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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

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Title.png

Haha! Genius! Please, tell me this is a custom Title Screen an the options don't show up until the dog sticks its tongue out. :D

TreasureRoom.png

I like it. Although, maybe some well-defined objects, like chalices, crowns, swords, etc. would make it look better (And skulls. Skulls are epic). As well as two smaller piles to the sides, for composition... Btw, what's with the scanlines?

menu.png

Keep it simple. A subtle, organic texture should go well with this... Also, try to spice up the menu a little with icons, colors, etc; I hear that is easy to do in VX. Oh, and procure some good quality images for the facesets, if you can.

reallyscaryghoststory2.jpg

What is this? I don't know if you want help with to improve this poster (which you could use) or if you're just hype-ing your game... =/

Edit: To elaborate a bit: The text is a tad difficult to read. The red drop-shadow effect is too overpowering and doesn't provide a clear outline for it. Also, the phrase "Are you terrified(?)" cuts into the image. If anything, that should be at the bottom instead of your nickname.

shivo.png

Yeah, the colors could use a hand, check this tutorial for some tips. Additionally, we have a "pixels" topic in the forums for extra help.

DelfC.png

The map is not too bad, but besides what Liberty mentioned, two things immediately catch my eye.

1) There's a little of what we know as "tile vomit" going on. That is: random tiles scattered all over the place, serving no apparent purpose. For example, what is a big ass flower sprouting in the middle of the stone road? Why are there trees in places where they would hamper the player's movement? ...Think carefully about where you place what, and try to keep things somewhat organized.

2) The fact that some houses have roof and other don't looks incredibly silly to me. But even more so, it makes you really conscious about the proportions and such. ...Is like the sheep in the box. Know what I mean? The houses that have roofs let to your imagination how big they're on the inside and what's in them. The ones that don't have roofs dispel that illusion and make things look boring.

New_Features.png

What am I looking at here? Is this the menu of your game or is that window on top of the screen fixed in there at all times? Because if this is not the menu then I don't see much sense in having the experience or the level of the character displayed. Is there a purpose for them being there? Is that information necessary to calculate the damage or some skills or something? If not, then maybe you should remove them and make room for other things, like buffs or equipped skills, I dunno...

everwind_dungeon.png

Yeah, there's 'good' symmetry and 'bad' symmetry. The placement of statues, paintings or other kind of ornaments have some leverage. But to have meticulously placed pots all over the place seems very unlikely.

Besides that, I think the lighting effects is a bit blurry. Actually, I can't tell if you have a fog overlay on top of the lighting effects or what. If this is not on purpose, then maybe you should make the sources of light brighter... Also, you should probably get rid of the default shadows as well, since they don't make much sense with light coming from all angles.

title2.png

Oh, I like that! The art is really good... But this title seems a bit too casual for a "Hero's story". It's more like a sitcom's promo. =P

lol_siggy_3.PNG

Just to nitpick, this part of the first sentence: "town when we have" reads more like: "townwhenwehave". The "W" being such a wide character messes up with the spacing a bit, and the proximity of similar letters makes it look like a mini tongue-twister. =P