![]() ![]() But when we add a second cluster to it, depth is created-the eye recognizes the two clusters as separate planes that are connected. The first cluster is hardly recognizable as an object at all: it’s just a blob of green. Here’s a simple leaf segment-the idea is to show that the image is made of clusters. By placing clusters of different shapes and colors next to each other, you assemble your form by suggesting the relative positioning of the planes. Maximizing the relationships between pixels to create clusters (and the contrast between the clusters) is how you give your image depth. All of the pixels within the cluster work together as a group. The difference between pixel art and traditional art is that a single pixel can drastically change an image-this is because of pixel clusters.Ī good pixel cluster portrays a surface on your three-dimensional form-a plane. If a single pixel within that cluster is changed, the entire shape of the hair changes. The most immediate example is his hair: a single yellow cluster of pixels is enough to represent the shape. You can clearly see that he is made up not of individual pixels-but groups of pixels. You’ve been using them all along, but now that we’re starting to dive into work that’s more focused on detail, it’s time to start paying special attention to them.ĭo you remember this guy, from the section about contrast? The focus of today’s article is going to be on tiling and pixel clusters.Ī pixel cluster is a group of pixels of a single color that work together to represent a shape or a plane. I’m going to cover a very important topic in this section that will be important to know when going forward, so if you’re itchin’ to do more with your naked RPG sprite, bear with me. ![]() ![]() * For RPG Maker *MV* Users, this method should still work.Before we dive into animating or clothing our RPG Base from the previous tutorial, we’re going to take a break and make something that people seem to have a tough time with-a grass tile. This is done without using any scripts and with minimal negative impact on game performance (when compared to some of the light effects scripts I've tried). "In this tutorial for RPG Maker VxAce I give an example of how you can make a simple light effect (such as a torch or lantern light effect) appear around the Player character. Thanks to Marilyn Majeski who posted the following info in the Comments section: "Okay for all you RPG maker MV users, the numbers to subtract from the variables are : 800x and 650y (instead of his 540x and 430y ) That worked just fine!" * For RPG Maker *MV* Users, this method should still work. Or if you feel the performance is still good you may not even need the Wait command. But if the number is too much than the light movement may seem too "laggy", so you can experiment with between 1 to 5 for the Wait time I might suggest. This can help to reduce any potential negative performance hit. I also forgot to mention in my video is that you can also experiment with adding in a small Wait time before all the other commands. ![]() The following should give an idea of how to do that when required:Ĭheck to see that when you enter a map that does not use the light-effect that you erase the light effect picture For example, if on a map that uses the light effect as outlined in this tutorial, using a Show Picture command and in which I use 90 as the picture number, then when leaving that map and entering a map in which the light-effect is not used, I would be sure to use an Erase Picture (for picture number 90) command. *Note: It looks like I forgot to explain how to turn-off the light effect. This is done without using any scripts and with minimal negative impact on game performance (when compared to some of the light effects scripts I've tried).įrom the following link you can download an unencrypted version of this demo, which you could then open in your VxAce program: In this tutorial for RPG Maker VxAce I give an example of how you can make a simple light effect (such as a torch or lantern light effect) appear around the Player character. ![]()
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