THE SCREENSHOT TOPIC RETURNS
Posts
@Ocean: Why so blocky? D: I really think you should make the coastline look more 'natural', no matter how much you want to emulate that retro-game aesthetic. It would only be more visually appealing that way. Btw, I love how smoothly shaded those mountains and trees are.That's less emulating retro-game aesthetic and more "RMVX Ace autotiles are awful". I can see what I can do though.

Better?
Ocean, I like what you've done to update the water autotile and can understand the frustration with the vxAce autotiles. If you want good looking shores, consider making them regular tiles. I doubt you're using the tiles to their capacity with a retro tileset like that.
Also, some 'in between' mountains would be nice. Something at a +16, +16 offset so they don't look so singled out.
I like what you started in the top right with the ground texture, too. I'd apply that throughout, and make some differentiations for various areas; The blank tile doesn't look good. It looks like un-sprited empty space.
Also, some 'in between' mountains would be nice. Something at a +16, +16 offset so they don't look so singled out.
I like what you started in the top right with the ground texture, too. I'd apply that throughout, and make some differentiations for various areas; The blank tile doesn't look good. It looks like un-sprited empty space.
@SorceressKyrsty
As usual, your spritework is very nice and the animation looks smooth (within the confines of the few frames the engine allows). I keep saying perspective isn't a big deal, but the larger the sprites get the more noticeable the distortion becomes, and while it's not too noticeable in that video, the character sprites do look out of perspective with the map. The WIP screen you showed earlier looks like the character is standing in front of a painting, as the map is a 3/4 view and the sprite is drawn on a 2 dimensional plane.
I find it is helpful to think of human sprites as being composed of a series of blocks when spriting in a 3/4 perspective, as this allows everything to easily be referenced on the same plane. If this is too much work at this stage however (understandably), you can 'cheat' the perspective by just using maps which don't draw attention to the clash.
@NOACCEPTANCE772
I know the clashing art aesthetic is a conscious choice, so I won't comment on that, but the numbers are hard to read and the interface should be cleaner for the sake of gameplay.
@CociCookie
That looks quite nice. I can see what you mean, but the character bunching doesn't look too distracting to me.
@Ocean
I love the aesthetic you're using, and I share your pain with regards to the disappointing autotiles of VXAce. What might help is if you made the ground the autotile instead of the water, as that would create some smoother coastlines.
@Shablo5
That looks quite dazzling! The discoloured logs under the trees look a little odd though, especially next to the smaller, different colour tree stump next to them, and I'm not sure I understand the white soil in the flower garden.
@Creation
I like the main character, and everything looks to be in the proper perspective. However, there are a few problems; the windows and the door are far more textured than the rest of the building, and they clash. The door also appears to be too small for the character to easily use. The placement of the windows is also very odd, as modern buildings tend to have evenly spaced windows, and I'm not sure what those grey blocks on the roof are. I recommend using some photographic references when mapping out modern architecture.
I know that your style is going for a minimalistic, easy to view aesthetic, but I recommend using some additional tones to make things less monotonous. Consider adding a soft discolouration to some of the tiles to give the roof a more natural appearance, and make sure to keep the shadows consistent across the map. I know that seems like a lot of criticism, but I do think your sprites have a definite charm. :)
@alterego
There are a few grammar problems ( If a word starts with a vowel sound, you should use 'an'. If it starts with a consonant sound, you should use 'a', for example.) I kind of like Zohar's melodramatic dialogue, but I agree with Archeia_Nessiah that it would make more sense outside of the immediate drama; people don't tend to talk much when they are in mortal danger. Having those thoughts be presented as a recollection instead might work better.
The game itself looks gorgeous by the way.
As usual, your spritework is very nice and the animation looks smooth (within the confines of the few frames the engine allows). I keep saying perspective isn't a big deal, but the larger the sprites get the more noticeable the distortion becomes, and while it's not too noticeable in that video, the character sprites do look out of perspective with the map. The WIP screen you showed earlier looks like the character is standing in front of a painting, as the map is a 3/4 view and the sprite is drawn on a 2 dimensional plane.
I find it is helpful to think of human sprites as being composed of a series of blocks when spriting in a 3/4 perspective, as this allows everything to easily be referenced on the same plane. If this is too much work at this stage however (understandably), you can 'cheat' the perspective by just using maps which don't draw attention to the clash.
@NOACCEPTANCE772
I know the clashing art aesthetic is a conscious choice, so I won't comment on that, but the numbers are hard to read and the interface should be cleaner for the sake of gameplay.
@CociCookie
That looks quite nice. I can see what you mean, but the character bunching doesn't look too distracting to me.
@Ocean
I love the aesthetic you're using, and I share your pain with regards to the disappointing autotiles of VXAce. What might help is if you made the ground the autotile instead of the water, as that would create some smoother coastlines.
@Shablo5
That looks quite dazzling! The discoloured logs under the trees look a little odd though, especially next to the smaller, different colour tree stump next to them, and I'm not sure I understand the white soil in the flower garden.
@Creation
I like the main character, and everything looks to be in the proper perspective. However, there are a few problems; the windows and the door are far more textured than the rest of the building, and they clash. The door also appears to be too small for the character to easily use. The placement of the windows is also very odd, as modern buildings tend to have evenly spaced windows, and I'm not sure what those grey blocks on the roof are. I recommend using some photographic references when mapping out modern architecture.
I know that your style is going for a minimalistic, easy to view aesthetic, but I recommend using some additional tones to make things less monotonous. Consider adding a soft discolouration to some of the tiles to give the roof a more natural appearance, and make sure to keep the shadows consistent across the map. I know that seems like a lot of criticism, but I do think your sprites have a definite charm. :)
@alterego
There are a few grammar problems ( If a word starts with a vowel sound, you should use 'an'. If it starts with a consonant sound, you should use 'a', for example.) I kind of like Zohar's melodramatic dialogue, but I agree with Archeia_Nessiah that it would make more sense outside of the immediate drama; people don't tend to talk much when they are in mortal danger. Having those thoughts be presented as a recollection instead might work better.
The game itself looks gorgeous by the way.
author=Miracle
@Shablo5 - I like it a lot, but there are a few issues. Immediately to the left of the house you have these logs under the pine trees, they sort of stick out because they're so desaturated compared to the map. Directly below the house there's a curve in the cliff but the water tile beneath it goes straight. Also, ground beneath the lamppost next to the bridge doesn't have a cliff edge. I really love the detail you put in the riverbed, though. Good job :D
Thanks for your opinion. The lampost is a problem that must be resolved by hand, Unfortunately, and will be done. I didn't notice the water/cliff issue, thank you.
The log bit I have added some shadow to (Prior to posting that) and may try to give it a bit of moss. Who knows. It does need to be changed a little though, I agree.
Thanks for your opinions.
author=prexus
@Shablo5
That looks quite dazzling! The discoloured logs under the trees look a little odd though, especially next to the smaller, different colour tree stump next to them, and I'm not sure I understand the white soil in the flower garden.
Really? You've never seen a sand garden? I thought all vegetation grows from sand! /sarcasm
Yeah, I didn't think about it till after. It was changed swiftly. Tell me what you think:

Also, filled the box to the left with veggies.
P.S. Look at the tree at the bottom left. Doesn't the top look all fucked up? Lol I always fix that, but somehow that creeps it's way back in everytime I upload a new overlay layer from photoshop. I will find you, ninja out-of-place layer, AND WHEN I DO...
@Shablo5 - That is probably one of the more pretty VX\A screenshots I've seen. Kudos!
@Ocean - That looks brilliant.. I want it haha.
@Ocean - That looks brilliant.. I want it haha.
author=Ocean\@Ocean: Why so blocky? D: I really think you should make the coastline look more 'natural', no matter how much you want to emulate that retro-game aesthetic. It would only be more visually appealing that way. Btw, I love how smoothly shaded those mountains and trees are.That's less emulating retro-game aesthetic and more "RMVX Ace autotiles are awful". I can see what I can do though.
Better?
What Engine is this?
author=prexus
Ocean, I like what you've done to update the water autotile and can understand the frustration with the vxAce autotiles. If you want good looking shores, consider making them regular tiles. I doubt you're using the tiles to their capacity with a retro tileset like that.
Also, some 'in between' mountains would be nice. Something at a +16, +16 offset so they don't look so singled out.
I like what you started in the top right with the ground texture, too. I'd apply that throughout, and make some differentiations for various areas; The blank tile doesn't look good. It looks like un-sprited empty space.
OK done, added some texture to the floor so it's not blank, the mountain thing and all! Will make some variation for the coast too with the upper tiles as well.
What Engine is this?
RMVX Ace
Honestly, I actually think the blank tile with the tone you chose is pretty easy on the eyes, and that's not something you can say for every grass tile. If you plan on adding texture, I wouldn't add too much.
@Shablo: Where the lantern is by the bridge, you seem to be missing the edge cliff tiles. Oops. Looks very pretty though. :P
author=Liberty
@Shablo: Where the lantern is by the bridge, you seem to be missing the edge cliff tiles. Oops. Looks very pretty though. :P
Haha this one mistake is the bane of my existence. Although i'm kinda surprised nobody commented on the fact it's day and the lights are on :p
Anyone have any comments/input on the actual grass and stuff? The big picture on the last page that is
Yeah, rough up the cliff lines a bit. You'll be hard-pressed to find cliffs that straight in nature. Add a few indents/outdents. The rest looks very nice to the eye, though.
@Ocean: Heh; I hadn't paid attention to the resolution of the screen. For some reason I thought you were making this in rm2k3 and not VXA... wishful thinking, I guess. =P But anyway, if is not possible to make the coastline all roundy and stuff then what you have there is already pretty good. I only worry about that little island that is still basically a rectangle, but that's easily overlooked.
@Creation: Well, what bothers me the most of that chara are his arms. Make them longer so they extend a little below the waist, and make the shoulders a bit more square too. ...The hat, like I mentioned before it's a tad small. I looks like one of those Pilgrim's hat, rather than, I don't know, a fedora? Lastly, it looks like he's wearing a t-shirt instead of a shirt. He'll probably need a tie too.
_
Also, thanks to those who commented on my video! I'll keep all into account, and I feel a little more reassured about it now. ^^;
Edit: @Large: Nah, I always use 'alter ego' as my nickname, and I would never be a fan of a reality show turned sci-fi drama. x)
@Creation: Well, what bothers me the most of that chara are his arms. Make them longer so they extend a little below the waist, and make the shoulders a bit more square too. ...The hat, like I mentioned before it's a tad small. I looks like one of those Pilgrim's hat, rather than, I don't know, a fedora? Lastly, it looks like he's wearing a t-shirt instead of a shirt. He'll probably need a tie too.
_
Also, thanks to those who commented on my video! I'll keep all into account, and I feel a little more reassured about it now. ^^;
Edit: @Large: Nah, I always use 'alter ego' as my nickname, and I would never be a fan of a reality show turned sci-fi drama. x)
author=alterego
@Ocean: Heh; I hadn't paid attention to the resolution of the screen. For some reason I thought you were making this in rm2k3 and not VXA... wishful thinking, I guess. =P But anyway, if is not possible to make the coastline all roundy and stuff then what you have there is already pretty good. I only worry about that little island that is still basically a rectangle, but that's easily overlooked.
@Creation: Well, what bothers me the most of that chara are his arms. Make them longer so they extend a little below the waist, and make the shoulders a bit more square too. ...The hat, like I mentioned before it's a tad small. I looks like one of those Pilgrim's hat, rather than, I don't know, a fedora? Lastly, it looks like he's wearing a t-shirt instead of a shirt. He'll probably need a tie too.
_
Also, thanks to everyone who commented on my video! I'll keep all into account, and I feel a little more reassured about it now. ^^;
I remember a Zohar from an old roleplaying forum game on a spanish Lost fan forum. Lostzilla? You wouldn't be THAT Zohar, would you?
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
Creation, go with a gray hat. It doesn't have to match his coat; hats usually don't, actually. And yeah, a fedora doesn't have a buckle in the front; only pilgrim hats do.
As far as the rooftop scene goes, it needs more doodads. Rooftops are pretty empty most of the time, but you could put some trash and stains on the ground, maybe a few small blood smears on the ground or wall. Cigarette butts left on the ground near the doorway, an antenna or satellite dish up on the gray part, an air conditioning unit, some small heating vents spaced around. It's a nice functional base for the scene, and nothing in it looks bad, it just needs a little more life.
As far as the rooftop scene goes, it needs more doodads. Rooftops are pretty empty most of the time, but you could put some trash and stains on the ground, maybe a few small blood smears on the ground or wall. Cigarette butts left on the ground near the doorway, an antenna or satellite dish up on the gray part, an air conditioning unit, some small heating vents spaced around. It's a nice functional base for the scene, and nothing in it looks bad, it just needs a little more life.























