SCREENSHOT SURVIVAL 20XX
Posts
author=Superstroke
Very cool, do the clouds move a little?
I just checked out the game page and I'm curious, what libraries do you guys use for your engine?
Yes the clouds move. What do you mean by libraries? I am the composer so I don't understand all the tech details :)
Whoaaaaaa. Wzackw, I love those crazy character designs. I have no idea what's going on with that map, but I love this wacky character designs. Those wild character designs.
Pizza, does every house need all rooms available? You could just not draw what's beyond doors or w/e. Depends on how important each house is, I guess.
wzackw, those little white and grey things look out of place on the second screen. otherwise, looks okay. i like the clouds and pink fuzzy guy a lot more than anything else.
wzackw, those little white and grey things look out of place on the second screen. otherwise, looks okay. i like the clouds and pink fuzzy guy a lot more than anything else.
author=CashmereCat
Whoaaaaaa. Wzackw, I love those crazy character designs. I have no idea what's going on with that map, but I love this wacky character designs. Those wild character designs.
Thanks! Making the characters is definitely the highlight for me.
author=Craze
wzackw, those little white and grey things look out of place on the second screen. otherwise, looks okay. i like the clouds and pink fuzzy guy a lot more than anything else.
Other people have mentioned the white and gray "flowers" being out of place, too. I might have to completely change them. Glad you like the clouds and Foofter!
author=Craze
Pizza, does every house need all rooms available? You could just not draw what's beyond doors or w/e. Depends on how important each house is, I guess.
I think for the sake of the world I'd be including everything in the houses. It wouldn't feel the same otherwise.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Last night I was contemplating calling it quits on the legit-no-rip thing, but then I decided to be awesome instead.

WIP replacements for nearly every ripped weapon I've used thus far. No plans yet on facesets. Weapons with only one graphic (spear, trident, dagger) are stabbing weapons. Bow will probably animate 2-1-3 to put emphasis on draw and release.
AFAIK, all I've got left is whip. May need some help on the coloring unless I suddenly get good.

WIP replacements for nearly every ripped weapon I've used thus far. No plans yet on facesets. Weapons with only one graphic (spear, trident, dagger) are stabbing weapons. Bow will probably animate 2-1-3 to put emphasis on draw and release.
AFAIK, all I've got left is whip. May need some help on the coloring unless I suddenly get good.
@SpicedMocha: Your map reminds of Sepia Beach in the context of style and color, and the tiles look great, but is the map supposed to look similar to a flat drawing because of the tiles' lack of vivid colors, or are the tiles not yet complete?
The sprites also look pretty adorable!
The sprites also look pretty adorable!
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874

Now to go with my new battle weapons, I've started working on battle characters à la Everlong (thank you, DJC; your game continues to inspire me). I'll just have to find a work around (probably relegating the entirety of the attacking animation to a weapon set and a blank battle char) that will allow me to have the characters actually holding the weapons in their hands and also free me up to make a secondary set of animations for stabbing/thrusting weapons like daggers, spears and tridents and a third for the bow.
The real trick so far was trying to make an animation for the cloak man seeing as his arms are always concealed by his cloak. I was thinking about having the cloak completely move out of the way for his swinging arm but figured that'd probably be too much work, so instead I had the cloak kind of fold upward when he lifted his arm. I'm debating whether or not to show the gold trim all the way to the neck area or keep it where it is to imply that it's being hidden by the rest of the cloth.

Like most things in Songs from Aelsea, this area took forever. But it was worth it, I'm very pleased with the result.
This is only the first map in this dungeon, too. Fuck.

I...don't remember if I showed this long ago or not. It's something that was done like last year, but I'm just NOW working on this dungeon for story progression and whatnot (enemies, treasures, eventing fixing, balancing, etc.). Man, I work really slow but motivation, ya know? Hopefully this looks nice! Not very "Valley of Corpse" esque, but it's not supposed to look like it~
Hm. I like what you're going for, but I think you need to break up your patterns with the flowers more. Maybe add in a third flower tile to the mix and place them more tactically.
Working on a battle sprite for this guy, who I showed the overworld sprite for a little ways back on this thread. Advice?

Working on a battle sprite for this guy, who I showed the overworld sprite for a little ways back on this thread. Advice?
Adding to punkitt's advice i'd reccommend making a charset of various bushes and plants. Rocks, stones, fungus, logs and stumps also help give some variety to maps.
Incidentally, and I seem to forgot to mention this, the plants here are all secretly status tiles. Some give good statuses, other give bad statuses. That's why they're strewn out the way they are. But yeah, could probably do with a bit more variety with other things like logs and the like, I agree.
The flowers definitely shouldn't be right on top of each other in straight lines or obvious formations. Just looks bad, sorry.
Well then, how would you handle the flower arrangements without destroying the gimmick of the area (flowers and other specific plants being status tiles)?
(Also of note, this is the only map in the entire dungeon where there's a 25% chance of Malboros roaming about on the map whenever the player enters it that gives chase after the player too so there's that as well)
(Also of note, this is the only map in the entire dungeon where there's a 25% chance of Malboros roaming about on the map whenever the player enters it that gives chase after the player too so there's that as well)
Maybe make them autotiles so they look more natural without having to tediously place other tiles?
Alright, worked on it some more. What do you guys think?

Alright, worked on it some more. What do you guys think?
Maybe edit them into groupings, Xenomic! Just something not so straight but still gives variety
And place them in strategic areas where the player needs to walk, or can walk as a shortcut. That way they'd have to juggle "do I get a possible bad status and get through faster, or have to deal with monsters and go the long way?"
























