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Kemonomimi is a central theme of the game. It's somewhat of a furry game except I like this specific look vs. your typically fully anthropomorphic animal... Though it gives it much more of an anime-inspired feel rather than what one usually thinks when they think of furry. The traits will go much deeper than appearances- I'm mostly disappointed in modern anime's lack of depth when these types of characters occur.
I am WolfCoder after all, furry computer scientist and game developer at your service.
I am WolfCoder after all, furry computer scientist and game developer at your service.
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Actually these were supposed to be islands- the world generator just bugged out a little and I thought it looked cool anyways.
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They stand out, yes. But they still match due to the cohesive elements the 3D and the sprites share. They're fitting with one another, because it feels like they were made to be together.
http://pspmedia.ign.com/psp/image/article/777/777214/disgaea-portable-20070330001541942-000.jpg
No, now THAT looks jarring. Even more than I remember Disgaea being. They look completely out of place. It's like they dumped sprites from one version of Disgaea into a map from another (which is probably what they actually did). Are you looking at the drop shadows I don't have yet? Or the fact every game I referenced had lots of orthographic projection shots (no depth perspective and shot from low orbit) while mine uses 45 degree FOV.
I hope you aren't trolling me or something.
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I don't see this difference that you're talking about. The sprites in the games I mentioned (including Disgaea) stood out from their backgrounds just as much. If you're talking art-wise, I drew the sprites and backgrounds such that the backgrounds are soft and the sprites are sharp and high contrast (the outlines are much darker too) which differs from the PS2 era games that still did sprites on 3D.
You're probably thinking about the linear interpolation applied to the sprites and textures in Disgaea.
Lots of pixel artists make their outlines on the characters much brighter and with matching color than the way I have it here, but I really hate that as it makes everything look either dull and gray or too pastel. I'm shooting for the earlier 90s look (SNES and Genesis), especially the gamma and chroma ramps seen in Madou Monogatari (Genesis). Considering your earlier comment on my prototype of "the brightness/contrast hurting your eyes" I'm guessing this is what you're trying to refer to. If so, unfortunately this is something I'm explicitly not going to change. I will touch up the sprites, yes, but that's only because I feel they need much more improvement by replacing some of the hairs, cleaning up the animation, and adjusting the colors to be even more saturated and high contrast.
I can't apply a filter or make the background textures equally high contrast and vibrant because then it'll become very difficult for your visual cortex to focus directly on the characters you're trying to help or fight. Even if I had your same tastes in art, I would still have to deliberately do something like this for an action game or it becomes hard for your mind to process the movement and threats.
You're probably thinking about the linear interpolation applied to the sprites and textures in Disgaea.
Lots of pixel artists make their outlines on the characters much brighter and with matching color than the way I have it here, but I really hate that as it makes everything look either dull and gray or too pastel. I'm shooting for the earlier 90s look (SNES and Genesis), especially the gamma and chroma ramps seen in Madou Monogatari (Genesis). Considering your earlier comment on my prototype of "the brightness/contrast hurting your eyes" I'm guessing this is what you're trying to refer to. If so, unfortunately this is something I'm explicitly not going to change. I will touch up the sprites, yes, but that's only because I feel they need much more improvement by replacing some of the hairs, cleaning up the animation, and adjusting the colors to be even more saturated and high contrast.
I can't apply a filter or make the background textures equally high contrast and vibrant because then it'll become very difficult for your visual cortex to focus directly on the characters you're trying to help or fight. Even if I had your same tastes in art, I would still have to deliberately do something like this for an action game or it becomes hard for your mind to process the movement and threats.
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It's supposed to be jarring. For some reason I like the sprites in 3D look, and apparently so do many others (they're often citing Disgaea but I'm thinking more along the lines of Breath of Fire III or Grandia).
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LandTraveller Multiplayer Walking Test
I've never heard of that game. These are the games that actually inspired this look and feel (Grandia 1 especially):
https://en.wikipedia.org/wiki/Grandia_%28video_game%29
https://en.wikipedia.org/wiki/Breath_of_fire_iii
https://en.wikipedia.org/wiki/Breath_of_fire_iv
https://en.wikipedia.org/wiki/Final_fantasy_tactics
And if you're going to compare the action RPG part of the gameplay to anything, it's going to be like SMITE crossed with The Legend of Zelda: A Link to the Past.
Oh yeah, and your weapons will actually be 3D models- you'll get to see your reach. I've already known since 2006 that you can't make the weapon sprite a part of your character in a 3D environment or you can't see how far or where you're actually hitting. The camera view is pulled much further back and intended for top-down vs. whatever that game you referenced.
https://en.wikipedia.org/wiki/Grandia_%28video_game%29
https://en.wikipedia.org/wiki/Breath_of_fire_iii
https://en.wikipedia.org/wiki/Breath_of_fire_iv
https://en.wikipedia.org/wiki/Final_fantasy_tactics
And if you're going to compare the action RPG part of the gameplay to anything, it's going to be like SMITE crossed with The Legend of Zelda: A Link to the Past.
Oh yeah, and your weapons will actually be 3D models- you'll get to see your reach. I've already known since 2006 that you can't make the weapon sprite a part of your character in a 3D environment or you can't see how far or where you're actually hitting. The camera view is pulled much further back and intended for top-down vs. whatever that game you referenced.
Maps as Title Screens...
I know he's banned, but just for the lulz I shall evaluate this elegant piece of 'legal advice' from the holder of a criminal justice degree FROM THE CYBER POLICE for purposes of entertainment on the intermenets not to be confused with legal advice from a real lawyer- but I can understand all of your confusion!
Except by using this website you understand all submissions by users not affiliated with the website give the website permission to publish, but allow the user to reserve all their rights rpgmaker.net ToS 6.
Well, except sending C&Ds to the infringer's hosts, payment providers, etc.
I guess you didn't read rpgmaker.net ToS 9. either.
giaks could have written his tutorial by tap dancing on his keyboard while huffing air duster cans and it would still be legally the copyrights under a pseudonym "giaks". But you knew that, knowledgeable in copyright law as you to have read even the basic guidebook from the US Copyright Office.
author=createdjusttopostthis
Well kentona you can think whatever you like but the fact is anyone can take any script on this site that does not have instructions and do whatever they want with it.
Except by using this website you understand all submissions by users not affiliated with the website give the website permission to publish, but allow the user to reserve all their rights rpgmaker.net ToS 6.
author=createdjusttopostthis
They can even copyright and legally sell them and there is nothing anyone can do about it.
Well, except sending C&Ds to the infringer's hosts, payment providers, etc.
author=createdjusttopostthis
Why, because when products are release for FREE or paid for, they are required to have 2 things, warning labels, and INSTRUCTIONS anything released without proper instructions is not a valid product and is thus not subjected to those laws.
I guess you didn't read rpgmaker.net ToS 9. either.
author=createdjusttopostthis
...Also in school you have to quote the source or something that is written, but this isn't a written aspect, this is about who legally gets credit. By your logic, anyone that gets a script working the author has to credit all those people whenever they use it because doing work to get it to work is the exact same thing as typing it all up and uploading it. You absolutely cannot one side this.
giaks could have written his tutorial by tap dancing on his keyboard while huffing air duster cans and it would still be legally the copyrights under a pseudonym "giaks". But you knew that, knowledgeable in copyright law as you to have read even the basic guidebook from the US Copyright Office.














