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

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It looks nice but the water is exactly the same level as the ground and it looks weird. Though that could be ice, the same idea applies.
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Nackster, about the energy bar, if you have small enemies like those slimes, and no animations for them, you could prob fit the bar in the actual chara set, of course though this gets tricky when dealing with larger foes.

Ness, yo looks pretty slick, not gonna lie, very clean.
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@hobo, noted and fixed and I Found a wrong tile over there orz.
@KoG thanks! I need to add more details, it looks so...plain
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Yeah I agree with hobo2 that looks more like ice then water. So when I look at this screen I'm a bit confused on what exactly that is. Other then that the only other suggestion I can give you is possibility change the panaroma to have something like mountains or something in the background instead of pure blue sky. ^^



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And so as I pray, unlimited editing works...
Fixed water, the bg is temp since making a 640x480 bg isn't really something I'm ready for.
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I finally came up with the first musical part of Angelissa's Quest and man, is it ever so fucked up. In fact, it'll be probably the most fucked up thing I've ever done. (At least, untill I'm done with later parts of the game) Not even Dooms 4 was this morally wrong.  :shocking:


No screenie because no ammount of nsfw tags would let me post pic of it and not be banned.  :blarg:

 
And that's when I decided to become a barber.
 
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I finally came up with the first musical part of Angelissa's Quest and man, is it ever so fucked up. In fact, it'll be probably the most fucked up thing I've ever done. (At least, untill I'm done with later parts of the game) Not even Dooms 4 was this morally wrong.  :shocking:


No screenie because no ammount of nsfw tags would let me post pic of it and not be banned.  :blarg:

Sounds like you've got a really great quality game going there.

And please refrain from making posts like this that contain no screenshots or information. If you're going to inform us about how morally wrong your game is, do it in a devlog or similar topic.
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Okay, sorry. Have at thee the pic of second boss of Angelissa's Quest, called Glutton.




Her moves are devastatingly powerful and she's not nearly as slow as you'd imagine given her size.
Last Edit: February 03, 2009, 03:23:20 pm by MISTER BIG T

 
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There's one F in afraid.

And wow, that's one creepy looking boss.. I'm afraid to know where you found that sprite.
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T...I love you!  :fogetsmile:

Looks like Angelissa grew some wings and got a halo in just a few short posts.  :laugh:



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One thing I would like to know, Big T, is why the walls have shadows like there is no roof....

@ Nessiah; nice tiles, if you add more to it, parallaxing layers mario style would be cool.
If an image says a thousand words, and a video shows 24 images each second, then why couldn't they condense everything I needed to learn at school into one hour long video :V
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Of course there's no roof, otherwise that boss wouldn't be able to stand up in there
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But there are shadows in a dark room. How do you explain that?
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*Phew* Threw a few more hours worth of work into the ol' Legend of Zelda rm2k3 remake, and I'm quite proud of what I've managed to finish. Most of it consists around battle animations and branch style checks, but I feel like this will bring me one step closer to getting a more LoZ feel. Also spent some time to rip some more graphics (most of the time went to this) for various Link animations and world map chips. I'd release a tech-demo (because I'm horrible at describing things), but I think I'll wait until I've finished ripping/remapping what I've got.


Decided to put in a spiffy "view/skip" intro screen for the start. Animations consist of the fire swaying and Link running.


Items that currently work as they should are: Blue Ring, Red Ring, Sword, White Sword, Magic Sword. Lets just say that you equip the Red Ring, Link's appearance changes to that red graphic from the original game, same goes for blue. Combining coding for the swords and items, I've given you the chance to (any time you feel) switch between the normal sword, white sword, magic sword, and both rings to choose how you want to look (stats aside).

EDIT: Continuing where I left off last night, I've rewritten quite a bit of coding and moved the health display up to the top to allow an extended health bar when you get around to having 10+ hearts. Also finished the random monster drop code and set up the display to the upper right section of the screen. Status item has been added to show time played, monsters fought, and total rupees earned (for those who want to know these things and feel proud about it).

I would have made a video for this post, but Fraps only records 30 seconds and for some reason I'm unable to host .avi videos on Youtube/Google Video.
Last Edit: February 05, 2009, 08:00:27 pm by Corfaisus
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But there are shadows in a dark room. How do you explain that?

Refer to here

because rpgmaker vx is retarded and forces you to have ugly looking autoshadows whether you like them or not

 
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Quote
But there are shadows in a dark room. How do you explain that?
Refer to this.
Quote
Of course there's no roof, otherwise that boss wouldn't be able to stand up in there
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You can get rid of the silly shadows in VX. Try this shadow remover script

@Corfaisus: No comment since I didn't play the original, but it does look quite retro

@Mister Big T: Wow, Glutton's one hell of a boss!

@Nessiah: I don't like your shadow under her. I'm guessing it's just because she's the only object on the screen though :)
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@Corf... Damn, now I have to make my abs not suck as much having seen that.
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Corfaisus is this going to be like an actual remake of the orginal NES game? With Zelda like combat and all? Or is this like a rm2k3 sort of spin on things where he goes into battles and all that?

Anyways, it needs a bit more work. HUD's and all. I wish you luck on this!  :laugh:


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There are 2 new pics of the new map, and the first boss.
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