GHOST'S PROFILE

Game Project:
http://www.rainfall-game.com

Personal blog:
http://vibrantsea.tumblr.com

Contact: Karim@rainfall-game.com

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The Screenshot Topic Returns

I think this is probably your best stuff yet. I like how this is just a "test". Your other tiles, though unique is more comparable to EB. You kept the style and made it better.

Hope you take this somewhere as I like the setting a lot. There's a lot of attention to detail which makes this really cool and atmospheric.

P.S: Your EB fangame has a polished battle system :S.

P.P.S: Lol saw FF6 Cid in yo cityy

The Screenshot Topic Returns

Looks good Starskip. I would take a look at a few things though.



Red = Depressions in the wall aren't really blending well. You can either adjust the claw marks, holes, etc... Adjust the wall or both.

I don't if your game is a horror game or not but many of these types of maps have bland palettes / pillow shading pixel art so the "gore" details like blood on the wall and cracks are hardly noticeable.

Yellow = I understand that you're trying to add some variations so the floorboard doesn't look flat. If you're going to keep those pieces then I suggest you vary the locations. Looks a bit weird either way, I would just add another shade or texture to the floor and just remove the yellow marked pieces. Whatever you do don't make floor tiles too busy.

White = Heh, the palette of the tile and the sprite are far too similar. I would definitely look into adding some new colors if I were you. The window for example needs a lot of work.

I marked the hair but I would beef up the the sprite and make it look more distinguished as well. There are various way you can do that. You can either apply a hard dark outline to areas on the sprite or you can select a color and define the sprite using a dark shade of whatever color you select. You may also add a shadow to the sprite below his feet, under his hair, arms, etc. This gives definition to the sprite and it'll make it pop.

Rest of the map looks fine and I actually like the sprite's anatomy. Would be cool to see it in motion ^.^

Looking Back: Vaporware Special Part One

I don't know, these are vaporware but they still inspire people. I would honestly look forward to play any of these games really. I trolled Neophyte for like a year to release his game even in part, but really I just wanted him to work on games again.

I think these games were learning experience regardless, should ask what the game designers have to say about it. I know Neophyte did a few things that weren't done by anyone else at the time.

I'm sure most of these guys have playable content as well, however having playable content does not equal a a complete experience. Perhaps their vision wasn't met? There are lot of development pitfalls that occurs.

Believe it or not, these kind of games are what inspired me the most. Every new gem fueled me and I'm sure many others as well. There was this weird level of competition that existed in GW and abroad around that time. Sure, some people were just looking for fame but other designers were only really trying to express their creative ideas.

"Vaporware" titles and hype in general can be generated from a few screenshots lol. It's often not even the intention of the creators to over hype their game.

Melly and friends created a pretty cool archive of some vaporware vids:

http://www.youtube.com/playlist?list=PL4BBAB8079C8ACF2A

Might want to check that out Tau.

Rainfall: The Sojourn Kickstarter ad !

We're aiming for Q3 / Q4 2013.

Rainfall: The Sojourn Kickstarter ad !

No, just added more frames. There are other sprite / sprite animations.

Animations will look more fluid now across the board. It won't really take long to add the updates either which is good.

It would have been easier if we used a NES palette and baby sized sprites (retro!). Just a tad faster I bet... XD.

Rainfall: The Sojourn Kickstarter ad !

That was pretty helpful Anaryu. It's very hard to get actual critical feedback in general. I could tell you were sincere and I really appreciate that you took the time reach out, thanks man.

I think most of what you've said was rhetorical so I'm not going to actually respond to each point. I will say that I have planned a lot of things out already, including contingency plans. I'm quite meticulous in that regard as I don't really like shooting in the dark.

There are a lot of conditions you have to take into consideration when assembling a team / managing said team. I've spent a lot of time finding the right people. For the most part, the core team is solid and we work well with each other.

I apologize if the finer details are obscured at the moment. I am fully aware that I'm on the world stage and what that implies but really, I have thick skin I don't really care if people sling stones at me. What I do care about is completing the game and staying within my scope. I'm actually doing this to see my concept through, everything else is fluff. I must say, working with people feels really awesome though. It's what I always wanted really.

I'm usually quiet with things, that's just my nature. However, there will be more public updates in the upcoming weeks, starting around the end of the Kickstarter campaign.


6 frame walking cycle (left leg a bit stiff here). There will be some more animations very soon as well as possible gameplay video.


alterego_loloatguard.png

I didn't notice ms. quaker oats on the box until just now.

alterego_loloatguard.png

Oatstanding!

Oathguard

Great to see this go "live". Though I'm banned from playing until it's fully beta-tested per Melly's order... I can at least say that I'm really excited.

You may now rest for eternity as a fallen hero...

*Nod Nod

Gomen

The Screenshot Topic Returns

author=Darken
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.

Enterbrain has forever been doing that and the faster people learn this the better. I don't have an issue with RM per se but some of the dumb limitations it has is mind boggling. They basically alienate a lot of serious indie game developers from using RM seriously. I find their map editor to be outright garbage.

With that said, RMVX Ace is pretty powerful but even menu games can be limited by some of the botched decisions made by Enterbrain. Jude is right, it takes effort to remove the blocky looking maps and that is clearly something people aren't motivated enough to do. I don't blame them considering the engine was designed like that.

I'm assuming this will be taken as an offensive attack to RMVX in general so let me just prepare.

*Ghost uses harden.