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The Screenshot Topic Returns
The Screenshot Topic Returns
author=Blindmind
I've said this on your gamepage as well, but I ADORE what your artist is doing with the backdrops. ;D They provide such a painterly aesthetic to the project, yet still adhering to the grid structure of Rm2k3. We really haven't seen this level of detail in original background design for quite a while. My only complaint is the character sprite - which naturally stands out a tad. But I think it's more an issue of contrast and lightness than his size. Perhaps if he were darkened (and shaded more thoroughly), it wouldn't seem as jarring.
Thank you! I am comitted into bringing the best game experience I can, even if it's for 2k3. "Back then" I knew the technique was possible (Sunset Over Imdahl, The Way, and maybe Wilfred the Hero, I haven't played it), but I always wanted to bring my own interpretation of it.
I agree, I think the character "shines" a lot, I noticed that before. But I am not sure on how to fix it, manually shading every character set would require tremendous work. But I'll give it a try.
The Screenshot Topic Returns
We're almost done with the mansion. This is the children's room, so far I think it is my favorite, it is really creepy.
The Screenshot Topic Returns
The Screenshot Topic Returns
author=SnowOwl
Unless your character is somehow shrinked to 1/10th of his normal size, everything in that house is huge. Also character doesn't match with the rest in style.
The sprite size (24x32) and style is the standard rm2k3 sprite. The room is hand drawn, which allows greater detail. Using this same technique for sprites that size is very difficult, so that's why I opted for the standard pixel art.
Each asset can be resized, and this screen actually got many revisions, I think it looks great this way! But I'll consider resizing it once again.
Thank you for your comment!
The Screenshot Topic Returns
Here's a room of the mansion, in the actual 320x240 size. I simply had to make an option to toggle ON/OFF the HUD. I think it's more convinient for the player and for the game itself.
Drilling for motivation when the well is dry
There's a motivational phrase that I like, which says: "When you feel like quitting, remember why you started".
And I think that applies not only to game making, but almost any activity. I try to think for the reward that's in the end and the process itself, which is also rewarding.
On a purely materialistic sense, I also find caffeine and good music as a great aid. :)
And I think that applies not only to game making, but almost any activity. I try to think for the reward that's in the end and the process itself, which is also rewarding.
On a purely materialistic sense, I also find caffeine and good music as a great aid. :)
The Screenshot Topic Returns
@yuna21: Those are beatiful! I've nothing else to say, congrats.
@BiZZAREmONKEY: I like the dark style a lot, your project looks bery interesting!
@MISTERBIGT: That battle system looks incredible. I love the animations, all of them: the boss animation, even the HUD animation when you take a hit. It's great.
@Max MacGee: I find the orange and blue contrast interesting; it definitely gives the idea of a sunset. The character busts during conversations are nice, and the size is perfect, I don't think I would make them smaller.
Now it's my turn, here's another picture of the inside of the mansion. This is the main living room:
@BiZZAREmONKEY: I like the dark style a lot, your project looks bery interesting!
@MISTERBIGT: That battle system looks incredible. I love the animations, all of them: the boss animation, even the HUD animation when you take a hit. It's great.
@Max MacGee: I find the orange and blue contrast interesting; it definitely gives the idea of a sunset. The character busts during conversations are nice, and the size is perfect, I don't think I would make them smaller.
Now it's my turn, here's another picture of the inside of the mansion. This is the main living room: