yeah, what I’ve discovered poking around too is A) there’s a bunch of community plugins that do a lot and VX is sort of built around them being non-interfering with each other. I also discovered there are several ways built into how the game parses filenames of graphics that allow you to fudge with the tile dimensions.
What I need to do next is to get my 32 x 18 character to display properly on a 16x16 tile which I hear shouldn’t be hard.
I’ve been pouring through loads and loads of NES tiles while I make my tileset and do palette adjustments of the like. Digging through game sprites used to be a huge hobby and it’s amazing to see how Square went from Final Fantasy 1 and kind of misunderstanding what the hardware did best, onto later games they would do on the console.
My placeholder graphics are going to serve the base for what I want the game to not look like so I’m taking a lot of care in studying how RPG’s looked at the time.
My base inspiration for graphics is Faxanadu, and then kind of going with Thaddeus’ CV2 remake that was abandoned. I’ve familiarized myself with the graphics over the last few days and I’m more than confident I can get all of that working.
my twine document is getting pretty big. I’ve got most of the games core philosophy laid out now and all of the NPC names and area’s and locations mapped out. Now I guess I’m gonna plan the theology of the world which should take me about a day tops to make something that feels worth it.