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Screenshot Survival 20XX

author=Cap_H
Red Ake, nice use of High fantasy resources. Busts are floating, but you know that. The simplification of room's shape has positive impact on room's compo. It looks cleaner this way.
I would recommend you to move the bed next to the wall, It should look more natural. Also it lacks detail. The space would benefit from a couple of chairs, try to add two or three tops of closets or part of a chest next to the bottom wall.

Yeah, i'm kind of in the tinkering stage. x_x
I'd like to bring the floating busts down to the bottom, but if i do that, the message window will hide most of the bust. If i increase the image size, it overwhelms the screen. I'd like to think about shrinking the width of the window and have yanflys plugin, but haven't figured out how to shrink it yet.

The bed is off the wall because i have all the wall trims in an upper layer tileset, since most of my walls are custom, and on the bottom layer. It would be a lot complicated and less versatile to try putting the trims hard on the wall. So the bed cuts half the trim if it's on the wall... Best solution i can think of is just to make the map a parallax and then add the bed / dressers etc ... although this will substantially increase the file size of the game in the longer term.

I'm loving the high fantasy tilesets... it's just what i needed in general. I do notice it has a little less interior stuff to work with than exterior and cave stuff though. ... I never thought of adding that stuff on the bottom wall. Lightbulb. Will give it a go.

Screenshot Survival 20XX

So, after a pretty grinding 10 days or so rebuilding the database etc, i'm up and running on VX Ace. Here's a new screen with the old one of the same scene in the 'hidden' tag for comparison.



RPG Maker MV announced for PC and MAC

Praise jeebus there's a transfer system! That probably ensures i'll move over to it.

Bigger question on my mind though is how it will transfer the lower res graphics of VX Ace... just some kind of upscaling filter?

Screenshot Survival 20XX

I removed the shadows because i felt the issue where other objects, like the hay bale and the swing bench don't have shadows would be a conflict.

In all though, i'm thinking about how much time i have to spend cleaning up low definition renders of all my HD materials, and that i wouldn't have to spend all that effort at a higher resolution. It took me several hours to get that swing looking even that good just yesterday alone...

The truth is, i will probably complete this project in a far shorter amount of time in the long run by simply switching to a newer maker. Plus, it feels like the effort is being wasted on all these graphics that are a mere shadow of their original format.

Trouble is, even switching feels like a bit of a barrier right now with MV coming out in the near future. The work i put into porting over to ACE right now would be lost when that comes out... So i don't know, but i am certain that i will actually save time in the long run by switching to a newer program.

Screenshot Survival 20XX

author=Dookie
That sprite needs to go.
One it clashes with the style you're presenting with the tiles.
Two, its just an ugly sprite, even for an rtp edit.
Three, look at the scaling of objects in relationship to hero. He looks like a five year old in comparison to the benches. Either make him taller or make he objects smaller.

Also I think that orange ground is too vibrant, too neon, too saturated. Dial that shit down some, gray it out a bit.

The sprites are an issue i want to fix... i'm just not sure how to replace them? I'd like to go with a larger size, but i haven't a clue how to work around the system limits (24 x 32).

Screenshot Survival 20XX

I made priority of my most egregious screenshot first. Old one is in the spoiler box if you want to compare. I'd like to add more ground cover, but it also has to not look distracting if i do. I wouldn't mind finding a nicer fence, but i suppose the one i have works...? I can already see a couple tree leaves i need to trim. This is without NPCs or animal sprites too of course.

Thoughts? Ideas? Many thanks.

(Old screen)


Screenshot Survival 20XX

Thanks for all the feedback. Graphics have always been my struggle. I'm happy with my writing ability, the music quality, and the battles are not an enter mashing fest ... really the only reason this game isn't out yet are the graphics.

I think i can work with what i have. Seems like blending work will be the biggest thing, and that's not a huge job. I'll have to go through every map one at a time though and really focus on it.

I'll take any mention of 'the way' as a compliment. Its inspiration on my product is obvious enough...

Screenshot Survival 20XX

author=BizarreMonkey
The last one, the map itself looks great, but it looks like it should be directly topdown, where as the sprite is side-on. Looks like he's just lying there.


Hmm... -_- Guess i will re-render them with a heavier angle. Brain fart on my part. ... at least the larger gruntwork is already done and doesn't need redoing.

author=BizarreMonkey
The Cliff in the third one feels off, I think making it less saturdated and adding some lines where the cracks and vertical ridges would be could help out...

Unless it's a river, in which case the perspective of the roverbank completely defies the standing character. Also the streams being that size (no larger than the base of a potted plant) wouldn't need a bridge, and the player in such scenario is unreasonably small. As is the bench and fencework.


I'm going to rub out that whole orange thing and make it straight sand. In my original file i meant to have paths going through like a road, but it didn't turn out quite right. Streams are an easy fix. Mainly though as long as the fence doesn't clash ...

author=BizarreMonkey
Also the bedsheets in the first one have their pattern cut off half way down, they also lose a pixel or so in size.
The fourth looks great.

The Stained glass on the second would look fine if the glass didn't go dark at the bottom-left corner for reason, there should only be light that shines through.

Both the first and second have one issue, and it's that floors nor walls have any borders, which makes them bleed like crazy where the carpet and wall touch.


Totally missed the beds. Good point on the stained glass. The walls i have been noticing for some time but been too lazy about it... it's kinda important...
guess i got to do it.

Thanks a lot for the help.

Screenshot Survival 20XX

Screens incoming.
For clarity, my indoor zones are chipset based with flat panorama floors.
My outdoor zones are renders.
My dream world zones are photographic or strange ... but i'll leave that for later.

So these first two are indoor. I'm not always great at spotting clashes. Things that come to mind for me off the top is that the bookshelves could look better if recolored mahogany to match the color theme of the wooden walls and red floor. Does the stained glass work?




Outdoor zone for the next set.
A bit trickier because the render itself sometimes more than others feels like it needs a bit of chipset overlay... The first one in particular has a lot of it in the xone and i'm thinking how to better blend the objects, or what in particular is looking out of place more than the rest.



The second is a bit simpler because the green floor is grass... kind of works with almost anything ... and the trees are like a border off to the side. But again a blend.



The last one is a zone where it feels like no additions are necessary. Probably all i will add to this are treasure chests, monsters and NPC sprites.

Screenshot Survival 20XX

This is a mostly insignificant connecting cave area in my game.

Still... just toying with ideas that i might apply to other cave connectors, so it has some relevance to do it right... Don't want my cave areas to be boring. ;)

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