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author=ExtremeDevelopment
A lot of people participating in IGMC, and I never actually heard of it until now anyway, maybe I'll participate next year too. How long is the time limit?
July 7th - August 7th
Heh, I started late too, I was just making a game around the 11th and when I saw the twist/theme for IGMC (Growth) is also an important part of my game I decided to just keep working on it and submit it to the event
EDIT: Woops, Double post
author=El_WaKaI started late last year, on the 16th. Oh boy that is my crowning moment as a developer where I can easily say I came close to endangering my life for the pursuit of gam mak. I procrastinated most of the first 9 days, then buckled down.author=ExtremeDevelopmentJuly 7th - August 7th
A lot of people participating in IGMC, and I never actually heard of it until now anyway, maybe I'll participate next year too. How long is the time limit?
Heh, I started late too, I was just making a game around the 11th and when I saw the twist/theme for IGMC (Growth) is also an important part of my game I decided to just keep working on it and submit it to the event
Almost glad I missed the deadline.
Slidin' pixels around and making protags do the electric slide
Penta did the actual sprite, I'm just pushin' the pixels around <__<

Penta did the actual sprite, I'm just pushin' the pixels around <__<
@Penta-Oooooo monochrome huh? <3 Anyway, I'm sure not but I dont think the character will be able to stand on the table? I'm just guessing you didn't set the passabilities yet. Also yes, those floor tiles need a lot of work.
I think the perspective is not working too well in that image because the angles of the platform the cat is on clash with the angle of the floorboards...? Maybe synchronize those?
author=PentagonBuddythe perspective on this stuffed cat is kicking my ass
any pointers would be muchly appreciated
You shouldn't really think it as perspective as this world you're presenting has no vanishing points. Why are the sides angled? it should just be a box/square. But if you want it a less boring view you'll have to angle the top and bottom sides like so.


Thanks! All of that was very helpful. I went the boring route and i gotta say like 70% of my tile difficulties stem from having a hard time with that weirdo rpg angle and trying to apply perspective rules n stuff to it
author=TehGuyCan confirm.author=kentonaLiterally never
since when are top hats boring?
I have resigned myself to not doing any dev until school starts on Monday, however, drawing for the fun of it is A-okay!
The Nymph: 5 Mins of work, 3 on outline, 2 on color/background.
http://i.imgur.com/K3AVaGc.png
Member XII: 12 Minutes (ayyy lmao) of work, 4 on lines, 8 on coloring/background.
http://i.imgur.com/RkWbwl6.png
I'm following the advice of my friend Kate, who is a proffesional free-lance artist, and also happens to have an amazing voice. She suggested to practise drawing at a much faster pace until it becomes neat.
So I'm doing that.
author=TehGuyauthor=kentonaLiterally never
since when are top hats boring?
tony is the best tiger and the guy who owns the speakeasy he lives in makes sure he is always dressed to impress

Alright trying to figure out how we want messages to look and it's so finicky
mostly those hands I spent half of my dev time drawing might end up cut off and that makes me Sad so im preserving her glorious bartender polish action
I am slowly quickly coming to realize how limited the RTP tilesets for RM2k really are
EDIT: also probably gonna make a crappy stick-figure-esque RPG complete with hand-drawn stuff in VXAce just to get reacquainted with Victor's/Yanfly's/etc's stuff and the engine itself.
At least that'd let me focus on story/mechanics a bit more, though it absolutely kills me to not have, ah, quality graphics (by my standards, at any rate) but I guess I gotta start somewhere
EDIT: also probably gonna make a crappy stick-figure-esque RPG complete with hand-drawn stuff in VXAce just to get reacquainted with Victor's/Yanfly's/etc's stuff and the engine itself.
At least that'd let me focus on story/mechanics a bit more, though it absolutely kills me to not have, ah, quality graphics (by my standards, at any rate) but I guess I gotta start somewhere
I played Oh! Ko! recently, which is an endlessly charming game with very mspaint worthy graphics, but it's all done so beautifully I don't mind, because the whole game is in said style, and the characterization is good, it speaks for itself.
If it won a place in the IGMC last year, which I suspect, then it is a testament to that statement.
My point is, Anything looks good so long as it's anything looks like everything!
If it won a place in the IGMC last year, which I suspect, then it is a testament to that statement.
My point is, Anything looks good so long as it's anything looks like everything!

I had a hard time making the game's mechanics work right. The perfect solution involved changing all "non-blocking" tiles in the chipset to "blocking down and right" tiles.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Wouldn't that mean the player can only ever move up or left in any circumstance
Also it'll look better if you lower the contrast and also the saturation on that grass, it's absolutely blaring. The trees need the same saturation change but maybe not the brightness change since they're not ground tiles
Also it'll look better if you lower the contrast and also the saturation on that grass, it's absolutely blaring. The trees need the same saturation change but maybe not the brightness change since they're not ground tiles
After months of hard work, I've finally submitted my game page!
Sooooo satisfied right now. Right now, I'm currently implementing bug fixes to my games' scripts and am working on a boss event prior to the second major area.
Sooooo satisfied right now. Right now, I'm currently implementing bug fixes to my games' scripts and am working on a boss event prior to the second major area.
I just submitted the first playable thing in a year. It's good to finally be in the zone again.
Working on the maps for the next update of Parallels... I'm a little bit stuck because of my color palette aesthetic issues--I like to keep the "dimensions" all within a limited color palette, but the one I'm working on now is a big city, which leads to a need for a wider variety of color.... Tricky!

























