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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Zeltlager.PNG
Oooh, shiny! *_* ...I like this map. You went a bit overboard with the placement of plants and stuff, but the result is actually pretty good. Just be careful when placing stuff that could hamper the player's movement. (Rocks, Tree trunks, etc.)
Aside from that I'd change two things: I'd make that tree on the middle a bit bigger if it is supposed to be important. And I'd change the colors of the background for some slightly more vibrant ones, so they match the colors of your tiles.
Aside from that I'd change two things: I'd make that tree on the middle a bit bigger if it is supposed to be important. And I'd change the colors of the background for some slightly more vibrant ones, so they match the colors of your tiles.
iwonder.png
Awesome! That's quite an improvement over the past version. You're doing a fairly good job at matching the 'painting' style of those tiles...
Btw, the outline on Squall's sprite is lighter than its surroundings, and it sticks out like a sore thumb. =P
Btw, the outline on Squall's sprite is lighter than its surroundings, and it sticks out like a sore thumb. =P
solarfields.png
Maybe at first. Make them more roundish with large protruding 'spikes', like mines. That's an easily recognizable "I'll kill you" thing.
Then again, being square-ish set them apart from the energy cells...
Then again, being square-ish set them apart from the energy cells...
CaveScreen.png
Well, you don't have to thicken all the lines, just the 'outer-lines', the lines that differentiate an object or a section of the map from the rest. For example, thicken the line between the walls and the ground, but not the lines between walls. Those 'inner-lines' can gradually become one-pixel thick... Also, I noticed you doubled the lines on the inside of things, which reduces their area and makes them look 'muddier'. Do it on the outside instead, so they stay closer to how you originally envisioned them.
And it may be unorthodox but, experiment with the second outline, give it some opacity to soften the effect and see if you like it. Link
And it may be unorthodox but, experiment with the second outline, give it some opacity to soften the effect and see if you like it. Link
OakwoodTemple.png
Oh, right, those are pillars. I thought the ones at the top were tables, because you can only see the upper half of them. They seem to be too small to be pillars. Besides, what are they supporting? Or are they purely ornamental? ...In any case, what I had in mind was something like this: Link so your building look less 'boxy' and more interesting.
Also, you should update the screen every time you can, otherwise people will never know what can or cannot to be commented on.
Also, you should update the screen every time you can, otherwise people will never know what can or cannot to be commented on.
OakwoodTemple.png
I don't know, this structure looks too boring/monotonous. Unless that's what you were aiming for, I'd suggest spicing it up a little, for example, use other tiles to differentiate the floor from the walls. Also, try to add some detail like carvings on the walls, or ornamental columns, etc... Also, what's with those colored flames? They look real silly next to such drab building. =P
Screen09.PNG
Well, I'd probably just try to frame things better. Look at all that space to the right of the attributes area compared to that to the left. Likewise, look at all that space to the left of the portrait area compared to the right. I mean, it kinda works out. They balance each other somewhat. But yeah, if it's not too much work, try centering it all... It may also be a good idea to reduce the height of the dialog boxes by a few pixels, so there is more margin at the top and bottom of the screen.














