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Path_to_Tinsdale.png
Really fantastic screen tint and ambiance here. I love the trees~
Kinda thrown off by the chibi hero though, especially considering the palette of your other screenshots.
Kinda thrown off by the chibi hero though, especially considering the palette of your other screenshots.
SNES_Box302.png
Thanks DHM! What do you think? XD
Tbh, I'm still experimenting if I can find a way to integrate them smoothly with Rm2k3. They might just be for fun.
Tbh, I'm still experimenting if I can find a way to integrate them smoothly with Rm2k3. They might just be for fun.
Screenshot Survival 20XX
author=Luchino
A desert town.
Looking very good~
I'm glad you re-shaded the trees (?) and added shadows - nice touch. Maybe you could add some variance to the roofs? The buildings in particular are looking a bit square and monotonous. Also, the "wall" tiles could benefit from some harder edges.
How did we do it? (A discussion on the new generation's expectations with games)
I replayed DKC2 on Virtual Console with my teenage brother, which resulted in him continuously dying on the 4th stage... 'nough said.
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My lazyness in game development.
author=UPRC
I can relate all too well. My last RPG Maker 2003 game took ten years to finish. Granted there were breaks during that period, sometimes for almost a year, but still.
...
With my current game, if I became INSANELY motivated and worked on it for 4-5 hours on weekdays and more or less all day on weekends, I could finish it by the end of February since I'm getting close to the final chapters. Unfortunately, and even though I do have enough free time, I don't possess the superhuman levels of motivation to be able to pull that off. Because of this, I'm shooting for an unspecified "first half of 2016" completion date since I know that it is a largely realistic goal.
Wow, glad I'm not alone. XD
Much like anything else, Game Dev is a discipline. If nothing else, that's what I've really learned through the years. It's not meant to be easy.
Fatigue is a pretty common symptom though... especially with Indie stuff where there isn't really a central leadership or design team to hold things together. Most people also have the natural inclination to compare our work to SNES/PS1-era RPGs (visually or functionally), but we forget that there was a robust staff behind most of our childhood favorites... not one person huddled on a laptop.
(They also largely didn't have a day job to worry about~!)
But yeah. It was probably my own stubbornness and immaturity that led to the reprehensible development time on BR. As an adolescent developer, I frequently refused to compromise on my vision. I prioritized the wrong things. Now that I've come back to designing games, my sensability is more more grounded and realistic. I'd settle for a compelling 8-hour opus, than a larger experience that's muddled by filler.
Whatchu Workin' On? Tell us!
Beloved Rapture chibi chars~ (WIP)
It was kinda tough to translate the original artist's costumes into something so condensed, but I think they've came out decent so far. XD

It was kinda tough to translate the original artist's costumes into something so condensed, but I think they've came out decent so far. XD

Ara Fell Greenlight Campaign
Wow yeah, I'm excited you opted for the self-publishing route. :) I think this is probably the best direction the project could have taken.















