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Screenshot Thread

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« Last Edit: January 07, 2010, 09:00:50 PM by RATED-RKOFRANKLIN »



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that looks horrendous mixing two different kinds of sprites like that. Make all your characters VX rtp or all of them the way that megaman does it.

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that looks horrendous mixing two different kinds of sprites like that. Make all your characters VX rtp or all of them the way that megaman does it.

God, why so harsh? Horrendous......

I am not an artist. All I can do is edit rips from games, find stuff on RPG Maker Forums, and get what my friends can make me.



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Why don't you just use rips of megaman and zero then? Never use two completely different sprites ever ever ever. It looks so ugly. ;9

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I don't have a problem with people criticizing my work. I will not just allow someone to call my work ugly and horrendous. There is no reason to try to bring someone down.



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I didn't say your work was horrendous, I said that having two different sprites like that is horrendous :mad:

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work removed because of disrespect.

Disrespect? It's called a critique, and if you can't handle it, then don't show your work.

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Should be thankful for an honest opinion instead of him lying and saying it's fine, or just ignoring it. He's trying to help you improve.

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A little system I am working on for fun.







I guess I'll post better screenshots later.

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Nice Tez - I'm not a fan of the overly obvious enlarged pixel type of border around Theo's face/name in the upper left corner. Also, I don't even think you really need that white border/box that's housing the red 'EX Break' bar. I think it would be much nicer/cleaner/more organized if you just had the red bar alone with the type. Other than those 2 thingies, I think it's great :)

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Since the background gets quite dark during EX Break, I want to keep it in so it is still noticable while in the mode.

But about the Theo picture:



Better?

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That's much better :)

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Hey guys, I was trying to see if these sprites would mingle with the mack tilesets, but it seems like it isn't to me - maybe the sprites are too blurry, or too small for the environment, I'm not sure. Anyway, I was wondering what you guys thought - maybe I'm just crazy.


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They're barely taller than the counter.

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Yeah, you're right, but then they go outside and the damn Mack trees are only two tile tall. It's annoying. Anyway, thanks for the feedback - I think you're right and I will see if I can find a more suitable sprite style or a different tileset.

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I think you're right about them being blurry. Maybe it's just my eyes, but they seem to have some sort of slight blur on them. Their color palettes seem to fit to me though.

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I guess it would be easier with a video:

<a href="http://www.youtube.com/watch?v=aLUpD2wb5Gs" target="_blank">http://www.youtube.com/watch?v=aLUpD2wb5Gs</a>


Quote from: YouTube Description
The stat system is very similar to Final Fantasy X, but with some differences:

With this system, "Mind Stages" seperate the stat ladder. The first two stages are linear, but after that, they bridge out into other sections, giving it more of a custom feel.

The EX Burst can mean a lot of things, depending on the person using the system (I will be releasing this for free use after I have finished). In the test game I am doing, Theo and the other characters use this system as part of their mind. If they upgrade 6-7 stats at the same time (meaning without exiting the window), they will enter a temporary state of insanity; allowing free stat boosts and a quicker cursor. I will be adding more features soon.

I've fixed a few bugs in the system, plus I have given it a more graphical look. I have still not added some sounds, such as the ones when a Mind Stage has opened, or when an upgrade is acquired.

The EX Break is functioning perfectly now. In this video, you only need to upgrade 4 times for an EX Break, but it will be much harder to get an EX Break in the final version.

As you may have noticed, when Theo is teleported to the CMS, there is no event to start him on the grid. This will be changed later on.
« Last Edit: January 13, 2010, 10:08:59 PM by Tezuka »

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THAT IS SO COOL!!!!!!!!

How does the ex break work though?

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Edited the description.

That should help.  :)
« Last Edit: January 17, 2010, 09:24:06 PM by Tezuka »

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I've gotta say:

"Holy shit, dude." Really nice system.

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it's neat, but you need an indicator for what you've already learned, other than a message not showing up, maybe grayscale the icons that you haven't learned yet, or grayscale the ones that you have.

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The indicator is the icons slowing down, but I realised myself that doing it this way was stupid. So yeah, I'll make them stop spinning while greyed out for the next video. :X

EDIT: Done



When used, they turn grey and stop moving.
« Last Edit: January 13, 2010, 11:12:28 PM by Tezuka »

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I finalized(maybe :X) the HUD and stuff :D
« Last Edit: January 17, 2010, 07:26:40 PM by Arky »

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-WELL, this...this is the first official map of Blade's End (Version 3). Any tips and pointers from anyone, not just experienced people, is welcome.


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That's pretty nice. I only have a couple nitpicky things. 1 is that the water on the cliffs at the bottom of the map just feels awkward to me. 2 is the water that flows from the top of the map into the small pond-ish area just above the player appears to be too short. Like, the water that flows there shouldn't top 2 tiles up, it should be about 3 or so because at that length it gives the allusion that the cliffs' bases are smaller than they probably are. Other than that, I really like it.