Page 50 of 101

Posted: Sun Nov 06, 2011 1:35 pm
by Master K
Two versions? Well, seeing as you brought it up, of course. The main heroes are going to be named after the versions. Currently, the female hero is Beige. I don't know who the male hero shall be. As a placeholder name, I named him Brown.

EDIT: I claim Page 50 for myself! Ha!

Posted: Tue Nov 15, 2011 1:54 pm
by Soda_piggy
The OHR is a great engine for doing cartoon/anime style games. However, have any of you considered doing a less-cartoony, gritty/realistic game. In my free time when I'm not composing for games, I've been studying many different styles of pixel art and have been refining my style to be one that (I hope) will stand out.

Here, I used my new palette in a different way. I used similar hues to create a gritty wash on my floor tiles. Also, I used cool => warm colors and warm => cool colors principle to liven up my sprites.

Image

This is still the same game, just a mock-up of the graphics. Just want some feedback on the style, and would like to know what the community thinks for this style, given that the OHR's almost synonymous with cartoon games.

Thanks, all!

Posted: Tue Nov 15, 2011 3:33 pm
by Skullduggery Studios
You're not the first to attempt realism, but this little snapshot is one of the best I've seen yet. More pics! More pics!

Posted: Tue Nov 15, 2011 8:54 pm
by Sh4d0ws
They look excellent. But most OHR games are cartoony because it's an easy way to achieve good looking graphics with minimal skill. That is, if it's done on purpose. Some of the older OHR games look cartoony in the worst way possible. xD

Aaah, those old DBZ games were the bomb.

Posted: Tue Nov 15, 2011 11:20 pm
by Nathan Karr
VampiDucki wrote: However, have any of you considered doing a less-cartoony, gritty/realistic game.
Powerstick Man and Tales of the New World I are both more realistic in the way their characters are drawn than most OHR games. Maces Wild is as dark and gritty as I can make a game - and believe me, I was trying.

The main reason visuals come across as cartoony is conservation of detail - the fewer details you display, the easier those details will be to notice.

Heads are enlarged on characters because that makes facial features easier to distinguish, and faces are where most people look for distinguishing features.

Towns consist of a half-dozen buildings, most of which are businesses, because those are the buildings that have meaning to the heroes of the story. (This is also why the small farming village your hero comes from may have more and larger buildings than the capitol of the world-shaking empire.)

In short, the world's visuals are simplified and presented in a shorthand manner based on what the player needs to know. Because most of us don't have the patience to build every facet of a working world, even if our computers are up to keeping track of it.

EDIT:
Image

Posted: Thu Nov 17, 2011 3:33 pm
by Soda_piggy
I hear ya. I just wanted to know what the community would think of a visually gritty/realistic style, not all the actual workings within the world.

Image

Image

Posted: Thu Nov 17, 2011 4:38 pm
by Spoonweaver
Vampi, We'd love any of the games you've ever posted screenshots from. Please just finish one of them.

Posted: Sat Nov 26, 2011 6:44 pm
by Master K
Image

Time to stir up hype.
What could this place be?

Posted: Fri Dec 09, 2011 5:35 pm
by RMZ
<a href="http://s19.photobucket.com/albums/b175/ ... ranite.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... ranite.png" border="0" alt="Triangle's MA Marinaranite"></a>

<a href="http://s19.photobucket.com/albums/b175/ ... mship3.png" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... mship3.png" border="0" alt="Triangle's MA Mastermind Ship 1"></a>

<a href="http://s19.photobucket.com/albums/b175/ ... mship2.jpg" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... mship2.jpg" border="0" alt="Triangle's MA Mastermind Ship 2"></a>

Progress has been slow on the game as life has picked up, so it's looking like it won't be 100% by end of the year. I'll probably scrape by with half of it done and try to get the last half done by Spring. Still having the most fun I've had making a game in a long time with this project.

Posted: Sun Dec 11, 2011 12:02 am
by Nathan Karr
Loving Marinaranite. I think "Projectile Attack" works better as a description than a caption, to be honest.

Posted: Sun Dec 11, 2011 6:02 pm
by Spazman
I don't suppose there's ever been a game with voice overs, aside from James' humming in his Escape the Wolf game, has there?

Well, to finish up the rest of Doom RPG episode One, all we need are maps, interesting battles, and voice overs.

YES. Voice overs. For each of the primary characters in the game. There will be reused sounds, like radio chatter and such at times, but other than that, there will be acting for the characters in the game.

Right now, I have lined up one voice actor to take the role of Dimitri Paramo.

Also, the 115 map count has been reached, but all work goes to the battle system as of now.

Posted: Sun Dec 11, 2011 7:03 pm
by The Wobbler
thespazztikone wrote:I don't suppose there's ever been a game with voice overs, aside from James' humming in his Escape the Wolf game, has there?
Horse Game

Posted: Sun Dec 11, 2011 8:26 pm
by Snodrvr
Jimmy's Amazing Vacation also had voiceovers as I recall.

Posted: Sun Dec 11, 2011 8:31 pm
by Spazman
Well, on the subject of this, is there anyone on here who'd be interested in doing a voice-over? I was still needing a few male roles, as well as a female role.

Posted: Sun Dec 11, 2011 11:48 pm
by Jack
thespazztikone wrote:Well, on the subject of this, is there anyone on here who'd be interested in doing a voice-over? I was still needing a few male roles, as well as a female role.
totally. throw me a message.