
(I didn't even talk about map and interactive things like doors. Here and example of a sprite sheet i made for RPG Maker MV>įor using Daz models in 3d games i think you need to buy licanses for the model to use them in your game but i am not sure about that, also if you gonna make 3d game and you have the skills to do it in unity try to find a team else there is a good chance you will abonded the game because to be honest with you making a game alone in your free time is not easy, remember that you will need to write the script, both the full story and dialogues, make the art and if you going for 3d well that will consume so much time and you will face many technical problems with the models and animations. Making Daz characters to sprite sheet is easy if you create 4 cameras (front, back, left and right), and for sure when you place them at the start you go for (Y,Z,X = 0) position than move thier positions like this for example>įor sure use any number you want and change the Y and X Rotation in any number but keep the Y and X Rotation the same for all cameras.įor the render image size that depend on what engine you are using and how big the character you want him to be. The next part of the series will include information regarding the engine and some of the prototypes in Unity, Game Maker and RPG Maker.Click to expand.This is the game i am working on "Flames of Desire". I changed Rourke’s palette, removed his limbs ( he’s ok, don’t worry) and started sketching his first 8 frames walking cycle:Īnd after cleaning it up, the Rourke you all saw in the demo was born: Also, the color palette didn’t convince me and the length of his uniform wasn’t quite right. Initially, every sprite had a 3 frames walking cycle:įor smaller sprites, a 3 frame cycle doesn’t look so bad, but for a character as big as this, the difference between every frame was very noticeable and the animation didn’t look fluid.

The image above was one of the first attempts, and I thought I couldn’t make the character taller than that because that would mean the tilesets would need to be bigger too.Īs I was working on that concept, I noticed that it was actually easier to build scenes with bigger sprites, since every object would take more screen space.Īfter drawing a taller Rourke, I made the first attempt at his walking cycle.

I wanted to have tall sprites in Long Gone Days, but I knew working with bigger sprites would slow down the production a bit.

The two phases of the development where I spent most of my time where during writing and defining the visual aspects of the game.
