Art - CC needed The Screenshot Topic (Read 106134 times)

  • >you
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I couldn't see it before Hahahahahahaha
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I love the new look Neok! Reminds me a bit of Double dragon, which is always a good thing :)
I decided to start working again on my iso game for RMXP, for the moment I just have a nude guy and some graphics, right now I'm working on the cave tileset, so something might be changed, and others added.
Random inner map

More random maps (just for tileset testing purposes.

Cave WIP tileset.

I still have LOTS more to work, mapping is a lot harder than regular view but I think it's worth it :)
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The first two screenshots have a pretty unique style and really look good; they work well with the isometric style and fit well with the character sprite. The third one, on the other hand, is basically the RM2K RTP turned into some sort of malformed, isometric chipset. It doesn't look right at all.
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I agree with FG except on the RTP reference. It looks more like Mac&Blue cave set than the RTP to me. Mainly those rocks. Other then that it looks fantastic man, wish we could see more Lost Kings though.

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I know I should work on Lost king more, but each time I use rmxp, I start hating going back to rm2k3 to work on the game XD
I'm not too satisfied with the cave shot either, although everything is original (except for the rocks in the ground). I've yet to find a good tutorial or doing stone walls in pixelart, I'll probably have to keep looking.
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I love your style, Cray. :D

Kind of reminds me of Breath of Fire 3 for some reason.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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Cray, what the heck are you using to make that game?


Because it looks fantastic.
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Read his post, it says RMXP.
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Very nice screens! I think that you may want to try to get rid of the straight edges on the bottom of the cave walls and make it more natural looking. Careful too with the tiling on the walls itself, you can notice a black line on it. But otherwise I like them, you pick good inspirations for graphics (SOM/SD3).
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I have been itching to post here for a while but holding off. May as well:





Make what you will of those.
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metal gear..??

ed I can rip a bunch of genuine metal gear sound effects for you if you want :)
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Yes, I'm using RMXP, I used a pixel movement script and adapted it for isometric movement. And yeah, the cave walls really need some changes...
and I have a mix of inspirations for it, from breath of fire 2/3 secret of mana, and others too :D
but I have much more to learn in terms of pixel art...
EDIT: I love it Ed, what are the red "P" though?
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They are data packets that will trigger an alert if tampered with. Therefore you much make sure your data travels along an unimpeded path to open the door/lock you are hacking. Depending on your hack skill you will be able to change channel faster. Packets move faster on some locks with greater difficulty. Some speciality items can be obtained from data packets intercepted, for instance you may be unlocking one door but manage to get a "yellow packet" that gives you the code for another door in the level that is not mandatory but contains bonus perks for the player.
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I can't shake that this looks like a Link to the Past at a glance.
"the way you speak about rm2k3, like "modules, arrays, pointers" sounds like
you're some badass c++ programmer stuck in the past and only has rm2k3 to
work with"
-Gutts
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I have been itching to post here for a while but holding off. May as well:



Make what you will of those.

Ed this is awesome...
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Ed - the screen looks really good. I get wicked deja vu for the MSX version of Metal Gear 2. Did you create the graphics in that style or use rips? Either way, it looks really nice.



I found a folder on my old computer with one of my earliest projects in it. It was one of my first attempts at an ABS and a CMS.


I got juggled from hit to hit pretty bad in a couple of parts, one of them because I forgot how much mp the Shadowrush skill used and ended up getting stuck. The custom menu also included options to upgrade the chainwhip with the soul energy absorbed by the gauntlet, as well as a difficulty slider, and mini-configuration options.
Vagrancy - Be careful who you wake up in a twenty four hour parking lot.

His name was Not Johnny -  A young man becomes a sort of superhero after a crippling injury. He
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@ jman00: I like the sprites coloring. Sometimes it's hard to see the details.

@ Cray: That is beautiful and SWEET! I bet even without in ISO, it would look good!

@ ed: I like the atmosphere and your characters' style!

@ Killer Wolf: That's some mean stuff and coupled with an awesome battle music! It's inspired by Castlevania? (The whip is cool!)


I haven't posted here before, first time. This is what I've been working on last week.



Alleyway of shops.
Last Edit: June 24, 2009, 08:49:46 am by busterblade312
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Say busterblade, I'll let you use my RMXP template and hope that I'll work with you. Say, if you use the light blue mirror, that would work more on store windows and the likes.

In the Works:
[RM2K3::SFF-RPG] Wailing Mongooses in Gildepazzo

Under Hiatus/Literary Work mode:
[Lit/Rm2k3 :: Interactive Drama] NetGame Saga PROTOTYPE
[RMXP :: RPG] NetGame Saga
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@ Hatsuya: Which RMXP template are you talking about? Maybe you could PM me a copy so I can take a look at it.

I'm trying to make those alleyway of stores from certain areas of Japan and China. They don't use windows for cheap construction purposes, and that those shops rely on daylight and their big front openings for air and light.

Still fixing some stuff and thinking ways to add some textures to building materials.
Last Edit: June 24, 2009, 07:47:40 am by busterblade312
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I like it but I have 2 small advices.
I?m not too sure about the street texture, looks like you just used some noise on it, I would either make the dots less obvious, or use a similar texture to what 2d games use for streets.
My other complaint is a bit harder to change, I think the stores have the wrong perspective, it's like we're looking at them from the side ( I mean the interior of the stores) when the rest of the screen is top down view.
Other than that I like it, I love to see original graphics for rpgmakers.
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