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Now the cliff heights are even less uniform than they were before.

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Okay fuck it I'll just remove the ledge entirely then

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it actually has a nice perspective, like it's winding downward.

I'm back.

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I'll just leave this here.


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Its got a simplicity to it that looks nice, altough the red thing seems off to me for some reason, cant quite put my finger on it though

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I think it might be a little bit too large :o


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It's not the size, so much as the sharpness. The text has very nice, soft edges, while the pixels on the red selection thing are very clearly visible.

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Yeah, the red thing needs anti-aliasing. I'd also make the color less vibrant.

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Noted, fixing now.


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I'm working on the interface of a completely custom-evented ABS for my project in XP:
Spoiler for:
As you can see, it is extremely plain. Do you have any opinions on what to add/change?
P.S. Ignore that extremely horrible and plain map, it's for testing purposes only.

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I'm working on the interface of a completely custom-evented ABS for my project in XP:
Spoiler for:
As you can see, it is extremely plain. Do you have any opinions on what to add/change?
P.S. Ignore that extremely horrible and plain map, it's for testing purposes only.

Hmmm... I'd say you should add some borders around the health, buttons, etc. I'd also recommned using small decorative graphics nearby, or even making the text more snazzy and decorated. The plain red text against the black background doesn't sit well with my eyes. ;9

On the other hand, I love the buttons and heart graphics! It looks pretty nice so far! As for the mapping, I kinda guessed that was jus for testing :) Your maps come out very lovely. ;8
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I'm sooooooooooooo newwwwwwwwwwwww
Oh well, to be perfectly honest I prefer a simpler look.
I just noticed how terribly awkward those particular waterfalls look.
« Last Edit: December 22, 2011, 03:19:30 PM by Wendy The Witch »
blastoise is my fav card he is vry strong annd has hihg attack pwr he kills things rlly faste.

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What this?
Hmm is it ok to post videos here?

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A mockup of the battlesystem i hope to implement using events, i just have to debate wheter to inform the player visibly of the action order(in the top left) or let it be secritive, also i am debating showing enemy health and names, it seems a little unrealistic since theres no way one would know exactly how much it would tak to kill an enemy of that type, the same applies to characters themselves, whether i should display their total health or use the pips to designate how damged they are, the pips would defintly be easier but im not sure what the best course of action is. The top right of the image will be filledwith skill menus, item menus, other important things, they will dissapear and reapeear as needed. (union is a feature iplan to implement by perhaps adding a bar that fills up as time progresses and allows powerful attacks to be used.) at any given tiem there will be two characters versus 1-4 enemies. the battleback will be lined up with the grid on the map as ebst as possible to allow the placement of enemies and actors as events, mvoable to position when battle strikes, and removeable when teh battle is over. I need some sort of feedback on teh placement of everything plus what i can do for the players hp and mp display.
« Last Edit: December 22, 2011, 07:45:35 PM by IAMFORTE »

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The difference between pips, percents and real values are kind of superficial in that context. How would pips "actually" represent your characters' vitals "less" than percentages? They're still a fraction over the whole. I dislike invisible health because a. it's a game, and b. it's almost always frustrating not knowing your characters stats.

That's also an incredibly cluttered mockup. Everything is tool big, and too compacted. You don't need so much space for menus. Restrict your menu usage to one area. Have it overlap the actor facesets if you have to, but keep the menus together.

The map box is too small, and that actor is too big and pretty useless.

My mock up is not all that great, but it's not as overwhelmingly cluttered.
« Last Edit: December 22, 2011, 11:14:33 PM by Harry Burns »

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Intresting, The whole map thing was where the battle happens, I was attempting to emualte this

<a href="http://www.youtube.com/watch?v=lS44GspLncE" target="_blank">http://www.youtube.com/watch?v=lS44GspLncE</a>


Altough i realize that its rm2k3 and the screen size is probably smaller, hence eliminating the clutter present. The pips would i guess show the health from 0 to 100% >.< idk i wasnt to happy about using pips but with an event system its a challenge to do numbers (altough i figured out how to do that). The boxes in the top left corner would be used for displaying soemthign like an action order akin to final fantasy or xenosaga, i havent yet decided if i wanted to implement it or just leave that space blank. The character was for more of an asthetic thing, but it might be a bit redundant now that i think about it. The skill and item menus i planned on implementing were like the ones in the video, but i will defintly consider including them all in one location isntead of makign the user's eyes wander around the screen.  I will have another go at this tommorow and put up one that is hopefully less cluttered.

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Something I was making for a competition.

<a href="http://www.youtube.com/watch?v=mZqAR2qxOaE" target="_blank">http://www.youtube.com/watch?v=mZqAR2qxOaE</a>


To skip the bad story and go to the action go to around 1:20 on the video.

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Wow, that looks really great TDS. Story is a bit cheesy, but everything else looks really good. Hope you win!

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---> LOL <---

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As always beautiful maps, though I'm not that big a fan of the cliff thing.

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---> LOL <---
Cut off....

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Wow, that looks really great TDS. Story is a bit cheesy, but everything else looks really good. Hope you win!

Thanks, without your jumping explanation I might never have attempted the battle system, and once I figure out how to limit the jumping height I'll be set. As for winning, I made the video to disqualify myself in case it makes it past the judging round. I really just wanted Enterbrain to see my work.

And yeah, the story is cheesy. I made it up in an hour in order to shove a battle system in there.

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Why would you want to disqualify yourself? It's a great scene and a great looking battle system and you would get RMVX Ace for free.

Besides, you will need to send in the non-video file for them to see it, and I wasn't under the impression that posting the video prior to the competition would disqualify you.

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I already have the Japanese version of VXA and I did not want to take someone else chance of winning when all I really wanted was to show my work to Enterbrain. I know it sounds odd, but having a chance to directly show my work to the company behind the program I use to work on my hobby made me happy.

And as for the video, It's just a safeguard under the (trying to gain votes will disqualify you kind of rule).
« Last Edit: January 04, 2012, 10:43:43 PM by TDS »

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My first attempt at parallax mapping, yes I realize the error with the table in the lower left.