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The Screenshot Topic Returns

Xycosis- The floor pattern is at the wrong angle. Make those diagonal lines parallel to all the other straight lines on the map. Not like this "/" like this "|"
The isometric angle only works if the whole map is like that imo

The Screenshot Topic Returns

@sated - I found a free version of camtasia studio.

The Screenshot Topic Returns

You're totally right about the shadow.

Thinking about maybe just using the splash screen landings for before you get control ofthe ship. when youre like, the passenger. Later when you're the captain maybe you just see the regular landing. idk yet.

but i wanna use the splashes somewhere cause i made these (they look better in motion):

The Screenshot Topic Returns

I've been working on this as my side project for a while now,

its all about the layers, ship, to space, to worldmap, to map


my question is do you think the landing splash screen animation is too long to have to sit through everytime you land?

p.s. the npcs on the maps are just placeholder for now, ill flesh them out once the environments are done

(note to self: stop saying ps so much)

The Screenshot Topic Returns

Maybe that wasnt the best comparison, Begriff. In fact, I'd go as far as to say that anyones "behind" would look far preferable to that tile choice.

Now thats just my opinion, and if you take that "personally" you might want to consider a different hobby and grow some thicker skin.

P.S. If you don't think that tile looks like stairs then we can just agree to disagree. (Seriously change it tho asap)

Now on to some more suggestions for ya.
I cant tell what that's supposed to be, next to the lockers, oh...OH....its a potted plant. I had to stand up and look from a top angle on my monitor to even make out the shape and it was still hard to decipher. Looked like some bags or something piled up. I dunno if its the lighting effect or what, but that's really hard to make out. (and dont say its supposed to be like that)

Then back to the scaling issues. Either shrink the sprites height, or everythings gotta be taller, man. Character is bigger than the doorframe. Taller than the lockers. Way bigger than that ridiculous table and chairs. The characters legs would poke out over the edge of the bed.

Unless your game is about a Giant who lives in a hospital I would make that priority one.
Thats a glaring cohesiveness problem that you need to address. It seriously takes 2 seconds to extend table legs in an image edit program, come on now.

: ) criticism is a good thing, and I would definitely say I'm being constructive. We're all here to help.



The Screenshot Topic Returns


Your excuses aside, Id still cut down the width of the room by a few tiles.

I promise you, that floor is really ugly. It looks like wooden stairs. Change it
if you want, or leave it if you're fine with an ugly ass floor.

With how big your sprite is, that table is comically small. Consider raising the leg height.

You asked to make it look more hopsitally, not more like a kids room whose parents happen to own the hospital. Is he sick? Is it a regular room converted to his room? These things matter, but seriously that floor tile is making me want to puke.



The Screenshot Topic Returns

Doesnt look like a hospital room at all. Looks like a living room of a recently moved into apartment, at best.

First, floor tile. Looks like some kind of hardwood floor, but even as hardwood goes that tile is ugly. I'd go with an actual TILE floor, not hardwood or carpet but some kind of light tile.

Next stop, the bed with the wooden bedframe. I've never seen a hospital bed with a wooden frame, replace this with an actual hospital bed.

In fact, wherever you have wood I would replace it with plastic or something lighter in color.

White. sterile environment screen hospital. This just looks like a generic room as is.


Also yeah its way too big.



ps. use black to act as the "roof"/negative space of the map. It just looks weird the room being surrounded by white space.

The Screenshot Topic Returns

I still think it needs to be tighter, and Locke, I dont mean necessarily more congested, I mean less wasted space.


Heres my crack at a quick mspaint edit. A lot of the changes are subtle, but I think it looks better.

The Screenshot Topic Returns

Mr Detective: One thing I've learned from mapping cities, sometimes the map will look okay at a 1/4 zoom, but in game you really lose that "city feeling" especially when everything is scaled so big and far apart. I would tighten everything up, cities are super close together and congested.

A lot of snes games do this well by tricking the player into perceiving the map as much larger than it is. Id like to see some screens in test play of this map, I bet it doesnt feel much like a city at all.

Also, yeah too many lines on the road and vary your building height more.

Wooby RPG: Legend of the Woob Blocks