Page 63 of 101

Posted: Mon Apr 22, 2013 5:14 pm
by Meowskivich
It has a certain charm, though. Like the old PS final fantasy games and their pre-rendered settings.

Posted: Mon Apr 22, 2013 7:42 pm
by Matokage
My mind is blown, emmychu. Very impressive for your first game.

Posted: Wed Apr 24, 2013 2:33 pm
by Spazman
Before:
Image

After:

Image

I'm not ceasing work on this, just to let y'all know : >

Posted: Wed Apr 24, 2013 2:56 pm
by Meowskivich
I am disappointed, there's not enough cow bell.
At least it's improved ;P

Posted: Thu Apr 25, 2013 6:23 am
by shakeyair
thespazztikone: you might want to consider taking some color(s) out of your floor tiles. i wouldn't recommend more than 3 fairly low contrast colors in a single floor texture, just for readability reasons. sometimes what is a wall and what is a floor in your screenshots isn't instantly recognizable, which can be confusing for players.

In general, and for everyone, keep in mind the order of importance for gameplay, and try and match it with the visual 'pop' of that element.

1. Heroes and stuff that can be used (NPCs, doors, interactive objects)
2. Walls and barriers
3. Floor

So, heroes and NPCs should stick out a lot, as should any stuff you can actually use. Walls should stick out more than the floor. The floor should basically be doing the bare minimum, visually, to establish what it is while staying out of the way of the important gameplay elements.

EDIT: I forgot to say that the 2nd screenshot is a dramatic improvement! Everything is looking really good, besides my critique above.

Posted: Thu Apr 25, 2013 12:51 pm
by Spazman
Another Before / After thing:

Image
Image

ALSO, a revision to an area posted earlier, with some stuff in mind from ShakeyAir:

Image

that should be a bit better. Also tried to edit the floor/plating under the computer consoles as well.

Posted: Thu Apr 25, 2013 5:57 pm
by Master K
I...I need to finish what I started.

Image

Image

Posted: Sat Apr 27, 2013 12:04 am
by shakeyair
thespazztikone wrote: Image
I think the design was stronger with the metal border around the platform. I didn't mean to say that floor tile variety was bad, just that they shouldn't have much contrast. I would still use less colors on the rug, or bring down the lightest blue at least.

With the computers, initially I read the grating below them as a wall, and the whole thing as kind of a big center console. They are clearer now, but you might want to extend the border around the left and right to the bottom as well, to differentiate the console from the platform.

I like the lighting in your new one, but what are those tan squares?

Also, why is there a blue rug in such a hi-tech environment?

Posted: Mon Apr 29, 2013 3:59 pm
by Meowskivich
Master K wrote:I...I need to finish what I started.

Image

Image
Dats one purdy self-roasting chicken.

Posted: Mon Apr 29, 2013 7:18 pm
by Master K
Thanks Meow!

Speaking of which, a new demo of Illusions is out, featuring the fire dungeon and island fully completed, and new items added. Download it and tell me your thoughts on it. :)

Posted: Sat May 04, 2013 3:17 am
by Pepsi Ranger
Just in: A dancing girl at the Foxberry Nightclub!

Watch her randomize her dance moves.

<object width="640" height="480"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="" type="application/x-shockwave-flash" width="640" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

For those who are new, this is from the way long in production The Adventures of Powerstick Man: Extended Edition.

Posted: Sat May 04, 2013 5:48 am
by BMR
That's pretty amazing there Pepsi.

Posted: Mon May 06, 2013 12:06 pm
by Matokage
Those people are triping balls, man.

Posted: Mon May 06, 2013 12:30 pm
by RMZ
I'm planning on having this project finished for the next Heart of the OHR, clocking in at about 13-14 hours of gameplay thus far, I can proudly say that after this week I will be at my 75% marker of the game.

<a href="http://s19.photobucket.com/user/RedMave ... d.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... c567ad.png" border="0" alt="Triangle's MA Broccoli 1 photo TriangleMA_BroccoliBunker1_zpseac567ad.png"></a>

Enemies for this dungeon are pretty fun to fight and a challenge. The top most enemy has armor with super high defense, you can use the Steal move on him to take his armor, which lowers his defenses drastically, but forces a nasty counter attack! Then there's that floating broccoli, who after every attack changes to a different element!


<a href="http://s19.photobucket.com/user/RedMave ... 4.png.html" target="_blank"><img src="http://i19.photobucket.com/albums/b175/ ... 613464.png" border="0" alt="Triangle's MA Broccoli 2 photo TriangleMA_BroccoliBunker2_zpsa6613464.png"></a>

This particular boss fight which I worked too hard to reveal details on, took me the better part of an afternoon of solid work to set up, but holy crap is it awesome! I got a long way to go between the last 25% and extensive testing, but this is without a doubt going to be my most epic RPG.

Posted: Mon May 06, 2013 1:11 pm
by Matokage
Waiting for some triangle lore.