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Blubber Bloat
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 PostWed Jul 18, 2012 2:10 am
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Beachy country side with some greenery in the back area.
Maybe a hint of pirate or something, though strictly on the beach area. Just basically an in-between area I guess, going toward some port town.

And I say work on Daimonberry, Redberry, and Blueberry next with sprites, as I not only enjoy monsters, but they sound fun.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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 PostSun Jul 22, 2012 10:55 pm
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Update 018
(MUSIC) "Floraison"

It took all weekend, but I finally made something out of Theme 51. This borrows from the third warrior's musical motifs - expect to hear them a few more times - and will play during the third warrior's solo mission on Mt. Garra, fighting off ruffians and poachers. Speaking of which,

(MUSIC) Outlaws

Those enemies now have music to play during their encounter scenes! This is not battle music, it's more like "what are they up to" scenario music. This is not a wholly original piece - it borrows very heavily from the Isaac Army Theme from Fire Emblem: Genealogy of the Holy War. I have no idea how ethical this is among composers, but it felt appropriate, so I rolled with it. "It's not plagiarism, it's an homage!"

That's all for now! I'm not rotating back to music for another two weeks, so hopefully this compensates for several days of missed updates.
One more thing, the "Fruits" theme is actually going to be used as a boss battle victory theme.
Blubber Bloat
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 PostSun Jul 22, 2012 11:31 pm
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sounding good. that is all.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal King Slime
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 PostWed Jul 25, 2012 5:13 pm
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Again, I listened to these "blind" so I'm posting my impressions on them without any influence from what you posted.


Floralson
Definitely has a militant sound to it. A pinch of marching, a smidgen of parade, and a dose of pre-battle inspiration speech is what I'm hearing. Not exactly battle music per se, but something to do with the military. Something you'd hear at a victory celebration for the army, or at a parade to show off military strength.

Outlaws
It starts out seedy and shady, and maintains that theme throughout, but it doesn't seem very sinister. Hard to explain, but I can imagine a bunch of guys sitting around being evil, but not actually plotting anything evil. It's definitely seedy and less than legal, but it's not outright menacing or threatening.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal Slime
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 PostTue Sep 18, 2012 8:50 am
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Update 019
Enemy Roster - Humans

Today's the start to a busy week. I aim to knock out every last enemy sprite right here and now so I can get to testing battles, starting today with the human/outlaw enemies. I'm not doing any more Bestiary entries, unless you guys demand to know more about a specific enemy, in which case I'll make note of it and upload the original artwork along with a Bestiary entry after the HotOHR contest is done and the game's uploaded.
I actually do plan to continue posting Viridia material until I hit 100 updates total. I'll probably hit the contest deadline between updates 60 and 75 according to my new schedule. We'll see how things go as time goes on. No matter what, though, expect a few artwork updates after the contest is finished.

Onto the enemies! I did a bunch of thinking and sketching over last month's hiatus, and this was the format that worked for me: enemy picture, enemy name, enemy stats on a simple relative scale, and enemy attacks. I'm using a condensed version here to save time. Does it look okay? Is the color scheme all right? It doesn't hurt your eyes or anything, does it? This is a temporary format and I'll take suggestions on how to improve the template.

Here's a quick key as to what all the stat symbols mean, in case it isn't apparent:
Heart = Health
Sword = Physical Strength
X = Accuracy
Shield = Physical Defense
Clover = Dodge
Ring = Magic (magic power and magic defense use the same stat in this game)
Shoe = Speed

The attacks listed today aren't anything special, most of them are basic damage-dealing attacks with little variations on accuracy and damage type. I would like to make note of a few things, the first being the Knave's "Sand Screen" move. A number of enemies on this adventure are cowardly and tend to run away when they are alone or low on health. If they simply flee, then you will get their experience points and item drops as if you'd defeated them normally. If a special move is used to get away, like Sand Screen, the escapee's rewards will be eliminated and you'll walk away with nothing.
The second quirk to enemy behavior in Viridia is the way their attacks target our heroes. Certain attacks are slow and predictable and will always target the first person in the party, especially any move that requires a visible turn of charging. Use this to your advantage and put a high-defense character like the armored knight, Wade, in the front beforehand and make liberal use of defensive skills when fighting enemies with powerful attacks.

I slipped through the cracks and lost a lot of valuable time for Viridia, but I'm going to work harder than before to try and make it in time for the HotOHR contest. I appreciate all the feedback you guys have given me before, immensely so, and I hope I can count on you for your continued support! It's the little responses I get in this thread that motivate me to work harder. ♥
Metal King Slime
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 PostTue Sep 18, 2012 9:44 am
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Very purdy...

Unless I'm much mistaken, all of those guys use the same palette? The artwork is amazing. I'm particularly impressed with how you did the robes on the knave.

One nitpick though, the poacher doesn't seem to be the same size as the other four and comes off as being a bit on the midget-y side.

Looking forward to your next update!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Blubber Bloat
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 PostTue Sep 18, 2012 12:34 pm
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About time you updated :p

I gotta say, that scrapper's weapon don't look none too friendly...
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostSat Sep 29, 2012 11:21 pm
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Update 020
Enemy Roster - Monsters

Didn't get around to this last week. I read somewhere recently that willpower is a finite resource, and I guess I'm struggling with that right now. There's nowhere to go but forward, though, so let's keep moving.

These are the enemies encountered on Mt. Garra at night. I intend to make this the "hard route," and each of these enemies should pose an initial challenge to the player requiring them to study and learn from each enemy individually, forming new battle tactics as they go. I'll be developing on this as I ready and test battle scenes.

The Haelkeon is a somewhat unique enemy in the game up to this point that focuses mostly on stat-reducing noise attacks that will stack up over time. It's a menace in prolonged battles, especially against the area boss.
Click here to listen to draft of its awful "Din" attack sound.

The Imp is a bit more straightforward and likes to Screech and lower your defenses before Slicing you to bits. When it's in trouble, it may use a magic health-draining attack or increase its speed and extra hit tally. It may just run away in a panic if you're lucky. Its design was derived from a popular internet meme.

The Flanerro is my take on a slime enemy and wields a fair-sized boulder. There's something eerie kept inside it that you'd rather not know the details of. You'll have to poke around to find its weak point, otherwise it will take much longer to kill, lobbing bones at you in retaliation. Finally, the Tikor is a more literal sort of rhinoceros beetle with a slow, predictable, but devastating Charging attack. Put the blue knight in the lead and use his Defend command frequently to avoid disaster.

That's all of 'em for now. Next up is the last main category of enemies, Animals! This won't take nearly as long since many of their sprites are already completed. Following that, I might do another final page of enemies with all the bosses. Is that something you all would like to see, or should I sooner get back to writing dialogue or composing music?

=====

Re:BMR
I realized that the Poacher became a midget by comparison, but I don't plan to do anything about it at the moment. I also have no intention of revising any of the enemy graphics presented thus far since I'm so short on time, but I may return to them after the contest is over, so by all means, continue analyzing and criticizing my sprites. And everything else. I welcome your opinions!

Re:Skivich
Indeed, I am slowpoke. I wonder if I'm even going to hit 50 updates by the time the deadline rolls around. I'm going to do my best to make the game as full as possible by then regardless.
Blubber Bloat
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 PostSun Sep 30, 2012 3:22 am
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Digs teh monstys thar.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Liquid Metal Slime
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another update ALREADY?! 
 PostSun Sep 30, 2012 6:08 am
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Update 021
Enemy Roster - Animals
Whoa, this happened quicker than I expected! Here comes a big wave of enemies!

These are some early enemies that can be seen on the road to Mt. Garra. The first two, the Turtuga and Tetaché, ought to be avoided by newcomers, as they are both powerful and hard to kill. Thankfully this is easy to do since battles are triggered via NPC; the Turtugas will never actively engage you, and the Tetaché is a rare enemy that only comes out at night. Play the daytime route to avoid them completely!

Two pairs of enemies with identical names! The Dry Carniyave comes in two poses, aerial and earthbound; the latter is much more likely to poison you, so kill it first. The Ariete rams come in male and female varieties; the former is a hard-hitter like the Tikor and the latter is capable of healing its allies.

Two somewhat new birds and two familiar moles. The Carniyosa is a very rare enemy that will never harm you; its Flower Gift will restore your health, and after it's either dead or fled, there's a chance it'll drop a nifty accessory that boosts your health further. The Garra Hawk is a mighty enemy, but it's not hostile as long as the third warrior is with you, so you'll only fight it a few times. I've mentioned the moles earlier, so there's not much to add here.

Okay, folks, I'd like a verdict by tomorrow since I'm on a roll: Do I put together some info sheets for the boss enemies, or should I go back and work on more dialogue or music? Or something completely different? Post a suggestion!
Blubber Bloat
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 PostSun Sep 30, 2012 7:31 pm
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BOSSES
That is all.

Okay, that's a lie, I digs me some enemy sprites.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostSun Sep 30, 2012 11:33 pm
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If your enemy sprites are this good, I can't wait to see your boss sprites. I vote bosses.[/img]
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Red Slime
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 PostMon Oct 01, 2012 3:23 am
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While I'm very impressed by your sprites both idea-wise and technically, overall I also feel that they tend to be weak in the contrast department, which strongly effects their ability to 'read' visually.

This can be caused by a badly calibrated monitor (give
http://www.lagom.nl/lcd-test/ a go; even if your monitor used to be correctly calibrated it can go out of calibration over time.), or by drawing on an inappropriate background color (I suggest either black or neutral gray #bababa , depending on the contrast level of the backgrounds they'll be shown on.). If you haven't sorted those environmental factors out, it'll be harder to get your results to do your actual artistic understanding justice in this area.
Liquid Metal Slime
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 PostMon Oct 01, 2012 4:15 am
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Ion, I hate to say this, but I'm skeptical of you. That was apparently your first post, and right away you've posted a link to somewhere. That's pretty suspicious. Your entire post is also walking a thin line between relevance and vagueness. It sounds like you're talking about my sprites and their specific problems, but this post could have easily gone in any thread with sprites in it without changing a word. I highly suspect you to be setting me up for some kind of scam with that link.

Now, again, I'm terribly sorry if this is a false assumption and I'll pay you all due respects if I am wrong, but I've just been tricked a few too many times on the internet by comforting but vaguely-worded comments and criticism sent to me with links attached. I always check the sender's post history and look for mass-produced posts with identical wording sent to many people in addition to myself, and so far I've remained clean and safe. I can't risk tarnishing that.
Could you please prove to me that you're not a bot or a scammer somehow? Give me some specific criticism related to exactly one sprite, or something? Maybe post an image of some eschewed color palettes made by the same mistake I might have made?

In the meantime, I'll take your advice at a glance and look at my sprites on a different computer monitor to see how they look by comparison. If it's really ugly (and if it is, come on, other posters! Tell me!) then I may need to change the game's main palette all together.
Blubber Bloat
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 PostMon Oct 01, 2012 4:26 am
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not to mention links that aren't .com, .net, .org, .co, or .uk are extra suspicious....
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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