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

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Just my attempt at tinkering with RTP.

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I like it (of course!)!

I'd make the water more meandering, though.  That's a fairly rigid waterfall/river.

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As Kentona has said add some ridges, perhaps direct the water in a less linear way. Heroes Realm does a good job at this, reference it for examples.



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Does anyone think this looks too busy/eye breaking?



I'm working on the feel for the "cyberspace" portion of the game. The binary in the foreground and background animate so that the digits scroll.

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You can still have internet without the matrix man. It looks like distracting filler for something that should be very simple.
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I personally don't feel that the binary is so bad, you should probably just space it out a little bit more. That map seems to be a little overburdened with green, but that may be in part due to the presence of the scrolling binary ( as I said, try to space the binary columns a little more.) Other than that, I like it; I'd like to see it in actual context.
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Does anyone think this looks too busy/eye breaking?

I'm working on the feel for the "cyberspace" portion of the game. The binary in the foreground and background animate so that the digits scroll.
I like the overall look. I think the digits looks fine too. Also that's a nice icon.

General gameplay WIP. Things are finally starting to come together.
Like the actual battle script and ideas (charging skills to make them stronger). Jumping seems to be a bit random though (no indication where you can jump) - it's as if you can jump everywhere and (possibly) get stuck?

Also the musics are... interesting. Certainly something different from your previous games.
EDIT: Oh ok, I should learn to read things closer. Well, I made them fairly quick; but if you want to avoid battles you can do that too. The game wont penalize you terribly for skipping the skippable battles.
Well, uh, the bosses aren't really skippable (that and I don't mind like grinding a bit). Plus if the character don't grow, they will have low speed (and stats) thus making the bosses harder imo (I had a bit of problem with the 1st boss tbh, since I didn't expect him to have that much health). Also, avoiding battle would mean that I will miss out some "Enemy skills" via absorb.

Also this next part is nitpicking it a bit too much into the game, but you have rather slow battle animation to be honest. That makes the skills a bit... (sorry) annoying. My most used attack is still lilith's normal attack (fastest animation speed haha) - and it deals decent damage too (just an example, for Nero, I have no choice but to bear with his normal attack skill sword thing). But yeah, this comment about the animation speed is probably pushing it a bit too much. Ah yes, similarly, I was also a bit bothered about the message speed (since we are discussing speed, I guess I should let it all out).

But yeah, it's all preferences, so don't dwell on it. In the end, you are the one who makes the call for the game.
Last Edit: May 27, 2009, 02:21:12 pm by SW
Sprites and Stuff
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I like the overall look. I think the digits looks fine too. Also that's a nice icon.
Like the actual battle script and ideas (charging skills to make them stronger). Jumping seems to be a bit random though (no indication where you can jump) - it's as if you can jump everywhere and (possibly) get stuck?

Also the musics are... interesting. Certainly something different from your previous games.Well, uh, the bosses aren't really skippable (that and I don't mind like grinding a bit). Plus if the character don't grow, they will have low speed (and stats) thus making the bosses harder imo (I had a bit of problem with the 1st boss tbh, since I didn't expect him to have that much health). Also, avoiding battle would mean that I will miss out some "Enemy skills" via absorb.

Actually, at that point there's only one enemy skill you can learn, and that comes from an unavoidable tutorial battle. I see what you're trying to say though.
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Been really tied up with study/rl lately, but I finally sat down and did the basic overall design for the battle system and started busting out some code. Put the ATB formula through a spreadsheet to make sure the numbers worked out and then implemented it. Watching those bars move makes me happy.

So far I still have the green light for a completely picture based cbs - can't wait till I get up to the dynamic camera movements.
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can't wait till I get up to the dynamic camera movements.

ahahahahah oh my god i seriously hope you finish this ahahahahahaha
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Have I said something funny. O.o
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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No it's just a lot of effort for something not really needed.

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You could've learnt C and a graphics library of your choice in the long period you have been developing this FF7 clone using RPG Maker. You're pretty much pushing an elephant up a flight of stairs having just passed a sign to the service lift.

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Last Edit: May 28, 2009, 01:04:58 pm by ed
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Short answer - most of my time is spent on design and verification (very important for a remake), not implementation. I think its very unlikely that coding an engine from scratch could ever yield a game as polished as what I could develop in the same amount of time using a pre-existing engine. People have also pointed out that I should be using RMXP because its "easier". But again, its not the method of implementation thats making this take so long. Easier? Maybe. Quicker? Doubt it.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
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I still can't believe you're doing this in rm2k3.  You're very persistent.
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Killer you should get rid of the binary bars and spice up the the floor tiles. Make the tiles look more 3d.
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@Vanit: Ignore these douchbags. Nothing is a waste of time as long as you enjoy it yourself. Keep up the good work. Seeing as your menu worked almost perfectly I have no doubt you will do a nice ATB system too.
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@Vanit: Ignore these douchbags. Nothing is a waste of time as long as you enjoy it yourself. Keep up the good work. Seeing as your menu worked almost perfectly I have no doubt you will do a nice ATB system too.

This.

Also:



Images from the first cave in the game. The grey parts of the floor aren't completely detail-less, it's just the size of the screens.

EDIT: Also, is it clear that the diagonal pieces of the cave (by the bottom of both screens) is overhead? That wasn't in the original chip, it's something I threw in to add more depth to the maps.
Last Edit: May 28, 2009, 07:28:18 pm by arcanedude34
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hint: use PNGs for happy image format
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hint: use PNGs for happy image format

Fixed, thanks
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