Art - CC needed The Screenshot Topic (Read 106137 times)

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@Killer Wolf - I like your sprites, the screen looks interesting, makes me wanna find out more about your game...

@Rockman - It looks cool, I'm looking forward to seeing a video of it.

@SW - I like that screen a lot. The characters' poses are a nice touch.

@Corfaisus - Awsome use of the RTP mate! Plus, what KW said.

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This is my first ever screenshot with a dialogue. That's because for the first time ever I'm actualy making a game, with a story and everything, and not just some ABS/other type of CBS/minigame/whatever. I call the game "Unit 56" and it's (basically) about that captain in the screenshot (the one with the dark-gray uniforms) and his attempts to desert from his army unit (Unit 56) and start a new life. I believe I will eventually open a topic for it.

P.S.: I was "B.I.G" for the past 5-6 years here. It bothered me so I changed my nickname.
Last Edit: May 21, 2009, 08:16:20 pm by blaugrana
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Videeeooooosss! I'm feeling generous today, so I've put together a couple videos of considerable interest.

The first 20 minutes of Everlasting Journey as of a couple hours ago, in two parts. I've also got a video of an area I just finished up (but there's a lot more not shown that takes place after). I don't want to take away from the screenshots too much, so view at your leisure.



ALEX III
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Everlasting Journey looks very interesting. When do you think a demo will be made available?
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@PepsiOtaku: Your game looks epic I am really looking forward to it!
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@Corfaisus: Probably not for a while. I'm a terrible perfectionist. I'll probably do a 2nd short round of beta testing before getting a demo out. There's a lot that's being revised since my September advert. Ideally, I'd like to get another beta ready by the end of the summer, but we'll see how things go.


ALEX III
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Corfaisus: Wow, that's a ridiculous improvement over your previous version; it just goes to show what a talented individual can do with simple tools!  Keep it up!

PepsiOtaku: I literally LOL'ed when the gun came out of the house and started shooting at poor Sparrow.  I really should thank you for that, 'cause I haven't seen a decent bit of comedy in RM2k/3 (or any RPG, for that matter) in a very very long time.  Thanks.   :laugh:

Also, I noticed that when Sparrow says he's going back to the first town, it's spelled differently in his message box than it is on the area label that shows up when you enter the town (Raanan instead of Ranaan).  Other than that, good work.  ​
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Also, I noticed that when Sparrow says he's going back to the first town, it's spelled differently in his message box than it is on the area label that shows up when you enter the town (Raanan instead of Ranaan).  Other than that, good work.  ​

Oooh good catch. That typo's probably been there for ages. I'll fix that.


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SW – The screen looks really good. I’m kind of jealous about how nice that computer kiosk looks. The crates/containers behind the guy with the crossed arms look a little weird though. It looks like they are staggered rather than stacked on one another. It just sort of throws the perspective off a little in that one area to me.

I didn't edit the chip. That computer was in it all along.

Yeah, those crates looks a bit funny (perspective and stacking wise). I am gonna have to think of something else to put there.
Sprites and Stuff
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Ghoul battle, end of the "Mysterious cliche forest" chapter
Good choice of battle and victory themes, especially compared to the somewhat painful forest theme. Phillip's short bit of dialogue before the fight feels like it's trying too hard - you could make it considerably more concise and still communicate the same idea, which would probably be beneficial.

That boss fight is too long and slow-paced. If I were playing I'd probably quit around the 2:00 - 2:30 mark in the video. I think if you could speed up the attack rate of the boss and lower his effectiveness to match, you'd make it feel more exciting without making it harder. ATB boss fights don't tend to stay exciting if everyone is waiting a long time between turns.

I'd suggest doing something to the ghost sprite to make him look more menacing in the battle. He's a boss, so you can afford to spend 15 minutes in paint.net or photoshop sprucing him up a little.
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I agree with most of what Hiret had to say, especially that boss sprite!

Everything else seems pretty neat and you used the RTP quite well. I think I noticed some black outlines on some of the tilesets.
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I have a new video to upload, but unfortunately youtube "failed to process it".

Mario, wherever you are... Hyyyyeeeellllppppppp....
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Er hmm, well I managed to figure it out.


Youtube kind of screwed the quality a bit, but its not as bad as the last video I put out.
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Go Nightblade!  You've improved so much.   :woop:
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Okay you need to either show more or make another release soon.

Both would be nice.
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So we worked on Project Ape Skewer again the entire evening. We're introducing Spy John the Chameleon, who explains how different colored teleports work.

Spy John and the colored teleports:



@Nightblade. Sick stuff, very detailed. You really did a good job on this desert. Too bad I lost my last Phantom Legacy save game, but I may even play it all over again.
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@Simtor, those backgrounds are too blurry for me :(
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Nightblade, you rock. Lovin' the extra-touches you're adding to the gameplay (great worldmap, running/walking difference graphically, the jumping across the cliff was very well done).

I'm amazed the dedication some of you have for your projects!

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So we worked on Project Ape Skewer again the entire evening. We're introducing Spy John the Chameleon, who explains how different colored teleports work.
]

Providing you actually drew the portraits yourself, I'd say you'd be much better served if you hand drew the backgrounds and characters as well. There's just a really giant contrast there, in both resolution and color palette.

Quote
@Nightblade. Sick stuff, very detailed. You really did a good job on this desert. Too bad I lost my last Phantom Legacy save game, but I may even play it all over again.

Well, the Phantom Legacy demo wasn't very long, but if you want you can always wait for the finished product... Unless you meant something else by this.
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So we worked on Project Ape Skewer again the entire evening. We're introducing Spy John the Chameleon, who explains how different colored teleports work.

Spy John and the colored teleports:

dude, you HAVE to keep me posted up on this man, this looks awesome!
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And thus begins the continuation of work towards the Main Quest with Corfaisus' Airship. This will be a fairly small dungeon, and I honestly can't say that I've fallen in love with it up to now. I find that the ship tileset restricts me more than anything else that I've worked with up to now (edited dungeon chipset being the least restricting), and I feel that this dungeon will suffer because of it. The only reason I must push on with this dungeon is because it plays a very important role in the storyline.
Last Edit: May 25, 2009, 11:20:26 am by Corfaisus
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