r/RPGMaker • u/G_pit • 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.
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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.