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

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It's a forest.
But I think, you should add more trees.
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Those are some frighteningly large trees. They are already large enough, but they look even bigger than they should due to the size of the charset.
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pretty normal size firs, surely?
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I like it, they look diff than the norm and thats almost always a good thing.
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The dark florest...
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It sure is dark...as in I can't see anything...
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Save the Frozen Princess! /o/o/o/


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@Bandido:Put the light on =D here i can see, I use 100% of my pc's brightness....
@Jabas:heheheh que conhecidencia em cara =D Very good the princess =D It's seens like Warcraft 3's frozen throne...
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@ Olions: The mapping could be better. Try to make the forest not as linear and make the trees not as continuous in some places such as adding more curves to the area. Also (I didn't catch this before because it was so dark) but most of your trees are just the middle rows of the trees meaning they don't end, this should definitely be fixed.

@ Jabas: Is this supposed to be a "void" sort of area? If so, you should probably make the cliffs the same size such as don't skip from having a part of the cliff that goes up by 3 tiles and then split to 2. Another thing I would suggest (since it looks like you edited the chip) is to use the lower side of the cliff that ends in the transparent color and use that on the bottom parts of the diamond cliff segments and then add in the lower "snow" boundary chip (if your lower transparent wall chip is on the second layer, that is).
Last Edit: February 09, 2009, 09:17:16 pm by Corfaisus
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Jabas that screen is really beautiful, though the perspective is indeed strange. I would recommend putting the end of the chains that is tied to the princess behind the ice, not in front of it.

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@Dragol: The glow of the plant looks really cool. The glow of the surrounding white and yellow flowers look nice too. However, the overall large forest overlay looks kinda tacked on, since it doesn't feel like there are enough trees to warrant such an overlay.

the_nackster: Well, I'm glad to help.

Corfaisus: Hmm, all I can really think of to say is that in the New Mausoleum map, the arch things look way too thin/weak and flat. The graveyard map also has an incredible amount of dots. This straings the eyes a little, although maybe it's fine ingame.

@Lennon: The whole screenshot feels way too "open." The character is so small in comparison, and the overlay adds to the feeling of extreme openness. Perhaps you should tone down it's transparency or draw a mistier one. The thickness, or rather... thinness, of the road looks odd in the second screen.

@olions: It's not bad if this is your first attempt at thie sort of thing, but it needs a lot of work. The whole structure feels somewhat awkward. The yellow mist strains the eye a little, because it's not exactly "smooth." (As in, it's not coherent with the style of the chipset.) Some of the dirt/road areas are in illogical places (such as under a tree). The small yellow orbs also stand out a little too much. The sections that are filled with trees looks odd. Compare the left edge to the right edge. The left edge is nice and even, which doesn't realistically happen, and the right edge looks better, but there may be some color consistency issues, although perhaps that is due to the overlay.
As for your previous map...
Well, it's way too open, for one. The buildings are awkwardly shaped, or at least the upper right one really is. The grass doesn't smoothly transition into the bridges on the lower corners and so the lower corners look as if they are higher ground, giving off a weird perspective. Most of the land formations look a little too forced and unnatural, for example the straight edge between the water and land near the lower right. The "stairs" going up and down through the whole map don't really look like stairs either, they just look like tile edges. (Especially in comparison to the higher edges on the land right next to the stairs.) The overall structure is okay, although you could do something to break up the monotony of the water and the orange roofing on the edges.

@Jabas: Looks good, although there are perspective issues that have already been mentioned. You could also do something much more interesting with the panorama.
Last Edit: February 10, 2009, 03:59:51 am by Chipotle
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Corfaisus: Hmm, all I can really think of to say is that in the New Mausoleum map, the arch things look way too thin/weak and flat. The graveyard map also has an incredible amount of dots. This strains the eyes a little, although maybe it's fine in game.


I was trying to go for a sort of dirty grass with bits of rock and broken cement sort of appearance with the greyer chip being the pathway. It was really the only chip that I could find that would apply to this while still giving me the chance to add in the cement barrier leading to the plain grass and dirt areas of the map, while using RTP. I would have put dead trees in the more rocky areas of the map but I figured floral life would have a hard time sprouting up from such a terrain.

I found this to be one of the more difficult maps to make in the sort of traditional graveyard sense since most graveyards that I've seen are just headstones surrounded by an iron fence or brick wall, while still trying to give it an RPG feel and not to make completely empty maps. Simply put, I'm trying to make a graveyard... "lively".

EDIT: Also, I'm sorry if this map appears too dark for other people's monitors, but I've set my brightness to +50%, contrast to +46%, and gamma to +9% and it shows up fine. Though there are parts of the game where the screen fades out further (mostly cutscenes), fair warning when the full version gets released sometime in the future.
Last Edit: February 10, 2009, 04:48:43 am by Corfaisus
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Dropping by :D
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@Nessiah: Nice spriting style, and it reminded me of Neok's recent style. This might be a hint for Sacred Moon's recent progress *speculating*

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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@Nessiah: I dont understand... do you have like 18 projects or do you just make sprites for people?
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@pipcaptor, it's not neok's style. Also...SM yes is undergoing major change again <_<
Sacred Moon Forever ...geh...

@Nackster, I don't think you can call that as a "project" but we'll see :3
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And that's when I decided to become a barber.
 
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@MR BIG T: LMAO at "friend throw".

This update
-New Title
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NetGame Crisis Saga project is still alive, and hey please ignore the RTP door on the bathroom, I'm scaling my charsets there.

I've tried my own template (remember Clow-ZECT?) but it turned out to be that they're like walking dolls! Now, I'm going to base my character sprites on Naruto Kage Bushin Emaki  (the one I'm having on the screen right now)

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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Nackster, I can honestly say that I can't wait to play Red Skies now. That's Power Mode 2003 for the title, right?
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