THE SCREENSHOT TOPIC RETURNS

Posts

Caz
LET'SBIAN DO THIS.
6813
I gotta admit, I do much prefer that undithered one when it's close up like that - mainly for the new texture on her hair and neck. I'm otherwise not bothered by the dithered one at all!

I think you're doing a great job with your chipsets, nonetheless. The way you overlap the buildings gives it a good sense of uhh.. I guess it just feels a lot more human? And that foliage is delicious.
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 dunno, after thinking about it again, the dithered one is basically all in your face "Hey this character is made of LITTLE PIECES" and that seems appropriate for a game about puzzle pieces. Even though they are pixels and not puzzle pieces, my mind makes the connection when I look at the screenshot instead of just looking at the face by itself.

So, I definitely wouldn't do it like that if it were me, but I guess it works.

Too bad you're not doing it at higher resolution; you could make the portrait actually look like an assembled jigsaw puzzle. Maybe it's still possible? I think something like this would be utterly brilliant:



I love your sprites by the way.
Craze
why would i heal when i could equip a morningstar
15170
maybe a puzzle piece-shaped box for the portrait to go it. that just looks silly
author=Craze
Itaju, is there any sort of middle ground? Your game on the whole looks great, and it is going to stick out regardless of bizarre dithering. I mean, your levels are full of puzzle pieces; you've already got a trademark.

but if you going to be "NO I AM DIFFERENT!!!!!!!" then okay, do it up, as long as people on either side don't become dicks

Na, I just use the dithered chars because I like 'em, not because I want to achieve something, be artsy. I am happy that there are people out there who actually like it the way I do it.

I do respect that people prefer the non-dithered version.

I created both versions (the dithered first) and I just continued using that style based on my personal preference. Also I appreciate the suggestions you guys made (also on my other artworks), especially Locke. But I think puzzle-shaped Facesets would overdo it (and would contradict the lore of my game).
The question should not be dither or not dither, because the shading should adhere to the form of and volume of the subject. Right now there's a fundamental problem with your shading which is making it look flat.

Your lines have jaggies and are inconsistent in width. And that pillow shading got to go. Some more dynamic colors with shading adhering to the planes of the face will push it farther than any stylistic arbitrary dither.

Here's an edit I threw together highlighting cleanup:

It looks kind of freaky but that's because of the odd anatomy of this doll style that you are going for.
Worked all day on this bad boy, but I think it turned out rather well! Gesallia in Ruins has received quite the revamp~ (Because of map saver script issues, I had to turn off the lighting effects, and screen tone, so it'll look much better in game.)
author=Clareain_Christopher
Looks like a fun party, Sana!
A party's always fun when there are severed heads mounted on top of flags~ ^o^
Thought I'd share my first attempt at RPG Maker with you guys, I think it came out okay since I've never tried it before. It's very generic, parallaxing seems difficult though :/



and now in action without all the bright green



Any comments welcome, even if you only tell me to stop using the crappy RTP!


Nice maps I love it Vox. I wish I was that good :lol



What do you guys think of this sprite, too small or just good enough?
author=vox-humana
Thought I'd share my first attempt at RPG Maker with you guys, I think it came out okay since I've never tried it before. It's very generic, parallaxing seems difficult though :/



and now in action without all the bright green



Any comments welcome, even if you only tell me to stop using the crappy RTP!




Stop the crappy RTP!

besides that, pretty nice (I like the two levels with the two Shrines on the screen). But do you really like rectangular shaped worlds?
I really don't, it's kind of hard not to be drawn into that when every tile is square shaped though. I see what you mean though, the big platform the characters are standing on just goes straight across at the top when it could have a more interesting shape. Or if that's not what you mean exactly how can I give it a less rectangular world vibe?
Use a different Chipset like this one.



Seiken Densetsu 3 proves perfeclty that a square-shaped based map editor dosen't necessarily lead to maps that "feel" rectangular.
Decky
I'm a dog pirate
19645
Vox, those are quite good for a first map! As for using the RTP, it's your call: don't let others pressure you, and use what you feel comfortable using or what is most visually appealing to you. Rips can also be harder to use; RTP is good practice material. Not to steal your thunder, Itaju - I see where you're coming from - but it's not an absolute must-do by any means.

As far as your maps go, there are ways to reduce the grid-like nature of VX Ace RTP. Reducing the stretches of straight lines will help. If a shoreline, cliff, or grassy section extends for more than 3-4 tiles, then it runs the risk of looking highly inorganic. Still, this is better than the maps of most veteran RPG Makers. Keep plugging away!
author=Itaju
Use a different Chipset like this one.

It's a useability thing. VX/Ace's auto-tile format enforces squareness, and auto-tiles are the easiest type of tile to quickly paint a map with. There is a separate layer which allows you to place standard tiles but it does increase the level of effort required to construct a map. The VX/Ace auto-tile is also more difficult to rectify when creating your own tilesets. Really, they should've kept the 2k/XP format for auto-tiles.
Craze
why would i heal when i could equip a morningstar
15170
Jude, if you're going to be that involved in the map design process in the first place, you should really just do parallax mapping.

I like the VX/Ace RTP, but I am also part of the target audience for the series ("people who like Dragon Quest"). Everything about the RM* series except XP is a blatant rip-off of DQ, right down to the attributes and damage calculations. AND I LOVE IT
author=Craze
Jude, if you're going to be that involved in the map design process in the first place, you should really just do parallax mapping.
There's a big jump between standard tiles and pre-rendered maps. Tiles are modular, integrated into the map editor and database, and require less effort to make adjustments to.
author=Itaju
Poorly created meme



Please never post content like this again. Strike one.
rip in peace

this topic

Jude, if you're going to be that involved in the map design process in the first place, you should really just do parallax mapping.

Please think back to why the tile/map editor was made in the first place. Because you might be now realizing that Jude is referring to a limitation that ironically... rm2k3 didn't have.

Two steps forward one step back. Enterbrain.