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PostPosted: January 18th, 2010, 11:38 pm 
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"The worst pokemon."
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Insultobot had an amazing idea, and I put it to the test:
http://www.rpgmmag.com/game_display.php?id=215

Ix also found a great way to keep as much quality when converting images to be imported into RPG Maker:
viewtopic.php?f=3&t=8517


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PostPosted: January 19th, 2010, 12:31 am 
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This little demo was full of surprises for being as short as it was. :)

I think the reason that the portraits didn't look as great as standard character sprites is because your original pictures started out with more than 16 colors. If you had limited it to 16 while drawing them, it would have come out a lot more detailed.

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PostPosted: January 19th, 2010, 12:41 am 
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Great job I loved it.

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PostPosted: January 19th, 2010, 5:04 pm 
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Damn you Lantis, I was going to be the first person to release something in 2010!

I'll get you next time, Gadget. Next time....

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PostPosted: January 19th, 2010, 5:15 pm 
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"The worst pokemon."
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It's Insultobot's fault... I swear.

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PostPosted: January 30th, 2010, 1:34 pm 
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As I have usually done with other demos I've made, I recorded a run-through of it and posted it at viddler. It's in the first post. I also kind of touch on how to use sprites on frames that you can't see by just facing. So those of you who didn't want to download to play it now just take a gander.

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PostPosted: January 30th, 2010, 2:07 pm 
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Wow, this is very nice!


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PostPosted: January 30th, 2010, 2:15 pm 
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I downloaded the demo. I'm interested in seeing how the portraits would have looked if they were originally made using 16 colors - you could probably pack in a lot more detail that way.

It's too bad that you can't do double-wide portraits (splitting up a double-wide portrait across two sprite direction-slots), because of the way RPGM1 clips the edges.

Pretty neat - I wonder why no one thought of this before? Given how long RPGM1 has been out, I'm also rather surprised no one had ever created Kupid before.

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PostPosted: January 30th, 2010, 5:20 pm 
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Very nice video! I like how you clear up how to do it and even how to do it the complicated way that saves memory. Cool as always.

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PostPosted: January 30th, 2010, 5:24 pm 
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Well, thanks for coming up with the idea. ^_^

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PostPosted: January 30th, 2010, 8:09 pm 
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Thutmose wrote:
Pretty neat - I wonder why no one thought of this before? Given how long RPGM1 has been out, I'm also rather surprised no one had ever created Kupid before.

Because most of us either don't have the resources for/ability to create custom portraits and/or are wanting to save those valuable custom sprite slots for characters and/or objects, and because you seem to be the only one to come along with the technical knowhow to make an RPGM1 keyboard thingy.

Backslash.

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PostPosted: January 30th, 2010, 8:27 pm 
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Draygone wrote:
and because you seem to be the only one to come along with the technical knowhow to make an RPGM1 keyboard thingy
I never thought of my technical ability as being anything terribly special, that's why I'm surprised no one ever thought of making something like Kupid before. :P

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PostPosted: January 30th, 2010, 9:20 pm 
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I'll be the first to admit that even with all the resources in front of me, I'd still not know what the first thing to do.

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PostPosted: January 30th, 2010, 10:06 pm 
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Lantis wrote:
I'll be the first to admit that even with all the resources in front of me, I'd still not know what the first thing to do.
At least my knowledge is valued somewhere. :p The district doesn't seem to give a flying fig for what I can do.

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