SCREENSHOT SURVIVAL 20XX
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Spoilers, maybe?
Also... it's somewhat foreboding. And it's cool to know that you've got to the end. Aaaaaaand it looks beautiful.
Also... it's somewhat foreboding. And it's cool to know that you've got to the end. Aaaaaaand it looks beautiful.
That is a hot gif!
Also here's a bit of rewriting I did in PFC, along with new Esperia portraits, which are still placeholders.

More here:
http://imgur.com/a/lZndH
Also here's a bit of rewriting I did in PFC, along with new Esperia portraits, which are still placeholders.

More here:
http://imgur.com/a/lZndH
author=RamshackinI'm looking into alternatives as we speak, that font was called "Hurt your darlings" so it struck me as an excellent fit for Esperia.
BM, you might want to consider a different font. It looks fancy, but is hard to read.
But functionality must be placed higher than my goofy matchups.
Gosh Svoli's so cute. Here check out her bust.

Here's a bunch more of em.
http://imgur.com/a/MADEq
Also Sped.
http://imgur.com/a/nyF9C
That'll be all for a while.
I'm guessing everything has been scaled to 48 x 48 which is why it doesn't look to good, there's really ugly lines around the autotile edges.
A lot of people do this but I really don't understand what they're thinking, where are these roots coming from?
Eek, rtp.

A lot of people do this but I really don't understand what they're thinking, where are these roots coming from?
Eek, rtp.

INFINITE THAT IS REALLY SUPER CUTE
esby https://en.wikipedia.org/wiki/Epiphyte not really cliffs but w/e
esby https://en.wikipedia.org/wiki/Epiphyte not really cliffs but w/e
bizarremonkey, your art keeps getting better. keep up! :>
ESBY i wanna play dat ;-; looks good
and infinite im not sure whats that but it is cute
ESBY i wanna play dat ;-; looks good
and infinite im not sure whats that but it is cute
author=SatedYeah! Svoli and Sped's sprites have been crudely upscaled as placeholders. Esperia too.
BM, are some of those sprites placeholders? Because some look like they're at the wrong resolution whereas others do not.
My pixel artist is working on Esperia currently.

author=ESBYYeah, you got it. The maps will all be repaced with parallaxes and picture overlays in due course. Nola's the exception.
I'm guessing everything has been scaled to 48 x 48 which is why it doesn't look to good, there's really ugly lines around the autotile edges.
author=ESBYI'm not sure how there are meant to be used, there's nothing that can feasibly section them off sans the edge of a map...
A lot of people do this but I really don't understand what they're thinking, where are these roots coming from?
But, you've given me an idea. Not sure how it'll look though.
author=ESBYThat's pretty good for RTP!
Eek, rtp.
author=JosephSeraphNot mine. Xiie's the lead portrait artist of the CCC. The only portraits by me are the ones of Esperia. It'll be replaced soon enough with busts more fitting of the sprite above.
bizarremonkey, your art keeps getting better. keep up! :>
I did make the title screen though, sans the background. Aku, the CCC's lead background designer is responsible for that.

Video: output009.webm
Progressing with this network programming stuff.
Learning a lot of new things so I have to bury my face in the internet constantly to figure out why my SQL queries aren't doing what I thought they would, figuring out how to encrypt passwords and keep data secure, setting up my client so it doesn't disintegrate when data doesn't arrive when and in what order it wants it, etc, etc. But I've got something pretty decent up and running.
Server is running on an Amazon EC2 instance. Server is actually faster than it appears--I built in some sleep on the CPU to see how the client deals with delays and also am printing excessive shit to monitor what's happening.
This is kind of revisiting an old idea I talked about before. An RPG battle simulator, so to speak. Player sets up a party of characters with AI and engage in auto-battles against other players.
RTP incoming as well. I like MV's though.


Commissioned maps. Part of a gigantic 70x70 maze-like forest, mind.
I could make a killing just by doing maps though, since my country's currency is very weak against the dollar atm. ^^


Commissioned maps. Part of a gigantic 70x70 maze-like forest, mind.
I could make a killing just by doing maps though, since my country's currency is very weak against the dollar atm. ^^
Psh, 70x70 is small fry. ;) Looks pretty good though. Your mapping skills have improved a lot since MV's release.
You. Are. Living. The. Dream.
I really want to get into map commissions myself later at some point. It's probably one of my many dreams ATM. Best of luck to you, Luchi!
author=Luchi
I could make a killing just by doing maps though, since my country's currency is very weak against the dollar atm. ^^
You. Are. Living. The. Dream.
I really want to get into map commissions myself later at some point. It's probably one of my many dreams ATM. Best of luck to you, Luchi!
author=Craze
INFINITE THAT IS REALLY SUPER CUTE
esby https://en.wikipedia.org/wiki/Epiphyte not really cliffs but w/e
author=JosephSeraph
bizarremonkey, your art keeps getting better. keep up! :>
ESBY i wanna play dat ;-; looks good
and infinite im not sure whats that but it is cute
Thanks guys. Jo it's the world map on the menu screen, the clouds cover unexplored areas.
More Tristian screens
Part of a semi-permanent army camp.
Inside the tiny medical cabin. I should probably make those beds bigger. ><


Part of a semi-permanent army camp.

Inside the tiny medical cabin. I should probably make those beds bigger. ><

@Luchino:
Just showing off some tile edits and how they work. The north/south bridge allows for you to walk behind it - it's like the east/west bridge. I still need to change a few small details but basically it's a bunch of variation ground tiles interacting with other ground tiles. MV's multi-B-E tile layering is neat for making more variation overlaps. (Oh, yeah, the tiles if you want to give them a go, are in the resource section.)
On the last shot, the small bag in the top right looks like it's floating on the side of a box. That you've given whatever is under/next to it lighting at the top makes it look like it's a cube, so it really looks like the bag is just hovering there.
You might also want to make the shadows a bit longer in the middle-down part - under the wooden roof - shadows only lessen in particular kinds of lighting, and this ain't that kind (usually it's when there's solids behind them so and the lighting is shining at an angle down from them, head on.) You'll want to make them at least as long as the actual roofing is.
The stumps in the first image look weird arranged around the fire like that. I -think- you're using them as stools of a sort? but it's not really working. Not only would it be more comfortable to just sit on the ground, but even if they're meant to represent firewood, they wouldn't be spread out surrounding the fire like that. (And you've already got firewood piles to the left.)
I'd also recommend adding dirt up to the sides of the houses - not just in a pathway sort of deal. Since it's a new camp that has been hastily erected, the ground would have been cleared away for the housing, meaning grass wouldn't have had time to grow that thickly around it - it'd give more of a 'just constructed' feel to it too.
Second image is okay, but I'm not sure it makes sense to give each bed a bedside table - maybe more wardrobes and shelving instead? Not only do the tables look awkward spread around like that, they'd also constrict movement flow - peeps'd be hitting their shins all the time. Besides, they'd need shelving or drawers (or wardrobes) for clothes and the like more than small tables.
You might also want to make the shadows a bit longer in the middle-down part - under the wooden roof - shadows only lessen in particular kinds of lighting, and this ain't that kind (usually it's when there's solids behind them so and the lighting is shining at an angle down from them, head on.) You'll want to make them at least as long as the actual roofing is.
The stumps in the first image look weird arranged around the fire like that. I -think- you're using them as stools of a sort? but it's not really working. Not only would it be more comfortable to just sit on the ground, but even if they're meant to represent firewood, they wouldn't be spread out surrounding the fire like that. (And you've already got firewood piles to the left.)
I'd also recommend adding dirt up to the sides of the houses - not just in a pathway sort of deal. Since it's a new camp that has been hastily erected, the ground would have been cleared away for the housing, meaning grass wouldn't have had time to grow that thickly around it - it'd give more of a 'just constructed' feel to it too.
Second image is okay, but I'm not sure it makes sense to give each bed a bedside table - maybe more wardrobes and shelving instead? Not only do the tables look awkward spread around like that, they'd also constrict movement flow - peeps'd be hitting their shins all the time. Besides, they'd need shelving or drawers (or wardrobes) for clothes and the like more than small tables.

Just showing off some tile edits and how they work. The north/south bridge allows for you to walk behind it - it's like the east/west bridge. I still need to change a few small details but basically it's a bunch of variation ground tiles interacting with other ground tiles. MV's multi-B-E tile layering is neat for making more variation overlaps. (Oh, yeah, the tiles if you want to give them a go, are in the resource section.)
Those are pretty neat, Libby! Can't think of a way I'd use them but it's super cool of you to provide some variation like that.
I recently just started having fun developing 314th Clash again. So we're saved from obnoxiously large 960x720 px images this post, heh.
New look for Origin.

And Origin's not-so fluffy appearance. His face is very loosely based on some of the motifs in Undertale, particularly the DT Extraction Machine or Gasterblaster used by Sans.

If you look closely you can see '1's and '0's behind the skull, symbolizing Origin's role and further intensifying the existential fear of what the universe may become without it's main program.
Though it's been said by Member XII the goal is not to kill him, as that would be "inconsiderately stupid", instead the XVI intend to trap him along with all of his instances within the Equation unsolved, where he can watch everything, but change nothing.
Curiously, the shape of the skull is closest to an owls, the current significance of this is unknown, though Origin did once appear as a Garuda, but it's confirmed by several sources, most of which are demigods, that they and their creator (which could only mean Origin) don't have a physical form or any sort of gender, they choose to use guises that speak of their personality.
I recently just started having fun developing 314th Clash again. So we're saved from obnoxiously large 960x720 px images this post, heh.
New look for Origin.

And Origin's not-so fluffy appearance. His face is very loosely based on some of the motifs in Undertale, particularly the DT Extraction Machine or Gasterblaster used by Sans.

If you look closely you can see '1's and '0's behind the skull, symbolizing Origin's role and further intensifying the existential fear of what the universe may become without it's main program.
Though it's been said by Member XII the goal is not to kill him, as that would be "inconsiderately stupid", instead the XVI intend to trap him along with all of his instances within the Equation unsolved, where he can watch everything, but change nothing.
Curiously, the shape of the skull is closest to an owls, the current significance of this is unknown, though Origin did once appear as a Garuda, but it's confirmed by several sources, most of which are demigods, that they and their creator (which could only mean Origin) don't have a physical form or any sort of gender, they choose to use guises that speak of their personality.





























