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Barracks.png
There's a fair amount of inconsistency in shading and texturing styles here The beds are sort of like refmap, using colored noise to imply texture. The walls look almost like a photograph or something taken out of Doom 3, with a high degree of realism. The floors and lockers are very low contrast with dithered shading. The lockers in particular stand out against everything else. Have you considered texturing everything similarly to the way the walls are? Also, it looks like you have a tiling error where the wall meets the room borders.
Alcarys Complex giveaway - Images Feedback challenge
The Screenshot Topic Returns
author=White_Rabbit
I remember like 10 years or so ago, I found a way to break out of the tile-move system. But I couldn't find any tutorial/patch for 2k3 in the past weeks.
Since you're using 2k3, I recommend just sticking to the tile-based movement, avoiding dynamic sprite scaling since you can even use the method I suggested at all, and designed your backdrops with equal proportions akin to isometric, though your tilt can be different from area to area (which is what you appear to already be doing anyway). To add per-pixel movement is more hassle than it's worth, and any dynamic scaling would have to be done exclusively based on the sprite's vertical coordinate. These are greater obstacles than you probably grasp.
Speaking of characters, just finished my 3rd playable character battle animation. I might be going to make a video though, because seeing the sprites alone doesn't really give you an impression of how they look animated.
Just make a GIF. And what's with showing compressed jpegs for spritework anyway?
The Screenshot Topic Returns
Depth and control issues could be handled by just eliminating tile-based movement and handling collision detection and depth via a grayscale mask. The higher the white value of the pixel at the sprite's coordinates, the larger to render the aprite, with solid black pixels being obstructions. There are workable solutions to this "problem". Also, bulma's example image is ugly while White_Rabbit's is very handsome. He clearly has an aesthetic sense that you don't so I'd trust his instinct when he starts integrating sprite objects into it.
Pom Gets Wi-Fi
This game was amusing. Pom is totally a metaphor for the average internet asshole. Talks a lot of shit from behind a computer screen, but is in truth the tiniest dog of all.
GET IN THE ZONE WITH AUTO ZONE!
GET IN THE ZONE WITH AUTO ZONE!
The Screenshot Topic Returns
I pretty much never post in this thread. I should start...? Anyway, this isn't a screenshot but a mockup. I need to actually make a tileset full of stuff before I can start writing an algorithm to do room interiors for my random dungeon generator.
















