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benos
  Sat Feb 25, 2012 12:18 pm
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Completely new. Nothing about rm2k/3 though.


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Delmaschio
  Sat Feb 25, 2012 6:22 pm
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Another screenshot, I'm not really liking the cliffs, too blurry, aren't they?

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Daria
  Sat Feb 25, 2012 6:25 pm
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Delmaschio wrote:
Another screenshot, I'm not really liking the cliffs, too blurry, aren't they?

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The softness doesn't bother me, but they aren't connected to the ground, they really look like they're hovering.


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gRaViJa
  Sat Feb 25, 2012 6:54 pm
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Agreed. They look too much like a separate layer. there should be more of a transition. New project looks promising, Del.


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Delmaschio
  Sat Feb 25, 2012 6:58 pm
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What you said is very true and I already meant to fix it, but the softness doesn't bother you guys at all?
I'm glad you're liking it Gravija.

EDIT:
These were made using a different approach, better?

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RadethDart
  Sat Feb 25, 2012 7:55 pm
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This looks pretty cool and all, but the sprites do not fit the scene. I really like the graphic work.

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Delmaschio
  Sat Feb 25, 2012 7:59 pm
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Why exactly do you think the sprite don't fit it?


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Daria
  Sat Feb 25, 2012 8:02 pm
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Gah... So pretty...

Starting to look like a PSOne game with the prerendered backgrounds. Agreed on the sprite though, maybe softening the palette? Also feel as though he should be bigger, FFT style.


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action
  Sat Feb 25, 2012 8:07 pm
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@Delmaschio: I think it's because the custom light effects that are affecting the color of the environment doesnt change the character, it kinda looks like it's just placed on top of the map without fitting in/blending in. Also the style used for the environment is laot different from the style of the sprite

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Delmaschio
  Sat Feb 25, 2012 8:28 pm
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It will be hard to make the lightning effects change the character sprite itself... And yes, the style is different, maps are painted the sprites are pixelated, what about this other sprite here? It has a brigther, softer pallete.
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Jason
  Sat Feb 25, 2012 11:18 pm
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I don't see the problem myself, I think the sprites and backgrounds look great together o.O

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RadethDart
  Sat Feb 25, 2012 11:36 pm
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action wrote:
@Delmaschio: I think it's because the custom light effects that are affecting the color of the environment doesnt change the character, it kinda looks like it's just placed on top of the map without fitting in/blending in. Also the style used for the environment is laot different from the style of the sprite


Exactly, this is troublesome to the eye when trying to admire the feel of the map. The character's colors are too vibrant to the map shadows.

Edit:
That recent one actually doesn't look too bad, but the colors are still too bright for the maps. I really really love the maps, and it might different in-game. :)

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Juan J. Sánchez
  Sun Feb 26, 2012 1:18 am
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I love the last screenshot. The style kind of reminds me of Skyward Sword, you know, as in large brush strokes. And the lightning is superb.

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Batman
  Sun Feb 26, 2012 4:30 am
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Delmaschio wrote:
It will be hard to make the lightning effects change the character sprite itself... And yes, the style is different, maps are painted the sprites are pixelated, what about this other sprite here? It has a brigther, softer pallete.
Image


The map and the sprite don't clash at all, but I still think you should desaturate the sprite a little bit to go with the map? That's just what I would do hahaha

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RadethDart
  Sun Feb 26, 2012 5:08 am
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swick wrote:
Delmaschio wrote:
It will be hard to make the lightning effects change the character sprite itself... And yes, the style is different, maps are painted the sprites are pixelated, what about this other sprite here? It has a brigther, softer pallete.
Image


The map and the sprite don't clash at all, but I still think you should desaturate the sprite a little bit to go with the map? That's just what I would do hahaha


Haha, that might be it! The sprite just looks too colorful for the environment.

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mawk
  Sun Feb 26, 2012 7:24 am
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It's good to have character sprites and points of interest stand out from the background, a little. The sprite with the softer shading is, I think, the sort of thing you should aim for.

I do think it could stand to fit the style a little better, though. One of the things about a more painterly aesthetic is that you're going to have to pay a lot more attention to colour, contrast, and shading with your sprites. In the case of the clothing, I'd personally try making the colours a little bit warmer and more neutral to suit the soft colouring style you have for the backgrounds.

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Daria
  Sun Feb 26, 2012 11:12 am
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Here's where I was going with the "softer colors" and bigger sprites thing. But even if you don't agree on sprite size, you can see here how the desaturated colors compliment the background.

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RadethDart
  Sun Feb 26, 2012 3:00 pm
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This looks like the characters belong more into the scene! I think something like that would work (even the sprites look nice). Good illustration, Daria.

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Delmaschio
  Sun Feb 26, 2012 4:48 pm
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Thanks for all the feedback guys, I appreciate.
We're working on new sprites, I'll come back later with them.


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Amy
  Sun Feb 26, 2012 5:15 pm
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Gotta say I prefer the original sprites to Daria's example. But that's personal preference which is always gonna be different.

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Delmaschio
  Sun Feb 26, 2012 5:37 pm
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I just decided to increase the height a little bit and I'll see if I can make the lighting effects as a different layer and see if with some programming we can make the effect actually affect the characterset sprites.


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Daria
  Mon Feb 27, 2012 7:15 am
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RadethDart wrote:
(even the sprites look nice). Good illustration, Daria.


Thanks.

The sprites are from Saga Frontier 2, which used entirely water painted environments. This project reminds me of the game. Although hopefully it turns out to be less boring. :P


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benos
  Thu Mar 01, 2012 12:36 am
"I'm gonna have to take out the trash sooner or later".
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Just another ace game I'm making called Hadonis. Cuz I like testing out the animated poses and shit. :fap:

No, that default character isn't the main character, he's just a average npc who meets his end with the mysterious stranger, who I presume is a main bad guy. :box:

Does it look better without the road lines or not? (I don't mean the dialogue) :haha:

Image


Last edited by benos on Thu Mar 01, 2012 2:12 am, edited 1 time in total.

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Jason
  Thu Mar 01, 2012 1:32 am
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Just an idea I've got for another game that will never get finished, and no it isn't going to be called DerpTown, lol

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Wizered67
  Sun Mar 04, 2012 8:47 am
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Here is the progress I've made with converting my project to multiplayer.

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Everything was made by 3 different people on different computers.


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JSchwag
  Mon Mar 05, 2012 10:01 am
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Here's my new game Oracle Online. The screenshot shows the game and map editor. Enemy AI is pretty lame right now but you can attack and kill things, as well as other players. Warps work so you can go inside houses ect. The game is basically unhackable because everything is serverside. Still lots of work to do, but it's a good start. It's tile based but I have 10 keyframes between tiles so it looks like smooth movement.

http://imageshack.us/photo/my-images/71 ... nshot.jpg/


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rey meustrus
  Tue Mar 06, 2012 3:25 pm
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I think you mean it's theoretically unhackable; are you sure that the server distrusts every piece of data the client sends? Are you sure there are no holes in the server itself? Even if you are, you can't be certain that the underlying OS is completely secure, and a hacker could theoretically get in at a lower level and mess with your program code or modify live memory.

Server-side logic is admirable, though. Just make sure the client doesn't hang waiting to hear about the results. One popular method of preventing this is for the client to predict what the server will say happened, then correct the game state when the response actually arrives.

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Daria
  Thu Mar 08, 2012 8:51 am
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Benos: The road borders should be hidden behind the hills. Imagine that there's a hidden layer of road one tile under the hills, right now it's throwing off your perspective.

Ok, still plugging away at my game. Think I'm getting better with elevations and buildings. This is suppose to be an academy, at the top of a hill, the pink is actually a panarama ingame. I also flat out drew the scalloped flags, and cobbled together the railings and road, as well as recolored a lot of elements.

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Wizered67
  Mon Mar 12, 2012 4:25 am
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Here is a video showing my efforts to convert my game to multiplayer. Global building works, but everything is a little laggy with multiple players.



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titiy
  Wed Mar 14, 2012 2:52 am
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Just a screen from something I've been working on :3

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There's a couple things I need to fix (the sand/grass transition near the water on the right side) and so on


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