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Metal Slime
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 PostSun Sep 09, 2012 10:37 am
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Extremely grid-y, very boring, and very plain.


Man... it's better than anything I could do ever.

I'm starting to feel the weight of my decision of art style for my game, because it takes me extremely long to get anything done and it still doesn't look like I want it.

And I don't want to just straight up copy Mogri's art style, even though it's awesome in its "get down to business" style.
Metal King Slime
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 PostMon Sep 10, 2012 4:24 am
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Stewitus P. wrote:
It can easily just be me, but I'm getting a bit of confusion as to what's taller than what, and it can be contributed to those walls.

On that note, the stairs bug me too, because they are physically impossible. Looks like an Escher. Just a nitpick.

Quote:
And I don't want to just straight up copy Mogri's art style, even though it's awesome in its "get down to business" style.


He hardly has a monopoly on that style! It's used in many OHR and non-OHR games. I'm sick of drawing gritty realistic graphics and want to try something simple like that sometime.
Metal King Slime
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 PostMon Sep 10, 2012 5:08 am
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TMC wrote:
Mystic wrote:
And I don't want to just straight up copy Mogri's art style, even though it's awesome in its "get down to business" style.


He hardly has a monopoly on that style! It's used in many OHR and non-OHR games. I'm sick of drawing gritty realistic graphics and want to try something simple like that sometime.


Indeedy, I'd say focus on the parts you know you can get done before getting bogged down too much on parts that will be more difficult. Focusing too much on a single thing that's causing you trouble will tend to depress you and lead to an un-finished game (Speaking from experience. Legacy isn't my first game.).

Alternatively, there's always the option of using VoM graphics as they're in the public domain. And once I release Legacy, I'm going to release its graphics under Creative Commons if you want to use any of mine.

Alternatively alternatively, there's always the option of going pre-U6 Ultima games, though I'm not sure if you want to go that primitive with your graphics, hehe. Still, they're simple, easy to draw, and they get the job done.
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Super Slime
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 PostMon Sep 10, 2012 6:03 am
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TMC wrote:
He hardly has a monopoly on that style!


Indeed. If you are referring to the solids-with-black-outline used in Do You Want to Be a Hero? and others, then I can't claim to have invented it. I do really recommend it as a method of quickly generating graphics that aren't eyesores, not to mention that it lets you focus on essentials: form, contrast, and color selection.
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Metal King Slime
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 PostTue Sep 18, 2012 7:10 am
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Map Update

Ah, perspective, so we meet again, my old foe... Many times have we clashed, and many times have you come away victorious, but one day I shall be the one to hold my head high and say that I have finally conquered you!

But not this day...





Does this map also look weird, perspective-wise? I think it's a little easier to see what's above what in this map compared to the others I've made, but any feedback would be nice.

It doesn't have many details yet, just the basic structure. I have yet to add dirt, grass, flowers, barrels (Yes, I'll fix those next update, I promise), wells, carts, etc...

Anywho, that's all from me for now, cheers!
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Metal Slime
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 PostTue Sep 18, 2012 6:35 pm
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The only things that looks really bizarre to me are the shadows on the staircases. They don't seem to make sense at all, and I'd probably ditch them altogether and stick to the 'wall-hugging' shadow, letting it disappear at the top (I mean, shouldn't the top set be above the wall, and so shadowless?).
I am Srime
Liquid Metal Slime
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 PostTue Sep 18, 2012 10:46 pm
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Yeah, actually, I think all the house shadows are weird. Too rectangular. Where is your light source coming from? The shadows in front of the houses make them look blocky and detached from the ground. I'd stick with side shadows for now (maybe just one side) and work your way forward to something more complete.

P.S. I know I still owe you some dialogue. I've been focused on other things since the beginning of the summer and haven't had much time to think about it. I haven't forgotten, though. I still plan to put a couple of dialogue trees together for you.
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 PostTue Sep 18, 2012 10:58 pm
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These are really great maptiles.

I agree that the staircase shadow looks funky. The house shadows didn't look odd until I stared at them for quite a while. The shadows around the weapons shop door are amazing!
King Slime
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 PostWed Sep 19, 2012 12:13 am
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*Weeps in sight of amazing maptiles I could never achieve*
Metal King Slime
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 PostWed Sep 19, 2012 8:55 am
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Map Update

I've taken everyone's suggestion and made modifications to the map and the artwork. I've also begun fleshing everything out, though it's still far from complete.




Pepsi Ranger wrote:
Yeah, actually, I think all the house shadows are weird. Too rectangular. Where is your light source coming from? The shadows in front of the houses make them look blocky and detached from the ground. I'd stick with side shadows for now (maybe just one side) and work your way forward to something more complete.


I'll look into reworking those. Right now, all of my ground tiles use the same shading/shadowing. I might go and make a different shading/shadowing for irregular maps like these.


Pepsi Ranger wrote:
I know I still owe you some dialogue. I've been focused on other things since the beginning of the summer and haven't had much time to think about it. I haven't forgotten, though. I still plan to put a couple of dialogue trees together for you.


That's great! I can send you an updated list of characters if you'd like?


msw188 wrote:
The only things that looks really bizarre to me are the shadows on the staircases.


Fixed! I hope...


Master K wrote:
*Weeps in sight of amazing maptiles I could never achieve*


If you want, you can use these tiles. Most of them should be in BMRT (the resource I've just uploaded) and if they're not in there, I can email you my master tileset if you want. I've released them all under creative commons.
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Metal Slime
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 PostWed Sep 19, 2012 2:00 pm
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In regards to the stairs, I think this looks much better. Now if you want to get fancy, you leave the bottoms the same, and have the shadow recede in a straight line towards the wall of the top stair. So each shadow will be in the shape of a tall right triangle. If you want to be even more fancy, maybe it could be a more staggered thing, where each step has constant shadow (since each single step is supposed to be flat, or at least I hope so!).
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Super Slime
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 PostWed Sep 19, 2012 4:09 pm
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While it's very generous of you to offer those tiles, they're going to look odd in a game with 20 x 20 walkabouts, to say nothing of the graphics that don't match the tiles, quality-wise.
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Metal Slime
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 PostWed Sep 19, 2012 4:35 pm
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Holy crap, this well is HUGE!!! At least it will finally make sense if there's a secret dungeon inside!
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 PostThu Sep 20, 2012 2:51 am
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Mogri wrote:
While it's very generous of you to offer those tiles, they're going to look odd in a game with 20 x 20 walkabouts, to say nothing of the graphics that don't match the tiles, quality-wise.

I think they could be useful if the secondary game developer uses them creatively. A fraction of them are just fine as-is! Those cave wall tiles could go anywhere (I'm running out of time on my game, I might need to use them!) and their palettes and color count can be tweaked if they stand out too much. Stuff like paving tiles and grass and dirt can have new transitions drawn into them to make them blend in with other things a little better.
And the houses, ignoring the doors and windows, use about the same proportions and shapes I've used when working with 20x20 PCs and NPCs.

I'm really thankful that you uploaded those tiles for public use, BMR. I reckon the best way to express my gratitude is to use them as effectively as I can if and when I borrow from them.
Metal King Slime
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 PostThu Sep 27, 2012 2:31 am
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Gah! My laptop crashed on me while mucking about with Wine (why I was doing that is completely unrelated to the OHRRPGCE) and Custom was open at the time!

Custom recovered what I was working on, but now it says that the file is corrupted, gah! A week's worth of map-building is gone, sadness...

Ah well, such is life. I suppose that's incentive to make even better maps once I get my backups from my desktop. To the desktop and to Custom!

nananananananananNANA
Being from the third world, I reserve the right to speak in the third person.

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