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OCEAN'S PROFILE

Ocean
Resident foodmonster
11991
Freelance pixel artist, RPG designer, and hungry... for fooood.
Fragments of Mind
Play as a Mage and a Detective who try to solve a murder

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SHOW ME YOUR SCREENSHOTS - Fall Edition

Ah, some of them are. Still trying to figure out the auto-tiling on that actually. I'll try to get them fixed though.

SHOW ME YOUR SCREENSHOTS - Fall Edition

Thank you! Well, I didn't want it to be a very long game as it's mostly a short side project. But yeah, there are like 2 areas there so far that aren't plot relevant.

SHOW ME YOUR SCREENSHOTS - Fall Edition

Looks good to me. Little details like that
Also, the pumpkin glows and the bush animates! It laughs at you. LAUGHS AT YOU.
I appreciate.


I'm not really good at overworlds, don't have much experience either pixelling one or mapping one. Any feedback you have? This is it for the overworld, it's a self contained university.

Who's the hottest videogame character?


Terra


Magiteks are great too.

I don't like them making Terra blonde though, and renaming her Tina. Too used to the SNES FF6 original name/sprite looks.

Oceans bunches of stuffs

The palettes are different each time, I don't use a standard palette unless it's something for the same project. They're pretty much all bright and colorful though, and that's my preference. I could play around with color usage more though. I think it's more that I instinctively go to similar color hues when I'm thinking of something.

For the big character sprites, the skin color is the same though. I'll be changing that.

And I (THINK; if I'm wrong then this is just a "what if-" scenario) I've even seen some starts of collaborative works, whereas it was you and some other spriter working together - this however, is impossible due to your very specific preferences.
It's not, I go by the other persons palette or a premade palette if it exists. I tend not to do collaborative works, but that doesn't mean I'll ignore the style they're going for when I make some works for them.

I know what you're saying though, so yeah I'll see what I can do. And don't worry, I'm all up for criticism, I know I still have a lot to improve on.

Oceans bunches of stuffs

Thanks for the feedback!

Yeah, the Shikieiki one I didn't have a background planned for it. I'll try fixing it later. I still have problems with drawing people, I suspect a lack of any recent practice there is the issue. I'll have to practice more.

Tilesets are fun, I love 16x16 tiles. I wish RMVX/RMXP used 16x16 tiles, it'd make my life easier and be more fun for me to do!

Oceans bunches of stuffs

Haven't posted stuffs in a while, so I'll place these here.


A background I made for my friend. I hope she doesn't see this yet as I'm supposed to give it to her in a few days. Was trying out a Magical Starsign type of style with this.


Some Azulea chipset work. The tree is old but that I didn't really feel like redoing.


Character sprites for Azulea.


Testing an animation


Watercolor still life


Mockup


A Halloween themed scene, also the biggest sprite I've ever made.


And an Amelia sprite.
Complete with a video on the process of making it:
http://www.youtube.com/watch?v=XhUeTkRm30c

Alternate Elemental Interpretations

hahahaha

They have a reasoning for the elementals and their interaction, and this system was developed looong ago, I believe even in the BC's. There is a "This element generates another" and a "This element destroys another", so to give an example:

Wood can feed fire and make it stronger, thus "generating" it.

Earth absorbs or makes the water into mud, thus "destroying" it.

Water rusts Metal.

We don't really take it seriously nowadays as we know more through science on the chemical reactions of stuffs, but I suppose that was a good explanation for their time. But yeah, obviously it was not designed with games in mind, so you'd need some explaining to do if you use it.

Participation in the Game Making Community

About suggestion 1: People aren't always as commited as you'd like them to be. If you're starting out, you probably won't be able to get the team to help, or not much of a good team. You can look at RRR's recruit section, it's filled with a lot of "I need a spriter, a writer, an eventer, a scripter, an artist, while I will be the developer". Then no one joins and they wonder why. Yeah, we want our own visions realized as well, not just someone elses ideas. I don't mind helping out other projects, but I want to be sure that my work won't go to waste. A lot of people end up quitting their projects and starting a new one, so if I didn't get paid for my work, all that work was wasted. Basically, give me money, I'm hungry.

About suggestion 2: Lots of people starting out however, they have grand ideas in their head. I don't think that's a bad thing, but they aren't really aware of the work load a game requires, and how the amount of hours has to keep the players interest. For me, I don't have too much free time for game playing so even commercial games which are long don't keep my interest. But yeah, it's recommended to make shorter games. You'll learn a good bit by the experiments you do, will be able to make it easier to entertain the player in that time frame, you'll have less work to do yourself, so it's a good suggestion. Quantity does not automatically make a game good.

The "You might also like..." RMN Gamepage movement

I didn't even know you could add pages. I did it now for Paradise Blue.