PUDDOR'S PROFILE
aren't you tired of being nice? don't you just want to go apeshit?
there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
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nicolaudmsll.png
sewerfix.gif
Yeah I tend to be a bit hesitant with my shadows. I did do some, but they do need to be darkened into order to fix up the depth issues. The side-view map of the sewer is better in this regard.
In fact in terms of five there is a layer doing exactly that, it's just got the opacity up quite high (the whole thing is made in GIMP)
In regards to other perspectives I do intend on doing some maps where you'll be primarily running in the 3/4 directions (I did make 8 directional sprites) but the sprites are so big that anything more dramatic than that causes issues.The perspective of the sprites is slightly off in RM terms as it is it's not as noticeable when sprites are small, but it definitely is with sprites this size.
I wouldn't mind doing a proper world map, but I haven't quite figured out how to handle it. It's a lot of painting and set pieces, along with scripts, and the world would have to be split up into different sections to eliminate lag.
But really it's a matter of tiles. I'm the sole artist on the project and I use mainly RTP/made-for-RTP in an 'artistic' manner to replicate the maps, painting what's needed when it's needed. It's a lot of work as is, and fully making 3/4 view maps often would be extremely taxing when I already have so much sprite work and artwork to be doing. I do want to make this game the best it can be, but I also try to keep my workload within viable boundaries. It'd kill my motivation for mapping to do that, and I barely have any as-is.
In fact in terms of five there is a layer doing exactly that, it's just got the opacity up quite high (the whole thing is made in GIMP)
In regards to other perspectives I do intend on doing some maps where you'll be primarily running in the 3/4 directions (I did make 8 directional sprites) but the sprites are so big that anything more dramatic than that causes issues.
I wouldn't mind doing a proper world map, but I haven't quite figured out how to handle it. It's a lot of painting and set pieces, along with scripts, and the world would have to be split up into different sections to eliminate lag.
But really it's a matter of tiles. I'm the sole artist on the project and I use mainly RTP/made-for-RTP in an 'artistic' manner to replicate the maps, painting what's needed when it's needed. It's a lot of work as is, and fully making 3/4 view maps often would be extremely taxing when I already have so much sprite work and artwork to be doing. I do want to make this game the best it can be, but I also try to keep my workload within viable boundaries. It'd kill my motivation for mapping to do that, and I barely have any as-is.
nicolaudmsll.png
Nope, not dead. Just was working for a number of months and didn't have much motivation, or the will to post what I did work on. I really hate customer service work.
TitleScreen.png
lastdayssmall.PNG
author=Addit
I guess in some ways it looks like that, but it’s probably just a shirt he tied around his waist.
^this
Final Fantasy VIII: Sleeping Lion Heart
I've tried doing that before/using SFonts with the ripped font from FF8, but the real problem is that it's too pixelized for the games res. FF8 was only 320x240 iirc, possibly even smaller, while SLH is 640x448. To be honest I'm kinda comfortable with the current font since it's readable, clear, concise, and alike enough that it doesn't break the basic vibe.
Post your overlooked games here.
Completely fair enough! The game was made within a month-long time frame, so there are a few bugs to be ironed out. I'm a little bad with general direction, but I completely understand your points on the matter, and I don't think any of this is unfair.
Except, unless it was on the basis of checking out the gamepage, where I make it inherently obvious, Leander and Fionn aren't partners by this point in their story. Yes, eventually, but they're actually just friends. If they're coming across as together in their dialogue, I need to remedy it, since at this point it's strictly platonic between them.
Except, unless it was on the basis of checking out the gamepage, where I make it inherently obvious, Leander and Fionn aren't partners by this point in their story. Yes, eventually, but they're actually just friends. If they're coming across as together in their dialogue, I need to remedy it, since at this point it's strictly platonic between them.
What are you thinking about right now?
The Screenshot Topic Returns
The grass and the paths look nice, but those shadows are super dark and don't seem to have a light source. If you're not going to have a dedicated source of light, the shadows should be lighter in order to make it ambiguous.
















