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Metal King Slime
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Legacy screens (Image heavy) and looking for a sprite artist 
 PostMon Apr 23, 2012 2:31 pm
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Hey all, just thought I'd share some of the work I've done on Legacy, the game I'm working on. Well, that, and to show that I've actually got some work done before asking for help, hehe.

I would have put them into spoilers to conserve space and whatnot, but our spoilers don't seem to work that way, sorry about that. I do hope I'm not spamming, if I am, I'll cut the image sizes down pronto.





















My question then is, does anyone feel like helping me with my sprites? I'm not too happy with the way mine have turned out, though lacking someone to do sprites, I would be more than happy with advice on how to improve them.

Also, any critique or comments or anything about the tiles would be very much appreciated as well, cheers everyone!
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal King Slime
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 PostMon Apr 23, 2012 3:11 pm
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Ooh! Are you using the walktall.rpg scripts?

I think the eyes and faces might need a little work, but the bodies/clothing/hair are wonderful.

And your maptiles are great!
Metal King Slime
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 PostMon Apr 23, 2012 3:42 pm
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Yup, using the walktall scripts. Was going to try to figure out how to move two 20x20 NPCs at the same time, but I was told that there was a better way of doing it and was directed to walktall.rpg. Script works brilliantly.

I've actually been thinking of redoing all of the sprites in new colors. Currently, all of my maptiles combined only use around 180 colors, I might use the remaining solely for walkabouts and battle sprites, to make some scripting easier.
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal Slime
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 PostMon Apr 23, 2012 6:10 pm
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I don't think you need to invest anything on improving your sprites, they're actually pretty damn good considering the average OHR game's quality level. Especially considering the little scripting tricks you're implementing - fading foregrounds and dynamic lighting. Way to go, man, seriously.

What can we do to help speed up production so we can get around to playtesting this bad boy? I'm extremely curious to see how it controls.
King Slime
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 PostMon Apr 23, 2012 7:27 pm
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That's all I have to say.

Quote:
Yup, using the walktall scripts. Was going to try to figure out how to move two 20x20 NPCs at the same time, but I was told that there was a better way of doing it and was directed to walktall.rpg. Script works brilliantly.


I'd like to use Walktall for future projects, but until Alectormancy comes out, not happening. I don't like Nightlies. I like the features, but not that they're unstable, glitchy, and require their own seperate filespace. Oh, and how that you need to keep redownloading it. ONE FILE TO RULE THEM ALL.
Super Slime
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 PostMon Apr 23, 2012 8:46 pm
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Master K wrote:
I like the features, but not that they're unstable, glitchy, and require their own seperate filespace. Oh, and how that you need to keep redownloading it.


None of this is usually true.
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Metal King Slime
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 PostTue Apr 24, 2012 5:46 am
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Baconlabs wrote:
What can we do to help speed up production so we can get around to playtesting this bad boy? I'm extremely curious to see how it controls.


Hehe, well, so far, it's just the sprites. Though later on in development, I'm thinking of doing some short rotoscoped or 3D "movies" using this script. I might even add some voice acting to those movies, but that's pretty far down on the development track.

Sadly though, it's nowhere near playtesting stage. None of the attacks are balanced, cutscenes aren't fully scripted, graphics (mostly battle) aren't done yet, etc... Even if I were to release it for playtesting now, I've only got half of the first chapter done. Though I do have pretty much the entire story plotted out along with character side-quests and stuff.

Here's me being optimistic about the future then!
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal Slime
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 PostTue Apr 24, 2012 12:56 pm
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BMR wrote:
Sadly though, it's nowhere near playtesting stage. None of the attacks are balanced

We can help with this if someone makes a map specifically for testing battles, where one is able to battle any enemy and adjust their party at will. Even if you don't get anyone else to do this, I'd highly recommend giving it a whirl yourself so that you don't have to trek through the bulk of your game just to test late-appearing enemies and bosses.

Cutscene scripts and new graphics, I can see why you'd want to do those yourself. Doing the scripts yourself will make for easy editing in the future if you need to adjust or add anything, and having all the sprites in your style helps the game feel more "whole".

And now that you mention story, would you consider sending it to someone for a peer critique? Almost no one at Slime Salad does this unless they're part of a collab team, as far as I can remember, but I think it's a healthy practice to iron out your plot holes and character inconsistencies with other people before releasing your game. Admittedly, I can already think of two reasons why you might object to this, one being that you don't want to reveal your plot's secrets just yet, and two being that you haven't actually typed your story out in an organized manner. (I know I haven't, with my games.)
Well, food for thought. I guess I'm just excited by how much progress you've made with your game's development since coming here a few months ago.
Metal King Slime
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 PostWed Apr 25, 2012 3:14 am
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Well, I do have a large amount of the story written out in an organized fashion already, along with some of the dialogue, but I'm planning on reorganizing it into flowchart form to make linking dialogue to plot-events easier for me to read.

Having others do a read-through of the plot seems like a good idea actually, I'll prolly release the plot/story for peer-review soon as I'm done converting it to flowchart form.

And a map specifically for testing battles, now why didn't I think of that? Seems like a good way to make sure everything is well balanced, thanks.

Here's me then, even more optimistic about the future!
Being from the third world, I reserve the right to speak in the third person.

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