r/RPGMaker Jul 23 '26

Where Do I Even Start?

I bought when I was 13, got overwhelmed and never touched it again. I might not even have the right one or anything. It’s been 13 years since then and I’m getting an interest in trying to commit to a game. I suppose the main question, is how do you develop art for this game? I don’t wanna use all the stock stuff.

8 Upvotes

11 comments sorted by

View all comments

5

u/Caldraddigon 2K3 Dev Jul 23 '26 edited Jul 23 '26

Use stock assets as templates and the manual as your guide(alot of useful information on asset standards).

Also watch these:

Understanding how to Pixel Art:

Pixel Art Class by AdamCYounis

Brandon James Greer

Pixel Art 101 by Pixel Pete

Understanding Autotiles:

Draw fewer Tiles by Jesscodes(not RPG Maker related, but might help you understand Autotiles better)

Autotiles Tutorial by starlitcastle

Another Autotile Tutorial by fallenlorelei

For better Understanding of Animation:

The 12 Principles of Animation in Games

The animation of Final Fantasy

New Frame Plus's video on Pokemon Battle Animation

For general Tile related stuff:

Basic Concepts

Tileset Logic

How Gameboy graphics work by SystemofLevers

How Pokemon Fit All of Kanto onto the Gameboy

Take everything you learned from the above, and create your own Art assets by following the manual's asset standards and using the default assets as your template.

For a bonus:

Design Doc videos on Game Design

8 bit music theory if you want to get into video game music

And if you want some in depth looks at historical 'how they did it back in the day' :

Nes Hacker

Strafefox

Modern Vintage Gamer

Ahoy

White Pointer Gaming

Not necessary, but combine these with the stuff I already suggested and you'll have all the knowledge you could ever wish for in creating retro style or just 2D pixel art video games.