Re: Horse Game is a visual masterpiece

Wed Apr 13, 2011 12:54 am
To baconlabs:
Here is another way of doing mountain tile sets which is sort of in between those methods. (This is a screenshot from The Aftermath, which is my epic RPG that I simply decided
1:I want more features in the OHR
2:I need to learn a lot more about making a game
3:I want a much more developed script
before I legitimately start work on it.
This screenshot shows me doing graphics in a way that the tutorial won't get to covering for a long, long time. (I'm planning on getting to a certain point with concepts, then going all over different specifics, so I'll be taking stylistic requests eventually.)
I would put this example about halfway between Mother 3 (totally stylized) and FF6 (totally realistic--to the extent tiles can be)
In this tileset, I defined every rock individually, but they are all a little more "plastic" than real rocks (when taken in individually, together they make a decently rock like texture) And then there's a "buffer" of smaller rocks. (Buffer tiles are probably some of the most important tiles there are, so don't skimp on them! I will do a whole feature on them eventually)
This was just to let you see another option, baconlabs, not to convince you to do your rocks any certain way.
EDIT: But yes! (I keep getting ahead of myself!) certainly picking a way of doing things that lets you get things done is important! Having a "REAL WORLD" is so much more important than a "REALISTIC LOOKING WORLD" so both baconlabs and james have a great point, and this is what I hope this tutorial will do for people. Show them how to make the best looking graphics that fit in line with their artistic abilities.
And, maybe I should edit this into the first post:
Unless you have a really good understanding of spacial relationships, editing your tiles tile-by-tile in the OHR editor is a BAD way to do it. You WILL try and confine features to a tile that should take up more than one. (I am of the opinion, even though Genesis can prove this wrong easily, that doors should always take up more than one tile, because a doorframe is important) It will also make you spend far more time than necessary on 'the' wood tile or 'the' grass tile, and
the individual tile is not important it is important how many tiles fit together to make a nice setting. I will have a really good example of this (using trees) when I come back, but I'm out of time right now.
EDIT2: I also think Mother 3, more than any other game, should be the first place to look for 'how can i make this look good?' if making your game look good is what you struggle with. Mother 3 is an astoundingly beautiful game, and in such a simple way. Little things, like how the plan-green (mostly) grass meets the trees, and the way those rocks work, just look so good.
More than that, it doesn't take a graphics genius to look at it and replicate the style decently. Its clean, readable, consistent, and very very pretty. More than that even, the game MAKES you take it seriously. It is the most emotionally taxing game I've ever played, and it does this without any sort of graphical grittiness.
This is awesome, because most people into RPGs have played this, and people who used to see these super clean graphics and be like "oh thats a kiddy game with no real significance" have now played Mother 3 and eaten their words several times over. This means you can emulate that style without fear of people not taking your game seriously. And that is a great thing for indie RPGs on the whole.