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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The_Haunted_World_Screenshot_Hallway.png
It's a nice start. But besides adding a little more detail to the map, try making that hallway a bit narrower too. How many people can usually walk down a hallway side-by-side? 4? 5? Try to think "small" when mapping interiors, as the results are often more pleasant the less empty space there is on the screen... Also, try to avoid using "pillow-shading" for your tiles, and if you're going to use a dark outline for your charas you should give everything else the same outline so it doesn't look like you're mixing styles.
Btw, I like the art a lot. It's a bit of a mix between comic and manga. It'd be interesting seeing the entire game following this direction.
Btw, I like the art a lot. It's a bit of a mix between comic and manga. It'd be interesting seeing the entire game following this direction.
001.png
I like the layout of this map a lot! Unlike more generic town maps, this one looks like a place you'd really want to explore. I suggest that you add a few more beaches around the cliffs just for the scenery, maybe even with some waves crashing on them and stuff. Also, remove the grass edges from the sand autotile because it looks ugly that way... Well, I can tell this is still a work in progress since it's a bit lacking in detail and people/events. - You should update this. I'd love to see what progress have you made.
Another concern that I have is that hopefully you don't have to visit that house at the bottom too many times during the game, because it seems like an awfully long distance to cover from one end of the town to the other and back. xD
Another concern that I have is that hopefully you don't have to visit that house at the bottom too many times during the game, because it seems like an awfully long distance to cover from one end of the town to the other and back. xD
Town_1.png
Yeah, this is nice map so far. I like the attention to detail that went into every corner, but I'm a bit unsure about the placement of some elements. For example: If I enter the town from the left, can I just walk behind the fence to enter the Item Store or do I have to walk all the way around it? This may seem like a little thing -and it is- but in the long run it can become an issue...
When designing a town; specially if it is the only town in your game (meaning that the players will be visiting it a lot) you have to make sure that there are no obstacles that could get in the way, and that the players can reach their destination quickly from any other point in the map. So, be a little more mindful of where you place things like trees or fences. Add a few shortcuts here and there if necessary. For example: An underground tunnel connecting the Armor and Weapons store - And then your map will be perfect.
When designing a town; specially if it is the only town in your game (meaning that the players will be visiting it a lot) you have to make sure that there are no obstacles that could get in the way, and that the players can reach their destination quickly from any other point in the map. So, be a little more mindful of where you place things like trees or fences. Add a few shortcuts here and there if necessary. For example: An underground tunnel connecting the Armor and Weapons store - And then your map will be perfect.
WorldMapV2.png
It's not only the blockyness of the road auto-tile that is the 'problem' imo, is the way the roads are laid out. Some segments are too long, and straight, and neat, that they almost look too artificial even for man-made roads. You know what I mean? It's like I'm looking at super high speed futuristic city roads, but in a medieval setting game. It's a bit silly. =P
I suggest spicing things up a little. You don't even have to draw the entire length of a road, just hint at it by leaving patches of grass along the way. Also, make some sections from other materials like stone, and change the width here or there a little. You get the idea...
I suggest spicing things up a little. You don't even have to draw the entire length of a road, just hint at it by leaving patches of grass along the way. Also, make some sections from other materials like stone, and change the width here or there a little. You get the idea...
small_snowy_town_ingame_1.PNG
I like your maps, but I don't quite understand what kind of look you're after. If it is supposed to be night, then why does everything looks kind of 'over-exposed'? I can barely make head or tails of some things. If it were day I'd understand it. All the sunlight bouncing on the snow could get kind of blinding, but this? this looks weird... Or is it supposed to be a fog effect?
Also, you should probably expand/smooth the radius of light coming from the lamps. The transition ends rather abruptly right now. =P
Also, you should probably expand/smooth the radius of light coming from the lamps. The transition ends rather abruptly right now. =P
Game_20131217_19533518.png
The grass! It's too big! ...The "camera" is way overhead, yet I can still tell some of the bigger blades of grass apart from each other. Should that be possible? I saw some other screenshots in your gamepage where the grass texture is smoother so I don't know if you have already 'fixed' this, or if simply, this is a different area of the game featuring overgrown grass. =P
Hellbender.png
The style reminds me of that one cartoon with the alien and the dog that loved tacos or something... The drawings are not bad per se, but I'd like to question the disparaging difference between lineart weights. There's a thin one for mouths and eyebrows, and a super thick one for everything else! It makes the drawings lose detail and gives them a 'muddy' appearance.
Amybackground.png
Actually, my 'ruling' does apply to gore and violence. But just as I don't find unreasonable to portray some skin, I don't think some splotches of blood are a problem. But if you had actually drawn your characters with gushing wounds or something, I would have raised a similar objection. Such level of graphism is often depicted for Shock-value, and add no real merit to a work... And if "sincerity" is your concern, then I don't see how going: 'But others have gotten away with it!' does your case any good. ;P
Companies often try to downplay the severity of the content in their games in order to get lower rantings and make more sales. Rating systems in the other hand, are far from being infallible. The result of this combination are tons of inconsistencies (and in the worst cases, scandals worth millions of dollars). But overall not the most honest of practices...
Also, yeah, I saw your PM (and blog), it's just that I didn't have time to reply earlier. It was just a little misunderstanding. Don't fret about it.
Companies often try to downplay the severity of the content in their games in order to get lower rantings and make more sales. Rating systems in the other hand, are far from being infallible. The result of this combination are tons of inconsistencies (and in the worst cases, scandals worth millions of dollars). But overall not the most honest of practices...
Also, yeah, I saw your PM (and blog), it's just that I didn't have time to reply earlier. It was just a little misunderstanding. Don't fret about it.
Amybackground.png
We're not late night TV, we're supposed to keep things relatively kid-friendly. And I think that's a reasonable, even laudable effort.
The "12 year olds" comment was kind of a jab at the comment YOU made before me. I don't know how you could miss that... xD
Anyway, I'm not interested in getting your art banned, or getting anyone involved on this; Not even the big-wigs, because quite frankly, they're not the most reliable bunch. But if a few fellow members approaching you with a honest concern aren't enough to make you reconsider a little, then, Welp! More power to you, I guess... And if your art misrepresents your game, then even more the reason to do something about it. If I were you I'd just edit the racy bits out. It would lake like five minutes tops. ;P
Edit: That's a nice video, but what does it have to do with anything I said...?
The "12 year olds" comment was kind of a jab at the comment YOU made before me. I don't know how you could miss that... xD
Anyway, I'm not interested in getting your art banned, or getting anyone involved on this; Not even the big-wigs, because quite frankly, they're not the most reliable bunch. But if a few fellow members approaching you with a honest concern aren't enough to make you reconsider a little, then, Welp! More power to you, I guess... And if your art misrepresents your game, then even more the reason to do something about it. If I were you I'd just edit the racy bits out. It would lake like five minutes tops. ;P
Edit: That's a nice video, but what does it have to do with anything I said...?
Amybackground.png
I don't know, one has to admit that these drawings are rather 'imaginative'. I can give a pass to the weird anatomy because it's obvious you're not at a good skill-level yet. I can even go as far as not mind the partial nudity because, hey, 12 year olds like what 12 year olds like, right? ...But really, the defined nipples and genitals should go. That goes beyond "fan-service" and delves dangerously upon being porn, and I'm pretty sure is against the site's standing on the subject. (Or at least it should be)
*I think there's a place for everything, but I don't think RMN should be that place. I'd hate to see this site turn into another DeviantArt. I'd like to think everyone here is more responsible than to indulge into their weird fetishes, and not because of any "social impact" our art may have, but because is scraping-the-bottom-of-the-barrel cheap to resort to this kind of thing.
*I think there's a place for everything, but I don't think RMN should be that place. I'd hate to see this site turn into another DeviantArt. I'd like to think everyone here is more responsible than to indulge into their weird fetishes, and not because of any "social impact" our art may have, but because is scraping-the-bottom-of-the-barrel cheap to resort to this kind of thing.














