DARIA'S PROFILE

I make games for fun, sometimes.
I also review RPGs on YouTube, sometimes.

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No difference, you can still disable saving in XP. It's just an event command. I'd tell you specifically where to find it but I'm not at home.

The Screenshot Topic Returns

You still want to pick out some and make the suggestion of leaves.

Also something I was always taught in art classes was that it's always good to break the rules, but only once you've mastered them first. Otherwise it's not a stylistic choice, it's a crutch.

Gaming developing and where to begin.

Personally I'm making my entire game using RTP. IF I finish and IF it's good then I'll focus on replacing all the graphics (and recoding it in Java or C++).

The Screenshot Topic Returns

Oh one another thing I noticed and keep in mind I'm not a pixel artist (but I have had four years of life drawing studies). But your screen uses indirect lighting (ie there's no clear direction where the sun is shining from) but those bigger trees are being lit up from the north west. It would be better to shade them so that te underside of the of the leaves are darker. Also don't think of your leafy tree mass as one bubbly shape that needs to be shaded. Rather it's a collection of individual leaves that you should attempt to define.

The Screenshot Topic Returns

Lotus: I really like the stars and the dirt/grass is beautiful. The larger pixels used for the house and clouds makes sense to me because those are larger scale objects (and I wouldn't have thought anything of it if Itaju hadn't pointed it out). The Christmas trees are really damn tiny though and don't match the scale of anything else. At least the fluffy trees could pass for young trees.

The Screenshot Topic Returns

@Lotus: *cough*her own*cough*

And I edited the carpet. it's actually a square of wallpaper surrounded by a wood trim border I originally hacked off some other sprite (or maybe I drew it-honestly can't remember). Oh and the triangle is a blinking cursor that indicates where the front door is.

@Karsuman: The wood beam thing was my idea, but you're right. It makes zero sense to have it visible in this one singular map and no others. And ultimately it's just distracting. Furthermore, I was only using it to hide some poor mapping which is just terrible. With all that in mind I scrapped it.

RPGS... you've beaten

Legend of the Ghost Lion (NES)
Princess Tomato and the Salad Kingdon (NES)
Destiny of an Emperor (NES)
Crystalis (NES)
Legend of Zelda (NES)
Willow (NES)
Shining Force (GEN)
Shining Force II (GEN)
Shadowrun (GEN)
Wonder Project J (SNES)
Chrono Trigger (SNES)
Harvest Moon (SNES)
Radical Dreamers (SNES)
Super Mario RPG (SNES)
Breath of Fire (SNES)
Breath of Fire 2 (SNES)
Rhapsody (PSX)
Final Fantasy IX (PSX)
Parasite Eve (PSX)
Vandal Hearts (PSX)
Koudelka (PSX)
Suikoden (PSX)
Suikoden 2 (PSX)
Defenders of Oasis (GG)
Crystal Warriors (GG)
Shining Force Sword of Hajya (SCD)
Final Fantasty Saga (GB)
Swordcraft Story (GBA)
Shining Force: Legacy of Dark Dragon (GBA)
Goldensun (GBA)
Harvest Moon 64 (N64)
Skies of Arcadia (GC)
Dragon Quest 8 (PS2)
Harvest Moon: Save the Homeland (PS2)
Mana Khemia (PS2)
Popolocrois (PSP)
Dragon Quest 4 (DS)
Dragon Quest 5 (DS)
Atelier Annie (DS)
Atelier Rorona (PS3)
Fable (xbox)
Sudeki (xbox)
Knights of the Old Republic 2 (xbox)
Obilivion (360)
Fable 2 (360)
Fable 3 (360)
Fallout 3 (360)
Lost Odyssey (360)
Eternal Sonata (360)
Rise of the Argonauts (360)
Divinity 2: Ego Draconis (360)
Baldur's Gate (PC)
Arcanum (PC)
Knights of Xentar (PC)
Princess Maker (PC)
Quest for Glory VGA (PC)


And probably some that I'm forgetting. There's also a ton that I've reached the last boss or dungeon on and for whatever reason walked away and never picked it back up. I'm terrible at finishing games.

The Screenshot Topic Returns

@JosephSeraph: Thanks!

OKAY! I'm killing the ceiling crap, it's a technique I'll keep in mind for dungeons, but ultimately it didn't work here. Also taking into consideration some of Lotus's suggestions here is the finished map. I added more clutter to the forge, cleared up the path between the washroom and the forge, added a red carpet to the front door, and greened up the place. The storefront is streamlined to look more like a display room and I think it looks "classy". If I've violated some unwritten law of retro RPGs then write me a code violation; It's done. :P

The Screenshot Topic Returns

How about the fact that the path is open on the other side of the wall? Seriously when mapping that's been my rule of thumb. If I want the player to pass through the opening I make a clearly defined path. If I don't want them to go that route then I block the wall with shelving or some other obvious obstacle.

This isn't a dungeon maze where players have to constantly guess the route. It's more than likely a three room house where the bathroom is obviously adjacent to the the bedroom with no visible door. Surprise, surprise the wall is passable.

AND none of this occurs on the beaten path, most players are going to enter an NPCS's home, talk to who they're going to talk to and leave. The only time does the question of "which wall do I pass under" even apply is when the player is dicking around.

I really don't know what else to say, I understand what your concern is and why 99% of the time I wouldn't suggest anyone else mapped this way because it is very easy to do wrong. But short of playing through my current build you're just going to have to take me at my word that I know what I'm doing.

That said, thank both you and Lotus for for feedback. Lotus in particular brought up some helpful suggestions that I will take into consideration. Thanks!

The Screenshot Topic Returns

It's okay LockeZ, in the first map of the game I've implemented a covert tutorial that will alert gamers to this strange phenomenon by placing a treasure chest in a room that you have to pass under the ceiling tile to reach. Greed will learn 'em.