DETHMETAL'S PROFILE

Hey there. :-) I'm just a guy in his 20s who loves RPGs and creates them as a hobby.
Exile's Journey
A disgraced knight must face his internal conflicts when the world is in danger.

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XiShi.png

Autoshadows can definitely be annoying, mainly because they are automatically created by the engine, but they do have their uses. In Exile's Journey, I simulated shadows by having a dark version of every indoor tile. Having two versions of every floor tile definitely took up precious tileset space. It's nice that I don't have to do that anymore and can simply use the built-in shadows to create the same effect.

hlajmar.PNG

author=LolloRocketDiver
I agree with you. I'm doing this with my project too...
I think it's not too bad mixing hi-res UI with pixel art sprites. Many games do this these days. Don't worry, the result is good imho.

Yeah. I do think mismatched pixel density is a bad, bad idea, and I always recommend that people avoid it at all costs, but for some reason I personally think it looks okay when it's just a font, message box, or particle effects. However, I'm sure there are many that disagree and that's totally fine. If you asked me a few years ago, I would have said that you should ALWAYS use an appropriate pixel-font when making a game in this style.

By the way, I'm assuming you don't have a game page for this project you're referring to yet?

Jamie_02b.png

Awesome. The mapping is fantastic and the tint sets an uneasy mood. My only complaint is that the auto-shadow located near the waterfall looks out of place. I'd probably remove it altogether. Also, the waterfall is a bit hard to see (if that is a waterfall). Waterfalls are quite opaque in real life.

menu.PNG

I'm not sure if I'll be keeping the pixel-art faces. I've been considering hiring someone to produce artwork for each race, although it'll be costly. We'll see. Perhaps the portraits I have are good enough.

hlajmar.PNG

I'm going to keep the font, to be quite honest. I'm actually a big fan of it. Octopath Traveller made me realize that combining high-res menus and effects with pixel art can work when done right, and that's something I'm trying to achieve. I hope it doesn't turn too many people off, though. I've noticed other recent indie games doing the same thing as well, like Death's Gambit.

I'm extremely strict about the tiles and sprites being uniform in regard to pixel density. It's mainly just the menus that will be higher res. I do admit that I'm on the fence about the message box border, though. I like how it looks and I'm leaning towards keeping it, but the corners do look a bit off compared to the actual tiles and sprites. I appreciate the feedback.

Shrine_Sass.png

So insanely beautiful!

Moonsong_SS04.png

I love those trees!

CastleTileTest.png

Truly wonderful! Some of the best tilesets I've ever seen.

Sonata2.jpg

author=LordBlueRouge
This is really well done dude!

If you got a synopsis for Exile somewhere. I could probably do another one of those one page 90s magazine ads.
You know, just for fun.

But yeah, I really like the soft look. It works really well here.


That would be really cool! Hmm... Well, I've got the synopsis on the game's main page. Do you think that will work or should I write something else up?