ALTEREGO'S PROFILE
"It's hard to find the balance when you are in love.
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
You're lost in the middle cause you have to decide between mind & heart."
― Enigma
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frh05.PNG
I've been wondering... Is this battle system designed to have up to three character at a time? Because I think I see three available slots down there in the display, but I haven't seen a screen with so many characters so far. And I'm under the impression that the hero's side of the screen would look pretty crowded if that happens to be the case. =/
Image9.png
Right one. Font is slightly bigger, easier to read, and makes better use of the space. Window style is less common.
LainePat.png
I really like Laine's expression on this drawing, she looks really strong and confident. Her posture adds to this as well since that awkward leaning forward from previous drawings is gone. There are still a couple of things that strike me as odd, though. Laine's waist/hips look like she's wearing a very tight corset. And Patrick's arm seems to be too long since his elbow is drawn below his waist... =P
quistisnew.jpg
Well, the pose is a bit awkward, and there are a bunch of oddly placed lines. But goosh, just look at that lustful expression! x)
...What do you mean only I can see it? o_o;
...What do you mean only I can see it? o_o;
Screen_4.png
I like this style but you seem to be fading most colors to black and the graphics just look 'dirty' instead gaining any volume. Pay close attention to the graphics in Paper Mario to see what you're doing wrong.
Also, lose or reduce the detail at the edges of the grass texture.
Also, lose or reduce the detail at the edges of the grass texture.
MN1da.png
Nice map, but these tiles clash a lot with the Front Mission graphics of the other screens. Maybe if you could edit them a little they would make for a decent enough fit. Try using a similar color palette as those screens, and try making the floor textures a lot subtler.
out_and_about.PNG
Yes, I think the player's character should be clearly visible at all times, even if you want to obscure its surroundings. Also, I'm sure that once in motion, playing in full screen and with the lights out, everything can be seen better. But that's hardly the point.
Dragons_Tear_Screen_64.png
If possible, I would get rid of the the overall blurry-ness of the picture. And I'd change the silhouette of the dragon for one that is easier to read. This one's wing covers part of the head and it looks bad. Also, I see no point on its tail forming part of the letter 'O', but hey...
out_and_about.PNG
I admit I still have a CRT monitor, but the real 'problem' is that most newer computer's screens are just too bright. Why would they care about that? I, on the other hand, have been working with graphics for a long time and I'm confident when I say something's too dark... But even if you're right, I can still see the character in that screen you posted there. That's the whole point. You should do that. =P














