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#1 RMXP = Getting Graphical Empty RMXP = Getting Graphical
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G@MeF@Ce

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It's been some time learning the events and scripts that I've slowly become more satisfied with the programming for most of my projects. For me that's only half the distance of completion, there's still a long ways as to go in finishing an original game. You still have the sounds, music, and all of the graphics. Here's how I get started with making graphics for RPG Maker XP +

A TILE

I'm going to make a 32 x 32 pixel square

RMXP = Getting Graphical 3210

because the tile set (for making maps) uses 32 x 32 tiles.

A SET OF TILES

When making a set of tiles ~> TILESET
They must be 8 tiles across for each row, so in pixels

32 x 8 = 256

That's 256 pixels across then each row.

The first row is left blank for the auto tiles.

I made this as a sample

RMXP = Getting Graphical Sample10

Now I'm using these as resource templates to make new resources
for my games and script demos +
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#2 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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G@MeF@Ce

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about to make a tile?

try using this as a template for lining things up perfectly

RMXP = Getting Graphical Tile_t10

the red and green bars are 16 pixels across.

16 x 2 = 32

the blue line is a 1 pixel border

just have in mind the center is between two pixels.

so make your icons, tiles, characters even by pixel if you want them dead centered.


*tile examples

man ~ woman

RMXP = Getting Graphical Man10~RMXP = Getting Graphical Woman10

heart ~ plus ~ $

RMXP = Getting Graphical Heart10~RMXP = Getting Graphical Plus10~RMXP = Getting Graphical Money10
question ~ door ~ chest
RMXP = Getting Graphical Questi11~RMXP = Getting Graphical Door10~RMXP = Getting Graphical Box10

individually these 'could' be used as icons,
icons are usually 24x24pixels.

next is to take these tiles and put them together into a tileset...
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#3 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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G@MeF@Ce

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again tilesets are 8 tiles across (32x32pixel tiles) so I took the tiles that were just made and made a few lines for the floor, walls, and came up with this platform tileset
RMXP = Getting Graphical Gplat_10

I then took the tile of the man and started a character template sheet.
these sheets must be 4 tiles across and only 4 rows facing:
-down
-left
-right
-up

(all rows are facing down for now)
RMXP = Getting Graphical Roomer10

example of tileset, and character

RMXP = Getting Graphical Exampl10

start plain, make sure things line up, then begin to color and style.
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#4 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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MotionM

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I like the style that you did this with. The only problem I see is that when you load up the tileset in RPG Maker, the objects are all white and it's really hard to see which tiles are which since the background of the tile-selector thing is gray.

Using just the few that you provided, it can make a nice 2D dungeon-like game.

Also using a flashlight-like event, it creates this: RMXP = Getting Graphical Aaaa10
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#5 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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G@MeF@Ce

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MotionM wrote:I like the style that you did this with.
thx M\'s trade mark it's a start +

MotionM wrote:The only problem I see is that when you load up the tileset in RPG Maker, the objects are all white and it's really hard to see which tiles are which since the background of the tile-selector thing is gray.
So far I've done the size of the resources and some samples making certain things line up right, next I'll start with color and design +


Characters:

In a character sheet there are 4 rows of 4 frames

the 1st row - facing down [stand1][step1][stand2][step2]

taking the 'man character sheet' I began to color the top left man with some flesh tones, I then made a copy for the next frame and dropped the head a pixel, raised a leg and a arm a pixel and dropped the opposite arm a pixel to create the look of taking a step forward.
I now have two frames that I will use for the 3rd and 4th frame.
I flip the 4th frame horizontally to create a step from the other leg.

here's my results

RMXP = Getting Graphical Roomer11


the 4th row - facing up [stand1][step1][stand2][step2]

taking a copy of the top row I make the very bottom row,
using more of the darker shade for the body and lighter shade for the back of the head to create the backside look.

here's my results
RMXP = Getting Graphical Roomer12

and last

the 2nd row - facing left [stand1][step1][stand2][step2]
and 3rd row - facing right [stand1][step1][stand2][step2]

RMXP = Getting Graphical Roomer13

now you could use this, resize, recolor, edit and make your own character +

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#6 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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G@MeF@Ce

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character sheets (continued...)

by using the sprite template I made:

RMXP = Getting Graphical Roomer14

can't see?

RMXP = Getting Graphical Large_10

better?

this sprite sheet wasn't much of an edit, it was more like an add on to the template. Everything from the hat, eyes, beard, robe, shoes and belt are separate layers on top of the template +

It may take more time working on a sprite by layers, but I highly recommend that you take the time to do it this way as it will then take much less time for recolors, edits, using different combinations of layers to produce more characters.

some examples:

RMXP = Getting Graphical Wiz210RMXP = Getting Graphical Elf10RMXP = Getting Graphical Monk10RMXP = Getting Graphical Santa10

with very little editing, some adjustments to the hue for color change, and saturation, contrast... you could easily create a cast of characters for your game +

RMXP = Getting Graphical Cast10

and when it comes to making sprites, why wouldn't you want to save yourself some time? after all it's a tedious pixel meticulous process.

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#7 RMXP = Getting Graphical Empty Re: RMXP = Getting Graphical
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mr_wiggles

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Also when doing tile sets check into a built in grid function. Photo shop CS3 has one (crtl+').

Spoiler:

Helps quite a bit.
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