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POLARCACTUS'S PROFILE

Other alias: Luchi
Age: 30
Current obsession: Granblue Fantasy






Enelysion
"A joy to sit down and play" - Addit

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Ara Fell Greenlight Campaign

Good for you, Badluck. I know what its like putting heart and soul into a project, even if it does take years to complete. =)

Release Something: Gotta Go Fast!!!

Some feedback. I haven't covered everyone though.



@kory: I really don't get why you're trying to mesh chibi RTP-style graphics and those realistic tiles. :/ Your mapping also needs a lot of work. Try shift-clicking the water tiles in the ts2.png screen and expand the 'black ceiling cave tile' so it covers the edges and eliminates those borders. The screens themselves could do with more variety as well. I can understand you're maybe going for a unique look by meshing the two styles together, but it just doesn't gel. And if your project has a serious/dark tone, I highly suggest you ditch the chibis immediately. But that's just my two cents.

@punkitt: While the graphics are simple and cute, I can't make head or tail what's supposed to be going on there. Is the setting of the game supposed to be surreal? Also, I highly doubt you'd find pine trees in a desert area ( if that's what the orange-ish tiles are supposed to represent ). You're better off making cacti sprites and replacing the pine trees with them.

@Infection: I do love how you used those tiles there and while the Cliff screen makes clever use of that parallax, it does appear like an underwater scene ( mainly due to how that particular image was drawn and its monochrome look ), which is probaby what you weren't going for. Maybe a hint of colour here and there could help ( an accent colour like red will really highlight the nature of your game ).

@zDs: It doesn't hurt to have more 8-bit style games around, though I do wish the floor had more texture instead of just being a black void. A few simple white lines drawn in a grid-shape on that single black tile would give an impression of an actual tiled floor. Texture matters a lot in 8-bit games, since you're working with a limited palette. As a rule of thumb, any pixel artist's textures should be recognisable in black and white. I love the battlers though.


Whatchu Workin' On? Tell us!

Work started for me again, so I'm quieter than a mouse. But still been making time to do some battlers. I use the VX/Ace enemies as templates then work from there.



It's sad that people hate certain games because of the fanbase or it's popular on Tumblr.

What Sated said.

Lion of my Heart

@Corf: True. I won't be surprised if some people see me as a self-centred b***ch. At least I'm being open about things and not hiding them behind sugar-coated words and fluffy bunnies. I can be very direct when I want to ( part of the reason I almost never write reviews ).

How long should it take for one to finish a game?

Really depends on the scope of the game. If it's a short fun, romp made for a contest/prototype/vaporware, it can be done in less than a week, provided you have all the assets for your game at the ready.

On the other hand, game development cycles can vary greatly for larger RM games ( I'd consider any RM game 10+ hours or more 'long' for a game made by one developer ). It really depends on the mindset of the dev and and how much free time you've got on your hands, and as to how long you want to make it. Its easy to make an RM game too long, but it does tend to fall into that trap of repetition/mindless grinding/useless filler etc.

My personal breakdown:


Enelysion: stock/Mack assets, mostly custom music - 12-15 hours long: 4 years ><
Accelerated World: custom GFX, 1 hour long - 2 weeks
Lawrence of Aragorn: stock/Mack assets, 1 hour - 1 week

I think I'm going to turn into a giant pixel by the time I'm done with this.

Just a word of advice. Once the pixel bug bites, it bites hard. You don't get infected, just addicted. 3D-models date and age, but good pixel art lasts forever. ^^

I think I'm going to turn into a giant pixel by the time I'm done with this.

I've been spriting for 2 years, and I'm still perfectly fine. So, I think you're quite safe from the pixel-bug infection.

World Map

Yes, the Italian naming is deliberate. Unless most players are well-versed with world geography, I doubt they'd get it. As for that Kunduz Valley naming, its just an unfortunate coincidence ( I recall reading an article about that bombing, so maybe the name sat in the back of my subconscious ). So I'll probably rename the valley to something more appropriate.

As for that Sylvan Sea, I was thinking of the Saragosso Sea, which actually looks like a floating forest with all that floating greenery.

Screenshot Survival 20XX


Trying out a new tint for some natural areas. I felt the older tints were washing out my pixel art. Oh, and the shrub wasn't crafted from scratch like the tree. Hence the big difference in quality. >< I still have to work on defining leaves.



Old tint.