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I guess if you take the most polished stuff I have and put it all together, you get this.

Still, this is just prototyping and fooling around in the engine. I don't know if it precisely represents the "future" of the project.

#RPGProject #Gamedev #Godot

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a 3D model of Princess Ashley, an adventurer with brown skin, white hair, and dark blue clothes.

a 3D model of Princess Ashley, an adventurer with brown skin, white hair, and dark blue clothes.

a 3D model of Princess Ashley, an adventurer with brown skin, white hair, and dark blue clothes. She leans one hand on her scabbard.

a 3D model of Princess Ashley, an adventurer with brown skin, white hair, and dark blue clothes. She leans one hand on her scabbard.

I rigged a model for Princess Ashley, but it hasn't made it out of Blender yet. I've only done any engine testing with Prince Ashley.

#OC #RPGProject

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a very shitty primitive 3D model of Ashley the adventurer.

a very shitty primitive 3D model of Ashley the adventurer.

An improved 3D model, but it's still using the default shaders and whatnot.

An improved 3D model, but it's still using the default shaders and whatnot.

models of Prince and Princess Ashley A-posing. They have face smoothing enabled and material roughness dialed up.

models of Prince and Princess Ashley A-posing. They have face smoothing enabled and material roughness dialed up.

Around August and September, I started rethinking my approach. Maybe I didn't need to keep the sprites from the old build after all.

I started looking into some tutorials. Maybe building the characters in 3D would be easier than translating the older 2D assets?

#RPGProject #gamedev

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The 2.5 D look showed some other shortcomings when I rigged up a simple follower NPC. The script worked fine, but the graphics didn't cooperate with the camera.

With locked 320*240, the sprite showed mixels. But blowing up the resolution lost the pixel look on the terrain.

#RPGProject #Gamedev

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This is the 2.5 D environment at its best... most of the effects from RPG Maker recreated in Godot.

I had a neat little script running that culled the walls the camera was facing, to preserve the diorama look. but it depended on the camera being locked to 8 directions...

#RPGProject #gamedev

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Some things translated well to Godot, others did not.

The sprite layering and animation system in RPG Maker XP is sophisticated and robust. In August, I attempted to recreate the battle sprite set within Godot - but I could only get so far, and didn't pursue it further.

#RPGProject #Gamedev

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It was in May of 2025 that, after much deliberation, we began messing around in Godot.

Multiple approaches were tried.

Considering the shortcomings of Godot's 2D tilemap, and enamoured with the possibilities of 3D development, I experimented with a 2-and-a-half-D approach.

#RPGProject #Gamedev

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Alright. Let me talk for a bit here. This is some footage from the last time we touched the RPG Maker build.

I've inserted a garish "test pattern" graphic to mark where a CRASH would occur, 90% of the time, when the engine switched from the battle scene back to the map scene. #RPGProject #gamedev

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rigged up something cool with the engine's screen tone effects.

Spells now dramatically light up the battlefield during the casting animation!

#RPGProject #Art #OC | #RPGMaker #PixelArt #Animation #gamedev

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The Ghost enemy is an opportunity to test out a couple things.

They display using additive blending, so the backdrop shows through their graphic.

Mechanically, they're incorporeal, so even successful hits get overridden as "misses".

#Art #RPGProject #OC | #RPGMaker #Gamedev #PixelArt

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Ashley and various undead catacomb monsters, including a ghoul, armored revenants, skeletons, a ghost, and a giant beetle.

Ashley and various undead catacomb monsters, including a ghoul, armored revenants, skeletons, a ghost, and a giant beetle.

working out some monster designs. Want to have some variety in this catacomb.

#Art #OC #RPGProject | #PixelArt

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I'm cooking up some undertale shit over here

#RPGMaker #Gamedev #RPGProject

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standing portraits of some adventurers in the party, including Isaac the Sellsword, Yolei the Thief, Nana the Magician, and Princess / Prince Ashley.

standing portraits of some adventurers in the party, including Isaac the Sellsword, Yolei the Thief, Nana the Magician, and Princess / Prince Ashley.

Still working on these portraits. I keep putting legs on them. It's nice to have for my own reference, even if I don't currently have plans to put them in the UI anywhere.

#Art #OC #RPGProject | #Pixelart

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A debug screenshot of the battle screen. Numbers are popping up on top of three slimes.

A debug screenshot of the battle screen. Numbers are popping up on top of three slimes.

A debug screenshot of the battle screen. Numbers are popping up on top of three slimes.

A debug screenshot of the battle screen. Numbers are popping up on top of three slimes.

I've been doing some uh, polish, presentation stuff. Trying to get this ready for prime time.

Made a lot of tweaks to the text display code, and the font files themselves, to try to get them pixel-perfect. They used to be blurry and would cause the dreaded "mixel" or "half-pixel".

#RPGProject

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I finally tracked down an ancient RPG maker script writer and negotiated terms to use his compatibility code in a commercial release.

There are no more roadblocks except for actually making the game. The monkey is off my BACK

#RPGproject

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finished the battle sprites and attack animations for Fio, the party tank.

Fio is a Knight Errant with high HP and defense.

#Art #RPGProject #OC | #PixelArt #RPGMaker #Gamedev

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Two body portraits of Fio, a lady knight in dark plate armor. She has brown skin and long black hair, and a short scar on her nose. Her armor has blue accents on the gloves, a blue sash, and blue hose visible below the skirt. On the right of her breastplate is a little rondel with a white heart displayed on it.

Two body portraits of Fio, a lady knight in dark plate armor. She has brown skin and long black hair, and a short scar on her nose. Her armor has blue accents on the gloves, a blue sash, and blue hose visible below the skirt. On the right of her breastplate is a little rondel with a white heart displayed on it.

Fio's GUI portraits were already done a little while ago, but I had been putting off drawing her battle assets until I was more confident spriting complicated armor. Spriting those undead sentry enemies gave me the practice I needed, I guess.

#Art #RPGProject #OC | #PixelArt

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With Fio's sprites imported, the party is ALMOST asset complete for the purposes of the current testing environment.

Soon we'll be able to move forward into more involved development...

#Art #RPGProject #OC | #PixelArt #RPGMaker #Gamedev

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a very rough battle screen mockup, not running in engine. Has resized binary drawings of orcs and a troll, and an early sprite of Ashley.

a very rough battle screen mockup, not running in engine. Has resized binary drawings of orcs and a troll, and an early sprite of Ashley.

A later battle screen, running in engine with an earlier version of the GUI. Nana and Ashley are using earlier versions of their sprites. Vito is using a recolored Ashley sprite. The slime is using a very old sprite, not stylistically consistent with the other characters.

A later battle screen, running in engine with an earlier version of the GUI. Nana and Ashley are using earlier versions of their sprites. Vito is using a recolored Ashley sprite. The slime is using a very old sprite, not stylistically consistent with the other characters.

A much more recent battle screen. The background is more polished, no longer just a mockup. The Slime is also using a better, more modern sprite. The party is more up to date, though Isaac and Vito are still using older sprites. Some debug information is still turned on in the GUI.

A much more recent battle screen. The background is more polished, no longer just a mockup. The Slime is also using a better, more modern sprite. The party is more up to date, though Isaac and Vito are still using older sprites. Some debug information is still turned on in the GUI.

The latest version of the battle screen. The up-to-date party faces off against a party of skeletons. Debug text in the GUI has been disabled.

The latest version of the battle screen. The up-to-date party faces off against a party of skeletons. Debug text in the GUI has been disabled.

various shots of the battle screen throughout development, from early mockups with placeholder graphics to the up-to-date screen with animated sprites and dust particles.

#RPGProject #OC #Art | #RPGMaker

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Nana, an adventurer, mage class. She's short and fat. She has peach-coloured skin and red-brown hair. She wears a wine-red uniform-like robe with an orange bow at its collar and orange gloves over a purple pleated skirt, purple hose and red Mary Jane shoes. She's smiling, holding a grimoire with her left arm and a magic staff with her right arm.

Nana, an adventurer, mage class. She's short and fat. She has peach-coloured skin and red-brown hair. She wears a wine-red uniform-like robe with an orange bow at its collar and orange gloves over a purple pleated skirt, purple hose and red Mary Jane shoes. She's smiling, holding a grimoire with her left arm and a magic staff with her right arm.

Character portrait for Nana, the party mage.

#Art #OC #RPGproject | #pixelart

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...and if you use "auto" at the beginning of combat, it just orders the whole party to attack. No need to mash through simple encounters.

Unless by "fast battle" you meant skipping all the pretty animations... I don't have that as an option.

#RPGProject #RPGMaker #Gamedev

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yup. That's something I've already implemented.

Selecting the "Auto" option when commanding the first party member will have everyone repeat their actions from the previous turn in only one or two keystrokes.

#RPGProject #RPGMaker #Gamedev

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It's the new year, I gotta get back in the saddle.

Here's a new graphics feature I cooked up. I can now have multiple layers of fog plane displaying on the battle screen.

#art #OC #RPGProject | #RPGMaker #Gamedev

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Today I wrote some code that allows enemies to perform multiple attacks in a single turn.

now I can have some enemies that hit you once for big damage, and some that give the death of a thousand cuts...

#Art #RPGproject #OC | #RPGMaker #Gamedev

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A dark elf type fantasy character. She has warm brown skin and wears a dark black-purple outfit kinda made of woven cloth strips I guess. It's decorated with little gold accoutrements. She has long black hair and a little gold tiara.

A dark elf type fantasy character. She has warm brown skin and wears a dark black-purple outfit kinda made of woven cloth strips I guess. It's decorated with little gold accoutrements. She has long black hair and a little gold tiara.

This was from 2021. Was trying to figure out a dark elf type design. Think the outfit has changed since then though.

Before twitter's algorithm changed, there was a time when this image was my most-liked tweet on that platform.

#Art #OC #RPGProject

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Yes. @sifwithagun.bsky.social and I are working on it! You can see more screenshots and gifs under my #RPGproject tag. Thank you!

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Didn't have time to post this yesterday. New spell for Vito, the party cleric. Puts a protective shield in front of one ally.

Enemy clerics can cast it too.

I'm still tweaking the defense increase values. I was mostly testing the animation layering.

#Art #OC #RPGProject | #RPGMaker #Gamedev

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This one was a little hard to set up. Enemies can now have multiple attack animations, picking randomly from an array instead of always playing the same animation.

I wouldn't do this for every enemy, but these guys get some special attention.

#Art #OC #RPGProject | #RPGMaker #Gamedev

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Working on a new enemy. A crossbow variant of that armored undead, for variety.

#Art #OC #RPGProject | #RPGMaker #Gamedev

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I've gotten right back to work on game dev. Yesterday I redid the animation for Nana's "magic missile" spell.

#Art #OC #RPGProject | #RPGMaker #Gamedev

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