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Note: This is a long post with lots of images, but there are no new assets for download at the end. If you're just here for downloads, you can skip this one. But if you are interested in the ongoing development of the next big release, then I would appreciate your feedback.

Here we go:

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I've talked a lot about the upcoming next project. It will be a new style that improves on Time Fantasy by expanding the flexibility of the assets, while addressing some of Time Fantasy's problems. I've improved a lot in the 5+ years since the first TF pack was released, and I want to build something that can be held to a higher standard.

At the same time, Time Fantasy has grown in popularity way beyond my expectations. The original release was intended to be a RPGMaker pack. Since then, more and more people have found these assets and I've expanded the scope of these releases. I want to create a new set that is designed from the start to accommodate other uses: more engines, more genres.

The new project can be considered in two parts: characters and tilesets. I'll be developing them both simultaneously, to ensure that the style remains consistent and everything fits nicely (also switching between working on characters and  working on tiles will prevent burnout from over-focusing on a single thing).

The tilesets will mostly be based on the existing Time Fantasy tilesets- since we're continuing to use the same 16x16 base size, the tiles don't necessarily need to be recreated from scratch: instead it will be a major remaster with updated colors and organization, likely only needing to re-draw some pieces from the oldest sets.

The characters on the other hand will make use of a new style and character base. I've mentioned in the past that one of the goals of a new character set is to provide additional action animations that go beyond the RPGMaker-style Time Fantasy sprites. Today's post is about the development of that character style.

Now that the Steampunk and the Faery Forest expansions are finished, it's finally time to forge onwards with serious development of this new set.

So this is what I've been working on:

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First off, I want to clearly identify the problems with the original Time Fantasy character base. I will use these identified problems to create concrete goals upon which to build the new character style.

Problem #1- Awkward size: the tilesize base is 16x16, but the Time Fantasy character base is 17 pixels wide. This is very very weird, and can potentially cause some issues with overlapping tiles. 

Not only is it a problem that the default base goes beyond the tilewidth, but even reaching that width creates a limitation on designing characters. Imagine a character variation that is bulky, or has some sort of wide outlandish outfit-- these are impossible to create without going beyond the width of the tileset, which would lead (again) to overlapping issues.

The width being an odd-number of pixels also makes it impossible to cleanly center the sprite on a tile:

Part of the size issue was fixed in the recent female base variation, in which I made sure that the width was less than a full tile. But in order to have consistency with the original sprite, I kept the odd-numbered width, which is illustrated above.

Goal: Therefore, the new sprite style needs to fit more naturally within the 16x16 tilewidth, leaving enough room for flexibility in character design.

Problem #2-  Color Palette: The original color palette of the Time Fantasy graphics is incredibly difficult to work with. The colors were created with a de-saturated aesthetic that was popular at the time, but even within that aesthetic the palette is awkwardly limiting.

While the original color palette was never a fixed palette, it was limited by its darkest and lightest colors, forcing the rest of the colors to fit within a relatively narrow range of contrast.

Notably, the darkest color was too light. This problem became quickly apparent to me when I tried to use the same palette to develop tilesets and locations with a darker tone. As a result, these areas ended up looking... weird.

Goal: A wider range of colors is necessary to allow enough contrast for variety in design and tones.

Note: In the past, it was recommended to avoid using pure black (#000) or pure white (#FFF) in pixel art. As most technological limitations are behind us now, this isn't necessary except for artistic reasons. I've made the choice to use pure-black and pure-white going forward: specifically because I am creating assets for general use by developers. Allowing the full range will make it significantly easier for non-artists to modify colors without worrying about clashing palettes.

Problem #3-  Lack of Structural Clarity: The original Time Fantasy sprites were designed with one use in mind: classic walking sprites in the RPGMaker style. As a result, a number of unforeseen limitations arose when used in other contexts.

The shadow is a notable example of this. The built-in shadow has potential to cause a lot of problems, especially if the sprites are used in some sort of system that creates lighting or shadows, or shader effects applied to characters. Even without that, the fixed shadow makes it more difficult to build on the base, as it can be confusing where the feet end and the shadow begins (this problem is magnified by the aforementioned problems with the color palette's weak 'black').

Another weird structural problem (though more subtle) is in the general proportions and limb definitions. It's hard to put this into words-- but this issue stems mostly from the awkward head and shoulders, which are scrunched together because the original style wasn't good at balancing the inconsistency of the RPG perspective (also the hands are unnecessarily huge, which looks OK from some angles but bad in others). 

Because of these problems I've had some difficulty in creating additional animations for the base, and I imagine that those problems would be amplified for anybody else trying to work with it. When I have made extra animations in the past, I've usually resorted to "breaking" the base and using fresh proportions.

To put it simply: the base could be a lot cleaner.

These structural problems also make it difficult to layer modular pieces on top of the base. In other words-- each character that I've made has been individually designed and animated. This approach makes sense for unique characters for RPGMaker, but there is clear interest in character generation, or effects like in-game visual equipment. The existing TF base was never originally designed to play nice with modular pieces.

Goal: A clean and readable character base that allows for a variety of animations. Design for modular sprite creation: clear definition of body segments. The shadow must be a separate image.

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OKAY, now we've clearly identified how we need to improve on the original Time Fantasy character base. It's time to get to work...

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Step One: Inspiration and reference. I know that I want to evoke a certain style: we're looking at the JRPGs of the 90s, specifically a few key games from the Super Nintendo.

 Here's a collection of sprites that I pulled together for reference (the sprites in the pink background were made by me; including some Time Fantasy examples).

Notably, this image also has some sprites in the style of the classic RPGMaker2000 RTP (these ones appear to be edits of the RTP, I just pulled them off of google). The RM2K sprites aren't as artistically impressive as the Final Fantasy or Rudras sprites, but they have a hard-to-define quality to them that I find appealing and would like to capture. They are also much friendlier to use in character generators.

With these ideas in mind, I revisited previous sprite styles that I've made, see if I can find a good alternative or at least something to build on.

In addition to the original Time Fantasy base (on the blue tiles), there are three character bases that I have here worth looking at.

The first one (top-right) was a base that I developed for Exodus, a short game I made for a jam with a pal. I like the vibe, but it's the same basic size as the TF sprite, which we have seen before causes problems. It's not particularly useful for our purposes, but it's an interesting reference as it looks like an alternate take on the TF style. The colors are weird for some reason-- I think that they got messed up somewhere as this was pasted across multiple documents.

The fourth one (the lonely guy in the bottom-right) we'll return to later.

The weird-pasted-color problem happens again in the third base (bottom-left), but that's OK because what I'm looking at here is the general size and style. This base is a bit out-dated, because the sprites associated with it were developed without it. I remember making the hero sprite first and then back-tracing this base from him. And then, going forward with this project, the sprites were all edits of each other, rather than building directly on the actual base.

This style is one that I've worked a lot with, because I developed it for a personal RPG project. You can see some of the sprites here:

The hero has a bunch of animations, too. I used this character to play with layering different weapons. Here's how it looks (prototype in Game Maker Studio):

The animation itself is empty-handed (without the weapon overlay, it looks like he just punches forward). Ideally, we can use the one animation and imply motion with the weapon: this way we can use the same character motion for a sword swing and a straight spear, for example.

He has jump animations too. In this example you can see one of the benefits of the shadow being a separately-layered image:

BUT... 

I don't necessarily think that this is the right style to move ahead with the successor to Time Fantasy. While this is absolutely a worthwhile experiment for these animations, and I learned a lot that we can apply going forward-- I don't think that the tone of these sprites will work.

Specifically, that's because I've decided that the new character style needs to steer away from the cute or 'chibi' direction. Personally I love the way these sprites look-- but it's not the best fit for every project. A more neutral style will be necessary to maximize the usage of the new sprites (there's also a lot of existing 'chibi-style' material out there, especially for rpgmaker, and keeping the tone netural will provide an alternative.)

So, let's back up to the bases from above.

This guy here on the right was a step in the right direction, an attempt to explore the RM2K-RTP style. I think the influence is obvious, though this rough draft lacks depth. Since my reference is the SNES JRPGs, I continued by pushing this RM2K style into the direction of the SNES references:

This is where I am now (green background). 

This character base is heavily influenced by the SNES side of things. It also has a more 'neutral' tone: I can imagine it being used in a whimsical adventure but it also doesn't look too ridiculous to fit in a setting with gravitas. In the end, it feels like a mix of the RM2K and SNES styles-- which is a good thing, I think!

Note: These examples include the shadow built into the sprite. I talked above about how that is a mistake: don't worry-- the final exported assets would include the shadow as a separate image that can be layered underneath. It looks something like this:

Here is some more exploration and development of this character base:

The characters above are uniquely designed: notably, the three characters in the bottom-left of the image are different heights. The height difference wouldn't be possible in a generator with modular pieces: the results of generator sprites could look more like the characters to the right.

I imagine that a final release would include a set of uniquely-designed characters, good for use as hero characters or recognizable NPCs in the classic JRPG style. And then it would also include individual pieces from those characters spliced up into generator parts. So for example you could use the same heads, but you might lose some individuality that requires a specifically-crafted sprite.

Regardless -- I haven't yet put too much thought into how I'll do generator pieces; (though I'll probably want to have full heads instead of swapping hairstyles). For the time being I'm still working on finalizing the base and style before I dive too deep into the modular stuff. 

(If you have thoughts and suggestions on the subject of modular pieces, please share your ideas-- though I'll definitely have a separate post covering that topic when I get to it).

And here are some sprites in action. This was made in RPGMaker2003, and it makes use of the recently-released SNES-inspired terrain tiles.

My next step is to explore more character possibilities and finalize the basic walking animations-- I'll probably spend a while designing characters and making NPCs (including elements that later I can use to get started as generator pieces, hopefully). 

Once I feel really comfortable with the basic four-directional walking sprite, I'll be ready to develop the other promised animations, and by the time I'm working on those... I'll be back with another progress thread like this.

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Wew, this was a huge write-up (took me a lot longer than I'd originally planned, I ended up going into a lot of detail: hopefully you find it interesting-- in the end, this post feels more like a real development article than a simple progress update).

Anyways-- please share your thoughts with me here. If you have suggestions and ideas, now is a good time as I'll continue experimenting with this style before I finalize it.

Going forward, as I work on this new style (the characters and also the tileset remasters), one or two regularly-scheduled updates each month might be posts like this. 

But don't worry-- I still plan on keeping up our regular schedule! I'm gonna spend some time this weekend putting together the next release based on a patreon request, so you can expect some new graphics next week-- see you then.

Thanks!

Files

Comments

steven

Ooo this is looking soo good. I fell in love with the time fantasy sprites because of their amazing 2d classic rpg look and older pixel style which was perfect for me. I have been collecting them for a while now and i am now building a pretty big game in unity with these sprites. I love the 2d rpg feel and i am building an open world game with a lot and i mean a lot of little aspects of rpg. Hidden things etc. Now to get to the part about the sprites changing. I think it is an amazing idea. The character sprites you showcased there really had an extreme feel for details and were a lot better visualized than the current time fantasy sprites. I also hope you work on more details for the world itself like fires all around in the nature, maybe like electric sprites that can be placed on the ground etc. Maybe some poison clouds etc you know like details that can bring the whole world alive without having to be huge sprites. The things i can do in a map with a few different fire sprites is crazy xD haha Also the water transitioning from shallow to dark is amazing and i hope to see that in time fantasy also. Spell effects are also something i hope you make more of 😳 . All in all i love your work and thank you for everything. I am happy to be supporting you and in turn i also get to use these amazing sprites to make my dream come true. Also the pixel size in unity is a non issue btw xD as unity can just automatically cut what it needs and i can use it without any issues :p

Eitan Margalit

This is great. The 17-pixel thing was bothering me for so along. But you say the height difference makes it difficult to use modular pieces, but that is very engine-dependent. With a little programming, you can just make the coordinates of the facial features offset by a certain amount, pending which body and legs were chosen. I'd prefer if facial features were separate.

Eitan Margalit

Sorry for the messy post. I'm away from my computer and Patreon's mobile interface is terrible

Zemonica

This is great! It's really hard to draw or even buy 16-bit tall sprites who don't look like stiff tetris pieces. Making the dimensions suit editing better and updating the color palette closer to your new stuff is also exciting.

Eric

I really like the new character design. The biggest thing that makes the current Time Fantasy character sprites "cute" in my opinion is the height/width ratio. The new character base looks taller and thinner, more in proportion with a real human being. I think that as well as an updated color palette will make this set great for RPGs with a serious aesthetic.

finalbossblues

8-directions is unlikely, especially because I'm going to make action animations. 2 more directions could easily double the amount of work/time it would take.

ben

This is awesome! They look really well put together.

Joonas Oksanen

Looking really nice in my opinion! I had no idea about the 17 pixel width, no wonder Unity couldn't really slice them properly without using automatic mode. In how many pieces do you think you'll split the clothing into? Do you think it'll be only shirt and pants, or do you think gloves and boots will also be separate? I hope it's the latter, since what I'm looking forward to most is the modularity so I can show visible equipment on my characters.

finalbossblues

Don't know for sure yet, but I was thinking someting like Head, Eyes, Top, Bottom

Mike

I love the idea of character module sprites for generation. Speaking of...will this new style be 4 directional? I have long looked for 4 directional sprites with attack animations. Also, was that knight sprite with sword animation released here? Wondering if I missed a release somewhere

Eitan Margalit

I WAS kind of wondering how the hair would project a pixelly shadow on the head when the head and hair were separate. I see now that the answer is, "They aren't". That's okay. I have this fledgling idea where you have a "shadow layer" corresponding to each head (where each pixel is mapped to a version of itself in the shade), and a masking layer corresponding to each hair. In this way, each hair can project a shadow onto each head because only the pixels chosen by the hair layer become shadowy. This is a crazy amount of work, and not every system allows for mask layers, so this doesn't justify you separating them for everyone. I'm just mentioning it because I think it's cool. Please keep on keeping on.

Omnistorm

I love EVERYTHING about this post. You articulated things that I was feeling about the TF set that I couldn't have expressed half as well as you did. Years ago, I released a full-length RPG after a successful Kickstarter campaign, but what has kept me from developing my next RPG is the search for the right assets that I would utilize to build my world. I knew what "feel" I was after (the games you referenced) but just couldn't find the set that captured that despite creating many prototype games. The closest thing I found with the broadest range of available assets was your TF sets, but I was having trouble filling the gaps in the assets with other tileset pieces because of the limited color range you mentioned. So I have been considering if I could leverage your current TF packs with what is there and ultimately getting a bit frustrated. This post gives me so much hope... I know that new beginnings are not fun (At one point, I completely redid over 300 maps for that game I mentioned) but I believe that this "reset" of the TF style is needed and 10 years from now, you will be so glad you did. I would pay $100 easily for a good character generator with assets like those you displayed here. A good character generator (and matching tilesets) with the feeling of the SNES olds just doesn't really exist. I was incredibly disappointed that RPGM MZ chose to keep the chibi style. But I think this is your great opportunity --- you can fill that niche and do it better than anyone else is currently doing it! Please pursue this aggressively!!! I'll be waiting!

Seph Brown

Been a fan of these assets since the end of last year when I was looking for an art style to use for an online D&D stream. Immediately gravitated toward the SNES JRPG aesthetic the tiles and characters had, and am looking forward to the changes being implemented over time. I didn't really notice the 17-pixel width issue on the website I uploaded the sprites as tokens to (Astral Tabletop) because it would auto-size the width based on its own internal grid. It *did* make heights funky if they weren't exactly 16 pixel squares, but that's an issue with the site and not with the assets. ;) You rock FBB!

Kris Schnee

I generally like the taller, less "chibi" style shown in your examples from Terranigma and Suikoden, so I'm pleased to see you trying that direction. My own use for these graphics is the Unity game engine rather than any version of RPG Maker, so I'm most interested in formats and styles suitable for that. (Having separate shadows is good, for instance.) Don't feel like you have to stick to a 16 (or 17) pixel width! For Unity though, an odd number of pixels isn't a problem. One thing I'd pay attention to is having a consistent height for the feet so that when importing assets I know the "real" location of the character is always, say, 2 pixels above the bottom of the sprite, for collision physics purposes. If you're doing modular weapon animations, will they be mirrored left/right so that that guy swinging a sword in his right hand is left-handed when facing the other way?

Mike

I will second this. Also centering the entire sprite in the frame is important to. I’m mentioning it anyway even though I haven’t really had this problem with your work specifically but I’ve run into this issue several times from other artists where the character sprite is to the left of the frame and not centered. So when you flip the sprite to walk the opposite direction it causes many problems not to mention making it look like the player teleports.

Mana Cloud

Whatever direction you take, it's been awesome watching your style grow and I'm excited for the eventual release.

Tibeytan

Honestly, I didn't think we could analyze so much about a character style. That is really interesting, for graphics as well as for technical implementation. Anyway, I find the new style effectively better. Seems more mature but not less flexible. I can't wait to see your graphics remastered! Good luck!

Beau

Its great seeing this, I enjoy seeing others create, but still want to take it up a level, true motivator!

Nick Lanng

Being able to build sprites with swappable clothes/gear would be perfect! I'm loving the look of these new assets.

Reed of Hyrule

I was wondering what some of the other animations are that you talked about working on after getting the walking animation done.

Winston Lewis III

For the longest time, i've been searching for a style more reminiscent of that Romancing SaGa 3/ FFVI style to no avail. I'm very excited to see these come to fruition! Good luck and pace yourself!

Eitan Margalit

The eyes are too far back on the side sprites. It's driving me crazy.

finalbossblues

think of it as a 3/4 angle, they'e not intended to be straight on side view

Eitan Margalit

IMO, 3/4 does not really gel with the top-down aesthetic like profile does. It looks... Off.

Eitan Margalit

Look at him walking sideways. From his perspective, he's actually walking diagonally. It's weird.

Eitan Margalit

I want to make it clear that I wouldn't be talking like this if I weren't such a big fan of literally everything else.

finalbossblues

IDK about that, I made the decision after studying the SNES classics I mentiond above, like Chrono Trigger and FF6. In all of them, the side views are turned at a bit of an angle and are not straight-on side views, likely to give more definition and depth to individual designs.

Eitan Margalit

I just played a little of both games myself, and it looks to me like the bodies are in 3/4 so we can see who they are (I didn't even notice!) But the heads are in profile. Like some kind of ancient Egypt thing.

Eitan Margalit

I mean, you're basically right, but that must be why I feel so weirded out.

Xeri

Just curious - how's your progress been toward these new sprites / style? I'm super excited to see the end result!

finalbossblues

I'm confident with the style, color palette, animation base, etc-- at this point everything's ready to get started on the meat of the project: the content itself! You can expect a more detailed preview sometime in the next month as we start to get into 2021!

Xeri

That's awesome! Looking forward to it!

lofimana

Super excited to see how this new style progresses. I think the critiques you have made about the current TF style are apt and I admire and appreciate how thorough you are with analyzing not just your own style, but also other similar styles to use as reference and inspiration as you move forward with a newer style of your own. Honestly, I am super stoked at the prospect of a character generator, as well as modular armor/aesthetic pieces. You are incredibly talented and it's awesome to see you pour your talent into something you're clearly passionate about! Awesome, awesome job, as always!

Eighteen

I will pay them now!!