Due to requests, here is a tutorial that will teach you the basic idea of how SD (Super Deformed) mecha should be proportioned. Please forgive the crappy quality of this tutorial, first on the quality of the images. Second, on the quality of the writing.
First and foremost. This tutorial is a guide. By no means is the art of squishing and deforming characters set to one orthodox method. But what this tutorial will do is give you the basics.
So to get things started. The biggest thing about chibis is knowing your proportions.
I know it sounds weird to even bother thinking of proportions for something like that, but it's true even for chibi stuff.
For this tutorial, we'll be using Getter 2 as an example. Forgive the crude quality but I sketched these during class.
Basically the proportions for a chibi are the reverse of normal proportions. Essentially, the main proportions can be reduced to the Head, Body/Torso, and Legs. Take the rough size of these proportions and flip them around. Those are basic Super Deformed proportions. The length of space you'd give to the legs, give that to the head now. Stretch out the chest to compensate for the huge head. And then squish and stubby the legs. That's the core of classic chibi proportions. The classic proportions are most well known for the old SD Gundam illustrations (back when they had googly eyes).
From there it's just a matter of exaggerating key features to make them look amusing and/or cute. Like making the eyes ridiculously huge, or taking some key factor you identify the character with and just doing something weird with it like making it either super tiny for an "awww" effect, or ridiculously huge to bring attention to it. This is mostly learned through intuition and practice. There's no real set focus on what you should exaggerate exactly. Though generally you want to emphasize the eyes.
Now these proportions are just the basics. Most of the SDs I draw are using the recent Super Robot Wars proportions. These proportions are noticably different from the classic ones in that the character's legs are given more emphasis and the head size has been toned down a bit. I like to call this style of proportions, "Toddler Deformed" because it reminds me roughly of the proportions of a small child.
I hope this guide has shed some light on how you should be emphasising and proportioning parts when making SD's. But remember. Even with these proportions, the entire point of SD's and chibis is to be cute!! So long as it looks small, midgety, and goofy. Your SD/chibi has done its job.
I remember one of the things that really confused me about events (aside from Event Commands themselves) was the Event Triggers.
I just used whatever seemed most useful (so, Action Button events and Parallel Processes everywhere!) and never bothered to learn about the other three. I wish I had actually. It took me more than a year into using RPG maker to wonder "Gosh, what should these other things be used for?"
Earlier knowledge would have made various events on my maps run without so many issues. It also would have saved me headache if I knew more about the ones I do use. Turning off Parallel Processes and Autoruns? Who knew that was important.
It was nice to refresh my memory about these things, I near forgot the point of some of these triggers. Ah, if you have questions, please leave a comment below. I can try to answer. (.w." ) -AvalonMelody
Also if you find any spelling mistakes or anything like that, please let me know. ;w;"
As a side note, you can check here for another explanation about triggers! If the above is too long to read, here's a shorter version. Please note that some information (Uses, examples, detailed notes, etc.) have been removed. If you want more details on a trigger or a clearer explaination, scroll to the specific section in the tutorial above.
Action Button About: This trigger activates when the player presses the action button. The priority of the event can affect the position the player must be to interact with the event.
If the event is SAME AS the character: The character MUST FACE the event and then use the action button to activate the event. If the event is ABOVE or BELOW the character: The character must be on the same tile as the event and then use the action button to activate the event. Direction faced DOES NOT affect the trigger.
Extra Notes: It should be noted (especially for non-moving objects) that when set to a SAME AS THE CHARACTER priority, the event will usually turn to the direction the player is at.
Player Touch About: The trigger leaves the event inactive until the player touches the event, activating it. Event Priority however, can change this slightly.
If the event is SAME AS the character: The player must touch or 'bump' into the event for the event to activate. If the event is ABOVE or BELOW the character: The player must MOVE TO THE SAME SQUARE as the event on the map. You will either go on top of the event or under, depending on it's priority but regardless, it will still activate.
Extra Notes: It's important to remember that with this trigger, you could be right next to the event or even facing the event but it will not activate until you try to move to the same square the event is on. (Or until you move under/below it depending on priority)
Event Touch About: This trigger works similar to Player Touch, where if the player touches the event, the event will activate. The main difference is that now, the event can also activate if it touches you, the player. Both priority and direction affect this event trigger.
Direction: The event must be facing the player (and moving to the player) for it to activate. If the event is SAME AS the character: The event will work as normal, provided that direction (see above) is favourable. If the event is ABOVE or BELOW the character: The event will be unable to trigger itself because the player is above or below the event, therefore unable to make contact with the player.
Extra Notes: If the event isn't moving, this trigger acts as a normal Player Touch trigger.
Autorun About: This trigger will activate the event when all conditions for the event are met (Switches on, Variables, Self Switches, etc.) and you are in the same map as the Autorun-triggered event. The player cannot move or interact with the map until the autorun event has been removed or turned off. Note that this trigger will pause all other events until complete. (You cannot run two wutorun events at the same time.)
Extra Notes: It's crucial to remember that unless conditions change (are no longer met) or the event has been removed, it will continue to loop and the player will be unable to move or interact with the map. There's two ways to approach this however, depending on how the autorun event is used.
If the event is to occur ONLY ONCE during the game: Use "Self Shut-off" method, which is done by switching a Self Switch on at the end of the autorun event and creating a second, BLANK event page with the Self Switch as the activating condition. This 'turns off' the event and will no longer loop unless the Self Switch is somehow turned off. If the event is to occur EVERY TIME THE PLAYER ENTERS THE MAP: Use the "Erase Event" Event Command at the end of your event. This will erase the event from the current map until you leave the map. Upon re-entry, the event will be back and run again until reaching the "Erase Event" command.
Parallel Process About: Parallel Process events are similar to Autorun events. The difference is that instead of stopping the player from moving and interacting, it works in the background allowing the player to continue uninterrupted through the map.
Extra Notes: Like the Autorun-triggered events, Parallel Process events will continue to loop until the conditions are changed or the event is removed. Also keep in mind that too many Parallel Process events on one map can slow the game down (especially on older computers) as well as cause the game's framerate to drop.
NOTE1: MAKE SURE TO RENAME FILE $Sora for it to work. NOTE2: He's a little shaky when moving, but does work. NOTE3: He is taller than normal RPG Maker VX Ace sprites, but sometimes that is a good thing. NOTE4: This version is meant for the overworld ONLY. Do not use for side view battles. I maybe will make a separate one for that, but that is a BIG MAYBE.
Well here it is! My Sora sheet made just for RPG Maker VX/ VX Ace. If you have any more characters you want like this, note or comment me.
My RPG Maker VX Ace Riku: [link] My RPG Maker VX Ace Beat: [link] My RPG Maker VX Ace Neku: [link] My RPG Maker VX Ace Joshua: [link]
NOTE1: MAKE SURE TO RENAME FILE $Riku for it to work. NOTE2: He's a little shaky when moving, but does work. NOTE3: He is taller than normal RPG Maker VX Ace sprites, but sometimes that is a good thing. NOTE4: This version is meant for the overworld ONLY. Do not use for side view battles. I maybe will make a separate one for that, but that is a BIG MAYBE. NOTE 5: When importing, make the transparent area set to the shade of green of sheet.
Well here it is! My Riku sheet made just for RPG Maker VX/ VX Ace. If you have any more characters you want like this, note or comment me.
My RPG Maker VX Ace Sora: [link] My RPG Maker VX Ace Beat: [link] My RPG Maker VX Ace Neku: [link] My RPG Maker V Ace Joshua: [link]
DOWNLOAD FOR FULL VIEW!! Step 4 should be a part of 3. Will fix mistakes later when I am not so sick so the numbers and pic's match up.
Dating Sim game tutorial for RPG maker. Straight to the point instructions because I don't want to bore and also not really necessary for some of the more advanced users. Got any questions don't hesitate to ask.
Works in both RPG maker VX and XP. You have to experiment with erasing image/events and setting waiting times to get the right story flow. This tutorial is enough to get you started. Every scene should be set to auto run or you'll never move on in the game and each event needs to be erased or ended or it will re-run over and over. Use the events and transfer player to move from room to room in combination with new event page and switches between other blank characters. Erm... can't think of anything else to say other than why couldn't I find this tutorial anywhere else before when I needed the help to make one of my own LOL! Oh well. Someone had to make one that made sense just hope mine does...
Oh yeah and to move down on y axis is negative numbers as well, positive for up.
I dunno, he's been an idea I've had forever, but I do need the money. But I'm growing attatched. .n.
Anywho, this is my apparition dude Tianto. He eats souls, and is creepy. Again, he's been an idea of mine forever, since I wanted to make a character based off of the TP monsters. It's weird how my thoughts of characters are so weird and scrambled, and then I put them on paper and they're nothing like my mental image. xD
I still like him though.
Here's his theme song, since I listened to it over 9000 times while making this, and P-tree's an awesome band, and it fits the creepiness: [link] ...and that's only half of the song, I'm pr'y sure.
Durp de dur, if you're superinterested in him, I might sell him, but since my adoptions never go too well, I'm assuming he's going to be mine. <:
Let's see one of youse bitches draw him correctly. I'll be damned if you do. Because barely anyone gets my characters right. ._.
This is not really a tutorial, so much as an explanation of how I find myself working these days. I’d like to start doing some tutorials/explanations of how I work and how I come up with designs in case in might be of use to someone. I will probably expand this description soon, but I wanted to get it out there before the end of my vacation.
Downloading the full sized image should show the steps better.
A lot of peps have been wondering how I do my artwork as well as how I do it so fast lol. Here's how and why~
Not gonna go over it of course haha. I may plan on doing a comic tutorial if peps are interested, but only after finals are done. Speaking of finals... seriously bad time to get sick lol.
And yes, my hair is just around my shoulders (gonna cut it around February). Personally, I don't really like long hair, so I always keep mine short. If it's long enough, it's common of me to put it up in a bun har har~