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Hello! Every time I write up one of these, it seems to turn into a massive essay... I'm going to try to keep this one focused on images... though we'll see how well goes........ 🙄

Over the past few weeks since the previous preview post, I've been working on the character asset pieces that will make up the upcoming elements pack.

Today I want to share some of these with you. Check this out:

Here's some of what I've been working on. This image shows what I've come up with for these particular layers: 40 hairstyles, 37 tops, and 20 bottoms.

There are a lot of designs here--if I were to animate all of them, it's certainly too many to get the whole set finished in time. 

I think that we will need to release a core group, maybe with 6-10 of each piece (which would still provide a huge amount of permutations in combination), and then do the others in expansion packs. If I wait to release until I can animate all of these, then I don't think that I'll have them ready before the year is over.

So I thought that I would share these and ask for your opinions: tell me which pieces you want for the first priority release, pick a few pieces that you think would be the most important for a 'base set'. Should we go for a wide variety? The most generic ones for making townsfolk? Should we focus on a theme-- like a set of the archetypal 'hero' pieces? Which character parts do you want to see in the initial release?

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Hair Layers Update:

I've added another layer-- one for the "back hair".

As I've begun to work on putting the pieces together, I've found some major complications with the layering system. One of these involved long hair-- if the hair layer is above the head and body, long hair became a problem.

As a solution, I've added a new layer that will go behind the head and body. This should also give some extra flexibility for designs; now you combine different hairstyles to be long in the back.

I think that other generators have come to similar solutions to this problem.

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Important Note on Color Palettes: 

The above images show some color palettes alongside the pieces. Here's a more detailed look:

One of the major things that I did before designing all of the different parts was to assign a unique color palette to each layer.

Each piece uses individual colors so that sprites can be quickly recolored. There are also some shared colors across all of the pieces-- each piece uses the same black, a ramp of whites, and a shared palette for skin tone.

For some more information about this, I explained the color palette logic in my previous preview post.

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Layer complications:

This is very very complicated. You know that I've already spent a ridiculous amount of time in the planning and organization phase of this project-- and as I was making these pieces, I found myself still going back and forth on some things.

There are a lot of moving parts (literally), and it makes the layering very difficult. For example, any animation that moves the arms in front of or behind the head creates inconsistencies. Some things will even be impossible.

Tbh, I got really really frustrated at some points in this. Eventually I realized that the only way I could move forward is to admit that inevitably, not everything is going to be perfect.

If you are planning on using these pieces in a game engine of your own, note that there will be complexities and edge cases: layers might need to order themselves differently depending on the animation-- I've spent waaaay too much time trying to solve this in an efficient way, and frankly it's unavoidable.

If you're planning on using these pieces to assemble full characters using something like Photoshop, then it will be easier for you to modify and edit individual problems as necessary.

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Full Character Sheets:

When I release the pack, it's not going to be just these pieces. I'm going to make a series of pre-made characters using them as well-- most likely a few sheets of eight characters. Similar to what you're used to from the previous Time Fantasy releases.

These custom sheets would include hero types, but I also want to have a bunch of pre-built normal-looking NPCs, so you don't need to spend time using the pieces to create a bunch of generic people.

These characters would have some custom touches to them to avoid the problems mentioned above (cleaning up layering inconsistencies, etc).

These premade full characters will be designed to be used "out of the box".

The example character below is an example of this.------

Next up-- let's see some finished sheets! First, here's the arrangement of the main export sheet:

(Direct link for the full image)

It's similar to one that I've shown before, though now it includes the new animations that I've added since then.

I have the first sheet of each major layer completed. You can get each one here:

Hair1

Head1

Top1

Bottom1

Shadow

Here's a completed character that I made using them. Note that he's been recolored and some layers cleaned up.

Example Char 1

Example Char 1 - with Shadow

I also put together a version formatted for RPGMaker (this version includes the shadow).

Example Char 1 - RPGMakerMV

The RPGMaker version doesn't include every frame and animation, but I tried to include the most important or useful stuff. I think that the RPGMaker-formatted sheets in the final release will be arranged like this. If you use RPGMaker and have other thoughts, let me know.

Here's something that I put together in RPGMaker to test it out. This shows off some of the new tileset too:

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OK -- of course, this ended up being a long one after all. Well; hopefully you enjoyed this preview. Please share your ideas and feedback with me in this thread.

I'll be back later this week with one more big release to end the month. See you in a few days.

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Thanks!

Files

Comments

Eitan Margalit

I guess I should have expected that assembling sprites during runtime wouldn't be as easy as I thought. Oh, well. Making something good is worth the effort. As for which pieces should be animated first, I recommend 2 "hero" types (for at least <i>some</i> variety, especially given the genre's trend of androgynous protagonists), and the rest devoted to NPCs, as there are more of them.

finalbossblues

No, don't think so. There's already a ton of animations and at this point if I add much more it won't be released before the end of the year.

Salyhin Chowdhury

Yeah, you're right, also have you seen the message that I sent you late last week?

Anko

Awesome, I love your works ! I have a question for RPGMAKER, what about for the "Evade" and "Abnormal State" animations for side-view battler ? with this we would have a complete kit

DC

Any chance we could get the "nude" base template to work with? Regarding RPGMaker, I've moved on to other engines but I've dabbled with RM for a long time and still use it with my kiddos. You don't really have to exclude "nock" from the RM sheet. You could include all frames and it'll work perfectly, if you want. This is how I'd arrange the RM sheet to include all of the frames on a single RM sheet: Edited sheet: (private link) https://drive.google.com/file/d/1UMfF16VIcH2RfoHbMfCvCp2aPnwFUSGL/view?usp=sharing Row 1: this row would be "plug-and-play ready": walk, walk-carry, walk-bow, and climb. (Optionally: Climb only really needs to be on the bottom (north) row. The user should use "face north" and "direction lock" settings before switching to the "climb" sprite. You can cut out the redundancy it would not hurt the functionality at all, if desired.) Row 2: this row will require plug-in for animation, therefore positioning really doesn't matter much. (That's the purpose of putting all of the normal animations up top!) The plugin designer can just grab the bottom half of the image and adjust accordingly. "Nock" is still very usable in this setup, and Crouch and Dead can still be used without plugin (turn Stepping Anim off).

Junjo

I can imagine the main complication is about the arms and the head. Maybe adding a "top f" layer for the "fore" arm would help, but that's probably a lot of more work, and not as convenient, right?

finalbossblues

Evade can be made easily enough using existing frames, I think. These would work pretty well: http://chaingame.net/images/up/1635178334_Zk8GMyIHQM.png As for 'abnormal state'-- I'm not even entirely sure that that means. If it's just used for stuff like poison or berserk or whatever, then they could be signified with icons and bubbles, I think,

finalbossblues

By default RPGMaker's sprites use three-frames of animation, so I don't think that your solution would make much sense for the average user. If someone's going to be using a special plugin then they can arrange the frames however works for them, but I think that for the default arrangement I'd want to stick with something that makes sense for the engine's basic use.

Anko

For "Abnormal state" It is for example when you don't have much life left and the player kneels down, when you are "in danger"

Xeri

I'm totally fine with letting our game engines handle some of the layering differently depending on the animation. A small price to pay for the flexibility these elements provide! The most useful, general-purpose, pieces to focus on for an initial release would in my opinion be: - Hair: 5 or 6 styles initially would be fine, long and short hair, maybe also include beard options. This one could always be focused on in more detail later. - Body / Bottom: More variety would go a longer way here. Maybe start with 10 styles? I'd like to see different armor types in particular: cloth / robes, leather, and plate mail. If it can show some amount of progression too that would be even better. I.e. low level looking armor to high-level looking prestige armor. I can't remember now, did you say you were going to have a male and female body base to start with? I realize a lot of the armor could look the same between them though... particularly heavier armor or robes.

finalbossblues

They don't use a base anymore- pieces are constructed individually. So there's more flexibility: most pieces are designed to work for males or females, though some of them (like the tiddie shirts) obviously have an intended use. 😆

DC

Just trying to help, I really love this work and want it to be the best it can be: RM's default animation frame count only matters for the walking and climbing animations, right? Because those are the ping-pong style 2-3-2-1 animation sequence. Jump and Attack will *always* require a plugin to use in RM, no matter what, because they aren't "ping-pong" style animations. Since they require a plugin no matter what, it frees you to use the bottom row more creatively. The 3 frame thing doesn't matter for those. (Though it's still good to center things like crouch and dead.)

Farty Nose

Loving the progress here. This is honestly the main reason I'm subbed to your Patreon at this point. Looking great!

Shaun

Looking amazing!

Eldaym

Wow! Those sprite pieces are looking amazing! I can't wait to use them! Great work!

Alice Robinson

Love the preview! My desire is to use Elements in Godot so layer handling should be able to be handled simple enough, it will just require some time in the animation editor which would have to be done anyways <3