Yoorah wrote:
In your case, I think you'd have to pick a slightly darker shade for the outline.
For these sprites, I think all I can do is change the color of the black outline to a less clash-y color if I use it at all. I'd integrate the outline into the sprite art itself like in tales of phantasia, but they're working on a bigger resolution. At 32x48, one block is a big chunk of the image, and no matter what I do, it'll probably be pretty noticeable.
On that note though, I slapped my first working character without outlines in to test it out. RPGmaker adjusts non 32x32 sprites to have 32x32 hitboxes at its foot. It saved me a lot of trouble, cuz now my sprite overlaps correctly when talking to things. I might have to change the middle walk cycle though. RPGmaker uses that as the idle pose and now my sprites look like they're doing squats.
I think it looks ok without an outline. Probably want backgrounds that aren't solid colors. If I avoid that it'll probably be ok.
- Spoiler: show

Also there's like a 90% chance this won't be a knight mage warrior type of RPG, so if you want your character in, you don't have to cater to that archetype
Kapra wrote:I'd like to give an opinion on the outline but I would have to see a mockup first before I can say anything constructive.
Outline as in the game idea? Hokay, but heres some background info first.
- Spoiler: show
- So this game idea spawned from my love of Harvest Moon FOMT for the GBA. It was the first one I played, and little did I know, it was one of the only good ones. While chasing your waifu, you got to do cute little scenes where you and your waifu got closer. However, your waifu could also have these scenes with other NPCs (your rivals), and you could walk in and see them accidentally. I really loved this. It added a sense of urgency when pursuing your waifu, as if someone else was gonna steal her away any minute. More importantly though, it fleshed out all the townsfolk, because when you chase waifus, you usually tunnel vision onto them, only bothering to do something if it involves your waifu getting closer to you.
Premise:
So the game premise is simple. You wash onto an island, you find a small village of people who allow you to stay as long as you pull your own weight, and your job is to not die by finding materials to build a shelter, eat, etc. On the outskirts of the island village is the unknown forest full of things to explore and find. This is generally where you'll go to get supplies. Alternatives to going out and gathering is taking up part time jobs for the townsfolk. Making these tasks not tedious bullshit minigames is still something I'm thinking about, because if a player doesn't like hunting in a forest and wants to hang out with NPCs, I want to be able to provide an alternative.
Gameplay:
Gathering will be pretty straight forward. If you see it, you go up to it and pick it up. In the forest there will be different things that can be interacted with. Example: If you examine a tree, it could say that you see a fruit just out of reach. If you have a stick, you can get it. If not, you don't get it. There will be traps and such, but they will be foreseeable. Materials can be combined into tools that will help you get things in the forest.
Hunting is something I haven't thought out fully. At the moment, I imagine it to be average turn-based RPG, but the enemies (animals) are visible on the map. Before engaging them, you can do a various amount of things to give you an advantage. You can shoot a dart at it , set traps and wait for it to walk over it, etc. After these things happen, you can engage the enemy who is now crippled in some way.
Example: A rabbit is easy prey to kill, but engaging it is difficult because it is fast. You can set a spike trap, chase the rabbit towards it, and slow it down. Then you can engage it and bring home the bacon. A bear is hard to kill, so you want to cripple it first. A possible trap could be a beehive full of honey. Slap that down, bear goes towards it, bear becomes blinded by stings. Now when you go and engage it, it'll have higher miss ratios.
Goal:
Your overarcing goal is to not starve. How you do it is up to you, and whatever surplus you make, you can put towards better equipment, fancier living space, nicer clothing, and things that just make your life easier.
Of course, this is pretty ambitious. I don't expect to implement all these things and they're likely not all going to be as great as I imagine. Right now, I am working towards a very basic version: making the world, implementing an in game clock, and having townspeople act on a schedule.
Did you just break wind? Because you blow me away.