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The Cage
  • TheRexman221
  • Added: 07/13/2016 10:14 AM
  • Last updated: 04/28/2024 12:02 AM
  • 3820 views

Posts

Pages: 1
Why looks the chara here and here https://rpgmaker.net/games/9045/images/69774/ so defferent to the others in the other Pictures?
I ask because this Chara Version looks better then the other with the SD feeling.
author=AnimeGirl
Why looks the chara here and here https://rpgmaker.net/games/9045/images/69774/ so defferent to the others in the other Pictures?
I ask because this Chara Version looks better then the other with the SD feeling.

It's a part of the story so I don't want to give any spoilers ;)
Because of the SD Chara Design I don't play such games and delete my Subscribed.
Since I throught that the SD would be a first Version and wouldn't be in the final.
author=AnimeGirl
Because of the SD Chara Design I don't play such games and delete my Subscribed.
Since I throught that the SD would be a first Version and wouldn't be in the final.
I understand your decision, but I don't respect it. I think that one of the greatest things an indie developer can do is tell a story. I'm a great story teller, but not a great artist when it comes to pixel graphics. I think it's a little far-fetched to not give a game a try simply because it contains something stock here and there. The game is currently in a "beta" form. Going down the line there will be graphical improvements and even an engine upgrade from Ace to MV. Again, thank you for giving my game a look and hope that you give more indie developers a more "fair" chance.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
She's likely talking about the jarring nature of conflicting sprite styles if it switches between the two mid-game. Even for dream sequences or whatnot it's pretty jarring. Expect people to be recommending you stick to one or the other.

Not that I can offer much of a better solution, sadly. Sprite art is kicking my butt so bad on my project that I'm trying completely unorthodox methods. Spriting is so freakin hard.
author=Dragnfly
She's likely talking about the jarring nature of conflicting sprite styles if it switches between the two mid-game. Even for dream sequences or whatnot it's pretty jarring. Expect people to be recommending you stick to one or the other.

Not that I can offer much of a better solution, sadly. Sprite art is kicking my butt so bad on my project that I'm trying completely unorthodox methods. Spriting is so freakin hard.

I've tried learning, but it's just not something I'm good had sadly haha. I know what your saying with the sudden changes in the art, but take a game like IB where it's its regular style then goes to child-like drawings. Most of the game takes place in the Mirror World and only goes back to the "chibi" form at the start and end... I don't know... maybe something for me to just think about changing.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Something else to consider besides trying to get away with using the mythos pack with other types of graphics is that you have a lamp, a wall light and a hanging light and it is still dark as shit.
edit: Also an unlit candle and another wall light. that room should be illuminated. it also makes you wonder what person ever installed/kept around so many light sources.
author=InfectionFiles
Something else to consider besides trying to get away with using the mythos pack with other types of graphics is that you have a lamp, a wall light and a hanging light and it is still dark as shit.
edit: Also an unlit candle and another wall light. that room should be illuminated. it also makes you wonder what person ever installed/kept around so many light sources.

I suppose I should brighten up the room just a bit, eh? Thanks for letting me know! Trust me, whenever I get the game converted from Ace to MV there is going to be a massive graphical overhaul. Like I've stated before though, I'm not the best at the artsy part, but I can design levels and create a compelling story... at least haha!
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
A pretty sweet mapping technique is to consider the light sources. Like InfectionFiles said, there's the amount of light sources. But it's also good to consider the source of the light itself, though this may be way more detail than you're looking for.

Another important thing to consider is the events and actors. If a room is pitch black and we can see the character just fine it looks weird. Of course this is advanced stuff so devs need to gauge of the nice little touches are worth the extra work. Often not.

Biolumenescance is more like a glow, illuminating very little and with soft, usually tinted colour. In natural areas, for humans it's damn-near useless but it's great for giving atmosphere. Even if you're in the Waitomo Glowworm Caves it's still pretty dark (photos tend to lighten it up a bit. Trust me. You still can't see crap.) This is because they're not illuminating so they can see. They're illuminating to attract other things.

Fire is the next brightest. Torches, for example, allow complete darkness beyond the range of the fire, allowing underground tunnels and such to have areas of light and areas of absolute dark layered kind of like stripes.

Electric lighting, especially overhead electric lighting, is usually enough to light an entire room with a single bulb. For example my apartment has a two-bulb fixture on the ceiling in the living area and another two-bulb fixture in the kitchen area which I usually don't even use. I just measured and the light covers at least a 6.5m radius (it'd be a 13m diameter or more but the room isn't that big). If you really think about it most of our closet lights are super overkill. My closet hasn't had a bulb in it in two years because the room light is sufficient. Closets are the first bulb I take when other bulbs burn out.

And then of course we have celestial lighting, meaning the sun, moon and stars. Stars don't illuminate shit. Never consider a starry sky on it's own to be a light source. Add in the moon and you get nice overall coverage with very soft shadows since the overall light level is still low. Then of course there's the sun. A room at ground level or higher with a window will still be light pretty well by the sun alone. Also, even when obstructed sunlight still has strong seepage, especially compared to fire. Ironic that.

So yeah, likely WAY more info than anyone will ever likely use but information is ammunition and I had fun writing it. Feel free to debate.
author=Dragnfly
A pretty sweet mapping technique is to consider the light sources. Like InfectionFiles said, there's the amount of light sources. But it's also good to consider the source of the light itself, though this may be way more detail than you're looking for.

Another important thing to consider is the events and actors. If a room is pitch black and we can see the character just fine it looks weird. Of course this is advanced stuff so devs need to gauge of the nice little touches are worth the extra work. Often not.

Biolumenescance is more like a glow, illuminating very little and with soft, usually tinted colour. In natural areas, for humans it's damn-near useless but it's great for giving atmosphere. Even if you're in the Waitomo Glowworm Caves it's still pretty dark (photos tend to lighten it up a bit. Trust me. You still can't see crap.) This is because they're not illuminating so they can see. They're illuminating to attract other things.

Fire is the next brightest. Torches, for example, allow complete darkness beyond the range of the fire, allowing underground tunnels and such to have areas of light and areas of absolute dark layered kind of like stripes.

Electric lighting, especially overhead electric lighting, is usually enough to light an entire room with a single bulb. For example my apartment has a two-bulb fixture on the ceiling in the living area and another two-bulb fixture in the kitchen area which I usually don't even use. I just measured and the light covers at least a 6.5m radius (it'd be a 13m diameter or more but the room isn't that big). If you really think about it most of our closet lights are super overkill. My closet hasn't had a bulb in it in two years because the room light is sufficient. Closets are the first bulb I take when other bulbs burn out.

And then of course we have celestial lighting, meaning the sun, moon and stars. Stars don't illuminate shit. Never consider a starry sky on it's own to be a light source. Add in the moon and you get nice overall coverage with very soft shadows since the overall light level is still low. Then of course there's the sun. A room at ground level or higher with a window will still be light pretty well by the sun alone. Also, even when obstructed sunlight still has strong seepage, especially compared to fire. Ironic that.

So yeah, likely WAY more info than anyone will ever likely use but information is ammunition and I had fun writing it. Feel free to debate.
That was an interesting little read. I have this little lamp inside my room that I use as my main light source and it lights up everything dimly, but good enough. It's kind of like the lamp on the large table in the picture. When making the maps I'm not really going for realism, but to make the room look aesthetically nice to look at. One thing I liked about Courpse Party is that there literally was no advanced lighting. It was rather bright through the entire gameplay dimming here and there.
Dragnfly
Beta testers!? No, this game needs a goddamn exorcist!
1786
Yeah I'm a firm believer in "the player has to be able to play your game." I'm sure we've all played games that were too dark to actually play (not counting scenes where that was intentional)
author=Dragnfly
Yeah I'm a firm believer in "the player has to be able to play your game." I'm sure we've all played games that were too dark to actually play (not counting scenes where that was intentional)

I actually just played a full fledged triple-A game that I kept having to adjust the gamma in. Most people don't notice, but I've actually placed light events on every door and places that you can walk through. I did this so the player would be able to see doors and hallways easier. I really need to just brighten up the maps a bit though haha!
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