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NICKAD'S PROFILE

I like to smell people :).
I have an absurd fashion of littering my game creations with unnecessary light-maps and overlays.
I am fond of RPGs and first-person shooters, and have an astounding joy for horror games.

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From start to finish!

Making a lengthy-game is tedious, let alone a complete one! Keep up the good work :)!

lets get laid tonight

post=132491
post=132449
WIP has actually slept in my bed. I was in the other room playing videogames, though.
Why would you play videogames when WIP was in your bed?!
Why wouldn't you :D?

Facemaker?

Or don't use facesets at all. There are plenty of other ways to notify the player which character is talking.

Pixels

Khos, make a game :(.

Mapping Techniques (Yes I read the other forum from start to finish)

post=132478
One of the biggest things that helps me in regards to laying out maps is always to make sure I ask myself how big a room should be in relation to the sprite itself. For example, think of your own bedroom. How many "tiles" would you say your own personal bedroom is? How many steps does it take to get from one end to the other? Usually maybe 4 or 5 steps. So your bedroom is maybe 4 or 5 tiles across.

To add to this, take into account the socio-economic status of the resident, and adjust the size of the bedroom accordingly (obviously, someone whom is quite well-off may have a larger house, hence a more spacious room).

Edit: Also James (I'm just assuming you're a James), don't be deterred by a lot of the things that people are saying to consider before beginning on your map. We're just getting into great detail about these things, that is all.

Mapping Techniques (Yes I read the other forum from start to finish)

Also, I'd just like to add that your mapping skills would benefit if you take a few minutes before each map (or series of maps) planning it/them. For instance, in a village-esque setting, think of key questions such as - What is the state of this village? How large is it (population and landscape-wise)? Why was this village/town constructed here (perhaps it has a affluent water supply, or is in close proximity to a forest that has an abundance of wildlife for hunting?)? What formation will it have? Why? Essentially, a lot of these questions will be 'why?' (but you don't need to go into great detail! Just a little something to make your maps seem a little more realistic or make sense).
It would also be beneficial to, in some circumstances, do a little research on the naturally occurring phenomena in life. For instance, if you're about to map a forest, do a little research (this could involve simply looking at real-life images to base concepts off, etc) as to how vegetation grows - such as growing in clusters and abundance around water supplies, or perhaps shriveling due to lack of exposure to the sun.
Though, it's not always necessary to do this, but it will allow you to understand how things work and applying this to your maps :).

Edit: Although this may seem contradictory to what I have just said, not everything in your maps need to stick to realism (such as if you were doing a sci-fi genre or you have GLOWING PLANTS OF DOOM AND JUSTICE).

What are you working on now?

post=132176
...all my plans are in motion...

*tents fingers all schemey-like in the shadows*

(Lights cigarette).

A simple designer with a simple dream

How many hours should an 80 MB game be?

I was clearly talking about football.

How many hours should an 80 MB game be?

Panoramas + Events + Pictures is the contemporary way now >:D.