SOOZ'S PROFILE

Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Hi I do art mostly but also do games.

Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
Yume Wheeky
What do guinea pigs dream about? Probably not this, but just roll with it.

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The Screenshot Topic Returns

author=Link_2112
Try a different pattern for the floor. It's very similar to the walls.


Already implemented, but thanks for the advice!

Stand-up Character

author=JessicaYYF
Different backgrounds, wishes, and choices.


This.

Basically there are three things that you'll want to keep in mind:

Wishes- What does the character want: out of life, out of their current situation, in the future? Are they obvious about this, or covert? Out of their wants, what's the highest priority? If two wants were in conflict, which would they fall back on?

Choices- This is how they go after what they want; in a more general sense, their philosophy and priorities. As an example, you might have two cop characters: Both have a wish to uphold the law and do their job well, but they can be very different in how they choose to carry this out. (For details, see every buddy cop movie ever.) Even if two people have the same goal, they'll usually pursue it in different ways.

Background- Upbringing has a lot of impact on a person, and this can be used to inform the first two elements, as well as more superficial things like a character's look and speech patterns. Things like location, family, economic circumstances, and the like have a profound influence.

In addition, I'd say to work on picking characters in a situation who have very different backgrounds and experiences. Very often, writers have samey characters because they're choosing people like them, or like what they're used to: a fantasy game with the same teen or twentysomething party of beginner adventurers; a modern game with snarky geeks based on the writer's friends.

Push for a variety in age, gender, culture (or subculture), background, and philosophy. Don't worry much on whether it's "realistic" for them to be involved- there are usually exceptions to every rule, and reality tends to be unrealistic in that regard. If the characters gel well as a group, most people will look past the rest. (I would recommend spending a while researching on people who are different from you, just to make sure you're not being inaccurate or stereotypey.)

Additionally (though this is difficult if you're not designing everything yourself), try to get a big range of body types and clothing styles. Having characters who are really visually distinct from one another can be incredibly helpful in writing them distinctly. (I think samey styles are an issue in a lot of JRPG culture because the source is a culture that highly values conformity and ethnic purity. Not the best place for variety in character look!)

...hopefully that novel of a post isn't too intimidating! It's a complex subject with a lot of different attitudes.

The Screenshot Topic Returns

They're mostly static; the kid runs around the mom, and some people turn their heads to look when you talk to them, but that's it. It's a really short "level," pretty much just a prologue for the actual gameplay, so not much to it beyond establishing a "reality" to contrast with the weird stuff later on.

I've been working with the colors while implementing LockeZ's suggestions. Some of the revisions are looking less flat (to me) now, but I'll see if some of your suggestions can't help it even more. :D

The Screenshot Topic Returns

Having realistically-sized houses would get annoying really quick, since it'd take forever to get anywhere.

I figure the smaller-looking houses should be OK, since they're pretty much just symbols. So long as the interior looks like it's about the same shape and all, it's fine IMO.

WYRM WARRIORS! Design a location!

Name: Shady Rest
Type: Ghost Town
Biome: Snowy mountain
Character tie-ins: welp
Notable features:
Everyone in town is a ghost, including animals and livestock. It appears abandoned unless the party rests in a house, at which point they'll awaken at night to find the residents visible and doing their townfolk thing.
Mabel, a girl who died at thirteen and who has been in town for centuries- she's got a lot of memories of historical info, which she'll share in exchange for pretty clothing. She haunts the mansion.
A small, well-tended field of Grey Heartsease, a rare flower that only grows in the snow, which is some kind of cool stat-enhancing item I guess. The field is in the courtyard of the mansion.

Description/other details:
Long ago, Shady Rest was a bustling town of living people. Then, a disastrous blizzard killed all the residents. In spite of this, the hardy and hard-working townsfolk refused to let a setback like separation from their corporeal bodies lead to the decline of their home.
Shady Rest has become a diverse settlement, attracting people who aren't ready or willing to go to the Great Beyond. They are ambivalent to the living; some are happy to interact and help, while others don't like having outsiders and gawkers in their space.
The area seems to be an abandoned and rundown town at first, with the outermost houses mainly decaying ruins. Further in, the buildings are better-kept, particularly the mansion at the center of town and the stables housing ghostly livestock.
At the rear of town is an ice cave storing the remains of those people who died in the town, preserved by the cold. A few snowmen surround the entrance.

The Screenshot Topic Returns

author=LockeZ
This looks better every time you post it. I love your non-chibi sprites, but I'm worried they're too small for the size of other things on the map. Just making the bricks in the wall be about 1/4 the size they are now would go a long way toward fixing this illusion. I mean, I guess the objects almost all match the people in scale, it's just the wall and floor tiles that make everything else look tiny. Each of those bricks is the size of a person, as is the exit sign.


That is certainly a thing. I'll see about scaling things all proper-like.

(This is what I get for doing the tileset before the sprites! orz)

The Screenshot Topic Returns

Finished almost all the elements for my first "level"! (It's really just a kind of intro.)



I may still go back and rearrange some of the sprites, but I think it serves its purpose of being a plain ol' subway station. With a puppy.

WYRM WARRIORS! Design a location!

author=Craze
yyeah. uh, i thought this would be a lot more popular after the character topic went well =x


I'll add something later. I have more ideas for dungeon-type settings than town ones. vOv

Making ends meet through commissions: Anything and everything.

A good deal of pricing depends on the amount of time and work you'll be putting into things.

Also, when advertising for commissions, you should always have examples of what someone can expect in the finished product.

My own commissions info has what I think are decent (if low-ball) price examples. (These are assuming commission for personal use; it's recommended to increase the prices a good deal for work for profit.)

The Screenshot Topic Returns

Looks fine to me.

WRT the lighting in the classroom, it might be better for you to use the light bubbles to highlight important areas, or the central path. The eye is naturally drawn to bright, high-contrast areas, and the way you've currently got it, the most attractive area is the two desktops. Which, I assume, are not the most important areas.

For example, you might light the paths between the desks, and then the teacher desk (assuming that's a place the player needs to go). This would also consolidate the lit areas a bit more, and make the surrounding darkness a bit spookier.