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Some fugly maptiles
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Moogle1
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PostPosted: Sun Jun 10, 2007 8:27 am    Post subject: Reply with quote

Anonymous wrote:
And, in the OHR world, though I still suggest Rinku's guide for Reasonably Septaweekly (I think.) I've found that I highly disagree with many, many things in the article. I suppose that really was the start of my realization that I don't agree with many of the people here, because I previously took the article as gospel before. I guess this ridiculously long thing is practically saying that I feel that I've grown a lot from this community, but I've grown in a tangent that's far from the mainstream. I still think that, barring quite a few flaws, Final Fantasy VII and VIII make for an enjoyable playthrough, I still find that I enjoy random encounters when balanced well, I still think that characters speaking in pretentious tongue should be generally kept to a moderate to minimum, I still find that normal encounters shouldn't be extremely difficult, and much more.

And it's reflected in this game that I'm working on at this point. It comes through that things that I like about the design, script, etc., are things that many don't like here, and thus sparked my comment about it not being good enough to be released. So I guess, it reality, it's not so much that it won't be good enough to be released, but it won't be... I don't really know how to finish this sentence, but I'm sure you can find what I mean.


Wait, what? You're becoming more emo by the minute. Calm down a second.

The main criticism of SoJ was its in-your-faceness with its philosophy. This includes the NPCs. It's sort of like how Pokemon NPCs only talk about Pokemon -- it feels disingenuous.

As for random encounters, no one said they are inherently bad. I argued that there are better methods. I think random encounters is a perfectly acceptable method for an OHR game.

I'm not sure what you mean when you say normal encounters shouldn't be extremely difficult. Who said that every encounter should be a boss battle? On the other hand, you shouldn't be able to kill enemies in one hit or walk away from a battle without getting hurt. Otherwise, you're just wasting time.

I really don't see what any of this has to do with your graphics, but the bottom line is that you should make your game the way you want it. If it's fun to you, chances are it'll be fun to your audience.

PS. Go back and play your newbie game, then tell us you haven't gotten any better.
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Newbie_Power




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PostPosted: Sun Jun 10, 2007 7:02 pm    Post subject: Reply with quote

I just want to say, if there's anything that isn't overrated about FF6, is its ability to give most characters a well distributed amount of attention throughout the whole game and not just focus on the main character solely and forget about everyone else (in fact, I think the World of Ruin was in the right mind make Terra have less spotlight in order for this to happen. She was treated pretty much just like every other character during the World of Ruin.)

Yeah, I know FF6 praise is the last thing you need, but you rarely see RPGs with heavy characterization manage to make nearly every character important to saving the world, and a lot of games that do tend to be games where every character is silent when they're in your party (FF1, for example). So at least give FF6 that much, even if FFX is better (which gameplay wise and uniqueness/charm wise, it is, heh.)
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Calehay
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PostPosted: Mon Jun 11, 2007 8:48 pm    Post subject: Reply with quote

Newbie_Power wrote:
I just want to say, if there's anything that isn't overrated about FF6, is its ability to give most characters a well distributed amount of attention throughout the whole game and not just focus on the main character solely and forget about everyone else (in fact, I think the World of Ruin was in the right mind make Terra have less spotlight in order for this to happen. She was treated pretty much just like every other character during the World of Ruin.)

Yeah, I know FF6 praise is the last thing you need, but you rarely see RPGs with heavy characterization manage to make nearly every character important to saving the world, and a lot of games that do tend to be games where every character is silent when they're in your party (FF1, for example). So at least give FF6 that much, even if FFX is better (which gameplay wise and uniqueness/charm wise, it is, heh.)


I do agree there. It was refreshing, and I think it shows since we don't see (m)any "character fanboys" for the game. (or any game before VII, now that I think about it) It was simply a story based on a group of people all equally important. Though a little character development gets a little lost since it has to go through 14 people in the span of a normal one or two character driven story does. It's not a *bad* game, but nice little touches like that (and I generally enjoy the battles) make it worth the playthrough. God knows FFX has its problems too (run forward forever, and something happens! Big grin)

But, anyway, here's an update for inside of Veranda:





How can I make it clearer that the beam in the second pic is overhead? I've seen other games do it, but I don't know if I'm missing something or not.
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Moogle1
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PostPosted: Mon Jun 11, 2007 9:28 pm    Post subject: Reply with quote

There are a couple of cheap tricks that might help the beam:
- Make it thinner.
- Change its color. For these two, think of the beams in the houses in FF6.
- Put a shadow "underneath" it.
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PostPosted: Tue Jun 12, 2007 12:32 am    Post subject: Reply with quote

Quote:
Though a little character development gets a little lost since it has to go through 14 people in the span of a normal one or two character driven story does.
Like I said earlier. The World of Ruin is just the conclusions of all of the character development that already happened in the World of Balance, so there isn't really much reason to say that character development isn't lost, there was just a pause in it before the outcomes.

What the WoR does lose is situational development. Kefka is sitting in his tower the whole time so most of what is happening is undoing a lot of monsters that are running amuck as well as watching characters come to age.
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Artimus Bena
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PostPosted: Tue Jun 12, 2007 12:59 am    Post subject: Reply with quote

I would probably widen the beam instead of thinning it. (Width-wise). And yeah, there'd probably be some shade in the corner below the window.
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PostPosted: Tue Jun 12, 2007 1:45 pm    Post subject: Reply with quote

Do the walls of the house seem a little light to anyone else? Or maybe just the diagonal part of them needs to be a slightly different shade. Ah, whatever.

And for the record, I think the grass looks worse in the "lightened and sticking out over the path" version. I thought your original grass was kind of cool, just needed softened just a bit. Just an opinion though. I also tend to disagree with a lot people here on an incredible amount of things related to making and enjoying games, see any handful of game design discussion threads.

And I just looked up and realized I'm not logged in, and I don't feel like fighting this thing that has a nasty habit of losing track of me as I go from sign-in to forum to journal. This is msw188.
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Calehay
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PostPosted: Fri Jul 27, 2007 10:23 pm    Post subject: Reply with quote

I decided it might be a better idea for me to continue practicing before making a game. Here's the latest catastrophe (though there's still a new water to be done and shadows for the houses. I'm also going to do a few palette swaps on the house and finish the large grass.)




(Sorry the map is so big. I'm new to the program and I wasn't sure how to make it smaller without losing any of the map information.)

The roof doesn't work quite right but I wanted to make sure I showed off all of the tiles.

And so it won't feel like I've wasted the entire summer, here's all of the other crappy graphics that I've been working on for this game:







If I pick up this project again afterwards, all of this would have to (and should) be redone anyway because it's all so heavily referenced (except the old portraits. Those were all my own complete work and it shows.) I wanted to go for simple, but it looks like I mistook "simple" for "crappy" again.

Oh well, it gives me a chance to work on some plotscripting tricks I've wanted to try out.

One thing about the house, I've looked at a lot of games, and it seems that perhaps I have the wrong idea of what the perspective should be. On some games, I've noticed that when you see a roof that is sloping towards you, you can see the backside of the roof. But then, other games don't. Is this just a personal choice, or what?
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Artimus Bena
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PostPosted: Fri Jul 27, 2007 11:22 pm    Post subject: Reply with quote

Everything's a personal choice. The only thing that anyone's advice will do is help you make it appeasing to the average player.

In the house picture, there's only a couple things I would note: blending the lighter grass with the darker grass (at the edges), and the base grass tile is really griddy, at least horizontally. If you got rid of the horizontal line, it would look pretty nice.

Not sure why you're freaking out though. Just make your game, and learn as you go. Just how many people do you think are going to play this, a thousand? If you keep worrying about making your tiles the epitome of perfection, you'll never get to make your game. And isn't that the point?
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Moogle1
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PostPosted: Sat Jul 28, 2007 12:17 pm    Post subject: Reply with quote

I have two big complaints. Everything else is at least passable.
- The shadows are all wrong. There is no way they are being cast by those objects. I would rather see no shadows than the weird ones you have. The shadows are also unusually dark -- I would expect shadows that dark in a dark room with only one light source.
- Your hero graphics are obviously modified FF sprites. Chromis in particular isn't even modified that much. I prefer your old battle sprites categorically. The bottom portraits are better, but I have a hard time believing they were drawn by the same person who did the first.

Otherwise, the tiles look generally very good. The bricks are especially well done.
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msw188




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PostPosted: Wed Aug 01, 2007 5:58 pm    Post subject: Reply with quote

Just throwing an agreement on three points:

1. The shadows are definitely horrible. I'd also rather see no shadows at all.

2. Everything else is fine, maybe it'd be nice if the wall looked a little thicker on the sides, and had the metal things coming out of it there as well. Just a suggestion.

3. I also think you really ought to start concentrating on getting some content and releasing a playable game; these graphics are plenty good to go on, except the shadows perhaps.

I wish I could tell you more about perspective, but I've never taken any kind of art class outside of elementary school. The best I can offer is that to an untrained eye (mine), the house looks okay as it is.
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smokedog
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Joined: 08 Oct 2003
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PostPosted: Sat Aug 11, 2007 10:29 am    Post subject: Reply with quote

Check out this guide, it's been around for years, and I'm pretty sure I saw someone quote it earlier in the thread.

My apologies if someone already linked it.

http://web.cs.wpi.edu/~claypool/courses/frontiers-06/samples/pixel-artist/default.htm
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