JOSEPHSERAPH'S PROFILE
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Owl's Nest
Hihihi thanks for the hype y'all! Mehopes to be able to churn out some nice sidestuff like production videos and blogs too~
Indeed its the one with the beach and the beanstalk! Hopefully the beach will be available soon :D
Makin' this has been quite the ride, and Ive partnered up with someone whos very talented, that I hope will make this game the best it can be.
So please look forward to hearing more of it~
will this finally be the first non vaporware jogame? let's cross our fingers
Indeed its the one with the beach and the beanstalk! Hopefully the beach will be available soon :D
Makin' this has been quite the ride, and Ive partnered up with someone whos very talented, that I hope will make this game the best it can be.

So please look forward to hearing more of it~
will this finally be the first non vaporware jogame? let's cross our fingers
S8jhAb.png
Gameboy Color
Approaching 60%!
Watercolor characters portraits and facesets
teacher.png
Character Introductions: Durant (Plus Music and Battle UI Progress!)
I'm so excited to work on this, everything in this project is made with so much love. <3
Feedback on the UI note! I'm gonna tone down the glow and add a cursor (which emits the glow)
I was kinda inspired by FFX-2's glowy menu and it's a concept I plan to apply on most menus, or at least where possible~
Feedback on the UI note! I'm gonna tone down the glow and add a cursor (which emits the glow)
I was kinda inspired by FFX-2's glowy menu and it's a concept I plan to apply on most menus, or at least where possible~
ProjectSOPHIA
thanks lol
its so sad
im actually pretty fine at making vaporware
but actually finishing things is......
its so sad
im actually pretty fine at making vaporware
but actually finishing things is......
NOTHING IS FINAL. In the meantime, enjoy this HD portrait and message box!
There's no need to feel so! It's an opinion I'm glad to hear and am aware it would be approaching -- i also know i'll have to explain this choice quite afew times in the future hahaha, but it's good to hear how other ppl feel about it! <3
NOTHING IS FINAL. In the meantime, enjoy this HD portrait and message box!
Thanks for the feedback!
I personally am well aware of the risk of going with this mesh of pixel + HD. I also know people will sometimes react adversely to it, but I'm faithful it's the best choice for several reasons.
Were this a short, unambitious project, I would be fully accepting of utilizing pixel art for everything, resolution locking the game, defining a very narrow palette and such. But this is a huge, extremely ambitious project (almost overwhelmingly so) and as such, I'm confident HD will be our ally.
That comes for several reasons:
- Palette cohesion across a huge project with several thousands pieces of separate assets is far easier to do when you have full color control, gradients and such.
- HD graphics are easier to edit and adapt to new environments than pixel art is. that makes the assets resist and adapt better to change. The portraits, for example, if I needed them to be bigger for some specific section I'd have to redraw them. Here I can just resize them, and the raw size is actually really big.
-I, as an artist, have an easier time expressing certain things through painting / drawing than I do pixel art. That's especially true for portraits. I believe the positive impact of having more freedom and fluidity when drawing said assets will generate a positive outcome on the "acting" of the characters even with nostalgic, retro players.
-For scaling / resolution purposes, HD art is very flexible. So are the very low resolution tiles, which will look good scaled by, say, 512%, but DEFINITELY not scaled by 148%. That's very similar to how Record Keeper does things, which is a technical reference for me.
-For visual clarity within menus and whatnot. Many will say that clarity independs of resolution, but I digress, and with this being an RPG, the lack of jaggies, and possibility for smaller fonts to remain readible where in small resolutions it would only barely be, opens up more possibilities for UI design.
That's pretty much my reasoning behind this, and Felds agrees with everything.
(I kinda am the guy that brings up resolution, scaling and other technicalities when we talk about the game, hahah.)
I personally am well aware of the risk of going with this mesh of pixel + HD. I also know people will sometimes react adversely to it, but I'm faithful it's the best choice for several reasons.
Were this a short, unambitious project, I would be fully accepting of utilizing pixel art for everything, resolution locking the game, defining a very narrow palette and such. But this is a huge, extremely ambitious project (almost overwhelmingly so) and as such, I'm confident HD will be our ally.
That comes for several reasons:
- Palette cohesion across a huge project with several thousands pieces of separate assets is far easier to do when you have full color control, gradients and such.
- HD graphics are easier to edit and adapt to new environments than pixel art is. that makes the assets resist and adapt better to change. The portraits, for example, if I needed them to be bigger for some specific section I'd have to redraw them. Here I can just resize them, and the raw size is actually really big.
-I, as an artist, have an easier time expressing certain things through painting / drawing than I do pixel art. That's especially true for portraits. I believe the positive impact of having more freedom and fluidity when drawing said assets will generate a positive outcome on the "acting" of the characters even with nostalgic, retro players.
-For scaling / resolution purposes, HD art is very flexible. So are the very low resolution tiles, which will look good scaled by, say, 512%, but DEFINITELY not scaled by 148%. That's very similar to how Record Keeper does things, which is a technical reference for me.
-For visual clarity within menus and whatnot. Many will say that clarity independs of resolution, but I digress, and with this being an RPG, the lack of jaggies, and possibility for smaller fonts to remain readible where in small resolutions it would only barely be, opens up more possibilities for UI design.
That's pretty much my reasoning behind this, and Felds agrees with everything.
(I kinda am the guy that brings up resolution, scaling and other technicalities when we talk about the game, hahah.)














