SCREENSHOT SURVIVAL 20XX

Posts

Craze
why would i heal when i could equip a morningstar
15170
Kaempfer
@Craze:
I encourage you to play my game. There is lots of non-FF5 stuff and lots of custom stuff within (as well as lots of rips).


Like I said, I've seen it. It looks like a "which SE game is this tile from?" minigame rather than something new. I guess I'm just not very impressed when you're just lifting areas from games that already had nice tiles but then only using boring settings -- it reminds me of rudras tiles being used. Rudras is not just "pretty cliff area" and "purpleish cave area" despite what you might think looking through old 2k3 games, but nobody elevates the rips beyond their original use and nobody uses the actual interesting shit like the guts of a giant monster or a space station or hell itself (which are all dungeons in rudras). Like man, at least something like Ara Fell used a boring and constantly reused tileset pack and made floating, snowy islands out of it.

tl;dr: what's the point in rips if you're not gonna do anything more interesting than "cliff" and "tower"? make something memorable not just psuedo-nostalgic
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
@Ramshacking-That's pretty awesome! Great use of depth! Though one cliff seems to be missing it's top half(middle-left)
@Versalia-The layout seems good, but I do not like the two tile wide roofs. Make them a tile larger imo, especially the widest house. Those tilesets are pretty fucking cool though.
@Bizarre-I can see where you are going with it, but it seems to lack a lot of detail. It should have more than just two islands, have multiple ones, maybe some small ones, to cover the area. Maybe use autotiles for the islands too, so you can have more stuff on them. Has potential but needs to be improved.
BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
author=Frogge
@Bizarre-I can see where you are going with it, but it seems to lack a lot of detail. It should have more than just two islands, have multiple ones, maybe some small ones, to cover the area. Maybe use autotiles for the islands too, so you can have more stuff on them. Has potential but needs to be improved.
There will be more, I only had 24 hours.
@Ramshackin: Very nice use of the RTP there! An the edits to the water are really well done. Me likey! >.<)b



This was the tower someone else mentioned from my stream a while ago. Took me forever to edit some of those tiles and get them all working together. >.<;

I'm still not completely happy with it.
Top building should be less houselike.
Top building is used for special ceremonies and thus has a roof.
Roden
who could forget dear ratboy
3857
Kaempfer
I will try to add vines wrapped around the pillars, as well, if I can manage to pull it off.

If you need any help with that, then just shoot me a message. I did pretty much the same effect a little while ago:



Also, to keep the train of "this looks exactly like FF5" going, here's the final tileset for a FF5-ish cave I recently pixelled, to see if I could match the FF5 style (hence why it's so "generic"):



Supposed to sort of be an "escape passage" people used during a war that happened years and years ago. Obviously they weren't very successful.

I might add some water and stuff later, but I haven't placed it in the gameworld yet so I don't know about that.
I like that, pizza. You could probably add more of a darkness fade to the bottom of those cliffs going into the black (think the ones from the REFMAP tiles as an example) and it'd look a bit better.
Roden
who could forget dear ratboy
3857
Yeah, the darkness fade tripped me up a bit, because I didn't want to add any new colours to the already packed pallette of the cliff tiles. I'll probably go back over it eventually though.
Roden
who could forget dear ratboy
3857
author=Sated
Pizza, you totally need to add a chest to the right-hand section that's visible from the left-hand section. It's usually gratifying to see something that you can't immediately grab before finding out the way to grab it.


That's what it's there for. I just don't have a chest graphic made/anything implemented in the dungeon yet. :)
author=Liberty
Top building is used for special ceremonies and thus has a roof.

Granted. But the walls of the "house" can be higher and extend beyond the pinkzone. Or wider and blend with the sides of the pillars. Or both. As it is, we have a series of floors followed by... a hut. It looks weird.



The inside of ceremonial places is usually high so as to minimize damage when ceremonies go wrong, and to lend to the impression that this houses something bigger than the people insde.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Liberty
Top building is used for special ceremonies and thus has a roof.
True, but I think what's throwing bulma off is that the color of the top roof entrance doesn't really mesh well with the rest of the tower. It's like you have some sudden, high-saturated green roof over a thing that is completely devoid of any alternate color besides neutral browns and greys. It looks jarring and out of place.

E: Also, are the pillars supposed to be exclusively in front of the tower? I'd add some in the back as well, because the entire roof area looks a bit flat right now.
Craze
why would i heal when i could equip a morningstar
15170
Your rounded edges and the rocks kinda confuse me, Pizza. You have the really dark outline color sorta-softened by the lighter outline colors but the darkest outline is so contrasting that it looks kinda like pencil outlining the edges. The actual cliff wall edges look a lot nicer because that don't have that darkest shade I don't think? It also looks fine on the bones because they're mostly outlined, not staggered.

I still really like the FF5 vibe overall. Definitely an inspiration while still being Pizza-style!
This is a mostly insignificant connecting cave area in my game.

Still... just toying with ideas that i might apply to other cave connectors, so it has some relevance to do it right... Don't want my cave areas to be boring. ;)

BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
If it's meant to look grassy, you got that done right!

If not then... uhh... well it looks cool but grassy. :o
Screens incoming.
For clarity, my indoor zones are chipset based with flat panorama floors.
My outdoor zones are renders.
My dream world zones are photographic or strange ... but i'll leave that for later.

So these first two are indoor. I'm not always great at spotting clashes. Things that come to mind for me off the top is that the bookshelves could look better if recolored mahogany to match the color theme of the wooden walls and red floor. Does the stained glass work?




Outdoor zone for the next set.
A bit trickier because the render itself sometimes more than others feels like it needs a bit of chipset overlay... The first one in particular has a lot of it in the xone and i'm thinking how to better blend the objects, or what in particular is looking out of place more than the rest.



The second is a bit simpler because the green floor is grass... kind of works with almost anything ... and the trees are like a border off to the side. But again a blend.



The last one is a zone where it feels like no additions are necessary. Probably all i will add to this are treasure chests, monsters and NPC sprites.

BizarreMonkey
I'll never change. "Me" is better than your opinion, dummy!
1625
The last one, the map itself looks great, but it looks like it should be directly topdown, where as the sprite is side-on. Looks like he's just lying there.

The Cliff in the third one feels off, I think making it less saturdated and adding some lines where the cracks and vertical ridges would be could help out...

Unless it's a river, in which case the perspective of the roverbank completely defies the standing character. Also the streams being that size (no larger than the base of a potted plant) wouldn't need a bridge, and the player in such scenario is unreasonably small. As is the bench and fencework.

Also the bedsheets in the first one have their pattern cut off half way down, they also lose a pixel or so in size.
The fourth looks great.

The Stained glass on the second would look fine if the glass didn't go dark at the bottom-left corner for some reason, there should only be light that shines through.

Both the first and second have one issue, and it's that floors nor walls have any borders, which makes them bleed like crazy where the carpet and wall touch.
@bulma - there is a reason it is that height and not taller. Because it's used to house a certain item that requires a small enclosed space. A larger area would be bad for it. Besides, my houses aren't that tall in that game. Consistency is key, after all. None of my houses are that high unless they are more than a story high.

@Ratty: Yeah, the green roof was a place-holder - I made the tower in one go using a different city set, then moved on to other areas of the game without changing since I hadn't finished the edits for the tower, so it's not exactly how I want it to be. The pillars are another issue - like you said, there's supposed to be four more behind, but at the time I just hadn't gotten around to the edits that would off-center them and add a bit more depth. ;p
author=BizarreMonkey
The last one, the map itself looks great, but it looks like it should be directly topdown, where as the sprite is side-on. Looks like he's just lying there.


Hmm... -_- Guess i will re-render them with a heavier angle. Brain fart on my part. ... at least the larger gruntwork is already done and doesn't need redoing.

author=BizarreMonkey
The Cliff in the third one feels off, I think making it less saturdated and adding some lines where the cracks and vertical ridges would be could help out...

Unless it's a river, in which case the perspective of the roverbank completely defies the standing character. Also the streams being that size (no larger than the base of a potted plant) wouldn't need a bridge, and the player in such scenario is unreasonably small. As is the bench and fencework.


I'm going to rub out that whole orange thing and make it straight sand. In my original file i meant to have paths going through like a road, but it didn't turn out quite right. Streams are an easy fix. Mainly though as long as the fence doesn't clash ...

author=BizarreMonkey
Also the bedsheets in the first one have their pattern cut off half way down, they also lose a pixel or so in size.
The fourth looks great.

The Stained glass on the second would look fine if the glass didn't go dark at the bottom-left corner for reason, there should only be light that shines through.

Both the first and second have one issue, and it's that floors nor walls have any borders, which makes them bleed like crazy where the carpet and wall touch.


Totally missed the beds. Good point on the stained glass. The walls i have been noticing for some time but been too lazy about it... it's kinda important...
guess i got to do it.

Thanks a lot for the help.