THE SCREENSHOT TOPIC RETURNS

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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
author=Versalia
It's swiftly becoming a pet peeve of mine when people feel the need to comment that they don't approve of / see the point of a particular thread or the subject being discussed within it. Good for you - now go post somewhere you're actually contributing to conversation instead of telling other people that theirs is pointless.


I don't understand this mentality. The purpose of these threads is to give advice. If someone is giving advice about something relevant to the thread then I don't think any comment could possibly be more relevant and appropriate.
Versalia
must be all that rtp in your diet
1405
edit: this is not a rant thread


Eggbert: Those green arrow tiles are on white, instead of gray like the rest of the floor tiles...? They'd look much better on gray. But I think this is a reference to a game I've never played, or something? If it's referential, leave it. :B
author=Lennon
Yeah, the original version was perfect for the place that it occupies in the story/world/etc. Prexus' colors look nice, as well as Rei-'s and many others, but they aren't suited to the area itself.

Calunio, you make a good point about how obsessing is a major reason that nothing gets done. I'm finish with that chip now anyways, and I've moved on to making other stuff. But, once again, thanks a lot for all the suggestions, guys.

EDIT: @Prexus: I realize that I'm not limited by palette, I know that very well. I could have made the trees golden and pink if I really felt like it. Like I said, I want a more realistic look - not in terms of photorealistic tiles, but in terms of the fact that you do not see blue trees and grass in broad daylight, at least not to my knowledge. I want it to be serious in the vein that it wouldn't be set in some rainbow candyland like a more off the wall game.


Fyi there are hundreds of species of blue trees, and several varieties of blue grass (I am a landscaper/turf management specialist) but if you are going for realistic then whatever. I just assumed by the style that you were going for a more cartoony look considering.

That being said, I like Rei's result as well, although it falls into the blah "Brown and Green" style of graphic that most modern games are going for these days (which is probably what you are looking for)
Well, there are blue trees, great. That means I can have some leeway to use them if I really want to later on.

Also, no, I am not going for "Everything is brown" realistic, cause that isn't realistic. I think we should just end this conversation, since as I've said, I've moved on to other work.

do the charsets match the chipset?
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
@Fist:
Well the flowers are almost as big as the people's heads, but other than that I'd say it matches. Brightness, contrast, and saturation all seem similar enough. Both the chipset and the charsets have outlines around everything, which is good - the presence of outlines is something that a lot of people don't notice when they're choosing and combining graphics.

However the map itself is... uh... Would you like some tips on making towns?


@prexus
If he uses blue grass on the map, I must demand that the area's background music be a country roots gospel song with a fiddle, a five-string banjo and a harmonica.
LouisCyphre
can't make a bad game if you don't finish any games
4523
author=LockeZ
However the map itself is... uh... Would you like some tips on making towns?
So you haven't played the first Dragon Quest.

Which that map looks... exactly like.
OMG those are extra-chibi versions of RTP charsets <3
author=Fist
do the charsets match the chipset?

Not really, they are damn cute though x) but you're using more colors to shade them than the chipset uses for each tile, also when compared to its blockyness your charas look much more stylized... besides that it's all good, see LockeZ's post.
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
I'm pretty sure the first Dragon Quest is not a model example of high quality, interesting, acceptable maps. It was not only the mapper at Enix's first RPG he ever created, but also in fact the first console RPG ever created at all, so he didn't even have other games to look at and get ideas. It was literally the first town map anyone ever made in a video game, ever. We've progressed a little by then to understand that giant empty areas of grass, 1x2 tile buildings, every impassable tile made out of the same gray brick, and a near-total lack of doodads are not really visually appealing at all. Those are the big issues I'd recommend Fist take a look at if he wants to improve the map.

Transparent-roof buildings have also fallen out of style, but that's a style issue rather than a quality issue, so I can't really say it's something that should be changed. I still see these kinds of buildings sometimes in roguelikes. I think it's possible to use this style of mapping and still make it look really good, though it might be harder.
Haha wow even I'm for improved aesthetics but I don't think Fist gives a shit about "that's so yesterday" because I'm pretty sure that's the point.
Oh my goodness! Those chars are awesome! I don't like the chips cause they are damn square (also the houses have no real walls and stuff), but the chars rock ass! Better edit the chips instead of the chars.
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
@Deacon:
Yeah, like I said, the retro style is a style choice. The quality of the map is not.
I need input on a dungeon tileset I'm making.



I'm using a restricted color palette.
The guys are statues.
That's not an actual map, just a test screen.
My main concerns right now are:
I need more objects, places look empty and repetitive, but I don't know what else to add.
I also don't know if I should stick with this more "organic" disposition, with rounder edges and holes on the floor etc, or if I should go for a clean squared dungeon. I'm not going for realism, I just want a cool place with puzzles.
I think it looks pretty damn good do far. That bridge thing on the lower left is really flat though, might need to do something about that. If you need more stuff to add, why not a different floor texture (Darker/Lighter) and some rocks to throw around?

Oh, and you should definitely keep the organic looking roundness.
Versalia
must be all that rtp in your diet
1405
Calunio: those statues have some impressive dongs. Make them shorter so it looks like generic bulge instead of swinging peen. I'd also try to use a color that contrasts differently with the red floor. The walls look great but the statues fade into the red floor a little bit because they are red-purple.

Other than that, I recommend adding some darker red into your red floor - it has a nice feel too it, but if I look directly -at- the floor, it needs one more color of depth IMO. Also you can see the rows of tiles because of the squiggle pattern; try to make the tiles actually "tile" more - see how, if you look up the vertical column that the "entrance" to this room is at the bottom of, you can clearly see 'blank' red lines with no lighter red squiggles breaking them up at all?

Otherwise, A+ work, I love the theme and it feels very HOT and LAVA and DEMONIC
author=Darken
Haha wow even I'm for improved aesthetics but I don't think Fist gives a shit about "that's so yesterday" because I'm pretty sure that's the point.
+1

also, I agree with lennon on the bridge.
Versalia
must be all that rtp in your diet
1405
author=LockeZ
@Deacon:
Yeah, like I said, the retro style is a style choice. The quality of the map is not.

Since tilesets and map layout are both 'visual styles' let's replace references to those terms with "appearance" in your statement.

... "The appearance is a style choice but the appearance is not a style choice"

It wouldn't look quite like an old-school game if the mapping was changed too dramatically. It would just look like most other games but using a comparatively shitty tileset, as opposed to actually making people think "hey that looks just like Dragon Quest."

edit: FIST, I love your avatar zomg so cute
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
Calunio:
Pebbles are always a good unobtrusive object to add to caves. I usually make four or five pebbles that have different sizes and different positions on the tile. Small stalagmites could work too, though you've already got metal spikes so maybe that's redundant. I also agree that some darker floor tiles could work. Also, since you have those grated doors, and I think they actually look pretty cool and evil, you could maybe add grated windows as well?

I vastly prefer the more "organic" edges to tiles in basically 100% of cases, as long as it's still clear when you're standing one tile from the edge that you can't walk forward any more. If the very thin sections of floor-holes are not walkable you might want to make them a little thicker, because right now they look like you should be able to step over them.

You might also want to show some underground wall at the north edges of the holes... I don't know how to describe this. It looks like the ground is paper-thin. The hole should sink off to blackness but it should take a couple pixels to do so, and have visible darkened wall at the top. Like VX tiles. Make sense? Didn't think so, oh well.