Chapter 1: Thinking in Color
In my previous pixel tutorials, we explored the basic walk cycle. We looked at the differences between the 3-frame and 4-frame walk cycles, and finally completed a smooth 8-frame cycle for a front-facing sprite. The lift-plant-push motion of the legs, which we discussed at length, is the key motion for the walk animation. This is the […]
Whew. It’s been a while, but I’m here with the follow-up tutorial on Walk Cycles. Make sure to check out the previous tutorial on the subject before continuing. In the previous tutorial, I went over what a walk cycle is. How they work, and how they are commonly implemented in video games. I discussed the […]
One of the things that I’m proud of is that I’m relatively quick when it comes to pixel art. Sure, most of that come from experience. But a lot of it has to do with my process. It’s especially useful for working on large-scale projects, such as RPGs, which can very quickly become overwhelming. Doing […]
It’s been a while since my last pixel art tutorial (over a year! sorry guys!), in which I introduced the basic ideas of animation. It’s time we dive into animation itself, and we’re going to start off by looking at one of the most important animations in game development: the walk cycle. We’re going to be looking […]
Learn how to create an event where the player must input a password. The event makes use of the ‘Name Input Processing’ command.
Learn how to use battle events to create a skill where the player can steal items from enemies. This tutorial is an introduction to battle events and random variables.
I recently played Skyborn. It’s one of the more attractive commercial RPG Maker games out there, and there’s been a lot of talk about it, mostly good. You can find it on Steam. Still, I wasn’t expecting much from Skyborn. I’m pretty critical of RPG Maker games, and despite the impressive steampunk aesthetic, I wasn’t sure […]
So yesterday I beat South Park: The Stick of Truth. I loved it. I’ve always been a fan of South Park—its blend of cultural satire and immature toilet humor usually works surprisingly well. And I enjoy how episodes often call back to previous episodes. There’s a continuity to the series, which isn’t something that people […]
Yo. I haven’t written about Your Fantasy Setting in a while. Last time I did one of these, we talked about economy, and fleshing out your game’s world by thinking about the role of trade and currency. Today, let’s look at another aspect of your fantasy setting: the law. Sure, on some level, you’ve likely […]
Today is the final part of a three-part article series about implementing and managing resources in your game. If you haven’t been following along, check out the first two articles in the series. Part one discussed the nature of resources in games, and went into some detail about different types. Part two dove deep into […]
This week, Despain, ReynardFrost, and Kilim enthusiastically dive into the subject of side content. What kind of side content is right for a game, the pros and cons of the positioning of the extras in your game, and the integration of side content into the main game. Check it out. Like us on Facebook to keep up with new […]
I made these graphics some time ago for a platform prototype. I’m releasing them today because I figure that some people out there might have a use for them. These aren’t for making a full game with. They’re some animated sprites and tiles for use in creating platformers, useful for prototype development. Developers might find […]
WOAH THE WEBSITE LOOKS DIFFERENT (again) Yup. With the new year comes a new visual direction for the site., and (hopefully) this one will last for a while. This change has been in the works for some time now. I’m going to take some time to talk about the major changes here. Content First First […]
Hey guys. Here’s something that I’ve been working on for the past couple of weeks. It’s mostly for my own reference, but you might get some enjoyment out of it. It’s some worldbuilding stuff, and it goes pretty deep into looking at a single city, with a detailed map of the city’s streets and buildings. […]
Yo. Sweet news! My second official RPG Maker DLC graphics pack has been released. The first pack that I made was called Old School Modern, and you can check it out here. The new pack is an expansion on the first one, and it mostly includes a shitload of new characters, as well as battlers […]