#RPGProject
HERE is the next in line of character profiles for RPG Project Kenshin & The Red Muramasa, the tomboyish, headstrong desert outlaw Riese Seeta! This character profile should've been out months ago, but I am just NOT getting to it!! Anyways, enjoy!!
youtu.be/wXJPyBa9DbU
#characterprofile #rpgproject
RPG Project Kenshin & The Red Murmasa - Riese Seeta Character Profile
YouTube video by LeoHightower
youtu.be
November 15, 2024 at 3:24 AM
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
January 18, 2026 at 7:28 AM
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
January 18, 2026 at 6:52 AM
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
January 18, 2026 at 6:27 AM
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
January 18, 2026 at 6:10 AM
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
January 18, 2026 at 6:00 AM
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
January 18, 2026 at 5:01 AM
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
January 18, 2026 at 4:47 AM
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
January 18, 2026 at 4:35 AM
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
May 4, 2025 at 8:17 PM
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
April 8, 2025 at 7:18 PM
working out some monster designs. Want to have some variety in this catacomb.

#Art #OC #RPGProject | #PixelArt
April 4, 2025 at 8:48 PM
I'm cooking up some undertale shit over here

#RPGMaker #Gamedev #RPGProject
March 19, 2025 at 5:00 AM
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
March 14, 2025 at 5:30 PM
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
February 11, 2025 at 6:40 PM
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
February 4, 2025 at 5:06 AM
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
January 14, 2025 at 12:37 AM
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
January 14, 2025 at 12:37 AM
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
January 14, 2025 at 12:37 AM
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
January 7, 2025 at 1:03 AM
Character portrait for Nana, the party mage.

#Art #OC #RPGproject | #pixelart
January 4, 2025 at 4:05 PM
...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
January 4, 2025 at 3:48 PM
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
January 4, 2025 at 3:48 PM
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
January 3, 2025 at 8:06 PM
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
December 17, 2024 at 2:42 AM