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author=Ratty524
It even captures the days where enemy characters had to have a limited amount of characters in their names!

Yeah, all my items/abilities/spells are eight-or-fewer letters as well.

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author=Craze
T - Triple post? Anyway, i really like the steel-blue one on the bottom. The purple eyes are quite sinister!


Ha. I do what I want. I'll shoot for a quadruple post next time. Forum etiquette means very little to me anyway. The dark one at the bottom is probably my favorite too, but it almost seems too awesome for the second boss. Stone -> Gold -> Steel seems like a good progression.

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Also potentially interesting, the golem originally was going to be grassy, which is why his eyes are green (to keep the number of colors down). Technically, I only need to use 4 colors per square, so I could make the eyes a different color but I think using 4-per-sprite gives a more consistent look anyway. Well, I kept the green eyes anyway because I felt like I was using red ones too often for everything else. I ended up shedding the grass because I wasn't liking the way it looked much. I also reduced the overall bulkiness, primarily because the open hands were overlapping with the body making them hard to distinguish. I also had made some possible color swaps for future enemies, in case I want to reuse it.

Shukumei Star II

Man, when I saw the title and title screen, I thought this was going to be a sci-fi jRPG like Phantasy Star. Disappointing.

what gmes better black ops or the classic mario!!

If he's going to argue that Black Ops has more players, he'd be wrong. There is absolutely no chance will catch up to Mario's 40 million units... the game has touched more lives than Christianity.

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author=NicoB
He looks like he's waving at me.

*waves back :D

This is awesome, by the way.


Haha... Yeah, I'm not so great at drawing hands so it's a pretty simple graphic. The hands open/close to reveal weak points, so-to-speak. Open hands also hurt you more, so it's recommended you close them with damage.

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author=Craze
alterego: It's not that he can't, it's that he's trying to emulate NES standards. It's pretty sexy as-is, anyway. =D

Jude, one suggestion: take your screenshots in fullscreen, or crop out the window border. It's unsightly.


Nah, his suggestion is within my defined limitations. The advantage to his approach is, since my battle animations target an event sprite, they will move with the event movement. Unfortunately my targeting cursors are not event sprite-relative (which, honestly, I should probably change anyway... didn't have the foresight when I made that common event), so they will be off.

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author=Craze
That mock-up looks really bad. It's cluttered as hell. The current version is way better.

That was actually factored when I decided to do something real with the graphics I had made for fun. I had wanted to avoid using message boxes which is why I included a kind of "status message" field in the mock-up. I did like having a way to visualize a monster performing an action which could be interrupted, which is why I just changed that into making the monster name blue. I actually had wanted to keep the turn order display, but it seemed like a hassle to event in RPG Maker, honestly. It's displaying mostly the same information otherwise, but having more screen space spreads everything out a bit.

Treasure of the Rudras

I've never played this... Is there a particular emulator you'd recommend? I haven't emulated SNES games in a very, very long time. ZSNES was the primo emulator back then.

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author=Nightblade
You dont even have to make him bigger, just raise the entire sprite higher against the background.

Doing so means I have to move the events up a tile, which will screw up the other monsters. Also, he can not exist against a background per my NES rule set--only a solid black background. I have exactly four colors to work with, including a transparent color. The transparent color for monster sprites is black, meaning it's the solid black background that acts as my fourth color. The alternative is to use a different tileset without a zone background at the top and add another row of events at the top for "large" monsters, which I have considered but haven't moved to implement since it's not exactly a pressing concern.

For the curious, this is my battle system map:

The catacombs tileset is the default one, but it does a tileset swap at the start dependent upon a zone ID variable.

Ah... While I'm at it, here's a fun mock-up I made at NES resolution when I was toying with the idea of making this game. You can kind of see what stuck and what didn't.