any thing to the rtp that I know of
Title: Re: Run Time Package
Post by: Blizzard on September 07, 2011, 05:27:27 pm
Who added that windowskin then?
Title: Re: Run Time Package
Post by: MarkHest on September 07, 2011, 06:03:20 pm
I told you, I'M the one who added it! xD However, as i said. It's been a while since i did...

I showed it to ForeverZer0 when talking with him on the IRC chat after he gave me the Dropbox Adress and all. I even think you were online that time, blizz O_o
Title: Re: Run Time Package
Post by: ForeverZer0 on September 07, 2011, 06:11:36 pm
Ah, yes, I nearly forgot.  That was your first submission if I remember correctly, and what prompted me to add you to the Dropbox share.  

EDIT:
Credits have been updated.
Title: Re: Run Time Package
Post by: MarkHest on September 07, 2011, 06:25:12 pm
Thanks Zer0 ^^
Yeah that was the very first thing i submitted along with the 014-Field01 song :)
Title: Re: Run Time Package
Post by: Blizzard on September 08, 2011, 02:17:53 am
No problem then. As I said, it looked very familiar. Now I know why. xD

@F0: Did you update the credits in the SVN docs folder?
Title: Re: Run Time Package
Post by: AngryPacman on September 08, 2011, 02:26:53 am
The OP on this thread seriously needs to be updated. I know the credits thread is up-to-date, but this out-dated thread might be a little misleading.
Title: Re: Run Time Package
Post by: Aqua on September 11, 2011, 03:43:08 pm
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Sprite-Tree-Grass.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Sprite-Tree-SmallGrass.png)

I'm not too sure how I feel about the colors... and the size of the grass lol
Title: Re: Run Time Package
Post by: G_G on September 11, 2011, 03:46:06 pm
Nice job Aqua. I think I like the grass in the first one.
Title: Re: Run Time Package
Post by: Blizzard on September 11, 2011, 04:08:00 pm
I like the first one more, too.
Title: Re: Run Time Package
Post by: Aqua on September 11, 2011, 05:05:04 pm
How will auto tiles work?  The same way as they do in RMXP?
Title: Re: Run Time Package
Post by: G_G on September 11, 2011, 05:05:51 pm
Yeah. I think so.
Title: Re: Run Time Package
Post by: Blizzard on September 11, 2011, 05:22:17 pm
Yeah, they do.
Title: Re: Run Time Package
Post by: Aqua on September 11, 2011, 06:03:11 pm
I'm actually enjoying spriting tilesets... but school work is being mean D:
I'll see how much I can do with my free time.

Can someone make me a list of auto tiles I should do?
(I don't have RMXP on this comp <:)


Edit:
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Sprite-Tree-Grass.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Sprite-Tree-BigSmallGrass.png)
Big grass or big & little grass
Title: Re: Run Time Package
Post by: G_G on September 11, 2011, 06:50:37 pm
I like the 2nd one. A mixture of both looks nice. A dirt path, rounded water, and maybe a sand type path. Thanks for helping Aqua. :3
Title: Re: Run Time Package
Post by: Aqua on September 12, 2011, 08:20:53 am
Derp I made my grass repeat on a scale of 64x64 while autotiles are 96x96
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 07:55:58 pm
-legal double post-

(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Dirt-1.png)
Can someone test this for me?
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 07:59:43 pm
Results.
Spoiler: ShowHide
(http://i52.tinypic.com/315yhz8.png)
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 08:02:09 pm
Hm... Way better than I expected.

LOL I DON'T UNDERSTAND HOW AUTO TILES DO CORNERS ;~;
Title: Re: Run Time Package
Post by: Ryex on September 13, 2011, 08:04:04 pm
it splits the top left 32*32 tile into it's 4 corners and pieces them together.
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 08:07:27 pm
I thought it was the top right...

g_g, can you test this again for me to see how it works more accurately?
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Grass.png)
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 08:28:57 pm
Here ya go!~
Spoiler: ShowHide
(http://i52.tinypic.com/2qa4kzs.png)
Title: Re: Run Time Package
Post by: Ryex on September 13, 2011, 08:33:58 pm
oh, I guess it does use the top right.
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 08:54:07 pm
Mind doing it again...? XD

Thanks
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Dirt-2.png)
Title: Re: Run Time Package
Post by: Ryex on September 13, 2011, 09:00:33 pm
Spoiler: ShowHide
(http://img545.imageshack.us/img545/1169/tiletest.jpg)
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:02:09 pm
OH GOD I HATE THIS

Edit:
How about this?
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Dirt-3.png)
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 09:09:40 pm
Close

Spoiler: ShowHide
(http://i52.tinypic.com/mts0e8.png)
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:12:09 pm
You guys are making it hard by using different shapes every time LOL
But I shouldn't be complaining since I asked for your help...
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 09:19:00 pm
Just pay attention to the corners. In fact look at this compared to yours.
(http://i53.tinypic.com/2mxka5k.png)

You need to have the dirt be in the shape of a cross or plus sign sort of. Then have the grass cover the corners.
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:22:23 pm
If only I had that in the beginning -facepalm-

http://www.rpgmakerweb.com/img/at_tile.gif
That's on the RMXP site...
IT'S SO UNHELPFUL

Thanks g_g <3
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 09:24:05 pm
I had similar problems when creating autotiles. Its an annoying process. And no problem, we should be thanking you more. :3
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:40:07 pm
Please tell me I got it this time...

(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Dirt-4.png)
Title: Re: Run Time Package
Post by: Ryex on September 13, 2011, 09:42:52 pm
:) looks good to me!
Spoiler: ShowHide
(http://img594.imageshack.us/img594/1169/tiletest.jpg)
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:45:50 pm
Can you try it with this tileset?
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Grass.png)

Yes... I made a 9x9 grid of a grass tileset because I thought it'd be more interesting than a 1 block repeating grass.
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 09:52:58 pm
Awesome job aqua!

Spoiler: ShowHide
(http://i54.tinypic.com/2enz1qp.png)
Title: Re: Run Time Package
Post by: Ryex on September 13, 2011, 09:54:56 pm
Spoiler: ShowHide
(http://img8.imageshack.us/img8/1169/tiletest.jpg)
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 09:55:42 pm
Oh god the little grass blades in the middle of the dirt bothers me...
Looks like a farm or something >.>

Should I get rid of it?
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 09:58:55 pm
Maybe make 2 separate versions?
Title: Re: Run Time Package
Post by: Aqua on September 13, 2011, 10:12:01 pm
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-DirtPure.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Sand.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-SandAlone.png)

With sand!!!

I should probably get dropbox and upload these to the real RTP...
Title: Re: Run Time Package
Post by: G_G on September 13, 2011, 10:13:15 pm
They all work and look great Aqua! Thanks for contribooting.
Title: Re: Run Time Package
Post by: Blizzard on September 14, 2011, 02:25:40 am
Great work, Aqua, I love it. :)
Don't forget to add her to the credits, G_G.
Title: Re: Run Time Package
Post by: Aqua on September 14, 2011, 10:17:42 am
Can someone add me to the rtp dropbox?

terreaqua [at] hotmail

Thankies.
Title: Re: Run Time Package
Post by: Ryex on September 14, 2011, 10:45:22 am
You should be added.
Title: Re: Run Time Package
Post by: Aqua on September 14, 2011, 12:06:58 pm
Okay I changed my palette a little bit.

Can someone test all of these together?
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Grass-1.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-DirtPure.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Dirt-4.png) (http://i115.photobucket.com/albums/n296/TerreAqua/ARC/AutoTile-Sand.png)

The default "grasslands" tileset with a tree with 3 auto tiles.

If it looks good, I'll upload it to dropbox.

(Lol I should probably get RMXP on this computer >.>)
Title: Re: Run Time Package
Post by: ForeverZer0 on September 14, 2011, 12:24:24 pm
Quote from: Aqua on September 14, 2011, 12:06:58 pm
(Lol I should probably get RMXP on this computer >.>)


http://forum.chaos-project.com/index.php?topic=9995.0

Very well done, Aqua. They look good. I can't test at the moment, at work. :P
Title: Re: Run Time Package
Post by: Blizzard on September 14, 2011, 01:19:31 pm
Let me note that in that thread there is an awful lot of Blizzard going on.
Title: Re: Run Time Package
Post by: ForeverZer0 on September 14, 2011, 01:32:18 pm
That's why the link was provided. I'm not even sure what the thread is about. :V:
Title: Re: Run Time Package
Post by: Blizzard on September 14, 2011, 01:35:41 pm
It's about me and I can quadruple post talking to myself as much as I want.
Title: Re: Run Time Package
Post by: G_G on September 14, 2011, 01:43:49 pm
Quintuple!
Title: Re: Run Time Package
Post by: Aqua on September 15, 2011, 11:05:56 pm
I'm having trouble doing water.  I can't seem to find a way to make it look good.
It might be the palette I'm using.
Title: Re: Run Time Package
Post by: MarkHest on September 19, 2011, 07:43:43 pm
(http://i1201.photobucket.com/albums/bb342/MarkHest/NewSpriteBlue.png)
(http://i1201.photobucket.com/albums/bb342/MarkHest/BLUE_ARMOR_GIRL.png)


Should i go on making this or give up? :shifty:
Title: Re: Run Time Package
Post by: nathmatt on September 19, 2011, 08:04:37 pm
what do you think

Spoiler: ShowHide
(http://img535.imageshack.us/img535/305/06red01.png)


added a few recolors
Title: Re: Run Time Package
Post by: Blizzard on September 20, 2011, 02:36:02 am
@nathmatt: Nice.

@MarkHest: You may wanna fix the shading for the blue parts as well. :P
Title: Re: Run Time Package
Post by: V o d on September 23, 2011, 07:10:22 am
Yay I decided to almost finish my captain/pirate guy.
The back will probably look like shit.
Spoiler: ShowHide
(http://i55.tinypic.com/2823jer.png)


He looks like a sissy. I'm unimpressed on how it turned out. :(
Probably needs a more manly beard instead of ruggedness.

EDIT:
Oops I see a problem with his far-sideview leg. Suppose to look more like a boot.
Title: Re: Run Time Package
Post by: Blizzard on September 23, 2011, 08:49:53 am
If you want him to look less sissy, change the way his arms move when he walks, change the purple jacket to blue and change the front-view hair so it looks manlier.
Title: Re: Run Time Package
Post by: Aqua on September 23, 2011, 09:07:29 am
Or keep the design as a female pirate and then do something different for a male one?

At first glance, I thought it was a female pirate XD
Title: Re: Run Time Package
Post by: legacyblade on September 23, 2011, 11:34:46 am
Hey everyone. Just letting you know I haven't given up on this. I kind of have 2 girlfriends right now (not really, but I spend so much time and money with these two sisters who are both extremely affectionate that I might as well be, lol), so that saps up a lot of time. But I've been stressed lately, and pixel work helps a lot with stress for me, so I'm going to go through the character sets and make sure their shading is good and fits with the others.

I've gotten several PMs from different people who want to replace or "fix" my template. It's up to you guys, but I love my template and like it how it is. I literally spent months on each frame, so I think it's the best it can be. If there's any mistakes you see, those were very heavily thought out and I like em that way :P

Though if anyone wants to make female or child versions of my template (it'll take me awhile to get to that), go for it!

I'm really glad progress is being made on the RTP. It's just awesome to see so many people coming together for a truly EPIC RPG maker.
Title: Re: Run Time Package
Post by: V o d on September 23, 2011, 07:20:15 pm
Quote from: Blizzard on September 23, 2011, 08:49:53 am
If you want him to look less sissy, change the way his arms move when he walks, change the purple jacket to blue and change the front-view hair so it looks manlier.

Yeah the hair was bad. I dunno about the arms. Its the same as the template.
The purple was for a dark toned jacket. I'll see what dark blue looks like.
Title: Re: Run Time Package
Post by: Blizzard on September 23, 2011, 07:38:11 pm
When I sprite, I sometimes like to go off a pixel with the arms to create the impression that the character is moving in a different way. e.g. If you compare Jason's and Ariana's sprites from CP, you will notice that they swing their arms differently while walking.
Title: Re: Run Time Package
Post by: V o d on September 23, 2011, 08:06:25 pm
Spoiler: ShowHide
(http://i52.tinypic.com/25gawch.gif)

How does that look?
Well the walking I mean.
Title: Re: Run Time Package
Post by: Blizzard on September 23, 2011, 08:19:01 pm
The walking looks manly. xD

EDIT: Guys, I just noticed that some of you have been adding multiple graphics where just the hue was changed. There is really no need for that. Just add one graphic (or more if they differ in actual colorization, not just hue) and the rest will be done in the engine. I think Mark and FTS were the ones who added the multiple graphics. :P
Title: Re: Run Time Package
Post by: Aqua on September 26, 2011, 02:56:29 pm
OHGODWHATDIDIJUSTDO
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Bard.png)

It's supposed to be a Bard...
Title: Re: Run Time Package
Post by: Lore on September 26, 2011, 03:26:09 pm
Is it human? ;_;
Title: Re: Run Time Package
Post by: ShadowPierce on September 26, 2011, 04:49:38 pm
->HOLYFREAKINGHELLONEMANCARNIVAL!!! :O.o:

Maybe a bit too bright? I dunno, or perhaps the white parts of the clothes should be a bit darker/desaturated... :3


Title: Re: Run Time Package
Post by: Lore on September 26, 2011, 04:52:50 pm
Well to be honest, I think the outfit looks pretty cool (I think it's just the green background that makes it hard to see), but it's the hair that caught me off guard. I think if the hair was fixed up a bit, it would look a lot better.
Title: Re: Run Time Package
Post by: Blizzard on September 26, 2011, 05:00:51 pm
Is that hair or an animal on his head? I'm pretty sure it's a living creature.
Title: Re: Run Time Package
Post by: Aqua on September 26, 2011, 05:54:00 pm
Uh...
That's a hat with feathers o-o
And a shoulder pad on his left shoulder with more feathers and a golden flower ornament.

His hair is actually like just two strands that is barely visible since I made them pink LOL

Edit:
I'll try removing the feathers/shoulder pad later.

Edit2:
Here...
(http://i115.photobucket.com/albums/n296/TerreAqua/ARC/Bard-1.png)
Title: Re: Run Time Package
Post by: Lore on September 26, 2011, 06:18:36 pm
That looks a lot better now :P
Title: Re: Run Time Package
Post by: Zexion on February 21, 2012, 03:30:05 am
I wanted to try one, if you guys like it I will do all frames..

Female...mage,cleric,idk...some chick:
Spoiler: ShowHide
(http://img849.imageshack.us/img849/2357/femalem.png)
Title: Re: Run Time Package
Post by: Blizzard on February 21, 2012, 03:53:59 am
Dropbox doesn't work that way. xD You have to put the picture in your "public" folder and then get the public link by right clicking and selecting DropBox from the context menu.
Title: Re: Run Time Package
Post by: Zexion on February 21, 2012, 04:13:13 am
Oh shit xD, drop box noob here :b fixed
Title: Re: Run Time Package
Post by: Trinitygamer on August 29, 2012, 04:21:55 pm
Well, here are a few that i'm willing to give to the RTP, but i'm not sure if you would actually want them...

anyway, while the grasses do all have the same shape, they are not recolors of the same tile, i just made myself a 'shape template' (the pink/purple color) so that i didn't have to 'cut out' every single one.

As for the walls.... yeah, the only good part of that tileset in my opinion is the 'modern' stuff at the end, but i'm still working on the rest.

Anyway, tell me what you guys think.
(http://img836.imageshack.us/img836/9135/grass003.png) (http://imageshack.us/photo/my-images/836/grass003.png/)
(http://img507.imageshack.us/img507/2694/grass004.png) (http://imageshack.us/photo/my-images/507/grass004.png/)
(http://img515.imageshack.us/img515/349/grass005.png) (http://imageshack.us/photo/my-images/515/grass005.png/)
(http://img204.imageshack.us/img204/1818/grass002.png) (http://imageshack.us/photo/my-images/204/grass002.png/)
(http://img196.imageshack.us/img196/8849/grass001.png) (http://imageshack.us/photo/my-images/196/grass001.png/)
(http://img267.imageshack.us/img267/5098/trees002.png) (http://imageshack.us/photo/my-images/267/trees002.png/)
(http://img51.imageshack.us/img51/4176/flowers001.png) (http://imageshack.us/photo/my-images/51/flowers001.png/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Run Time Package
Post by: GAX on August 30, 2012, 06:10:58 am
Some of the trees looks really flat, more like stickers than a plant.

Might just be an issue with shading though.
Title: Re: Run Time Package
Post by: Trinitygamer on August 30, 2012, 09:26:52 am
Quote from: GuardianAngelX72 on August 30, 2012, 06:10:58 am
Some of the trees looks really flat, more like stickers than a plant.

Might just be an issue with shading though.


no, you seem to be right about some of them, the leafless ones look fine, but the first big one and the bottom right small one looks flat... i'll fix that and tweak the others. (please note that i'm only saying that the dead trees look fine because i suck at making trunks/wood, if someone wants to make that part, i can do the leaves without a problem)
Title: Re: Run Time Package
Post by: Trinitygamer on September 08, 2012, 01:07:36 am
Question: i read somewhere on one this thread (To lazy to go see who wrote it) that the editor handles recolors on it's owns, so we shouldn't make recolors of things. Now, my question is, were they just talking about sprites, or did they mean actual tiles to? I'm asking because i am making a tileset (like i said earlier) and i have made a bunch of flowers, but some of them are recolors of each other, so i need to know if i should leave out the recolors or put them in.

Also, what format are you wanting the music files to be in? ogg, or midi?

And lastly, should i start posting monsters/animals/animated doors & chests i've made?

PS, i have been working on the trees, and i managed to fix almost all of them, i'm only having problems with 1, the big bushy tree, it's still coming out flat, no mater how hard i try to edit it T_T. I will get it, but it's being a pain in the rear.
Title: Re: Run Time Package
Post by: Ryex on September 08, 2012, 01:41:37 am
by recolors we are talking hue shifting, actual recolors would still need to be done by hand.

as for music we are accepting wav files into the RTP but we will not support mp3 or midi in the engine  due to technological and licensing issues but it is likly that the RTP will get comverted to OOG when it is distributed.

if you would like to contribute to the RTP there is a thread here (http://forum.chaos-project.com/index.php/topic,9319.0.html) to get you set up to do that. you will need a drop box account and be granted access to our shared folder to place your files there and then we will automatically all get the files.
Title: Re: Run Time Package
Post by: Trinitygamer on September 08, 2012, 05:16:09 am
Quote from: Ryex on September 08, 2012, 01:41:37 am
by recolors we are talking hue shifting, actual recolors would still need to be done by hand.

as for music we are accepting wav files into the RTP but we will not support mp3 or midi in the engine  due to technological and licensing issues but it is likly that the RTP will get comverted to OOG when it is distributed.

if you would like to contribute to the RTP there is a thread here (http://forum.chaos-project.com/index.php/topic,9319.0.html) to get you set up to do that. you will need a drop box account and be granted access to our shared folder to place your files there and then we will automatically all get the files.


*slams head on pc table* Because people were posting stuff here, i didn't even bother to continue searching, i just assumed that this was the right topic. lol, sorry about that.