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my name is Timothy what's yours
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ERRYTHING YOU DO IS GORGEOUS ARRGH I WISH I COULD HELP YOU OUT WITH YOUR SCRIPTS ;9
it's like a metaphor or something i don't know

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Dayum joy, Nicely done :)

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I wanted to update Little Girl That Could intro with the upgraded graphics... So I did.

<a href="http://www.youtube.com/watch?v=dNwj88zEPo4" target="_blank">http://www.youtube.com/watch?v=dNwj88zEPo4</a>

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Awesome as always, joy. I like the shadow effect for the stairs.
Eddard Stark art by Teiiku

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well, DrbigT, I gotta say, there is a lot of stuff I don't like about your design choices...

You seem to have a mixture of basic sprites (modern day set), sketches (a common, acceptable choice) and here's where you lose me, the image you used for the background about 4 minutes into the last video which just doesn't come close to meshing with either making the whole experience pretty jarring.

It's actually the same problem I saw in your first video with Greed's writing, there are these orbs (which, looking back I can tell are eyeballs) and bits of flesh, I assume, falling down, but for the life of me, they are too blurry to determine what they are, they're right in your face and they're just ugly. Not in a way that makes them scary, they're just... ugly. It's the kinda thing that it seems like you have great ideas of what you want, but no one with enough graphics know-how to get you started.

It seems like, however, if you were to replace some of that kinda stuff with sprites, you would have a much nicer looking image... Something that didn't seem so... pasted together.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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well, DrbigT, I gotta say, there is a lot of stuff I don't like about your design choices...

You seem to have a mixture of basic sprites (modern day set), sketches (a common, acceptable choice) and here's where you lose me, the image you used for the background about 4 minutes into the last video which just doesn't come close to meshing with either making the whole experience pretty jarring.

It's actually the same problem I saw in your first video with Greed's writing, there are these orbs (which, looking back I can tell are eyeballs) and bits of flesh, I assume, falling down, but for the life of me, they are too blurry to determine what they are, they're right in your face and they're just ugly. Not in a way that makes them scary, they're just... ugly. It's the kinda thing that it seems like you have great ideas of what you want, but no one with enough graphics know-how to get you started.

It seems like, however, if you were to replace some of that kinda stuff with sprites, you would have a much nicer looking image... Something that didn't seem so... pasted together.

I agree with you 100% on all accoards.  Btw, I removed the eyeballs already and gonna replace with something better, like drops of blood to make a bloody rain. I'll probably have my artist draw the background of the guts and gore to look more along the rest of the pictures, sketchy and such. (A choice made not because I can't remove sketchyness (I -totally- could)  but because I want them to look sketchy just like the comics, behold www.givemebeer.tk/goth.jpg  It is not a decision made because I am not able to or can't, it's because I feel it adds to making it more like the original comics. I even though to go as far as have most backgrounds be pure black with just minor details of white but decided against that because I do not know how to pull that off) I agree that if everything else is sketchy, something so clean looks off. I just have lots of placeholders until I can do better things.  :blizj:


Sadly I am not much of a sprite artist. If I'd find a good spriter I'd be willing to even hire them with real money if they'd be good and could help build the game. I have the story and music and all sorts of things to do it good, it really sucks that visual department is even after all these years so weak for me. :-\
« Last Edit: August 17, 2012, 10:56:02 AM by Drbigt »

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Got some maps for a small RMXP project. Here's one - any suggestions?

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Nice map, Japur. I mean, really nice. I like its atmosphere and how everything is blending together. The red part of the tomb (?) seems to stand out a little, but overall, it's pretty. ^^

Here is a map of mine. Took me quite some time but I finally got it done:

Spoiler for:

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Oh wow, that is amazing. That's a real village where everything seems to blend well. Love your slide and other tools! Some tips:

- I'd put a sand ground beneath the graves, as they have piles of sand/earth as well. The grass beneath the graves seems off.
- The little boxes for the chickens look weird, like, really flat. Also, if the chickens decide to go for a walk they will a) die or b) walk through the entire village. If you'd put them up a couple of spots, they would be facing the closed area. :)
- Little mistake in your tileset, with the fence and the vines on the fence (in the south).
- Little mistake with your stairs in the north-center, it misses a bottom.
- What's that bull doin- never mind.

Great composition!
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Shots from one of my two projects.
Spoiler for:




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I've been trying parralaxing , this is my first attempt ^^
WIP
Spoiler for:
[spoiler/]
« Last Edit: August 27, 2012, 12:48:17 AM by Mitsarugi »

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It's pretty good for a first attempt. The water looks a bit strange, though. The bottom cliff could use some detail, too.

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It's pretty good for a first attempt. The water looks a bit strange, though. The bottom cliff could use some detail, too.
it's a WIP ^^ it's written on top of my screenie ;)

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Well gee you posted a screenshot in a thread where people give feedback on screenshots.

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Still a work in progress. Feedback is appreciated.
Spoiler for VILLAGE:

« Last Edit: August 27, 2012, 09:59:55 PM by Strak »

Gods ain't gonna help ya son...

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Other than the blockiness that comes with that tileset, there are a few things I noticed that need improvement breaking down into three segments:


Spoiler for SHADOWS:
with your map set, there is a small shadow that is applied in the auto-tile, it is used to make a shadow next to a wall, giving the appearance that there is sunlight coming from the left of the screen, casting the rest in shadow.

However, it is not something that can be relied on to always look nice, because, as you can see, it only puts the shadow to the right of the wall. What needs to be done is, on page 2 or 3, there is a small section where you can find shadows (there is a full square and two half squares for different types of shadows). If you go there, grab the matching shadow and place it above the auto-tiled shadows, you will get a more pleasing effect that makes the shadows seem more real.

Spoiler for TREES:
Trees are all well and good, in fact, you can't really have much of a natural map without them, otherwise it looks too sparse and barren. Sometimes, even so little as lining your town with trees adds something special to the scene.

However, you will notice that your trees sit right next to the edge of your cliff faces at times. and they are often in a rigid rectangular or trapezoidal shape. I would suggest breaking up these shapes a bit to make them seem more natural (as it appears this community was mostly concerned with working WITH the environment rather than against it, I would say it would be unlikely that the trees were planted by the townspeople), but more might need to be done. I may be the only one who feels this way, but I feel as thought having the trees so close to the edge of the edge seems unnatural, especially since the base of the tree stops literally RIGHT BEFORE the edge of the cliff, meaning you would have a bunch of roots sticking out of the cliffside.

Oh, and another reason that is bad is on the right, above the item shop, the tree in the corner makes the wall look like it has no top, in fact...  now that I look at it...

Spoiler for CLIFF FACES:
It might just be a trick of the eyes, but for some reason, it seems like this town is comprised of several pieces of faux rock situated one after the other, rather than a tier-based structure. That is, it looks like each of these walls is paper thin and if you were to go into the inn, you would run into a bunch of trees. I don't know if this is common for this tileset or not, so i can't say whether or not this should count as an error...

However, I DO believe that the cliffs seem too... unnatural. It looks like you tried to make it be a bit more wild, but the majority of the "randomness" seems to be that you started with a flat wall and just moved one section up or down so that it had a wavy sort of appearance. Two ways to fix this would be to A. make bigger bulges in the center areas of the town in order to make a more natural look, perhaps two or even three spaces difference (blended of course, not just huge jutt-outs) or B. make the town be basin-shaped, leaving the interior the same while making the edges fan out, like this /town\ making it appear as the town had been carved, tier by tier, into the walls, rather than simply existing that way. Each of those, however, require a bit of reworking to make look nice.

As for the concept of the map? I love it. When I watched the Time Machine for the first time and saw that huge settlement that was carved into the stone mountainside, I've always loved the idea of that kind of construction. Your setup is very nice, although, if they were dug into dirt (as I am assuming this is), having a river run right through the center would mean that all of those houses would be either constantly flooding or about to collapse.
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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I saw a squirrel...
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I appreciate the feedback. The concept of the village was "Let's adapt ourselves to nature," not "Let's build massive structures that make an explosive ecological footprint."

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You guys are amazing! I'm almost embarrassed to post my town here. This is the residential district of Rosebrooke.



I've also done the first house in the game. Kind of hard to show in screen shots as, in order to break down how big and sparse it looked, I shaded out the rooms you're not currently in.



How's it look? It's my first attempt so be gentle... but honest :)

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Turn off the grid!!!

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With a little sprucing up, that town could look very nice. As of now it's pretty empty. I also noticed a few tiling issues, particularly with the cliffs on the bottom right and the two-story building near them. Just some things I noticed.
Eddard Stark art by Teiiku

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Couldn't you have just made all of those rooms separate maps? :o

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Waste of maps. Heck, if you're not labelling floors or using resets then keep all parts of a dungen in the same map (provided they have the same music, tileset etc.)

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But unless he's "shading them out" with events, they're all separate maps anyway. He just kept the parts he didn't want to be shown there.

Also, last time I checked there was a 999 map cap, which is a ton of maps. I think he'll be fine.

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@Ryosis - Thanks. I thought the same thing. Not sure whether I'll use fencing/gardens in front of the houses to add a bit of clutter or just move them closer together. Anything you guys would recommend?

Regarding the cliffs I had noticed they were a bit "wierd". They're just tiles I grabbed from google. I plan to replace them with proper smart tiles for the end result.

@Acolyte - They are separate maps - I just put them together in the animated gif so you could see them as one

@Wiimeiser - What do you mean by labelling floors and using resets? I'm a real noob. Is there another way to achieve what I'm after?

@Acolyte - by the end of the game I'm expecting I'll be pretty close to 999 maps :( Might have to consider that as, if I do this for every house, it's gonna eat up that map limit.

TBH I'm thinking about doing a complete overhaul on that first house. Maybe try and build a tileset that makes it look more "normal". Feels too big at the moment and I had to shade and put tons of stuff in the rooms just to make them feel less "large".

Thanks for the feedback guys. Good to have it and, as always, good to fix these things at the start of a project rather than the end ;)

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If you put the separate rooms in a large map and put them far enough away from each other, you could have the rooms separated without using separate maps.



Like so. Make them far enough apart that the player can't see the other rooms from another room.