Only thing I need now is some way to displace the sprites that won't require thousands of additional sprite sheets per character. Using this I'll be able to drop the sprite's scale by 1.94% per square from the bottom to the top allowing for the effect I want. My idea was to use a properly scaled image made to line up with the in game 17/13 grid, and figure out how many squares would be needed to portray distance proportionately.įor instance, the first map I'm drawing to experiment with this has a floor that's a trapezoid that's 34/51 with a height of 16, each square on the back wall is 8.4 inches in scale, and squares at the front are 5.6 inches, so sprites in the front will be normal size, while at the back they should appear at 67% scale.
In fact, it looks like the plugin's configuration settings are exactly what I would need for this. I have put the camera on ortographic view, and set the camera in a 55-60 degrees angle (only angle I could find mentioned somewhere), but the result still feels off for larger assets. It seems like Quxios has a lot of what I'd need for this project, lol. how do you actually set-up the camera in Blender if you created some 3d models to create the top-front view used in Rpgmaker. Would you happen to know of any Sprite Scaling plugins that allow for scaling with region? I was thinking that would be the best way to handle it, to possibly allow followers? I've been looking for an MV equivalent to Hime's pixel collision script! I was thinking just displacing them on the actual sprite sheet.Īs for the QMovement, holy saints I love you. I'll check out Doodads, it's possible it'll help me not have to create a ton of weird sprites. Oh, and I'm a teenager(19) saving for college with part time jobs,(loans scare me so im not doing that and no one can make me) so yeah I do, in fact, have a lot of time on my hands, and this is a far more productive way to deal with my boredom. How far away does something have to be to look half as big? Why isn't google helping me!? I was thinking I would draw my maps by hand, then ink them, using grid paper to get proper scaling.Īlthough I have to figure out how scaling works for real for this. If you're not making a commercial game and have plenty of time in your hands, then go ahead and try it! Doing new things is fun ^^ĭo you happen to have a picture of how it looked? So, in conclusion, yes it's very possible. You can use QMovement to set up custom colliders too players can interact with objects better. It's a plugin that can make colliders from pictures. But doodads don't have their own collision boxes. To set them up in the game in different layers. Next, you can use Yanfly's Gridfree doodads ( ) Then make a scene and render each model into a seperate layer. There are plenty of free to use models out there.
It's best if you get 3d models from the internet.
Yes, all resources have to be made from scratch as there are none in this style. However the amount of effort given into these kinds of maps is huge so I dropped the idea. I made a map like this, jusy for testing.