With certain limitations, yes. If you're unsure what those licenses mean then you should read up on them. There's an FAQ on this site and the Creative Commons has a summary on their site.
I have made a functioning RPG with my own artwork and I can't program. It is possible. If the community for the engine is good enough, you can even customize it a fair ammount, still without knowing programming. However, to do things that way you need to be flexible with the game you want to create and not be picky, instead you use what exists creatively. If you want to be innovative and not limited in your creative vision, then yes, you will need to know programming.
This is where knowing what your end goal is comes into play. If your goal is just to make an interesting game with your wife and share it with friends then you really don't have to worry about learning programming. If you're wanting to start a commercial career in game making learning programming is an important step. Those engines are still a great starting place regardless.
There are actually quite a few, which one you want depends a lot on what you want to do with it. Stencyl or GameMaker are really flexible and user friendly but they aren't well suited for more complex game genres like RPGs. Unless someone actually finished one of those work in progress engines since I last looked, the best free engines for making an RPG are RPGToolKit and Engine001. There's also RPG Maker Ace Lite, but you can't make commercial games with it.
The best place to find information on Mack and First Seed Material is an RPG Maker forum. Apparently FSM is only temporarily down, there was some troubles with his host and not renewing something and they're giving him the run around about getting it all back and online again.
Just so you know, it is not legal to use any of RPG Maker's RTP's outside of Enterbrain's Maker programs. I believe Mack's tiles are original so they don't fit under that rule but some of the sets you can find out there that are called Mack have RTP edits in them so you need to be careful.
You're using the wrong decoration for over the top (it should be the one where the bottom section has no edges) and the doorframe needs to be offset by 16 pixels to map correctly with that door. At one point all the doors and windows and such were set up for multiple alignments but it got a little rediculous and it was decided to skip it and let the users align them how they wanted. That's why some of the items are in multiple places with the only difference being placement on the grid and others don't.
I'm not sure I understand the problem. Elements to make your own GUI are common enough and chess sets aren't hard to find either. Here's mine, it comes with the tiles to make a board. http://opengameart.org/content/boardgame-tiles
I'm sorry you're confused. I'm not sure what you're asking. There are corner tiles that are meant to be divided up into 8x8 segments just because I didn't want to spend the time combining those corners with it's corresponding tile into every variation possible. Those are the only tiles mean to work that way, everything else is 16x16.
As for the version with more tiles, I don't know what you're talking about. When I add tiles I just put more on the same image that I uploaded before. Maybe it was the version in the comments above? There are more tiles but really it's just the same artwork with the 8x8 tiles turned into 16x16 tiles for you. That version doesn't have every possible combination but it has a lot. Or maybe it was a version where the characters weren't in their own image? Either way, I haven't removed any art, maybe reorganized it a bit but nothing got lost.
The only modification made to the original 16x16 tiles is that they were resized to be 32x32. They are no longer 16x16.
With certain limitations, yes. If you're unsure what those licenses mean then you should read up on them. There's an FAQ on this site and the Creative Commons has a summary on their site.
I have made a functioning RPG with my own artwork and I can't program. It is possible. If the community for the engine is good enough, you can even customize it a fair ammount, still without knowing programming. However, to do things that way you need to be flexible with the game you want to create and not be picky, instead you use what exists creatively. If you want to be innovative and not limited in your creative vision, then yes, you will need to know programming.
This is where knowing what your end goal is comes into play. If your goal is just to make an interesting game with your wife and share it with friends then you really don't have to worry about learning programming. If you're wanting to start a commercial career in game making learning programming is an important step. Those engines are still a great starting place regardless.
I'm not the only artist who worked on the base assets, so no. Gotta follow the rules and credit everyone.
There are actually quite a few, which one you want depends a lot on what you want to do with it. Stencyl or GameMaker are really flexible and user friendly but they aren't well suited for more complex game genres like RPGs. Unless someone actually finished one of those work in progress engines since I last looked, the best free engines for making an RPG are RPGToolKit and Engine001. There's also RPG Maker Ace Lite, but you can't make commercial games with it.
I use inkscape. It feels a bit like a simplified illustrator, in a good way.
The best place to find information on Mack and First Seed Material is an RPG Maker forum. Apparently FSM is only temporarily down, there was some troubles with his host and not renewing something and they're giving him the run around about getting it all back and online again.
Just so you know, it is not legal to use any of RPG Maker's RTP's outside of Enterbrain's Maker programs. I believe Mack's tiles are original so they don't fit under that rule but some of the sets you can find out there that are called Mack have RTP edits in them so you need to be careful.
You're using the wrong decoration for over the top (it should be the one where the bottom section has no edges) and the doorframe needs to be offset by 16 pixels to map correctly with that door. At one point all the doors and windows and such were set up for multiple alignments but it got a little rediculous and it was decided to skip it and let the users align them how they wanted. That's why some of the items are in multiple places with the only difference being placement on the grid and others don't.
I'm not sure I understand the problem. Elements to make your own GUI are common enough and chess sets aren't hard to find either. Here's mine, it comes with the tiles to make a board. http://opengameart.org/content/boardgame-tiles
I'm sorry you're confused. I'm not sure what you're asking. There are corner tiles that are meant to be divided up into 8x8 segments just because I didn't want to spend the time combining those corners with it's corresponding tile into every variation possible. Those are the only tiles mean to work that way, everything else is 16x16.
As for the version with more tiles, I don't know what you're talking about. When I add tiles I just put more on the same image that I uploaded before. Maybe it was the version in the comments above? There are more tiles but really it's just the same artwork with the 8x8 tiles turned into 16x16 tiles for you. That version doesn't have every possible combination but it has a lot. Or maybe it was a version where the characters weren't in their own image? Either way, I haven't removed any art, maybe reorganized it a bit but nothing got lost.
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