vualtdragon
Member
- Oct 28, 2018
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i been trying to make a sprite sheet most day and it coming out f*ck up
do any body got any tips
do any body got any tips
It's better and way quicker to create your spritesheet in the RPG maker sprite editor. Getting a spritesheet from HS2 is one thing, but your biggest problem is making the art style match the tilesets you'll be using.i been trying to make a sprite sheet most day and it coming out f*ck up
do any body got any tips
What do your sprites end up looking like? Can you post a few samples please?It's better and way quicker to create your spritesheet in the RPG maker sprite editor. Getting a spritesheet from HS2 is one thing, but your biggest problem is making the art style match the tilesets you'll be using.
I don't recommend making a tileset out of HS2 scenes. Most of the textures are extremely ugly.
Something you could do is pixelate your sprite. I ran some tests a few months back and it's okay for a sidescroller game for example.
Method:
- Get the HS2 images
- Open the image with paint.NET (a great and useful image editor; also consider using ImageMagick if you're not on Windows or you need to edit a lot of images in a repetitive manner)
- Go to "effects" and then "deform" and "pixelate" (names could be different because I'm not using the English version).
- Try 4x and 8x and decide for yourself which one looks best in an assembled scene (character sprites + tileset). Other values for the pixelation didn't really look good to me.
There are other problems, yes. One of them is that you can't control animations properly. The other one is him not using the camera object for better manipulation of the scene. He should also try Marco's camera from the optional mod folder, maybe that helps with the broken perspective.What do your sprites end up looking like? Can you post a few samples please?
I am looking at "Treasure of Nadia", and I naively thinking there shouldn't really be any issue with the end result - the sprite as, is, is -- again nailvely! -- can easily be done in HS2's studio.
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So, ignoring the custom sprite size issue, I am afraid that vualtdragon's issues are elsewhereSorry!
yea figured out my biggest problem was the resolution i was renderingI gave this a shot, and seems trivial-ish, as long as:
- the light is the world light, and not camera light
- model is compressed to 80%
- camera is isometric (or if can't be bothered with the isometric plugin, a very long lens)
This is my very first attempt, and I think right out of the gate this looks great:
View attachment 1922815
Same with your spritesheets: problems with perspective (the table). They also look out of place because RPG make assets are chunky/fat to fit in with the art style, while the HS2 assets look normal. The cabinet with the TV on looks wrong because you can see the bottom of the wall behind it. You also have extremely sharp HS2 assets and almost blurred RPG maker tiles. Did you resize them to something that isn't a multiple of 48 pixels (or 32 pixels if you're using an ancient tileset)?this were my first parallax mapping,hs2 assets and rtp.
I like to get your honest thoughts on it
i know the floor need be fixed and there to much open space
the wall are default rtp, but i did scale the wall for test2 . i did't really edit any thing rtp or hs2 asset. was just trying getting a feel for itSame with your spritesheets: problems with perspective (the table). They also look out of place because RPG make assets are chunky/fat to fit in with the art style, while the HS2 assets look normal. The cabinet with the TV on looks wrong because you can see the bottom of the wall behind it. You also have extremely sharp HS2 assets and almost blurred RPG maker tiles. Did you resize them to something that isn't a multiple of 48 pixels (or 32 pixels if you're using an ancient tileset)?
I don't recommend using parallax mapping too much, especially not for large maps. Game performance will plummet then.
You might know the following, but I will say it to be safe:the wall are default rtp, but i did scale the wall for test2 . i did't really edit any thing rtp or hs2 asset. was just trying getting a feel for it
what angle do you recommend, the screen shot of the tv was at 25 degree angle
i found the mod that [B]Sepheyer[/B]. im try using isometric camera
. the maps were just put together in hour and half
i was going to do something like Hazumi and Pregnation setup. not gameplay but how you move from maps.
since this going to be my first game. trying stay simple
I appreciate all the advice
I recommend making a full RPGmaker scene with the vanilla tileset and then replace some furniture with HS2 assets and compare both. You can get camera distances, perspective and angles from that.the wall are default rtp, but i did scale the wall for test2 . i did't really edit any thing rtp or hs2 asset. was just trying getting a feel for it
what angle do you recommend, the screen shot of the tv was at 25 degree angle
i found the mod that [B]Sepheyer[/B]. im try using isometric camera
. the maps were just put together in hour and half
i was going to do something like Hazumi and Pregnation setup. not gameplay but how you move from maps.
since this going to be my first game. trying stay simple
I appreciate all the advice
Can't be done, the file doesn't work that way. PNG files don't store layers. You'd have to load it in an image editor (i use GIMP) and manually delete everything you don't want.CttCJim would you know how to extract the frame image from the scene file?
View attachment 1935039
cc: osnoflax
re: https://f95zone.to/threads/illusion...o-neo-scene-sharing-thread.85125/post-8581416
I myself never did it, but your guess doesn't look so rudimentary to me. In fact, kuo uses to do it in his scenes.Does anyone know where I could find more info on how to replicate camera panning while in recording in POV mode within StudioNeo V2? Something like how Zanith does his h-scenes in House in the Rift. I've tried searching this page, as well as HitR's page, but there isn't much in terms of guidance.
My rudimentary guess would be attaching the camera to a character's head via parenting/move copy, then somehow adding a curved route to the camera that mimics looking up and down or side-to-side while in POV mode.