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Member Since 19 Jun 2013
Offline Last Active Feb 22 2016 05:48 PM

Posts I've Made

In Topic: Critique my JRPG Graphics

22 February 2016 - 10:05 AM

Thanks for the encouragement everyone! I'm going to work on everything that was brought up :)


On the issue of the grass --- at least when it comes to the flat grass tile. I wanted a design that was randomized enough to eliminate the visibility of the "Grid" while also saving time --- even though it's just primarily one single tile used throughout, it's hard to see where one begins and ends. That is often a main concern of mine and I, eliminating the Grid, without wasting time and creating dozens of unique grass tiles.

In Topic: Critique my JRPG Graphics

21 February 2016 - 12:01 PM

Thanks for the notes, guys..


Maintaining perspective is a bit of an issue for me --- especially when it came to the trees. Though, I will say the trees I did hear are both a limitation of my abilities, and also a product of trying to replicate the old 8-bit/16-bit graphic styles of JRPGs. I will say that my graphics for this are very dated, plain, and old-fashioned, but that's the aim :P





I'm not sure I fully understand your graphic, even after looking over the linked threads... If I rotate my images that way, is there something that should be happening with my images in relation to the guide you posted?

In Topic: Thinking of a Classic JRPG Design. Help me understand

23 June 2013 - 06:23 PM



Thanks for all the info.. It's really got me into it now and thinking in terms of how to proceed! I am super excited!


And thanks biggrin.png My trees have actually come a long way --- this was one of the first tile map screens I ever put together YEARS ago..


P.S. I dig your site by the way!

In Topic: Thinking of a Classic JRPG Design. Help me understand

20 June 2013 - 12:25 PM

Right now, I'm splitting my time between learning to understand programming, and doing tile art :D Which I do really enjoy!

In Topic: Thinking of a Classic JRPG Design. Help me understand

20 June 2013 - 12:12 PM



Classic RPGs are the kind of game for which the most gamemaker kits and engines exist.  Unless you want something particularly fancy for combat or realtime minigames or hybrid sim or racing elements, you don't actually have to learn how to program a classic RPG as much as script it within whatever third party piece of software you pick.  For this same reason it is fairly easy to find a partner to handle the programming side of this game for you.  On the other hand, the art is harder than you think it will be, and will take more time than you think it will.


And you are absolutely right.. But, part of this is two issues: I really do want to learn "the ways of the force", but also I think the pain would be finding pre-existing kits that fit with my creative vison of the flow of the game. I have seen a lot of different implamentations of even the basic mechanics of the simple RPG ideas, everything from the movement of the characters, the scrolling within areas, ect..


Wanting to learn to program is a good enough reason to learn to program.  If you're imagining doing all the art, story, and coding for an RPG yourself, though... that's an awful lot of knowledge and time needed from one person.




Well, I wouldn't do everything by myself.. Eventually, I would attempt to gather a team. But I have seen others who wanted to make a game, and pretty much act as the director or game designer, and only offer their ideas and need to rely on others to do art, coding and such. Usually those projects only progress so far. If I start a project, I want to be able to add more than just "I want it to do this... Can you draw the graphics and write the code for me?"