VERSALIA'S PROFILE
"I married him because his kid is strong and he doesn't wear a shirt" - craze
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RCGarcia, your lights are a little too glaring; are you using a blending method other than 'normal?' Overlay is a fantastic blending setting for lighting. As it is, it just looks like too much yellow instead of actual lights. Also, I love the dark and gritty feel, but there's..... to much grit in your gritty. Your noise filter overlay makes it look like I'm playing the game through a screen protector that got sand on it
Screenshot Survival 20XX
@Versalia:Animated battle backgrounds are always a plus. But the maps seems a bit bare. Are you still going to add more details to it? If not, making the enemies bigger may also help with that... Besides that, it looks fine. Perhaps the glow from the lights is too visible? If it was dark I would understand their radius to be that wide, but since it's not, it looks odd.
I'm definitely going to use more of the screen space. Most battles will have 3 enemies, not 2, and I plan to make the turn order prediction a small vertical bar in the dead space against the left border of the screen (it's currently a horizontal one tucked into the topleft). I'm also using front-view battle system but including battle animations that have the characters' sprites appear, so those will probably be skewed to the right side.
edit: oh and also the lights are bright because the laboratory is ~on alert~ (test subjects like the frogs have escaped and also you are not supposed to be in there)
Punkitt, just because that resource is used a lot doesn't mean you can't VERY easily make a slightly different version for your bee (and other yellow-colored sprites who are using a yellow highlight). But also that's suuuuuuuuuuuuuuch a minor issue in the scope of an entire game that you can feel free to disregard it because nobody's going to post a review like "1/10 would have been 10/10 but there was a particle that was kind of hard to see on this one bee"
Screenshot Survival 20XX
It's not a UI mockup, it's just the battleback animation~
Luchino, that looks much nicer!
Punkitt, for visibility why not make the bee's sweat animation a different color? Currently it's yellow like... everything it overlaps with! Make it very bright white with a thin black border around it? Alternatively, if it's "anger sweat," try making it bright red. A little color contrast will help and is clearly not something you're afraid of ;)
Luchino, that looks much nicer!
Punkitt, for visibility why not make the bee's sweat animation a different color? Currently it's yellow like... everything it overlaps with! Make it very bright white with a thin black border around it? Alternatively, if it's "anger sweat," try making it bright red. A little color contrast will help and is clearly not something you're afraid of ;)
Screenshot Survival 20XX

farting around with making my own animated battlebacks
this one's in the first area, Echo Laboratories
(sorry for quick gif resolution)
author=alterego
@Luchino:The first screen look great. But why is the tall grass so vibrant when every other color is not? It doesn't look bad per se, but it stands out a bit too much. ...
Yeah, my immediate thought was "why is that grass neon-colored?" You can still have it be bright without being searing yellow

[RMVXA] ISO Yami's PTB Ace script
Beach_2.png
What if you did them as events like Craze said and give them a slow and whimsical looping travel path. That way you can have them floating around certain areas instead of a camera filter dealio. More immersive! Buzzwords are good, so. Have you played FFX? Think pyreflies! They aren't just indiscriminately floating everywhere. They rise from the riverbanks, they cluster around undead and sources of magic, etc.
Beach_2.png
Literal balls of light falling from the sky? Glittering sands with the glitter filter way too opaque? Snowing fire?
Screenshot Survival 20XX
author=Luchino
Edit:
Auto-shadows nixed. Fixed the buildings as well.
The background doesn't look... even remotely in the background. First, it uses brighter colors than the rest of your map, which makes the eye perceive it as being closer to the foreground. Secondly, I think it's too "in focus" with those sharp pixels. If you ran a quick, very gentle blur filter over it in photoshoop it would look wayyyy better

look see now it's in "the background"
Screenshot Survival 20XX
If you want to do "dark but bright," you should use your colors better. Here is an example:

Instead of actually making everything dark, I made everything extra saturated around the edges, making sure that my walls and edge tiles are all very dark, allowing the bright colors of the city to pop out, especially the floor which is much brighter in the center of the map than on the edges. Using a thick yellow overlay is reducing your color palette to a handful of colors - yellow, brown, red, and orange, basically.

Instead of actually making everything dark, I made everything extra saturated around the edges, making sure that my walls and edge tiles are all very dark, allowing the bright colors of the city to pop out, especially the floor which is much brighter in the center of the map than on the edges. Using a thick yellow overlay is reducing your color palette to a handful of colors - yellow, brown, red, and orange, basically.
Screenshot Survival 20XX
Frogge, the teeny tiny visible area thing is soooooooo overdone. It leaves little to no room for anything to look truly interesting. Also your yellow saturation is awful. It is not atmospheric it is just yellow. Why don't you edit the tilesets and stuff to have a more interesting palette rather than just apply a universal screen tint that washes everything out. In combination with your tiny viewpoint all it just makes the tiny bit of what you CAN see more boring














