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McBacon Jam #1

The character designing intensifies.

Photoshop Painting Tutorial

author=Perihelion
@oneiroscc: Good call! I'm not sure how I didn't notice that. I'll update it.

@kentona: Will do. I keep forgetting this site has things other than forums.


No problem! It's a common mistake that I'm guilty of too. An artists mind tends to blind them from otherwise obvious things. If you look at the painting and sketch, the eyes are actually symmetrical and perfect if you tilt your head, it's just that everything else around goes against its perception. Rotating or mirroring the canvas is a good way to spot weird little trouble areas that tend to become blind to your mind's eye.

I agree though, this is definitely article worthy.

Photoshop Painting Tutorial

Awesome! This is really useful as I'm not super confident with my painting workflow. I tend to slightly overdo it with dodge/burn tools.

Though one thing that strikes me is that the sketch/painting could have one little touch up with the eye on the right as it's a bit asymmetrical height wise in comparison to the other eye.

I did a quick touch up. I raised the eye on the right a bit higher and positioned it's iris/pupil to lean a bit more inward:


Aside from that, the sketch and your painting over it is lovely and your tutorial is very insightful!

Alexels

I just wanted to post to weigh in and say holy hell fire immolation your pixel art is incredible!

It seems like you can flux between super stylized, nostalgic and flat while also being capable of doing realistic with tons of depth. This is all while staying within pixel art land. It's also so awesome and delightful, keep it up!

What does RPGmaker.net think of anime?

author=Mr_TagoMago
author=MrChearlie
I do like anime.
My favorite titles are, Welcome to the NHK, Evangelion, Princess Tutu, and Tatami Galaxy.

I have read like 3 manga titles so XD Yotsubato.

here is my list in case you want to see it or follow me in anime-planet

author=ivoryjones
-rolls eyes- Anyways, read that Madouka-magic-girl-w/e and was disappointed. The thing is overhyped as fucked. The 'plot twist' wasn't even mindblowingly good as everyone made it out to be. Is the anime any different?

Anyone know any good gambling anime? (except for that gaiji one, I'll check that out later)


I think Madoka is just like you said XD, I'm am of the few people I know who though it was terrible, as for gambling, maybe you should check the new anime called *Death* Parade, is like saw with Kaiji, is not my style and is new so I am not sure if it is what you are looking for, but it is made by Mad House the same studio as Kaiji.

*Edit
Again I didn't care for Madoka either.


While I don't think Madoka is a crowning achievement in anime, I admire that for the most part every scene or dialog exchange has relevance to the overall picture and themes it's focusing on. Atleast the movie edit cuts of the anime do. There's little excess or filler. Then again, I'm a sucker of the type of plot devices Madoka uses so there's a little bias.

Screenshot Survival 20XX

@Pizza

I love everything about those visuals oh man. It feels like it's emulating earthbound while still being it's own style. It's hard to explain but I dig it immensely.

@yuna21

Well, you really do excel at making things look pretty! I really like the UI menu, it's clean while still having a bunch of information.

Money

I feel like money can be a mechanic that doesn't just help or enhance gameplay but the story narrative too. The house concept that was brought up is a pretty strong example.

Allowing the player to essentially fund or put money towards something to open up additional dialog and optional story ideas and character lore is something that should be used more. The concepts can also be merged. For example having a character that keeps bringing up how they'd like to collect a certain set of armor and have them be overjoyed when the player finals buys all the set pieces.

I'm also a sucker for interesting and quirky implementations of using cheap amounts of money to get positive feedback or reaction. This plays into the general urge we all have of keep pulling a slot machine lever. I think of a good example recently was in Legend of Zelda: A Link Between Worlds where there was a 2 man band in a inn that you could give rupees to randomly play various nostalgic interpretations of classic Zelda music. I remember going broke because I kept giving them money and being like "Oh man, that song, that's awesome!"

[Poll] When Playing Indie RPGs, What Game-Length Do You Look For?

I feel like 5-10 hours is a good point to aim for unless the game is a compelling tour de force. I feel like this seems to be the general guideline recently, 8-10 hours seems like a good amount of time to spend with a game. Granted I feel like RPGs, due to their nature, probably should cater to a little bit more padding, though I'd prefer the filler to enhance the main game and not feel too disconnected.

Introduction Junction!

author=karins_soulkeeper
These are awesome Onei-- err Ross!

Random Comment: I think the forge spirit's chest (and presumably, the back as well) is a bit bare. It would also be awesome if you added some flame-y effects on the ground where the spirits are hovering (like shadowfiend). But that's just my opinion.

Well, looking forward to see more of what you have in store!


Thanks! Yeah the main problem with my forge spirit I can gather from people's comments is that while the skull is super cool, everything else is bare. This wasn't the original concept intention but more that I may have focused all of his polygon budget into his skull (Whoops!). Because of this I can't really add anything too crazy to him, which is why I had to settle with the pebble/stone back. I need to probably redo it and try and design the skull to use less polygons so I can give him some silhouette enhancing awesomeness.

The particles is something I think is possible? I think any custom particles can be tied to any animation bone. Though Valve seems iffy on it, even though everyone on the workshop is pushing custom particle effects on their items. All in all, I need to rework the concept to keep his polygon budget in mind better. Thanks for the comments!

Introduction Junction!

I've done maybe two posts already and I somehow missed the introduction forum! Whoops. Time for a wall of text with pretty images!

Hi everyone, I'm OneiRossC, but Ross is probably easier since I'm not even entirely sure how to pronounce my username aloud. I picked up RPG Maker VX Ace on STEAM after remembering spending some time with the older versions and making some small little projects. Since it's the start of the new year I figured a good new year's resolution would be to attempt to finish a RPG maker project, at least within a year. It's been going pretty smoothly so far!

I've been writing, planning and sketching ideas and concepts and I think I have a good "first arc" that I can plan out and release to see if my ideas are great or not.

I've been diving headfirst into the community already, looking up articles, games, and watching playthroughs to see how a awesome game contrasts with a terrible game. As first impressions go, the community itself really drew me in a bit. I have to be careful not to procrastinate and lose myself in browsing various content!

As for myself, I've always been a game making enthusiast. Even though I have very light and probably not super substantial programming skills, I am fairly amateurishly skilled at creating art assets and content. I've worked on some small mapping projects on the source engine and I've been wrapping my head more around Zbrush and 3D Studio Max.

A pretty awesome highlight is my high school senior project where I basically created a pretty roughly in scale replica of the main lobby area of my high school. Done in the source engine, I eventually gave it a new coat in time for halloween the next year after graduation and made a private Left 4 Dead map of my high school for my friends and I. Check it out!:



I say it's roughly in scale because I used the floor tiles as a source of measurement to compare to source engine hammer grid measurements. 90% of the map textures are custom textures, mainly taken from me taking photographs of everything and then creating tiling textures in photoshop. I never released the map publicly because well, that seems like a bad idea.

In the same land of the source engine, I also worked on this guy:



He's a Forge Spirit for Invoker in Dota 2, meant for the STEAM Workshop. While I don't think he's getting in anytime soon unless I revamp him up a bit, he was a great exercise in the whole modeling process.

Eventually though, I picked up an Intuos 5 and went more into getting better at 2D digital art. This is where my interest in RPG Maker comes in. I'm feeling a bit more comfortable with my digital art capabilities that I feel like I can create some great character portraits and sprites. I just need to wrap my head around making a great narrative and obviously a great game.

Here's some examples of my 2D art:






You can see more of my art here:

Art Tumblr
Deviant Art

---

That's about me. Now there's probably a bunch more little projects and such that I've worked on but I don't want to completely destroy everyone's scroll bars.

I'm really excited to get some RPG/game making done!


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