Jump to content

WereAlpaca

Members
  • Content Count

    129
  • Donations

    $0.00 
  • Joined

  • Last visited

  • Days Won

    3

WereAlpaca last won the day on July 16

WereAlpaca had the most liked content!

1 Follower

About WereAlpaca

Profile Information

  • Gender
    Male

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. WereAlpaca

    Nightmare Showcase

    Thanks guys! Also... We're getting a little more gendered, and a little more diverse.
  2. WereAlpaca

    Nightmare Showcase

    Monstrous updates being made! Get ready to crush some sexy foes.
  3. WereAlpaca

    Nightmare Showcase

    End game is getting a little more neato! Get excited folks C:
  4. WereAlpaca

    Nightmare Showcase

    Weapons!
  5. WereAlpaca

    Deruvial - WIP

    Gotta get em reapers in the corner and show em who da boss is
  6. WereAlpaca

    Something is coming to AGD

    Definitely Nintendo
  7. WereAlpaca

    Level requirements for gear?

    So technically you can't limit by class and by level right now? Just one of the 2?
  8. WereAlpaca

    Our WIP Map

    Heyooo, the unscrambled grass is better from a pixel art perspective. The randomised grass is very messy and hard to read. If you want to fix the tiling look, put your grass tile on a 3x3 grid, then grab ANY random section that's the tile size (like 16x16 or 32x32). You can then balance out the grid lines you notice in that new grass selection with mad pixel art skills, then put that tile in a 3x3 grid again and repeat. Hope that makes sense it helps keep the integrity of the original grass tile while fixing the tiled look. Edit: Tip time! 1. Create an autotile version of your grass to go over top of your current grass. With this new autotile you can change the hue, saturation and brightness to add different layers of grass and a new depth. 2. Create micro tiles of flowers, mushrooms, rocks and various details that only take a "corner of a tile", with a 32x32 sprite this can be a 16x16 detail! Then you can take that tile and position it anywhere within that tile to create many different bunchings of micro tiles. This can be very fun, as you can apply this technique for many different things like house details and etc. 3. Start with really big basic randomised shapes using your lowest and basic tiles. These shapes or random mappings make everything a lot more natural, and can kind of look like a heat map if done correctly. At this point you can build your natural landscape from those shapes, then "carve" your human structures from those natural landscapes - visualisation and the process makes a big difference
  9. WereAlpaca

    Storm-Online World

    Careful with that, I recognise that indoor map from a youtuber I follow.
  10. WereAlpaca

    "Painted" maps

    You've given very logical and well aimed responses to everyone, good stuff Konig! I'm enthusiastic to see what you produce. This thread seems to have an oddly pessimistic feel, but I know this can be done well - I'd also like to share some useful thoughts! First of all, I would highly recommend putting together a base tileset to work from. When you can tile in portions of the map, you can really expand on that visual by parallaxing over it and you gain a lot of FPS. This combining of techniques is the perfect balance, especially when your work load feels so overwhelming. There are many inspiring examples online. Secondly, using a tileset as a base will solve the players feeling unnatural or misaligned, as you can tell from this thread, that will be a problem you will run into later. You can export full resolution and properly scaled images of the maps - straight from the editor - might need open source to export with specificity. Third of all, having a base tileset allows your map makers/programmers to have something to use and test with. Having a "base" mapper who goes through and only maps out using the base tileset could greatly lower the load on the artist as well! Lastly, make all of your fringe details use an efficient amount of tiles. Sometimes when you're taking the parallaxing approach, the over the character details stop needing to line up to grids - then you start having excessive fringe tiles being rendered. Put simple: make sure your fringe layers fit in a grid logically. To wrap this all up, keep your artistic integrity, and break rules when you need to! Cheers.
  11. WereAlpaca

    "Painted" maps

    Would love to see any techniques you uncover along the way! Other members might have valuable advice if you start a progressive thread on it as well cheers
  12. WereAlpaca

    Wolfy 2D Engine

    Paying anything less than 1000$ for this engine is extremely silly, and is still far too little. A license for a set of graphics can run you 300$ easily... Let that sink in.
  13. WereAlpaca

    Exactly.

  14. WereAlpaca

    Exactly.

    Not quite
  15. WereAlpaca

    Exactly.

    Exactly
×