THE SCREENSHOT TOPIC RETURNS
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@Brady: http://i203.photobucket.com/albums/aa4/Darkbrady/Redhead_zps513fa6bb.png
That's a very neat comic style. Did you draw that from scratch or is it based on something else? Also, how much animated is this?
@Hesufo: http://i212.photobucket.com/albums/cc278/Hesufo/WesternSeptria_zps36260674.png
Cool! It's rare to see a World map with so much detail: dirt roads, rivers, extense forest... If only those tiles mixed better together.
@wildwes: http://rpgmaker.net/media/content/users/26856/locker/FoF_1_WiP_Map.png
Adding a dirt road may be a good idea too, so players can identify the main path with no problem... I hate getting lost in forests. xP
That's a very neat comic style. Did you draw that from scratch or is it based on something else? Also, how much animated is this?
@Hesufo: http://i212.photobucket.com/albums/cc278/Hesufo/WesternSeptria_zps36260674.png
Cool! It's rare to see a World map with so much detail: dirt roads, rivers, extense forest... If only those tiles mixed better together.
@wildwes: http://rpgmaker.net/media/content/users/26856/locker/FoF_1_WiP_Map.png
Adding a dirt road may be a good idea too, so players can identify the main path with no problem... I hate getting lost in forests. xP
@slashphoenix: Hory shet that is some lively map! You might wanna work on matching the grass colors below the tree tiles, though.
Here is a WIP mountain tower map:

Here is a WIP mountain tower map:

@slashphoenix:
The animated ground looks great, nice and jumpy. Suits the vibrant colouring. Would be good to see that across the whole game, make it really feel alive.
@alterego:
Some of the character images are templated from photos etc, but really just for body proportions; the armour/clothing/everything else is drawn from scratch on top of the skeleton trace.
If you follow me o_o
The game itself is fairly animated. A lot of static images, but we're doing what we can to keep them as lively as possible. without...stopping them from being comic panels.
Kinda hard to explain without just balls-out giving every detail. We're releasing the first 5 mins Intro scene for the RSW weekend, since neither of us can really explain to anyone the theme we're goin' for.
Think Scott Pilgrim vs The World, but in comic format instead of movie! ^^?
The animated ground looks great, nice and jumpy. Suits the vibrant colouring. Would be good to see that across the whole game, make it really feel alive.
@alterego:
Some of the character images are templated from photos etc, but really just for body proportions; the armour/clothing/everything else is drawn from scratch on top of the skeleton trace.
If you follow me o_o
The game itself is fairly animated. A lot of static images, but we're doing what we can to keep them as lively as possible. without...stopping them from being comic panels.
Kinda hard to explain without just balls-out giving every detail. We're releasing the first 5 mins Intro scene for the RSW weekend, since neither of us can really explain to anyone the theme we're goin' for.
Think Scott Pilgrim vs The World, but in comic format instead of movie! ^^?
I've been working on a custom dynamic weather, Day/night, and lighting system for a new project of mine.
There's an issue with the wall heights of the second map. By going up stairs to the left room, you're essentially going up a level of height. That means that the height of the lower floors should be at least one tile higher to account for the height the stairs add to the second floor.
Also not sure why there's a placemat in the middle of the bedroom floor.
Otherwise, it looks pretty neat.
Also not sure why there's a placemat in the middle of the bedroom floor.
Otherwise, it looks pretty neat.
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
Is that tile supposed to be a placemat? Why would RMVX have a placemat tile? You'd need four layers to be able to use it. Floor, table, placemat, plate. So either it's a totally unusable tile or it's a small floormat.
author=LockeZ
Is that tile supposed to be a placemat? Why would RMVX have a placemat tile? You'd need four layers to be able to use it. Floor, table, placemat, plate. So either it's a totally unusable tile or it's a small floormat.
Not if it's placed over a counter tile (first layer).
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=Brady
Think Scott Pilgrim vs The World, but in comic format instead of movie! ^^?
Oh god, they made that into a movie?
I loved that movie! Mind you, I'm totally into mixing mediums together...I mean why should we only get to hear a noise? Why can't we SEE it too!?
Overindulgence is the way forward! :D
Overindulgence is the way forward! :D
Liking that snow scene above.
Straight from my game images.
I like the characters here, the overall layout of the bar... until you get to that central island. I'm not really sure how to fix this. It's supposed to be a counter that extends from the wall, and I want the wall to look like it wraps around. But it looks goofy.

Straight from my game images.
I like the characters here, the overall layout of the bar... until you get to that central island. I'm not really sure how to fix this. It's supposed to be a counter that extends from the wall, and I want the wall to look like it wraps around. But it looks goofy.
The text is really, really hard to read. The font is kinda wiggly but it's also gray on gray :/
As far as the counter goes, it doesn't look too bad, but I don't know exactly what you're going for.
As far as the counter goes, it doesn't look too bad, but I don't know exactly what you're going for.
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
Agree, the text is unreadable. Plz make text either black on a light color textbox or white on a dark color textbox, not technicolor on a medium color textbox.
The two tiles of black barrier on either end of the island that extend one square further south than the rest of it need walls below them. Also, it's super weird that the walls that do exist are shorter than the characters. I can only guess that everyone's heads are crashing through the ceiling.
The bar looks enough like a bar that I can at least tell what you were going for but it would be better if there were glasses and bottles lined up. I'd also recommend adding a few more tables in between the existing tables, to fill that space.
The two tiles of black barrier on either end of the island that extend one square further south than the rest of it need walls below them. Also, it's super weird that the walls that do exist are shorter than the characters. I can only guess that everyone's heads are crashing through the ceiling.
The bar looks enough like a bar that I can at least tell what you were going for but it would be better if there were glasses and bottles lined up. I'd also recommend adding a few more tables in between the existing tables, to fill that space.
author=bulmabriefs144
Liking that snow scene above.
Straight from my game images.
Fix the texts ASAP. I don't know why you thought it was even readable... The map looks a little boring to me, try adding something around the room.:O
By the way, where did that faceset come from? I recognize him from Marrend's game. :-?
The faceset isn't an exclusive. I believe they were made by a group way back in the early 2000's and have been spread around all over. I've seen them in many a game.
That said, the real issue with the colour of the text is that there's too much contrast between the top and bottom colours. If you used a smoother, lighter colour (say, white to mid/light grey) it would still give the gradient effect without making it unreadable. You shouldn't have gradients in both text and window, though. Choose one or the other. (Personally I'd get rid of both and add a drop-shadow to the text.)
Also, yes, the room is very bare. You really need to spice it up a bit and there are some glaring issues - especially with the middle walls and how they're covered with tables - and how the sprites are 1.5 tiles high while the walls are 1 tile high.
That said, the real issue with the colour of the text is that there's too much contrast between the top and bottom colours. If you used a smoother, lighter colour (say, white to mid/light grey) it would still give the gradient effect without making it unreadable. You shouldn't have gradients in both text and window, though. Choose one or the other. (Personally I'd get rid of both and add a drop-shadow to the text.)
Also, yes, the room is very bare. You really need to spice it up a bit and there are some glaring issues - especially with the middle walls and how they're covered with tables - and how the sprites are 1.5 tiles high while the walls are 1 tile high.




























