SCREENSHOT SURVIVAL 20XX
Posts
@Blindmind
I removed the animated clouds and stuck to rain with SEs and light flashes for storm effects.
I've remedied the issue with the stairs. The game is meant to be light-hearted asthetically, but it is by no means intended to be "comical".
I played around more with the contrast and overlays for the day/night system.
I feel posting more now would be redundant, so once I've completed all maps with overlays (after I've practiced a bit) I'll post more. Thanks for the insight!
Edit: I believe I saw earlier in this thread it is courteous to post a screen-shot for the first post on each page. Is this true? Anyways, southern part of the world map in "Dense Worlds"

I removed the animated clouds and stuck to rain with SEs and light flashes for storm effects.
I've remedied the issue with the stairs. The game is meant to be light-hearted asthetically, but it is by no means intended to be "comical".
I played around more with the contrast and overlays for the day/night system.
I feel posting more now would be redundant, so once I've completed all maps with overlays (after I've practiced a bit) I'll post more. Thanks for the insight!
Edit: I believe I saw earlier in this thread it is courteous to post a screen-shot for the first post on each page. Is this true? Anyways, southern part of the world map in "Dense Worlds"

Good stuff there LoathsomeDove, especially a fan of the dark cloud overlay in the second screenshot in your post before!
Now I know I should probably take a bow and not post in this page since I posted twice in last page, but I'm allowing myself clemency just this one because I have done well.
I just made probably the most complicated boss fight yet.
Just an example of the intense amount of bullsh--
Here's a video of the bossfight, it's as hard as it looks, and maybe harder if I make it seem easy... which I'm pretty sure I don't :0
Now I know I should probably take a bow and not post in this page since I posted twice in last page, but I'm allowing myself clemency just this one because I have done well.
I just made probably the most complicated boss fight yet.
Just an example of the intense amount of bullsh--
Here's a video of the bossfight, it's as hard as it looks, and maybe harder if I make it seem easy... which I'm pretty sure I don't :0
Hanging on is done from it's two week break which was more just me working on coding for the entire time but anyways here is some of the first work I've done back on the project.
Most of the map IS still using placeholders from when I left for my program or is using very unfinished tiles but it's a start to get back into it!

Most of the map IS still using placeholders from when I left for my program or is using very unfinished tiles but it's a start to get back into it!
Finished enough characters to get a sizable sample, so working on more missions for my first playtest. Unfortunately, really hard to make RTP assets look good for short Mission-styled Maps when you only show screen shots.


author=Rine
Finished enough characters to get a sizable sample, so working on more missions for my first playtest. Unfortunately, really hard to make RTP assets look good for short Mission-styled Maps when you only show screen shots.
It's kinda hard for me to even make sugestions with what you have from the map I see so like even something simple I would say is for short missions make the maps smaller you can shove stuff in make it detailed more then what you have here which has a lot of space, also the use of the parallax background is kinda weird (you also have an autoshadow so if you want to keep it be sure to remove that) The way you just pile the boxes as well don't look the best maybe at least replacing a few with a few different kinds at least or making it the box stack.

Okay here is some simple stuff I did that could help you, the version of the wall I used doesnt have that weird line on it which I don't know why it is exactly there BUT, also sides on where the edges are will help, also put a few cracks in the tiles at least. Also the dragon thing I think is supposed to be used either on a wall or as a thing off the ground so maybe a door to end the level? Lastly make the map bigger then needed in width so the background doesnt get cutoff.
@Rine
Way too basic. And I wouldn't have those shadows behind that girl on the right or by the opening sky place on the bottom left.
That is the thing though, the tilesets I have are not communicating what the map is at all, and the story is being told through vignettes/motions of the map, not the graphics at the moment (given I have yet to find an artist to work with). In example, the screenshot there is of the hijacking mission, where the characters board an airplane, and try to secure the sealed individual. The gap there forms after an event where they are attacked by creatures outside the plane.
No random encounters, set event encounters at certain spots, no mazes, just a linear map, telling a story of what happens during the mission, ending after only (for this one) 4 fights, and a recruitment (or not) of the sealed character. Like I said, really hard to communicate through screenshots given that this isn't going to be a traditional overworld/dungeons/etc RPG at all.
But all that probably sounds like explaining things away :( I am gonna fiddle with the shadows and such, but I'm not too fussed since the entire look will be changed to actually look like an airplane...and you know, not a corridor in the air.
No random encounters, set event encounters at certain spots, no mazes, just a linear map, telling a story of what happens during the mission, ending after only (for this one) 4 fights, and a recruitment (or not) of the sealed character. Like I said, really hard to communicate through screenshots given that this isn't going to be a traditional overworld/dungeons/etc RPG at all.
But all that probably sounds like explaining things away :( I am gonna fiddle with the shadows and such, but I'm not too fussed since the entire look will be changed to actually look like an airplane...and you know, not a corridor in the air.
Char I know its been said a million times by now but that character design is just not working. The bulbous head is bigger than the computer monitor and even the toilet. The sprites pixel outlines are too thick and seemingly in the wrong resolution compared to the environment. Either change the maps to fit the character size or simply redesib the character.
author=Dookie
Char I know its been said a million times by now but that character design is just not working. The bulbous head is bigger than the computer monitor and even the toilet. The sprites pixel outlines are too thick and seemingly in the wrong resolution compared to the environment. Either change the maps to fit the character size or simply redesib the character.
And as always I will say, I will get around do it but I have done more then enough of fixing of what I've done and I'm going to say as others have told me I'd rather have a game out then to keep fixing what I have done. It may be redesigned before chapter 1 is released or in between the time I take a bit of a break after it is released but if it really bothers you i'll take out the characters from the screenshots if you would rather not see them.
Additionally if we want to focus on the computers, hey i redid them so they actually look decent I've improved at pixel art.

This is the last time I'll post content in a while.
It's done!
It's done!
Char- I really don't understand the mentality, do you have some deadline to meet? Why wait to fix a design flaw with the main character??
Like you post your updates here for feedback but won't fix the most glaring problem with your screens. Don't take this character out of your map shots for my benefit, if you don't think the MAIN sprote is a priority to fix BEFORE the release then I just don't know what to say. I'm just trying to help. Don't listen to people who rush to get the content out.
Consider this..
Open a blank paint file.
Paste a few common objects from your map in there.
Use them as a size reference and do a few 100% new designs of your MC.
Ditch the earthbound body template and create something that matches your environment more.
Use the correct resolution, don't stack pixelsnto create larger pixels for outlines. One pixel should be one pixel just like on your map.
I can't believe you'd rather redesign computer monitors than the MC. That's like the focal point for the whole game. Saying you've spent enough time changing whatbyouve done is a pissy attitude for someone making custom gfx and I don't buy it.
Also I liked the old monitor angle better, it seemed more dynamic and less like another black box.
Like you post your updates here for feedback but won't fix the most glaring problem with your screens. Don't take this character out of your map shots for my benefit, if you don't think the MAIN sprote is a priority to fix BEFORE the release then I just don't know what to say. I'm just trying to help. Don't listen to people who rush to get the content out.
Consider this..
Open a blank paint file.
Paste a few common objects from your map in there.
Use them as a size reference and do a few 100% new designs of your MC.
Ditch the earthbound body template and create something that matches your environment more.
Use the correct resolution, don't stack pixelsnto create larger pixels for outlines. One pixel should be one pixel just like on your map.
I can't believe you'd rather redesign computer monitors than the MC. That's like the focal point for the whole game. Saying you've spent enough time changing whatbyouve done is a pissy attitude for someone making custom gfx and I don't buy it.
Also I liked the old monitor angle better, it seemed more dynamic and less like another black box.
author=Dookie
Char- I really don't understand the mentality, do you have some deadline to meet? Why wait to fix a design flaw with the main character??
Like you post your updates here for feedback but won't fix the most glaring problem with your screens. Don't take this character out of your map shots for my benefit, if you don't think the MAIN sprote is a priority to fix BEFORE the release then I just don't know what to say. I'm just trying to help. Don't listen to people who rush to get the content out.
Consider this..
Open a blank paint file.
Paste a few common objects from your map in there.
Use them as a size reference and do a few 100% new designs of your MC.
Ditch the earthbound body template and create something that matches your environment more.
Use the correct resolution, don't stack pixelsnto create larger pixels for outlines. One pixel should be one pixel just like on your map.
I can't believe you'd rather redesign computer monitors than the MC. That's like the focal point for the whole game. Saying you've spent enough time changing whatbyouve done is a pissy attitude for someone making custom gfx and I don't buy it.
Also I liked the old monitor angle better, it seemed more dynamic and less like another black box.
First off, I forgot I had made a computer in till I was halfway coloring it.
Additionally when I showed you what I had for a full size resolution sprite you said you just wanted them to fit better.
I will do it. I have said that. If I'm not in a set mood to work on something I'll waste time doing it. I've gotten approval on the sprites from others on here regarding them and i'm not going to pull out graphics don't make the game and blah blah blah but the game is mine it's not Eagleland and you know what it's probally never going to be as successful as yours but it's mine and it's my ideas and I take feedback to heart I'm not making this a rushed job but I'm a single person and a musician team.
If it bothers you so much I will do them right now but it's my game and I've heard about the sprites from almost everyone I'm sick of hearing it I'd like to have actual feedback on my maps for once.
I'm stopping this whole argument thing here I don't want to derail the thread or anything but for the time being I'm going to stop posting screenshots till maybe I have something you'll actually like to see.
fuck yooooouuu neeeerds i don' need yu animoarrrr
sillyness aside, just wanted to brag about that a little.
sillyness aside, just wanted to brag about that a little.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192

Working on UI layout with the Luna Engine. A couple of things I really need input on:
- Is the background fog too distracting? Should I make the fog a little darker so it blends in more with the background?
- How is the info organized? Do you think it's laid out in a non-confusing manner?
I'm aware that the equip nameplate is rather and boring. I'm leaving that for the polishing stage. Right now, I'm just focusing on layout and readability.
Bonus request: I'm having trouble deciding the best way to get the Equipment Skills window to display anything. I'm aware that I need to use Lunatic menu, but since there's no way to tie skills into equipment without scripting, I'm at a bit of a loss. I think I can cheat by just writing a simple script utilizing notetags that just lists out skill names without actually tying the skills to the equipment. That might be the easiest thing to do for me right now. Unless anyone has any other (preferably easier) suggestions?
@Red: I think the colours on the backdrop are a little ugly, honestly. The fog reads more as a stone texture, and it doesn't mix well at all with the harsh red line at the top. You might be better off using a really subtle dark grey-black gradient, and perhaps a more mellow red line or a nice "glowing" one that fades out into the background behind the character portrait?
I think you might want to move the Equipment Skills menu more to the left as well, since it's a little weird looking when it covers up the character art. Look at a Tales Of status menu for example:
Example 1
Example 2
They create a nice balance on the screen by placing the art on the right and the info on the left, so things don't look crammed together.
I think you might want to move the Equipment Skills menu more to the left as well, since it's a little weird looking when it covers up the character art. Look at a Tales Of status menu for example:
Example 1
Example 2
They create a nice balance on the screen by placing the art on the right and the info on the left, so things don't look crammed together.
I personally don't have a problem with the character art being obscured as long as I can see the character's face. This is the Equipment screen and not the Status screen, after all.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Thanks for the input, you two. Pizza, the fog is actually a motif of the game's storyline, so I'm probably going to keep that in. I can, however, do my best to make it less distracting and ugly.
For the character obscuring issue: Unfortunately, it's going to happen in the equip screen. Even if I move the equip skills window to the left, it's going to cover some of the character art, to say nothing of the description and equip slot window. Like unity said, I'll work to make the status screen's art completely uncovered.
Okay, new screen. I darkened the fog's color and halved it's opacity, darkened the nameplate window and added a blur, and moved the equip skills window more to the left.
Better? Or at least not as bad?
For the character obscuring issue: Unfortunately, it's going to happen in the equip screen. Even if I move the equip skills window to the left, it's going to cover some of the character art, to say nothing of the description and equip slot window. Like unity said, I'll work to make the status screen's art completely uncovered.
Okay, new screen. I darkened the fog's color and halved it's opacity, darkened the nameplate window and added a blur, and moved the equip skills window more to the left.

Better? Or at least not as bad?
Like Pizza mentioned, the red line directly under the word Equip still looks a little jarring. Maybe if it were closer to the menu-red it would look better?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Hm... That could work, though it does throw a bit of a wrench into another plan I had. Since this game is a dual POV, I thought it would be cool to change the color of the windowskin to blue when the game is in the second POV. You're seeing the windowskin in the first POV.
Well, I'll cross that bridge when I get to it. To expedite this process, I have two screens this time. The first one is your suggestion, unity. I darkened the line to the same color as the brightest red in the windowskin:
For the second one, I put a 2 pixel blur on the line itself, rather than adding a new layer just for a blur:
I think the blur does the best job at reducing the jarring between nameplate and background, but it creates a new problem in that now the Equip text is jarring, but I'll address that if the blurred line is the best route to go. For now, just pretend the equip text isn't there. Which one do you think is better? Or... are they both bad?
Well, I'll cross that bridge when I get to it. To expedite this process, I have two screens this time. The first one is your suggestion, unity. I darkened the line to the same color as the brightest red in the windowskin:
For the second one, I put a 2 pixel blur on the line itself, rather than adding a new layer just for a blur:
I think the blur does the best job at reducing the jarring between nameplate and background, but it creates a new problem in that now the Equip text is jarring, but I'll address that if the blurred line is the best route to go. For now, just pretend the equip text isn't there. Which one do you think is better? Or... are they both bad?






















