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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
It looks to me like it's being used as the side of the hill in all cases. The non-existant vanishing point and lack of depth perception just makes it unclear, but when moving the character (or cursor?) around in the game I'm sure it's probably fine.

Is that an engine designed to make tactical RPGs, or just a normal RPG engine designed to work with isometric graphics?
author=Adon237


It is still kind of weird to me though, because there are hillside tiles in the left half.

This is how I was seeing it -
Craze
why would i heal when i could equip a morningstar
15170
Lucidstillness

The lighting is fine. Your numbers, however, are terrible. You can't read your HP/MP well, which is aggravating. Outline the numbers, add a darkened background, something.
Also put a filter/overlay on the face graphics, so that they aren't so sharp.
Adon237
if i had an allowance, i would give it to rmn
1743
author=Killer Wolf
author=Adon237
It is still kind of weird to me though, because there are hillside tiles in the left half.

This is how I was seeing it -

This is made in VX. The perspectives are kind of off, I know, but this was just a tester map.
@Craza and Kentona

Thanks guys! Yeah, the numbers look pretty bad and it's something I haven't gotten around to fixing yet. I'm thinking of making my own black-bordered font and adding it to the project, as well as giving the facial portraits a gradient fade so the numbers are more readable. I'll post a pic when I have that done.

@Adon237

That's VX? Nice scripting! Though I do see what Killer Wolf means about the fences; they look like they are framing raised areas of the land in places.
@Adon237
I'm currently doing more tiles for that system. ;3
Personally, I think the perspective is fine.

Here's a screenshot from me using the iso script for vx:
Craze
why would i heal when i could equip a morningstar
15170
unnnnhhhhhh I love the idea of RPG board games - but only as a videogame; I dislike calculating everything while playing a physical board game.
Max McGee
with sorrow down past the fence
9159
author=Craze
Lucidstillness
The lighting is fine. Your numbers, however, are terrible. You can't read your HP/MP well, which is aggravating. Outline the numbers, add a darkened background, something.


The unfortunate clash between monster battler and PC battler visual style is really emphasized in this screenshot, also, seeing them both lined up in a row like that.
Actually, the clash was entirely intentional. It's a throwback to things like the early Final Fantasy and Turbografx 16 games (as well as just Cell-shaded anime in general).

NFGMan's book Character Design for Mobile Devices, Mobile Games, Sprites and Pixel Art puts it better than I could:

"...compare the character design in Final Fantasy VI to that of the enemies encountered during the game. Unlike the player's characters, enemy sprites are intricately detailed static images that are much larger and properly proportioned, a design tactic used since the very first game in the series. The reasoning is pretty simple. Let's say the party is going to fight a huge dragon. The player is already perfectly familiar with the characters in his own party, and provided they're given the proper range of emotions, is likely already quite attached to them. The dragon the player is fighting, on the other hand, is not a character he's going to attempt to empathize with, but rather an enemy he's going to try to defeat in combat...At first, it might sound as if the two styles would jar together-a realistically drawn dragon fighting a bunch of misproportioned, comparatively plain party members. However, this is almost never the case...

...In a way, it's very similar to how a cartoon works. Many cartoons, especially those hailing from Japan, have main characters that are markedly less detailed than their surroundings. This is because a simple design on the characters makes them easier on a psychological level for a viewer to project themselves into. As a general rule, the more realistic a character looks, the more distances he is from the viewer and the less empathy he will inspire, a trick that goes as far back as the earliest Disney cartoons-the good guy always had a big, relatively blank expression. He had large eyes, exaggerated movements and facial features, and a lack of overall detail, while a villain would have small eyes and sharper, less inviting features, and was likely to be much more realistically proportioned."

So the idea of 'cheating' with two different art styles is intended to make it easier to empathize with the heroes of the game, as they do all kinds of emoting and appear often in cutscenes. At first I thought about making the monsters in the same cute anime style, but I found that it made the bad guys less fun to fight. I'm hoping the final aesthetic of the game will be appealing to players for these reasons.
It's a very good book. I highly recommend it for any aspiring pixel artists.

If people feel the two art styles are too jarring, however, it wouldn't be too hard to switch the cell shaded look to a more airbrushed look, similar to what is used in the Y's remakes.



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Uploaded with ImageShack.us


(I absolutely love the art style of the Ys remakes by the way. That's my new goal to aspire to).
chana
(Socrates would certainly not contadict me!)
1584
@LucidStillness, as it is you succeeded, those monsters are really interesting... as compared to the characters. Personally I don't like that type of anime look (in the top picture, which I find excessively banal.
Thanks. Well, my characters are intentionally somewhat generic-looking, as everything about my game is designed to evoke memories of old-school 80s and 90s RPGs (such as Ys). While the characters look generic, however, the events of the story are intended to turn those clichés on their head. I'll explain in greater detail once I get my act together and make a game page.

I'm actually recolouring one of my character line arts in the airbrush style just to see how it will look. If I like the results, I'll post it to get feedback on which people prefer. As you can probably tell, visuals are very important to me.
Me again (sorry for the double post).

So I went ahead and experimented with an airbrush style for the heroes. Here are the results:



I think you'll agree that the airbrushed character looks much nicer than the cell shaded character. It's not exactly the same style as the monsters and the backgrounds, but it is a lot closer and hopefully a little less jarring. The only problem is that of course this kind of art takes a lot longer than the flat cell shading.

Once again I have made more work for myself. -_-
chana
(Socrates would certainly not contadict me!)
1584
It is definitely cuter, smoother (I had sort of gotten used to the very hard lined characters, but I suppose it'll do better).
I think colouring the lines helps the image look less flat, which is probably for the best. The recolouring only took about an hour, and colouring the other characters will probably take less time now that I know what I'm doing.
author=Lucidstillness
Once again I have made more work for myself. -_-

Finish the actual game, or at least get into the 90% completion range, then work your visual upgrades. At least you'll lessen the risk of adding to vaporware :O
The new artstyle is excellent and worth upgrading :x
I agree, though settling on an art style and then working from there is much faster than having to go back and change it all later.

But at least the maps are getting done.

aw snapp. are those fairies? Shit's about to go down.