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WereAlpaca

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Everything posted by WereAlpaca

  1. That expelled piles
  2. I did a front facing paperdoll of dragon armour in Nightmare's style just because I liked your design! lol
  3. I do like the design, the only thing that really bothers me is the mixels, cool though! Well done
  4. I feel like if you've ever worked with RPG maker you'd be familiar with it, so if you find the tutorials lacking for Intersect I would highly suggest checking some on RPG maker. The way the software works is not 100% the same, but if you need basic concepts for mapping, events or other shared systems they would definitely be helpful. In order to understand what features are in intersect the dev blogs are quite helpful: https://www.ascensiongamedev.com/forum/52-dev-blog
  5. http://www.andysowards.com/blog/2012/80-epic-pixel-art-tutorials/ Most of these are broken links by now, but literally read ANY tutorial you can find! Deviant art tends to have some pixel art tutorials as well. Also read normal art tutorials, ya never know what could be helpful. Hair: I like the line art on your hair quite a bit! It's lovely, and a great first attempt. I would suggest adding more depth, you can take your darker tone and make them flow in the direction of the spikes, shadowing the lower layer of them, then put highlights on the mid of the spikes, just don't go too crazy. Play around with making the hairs shape a little more natural but don't go too crazy, always save a new version of it everytime you change something significant. Person: I actually love the body, and I would leave it as it is. Although with the head, the shape is totally off, however that's not how I would start fixing it. I would start by drawing new more interesting eyes, and make them consistent through every frame, take your time drawing several different version till you're happy. Then move onto the ears, then the mouth. When you feel like you have those details correct I think it will be easier to suss out the shape of the head. Tips: Always change one little tiny detail at a time, and repeatedly change that detail until you're happy with the result, then move onto the next one. That way you're always moving forward instead of making too many changes at once and feeling discouraged nothing is getting better. If you end up 5 changes down the line, all carefully thought out, and then something doesn't fit anymore, take the time to go adjust that as well. Really take your time with it. I would also really suggest this guys palette: 32 http://pixeljoint.com/forum/forum_posts.asp?TID=16247 16 http://pixeljoint.com/forum/forum_posts.asp?TID=12795
  6. that's not true he has doritos in his rations
  7. I would use the Crafting system then create an entirely separate system for Disenchanting where you get materials back. That's where you can use Bunny Gamer's system quite well. Useful idea, just depends how you use it!
  8. Looks like we'll have to solve this disagreement the old fashioned. Battle royale.
  9. I can't believe I found someone else that knows that BBQ doritos (the purple ones) are hands down the best of all. Is this fate?
  10. Same thing we do every day Pinky, try to take over the world!
  11. LOL! I know right. One step at a time. I really wanted to change it to 4 legs but I'm tackling a lot right now. It's on the back burner while I get the initial sweep on everything. It's honestly a pretty big challenge working in that small pixel space, so it's a bit of a pain. Totally going to make the original piece into an ant and have a spider as well though, so it really just builds us up more.
  12. Y'know what, I totally understand what you're saying and I can specifiy even further. The goal was to take the amount of shades and lower them to 3, unless it's a metallic material - that's so they fit in with our universal palette. So not only did I lower the amount of shading, but I also switched the palette for a higher contrasted version. Let me show you an image that helps clarify. 1. Original 2. New pixel art 3. New palette Now for me, I would be inclined to say the middle is the best version. However, from a developers standpoint, the third option is the best one to work with. The palette is universally used throughout everything in the game, so if we ever want to lower the contrast, we can adjust the entire game at once with a simple tool. The pixel art is following a clear set of rules, solid outline, 3 natural colours, 4 metallic colours, and has a damn shadow. Also, we can isolate and adjust details without having to mess with an overly dynamic piece. Lastly, it's very important to keep in mind that you're viewing these monsters from far away, and that high contrast can be very pivotal in understanding what you're looking at from far away. Now that we realize we're killing a Mommas little babies we feel sadder too PS. There will no longer be any simple recolours in our game, every single NPC and enemy will have a unique pixel art, and these updates are simple stepping stone to create variants of our current mobs. EX: Rattler snake has a rattle, Cobra looks like a cobra, and so on. Thank you for your criticism! When we're done taking care of our current task we will ook into lowering contrast on some of our colours.
  13. Thanks guys! Also... We're getting a little more gendered, and a little more diverse.
  14. Monstrous updates being made! Get ready to crush some sexy foes.
  15. End game is getting a little more neato! Get excited folks C:
  16. Weapons!
  17. Gotta get em reapers in the corner and show em who da boss is
  18. Definitely Nintendo
  19. So technically you can't limit by class and by level right now? Just one of the 2?
  20. 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
  21. It's just how it's set up in the engine currently. It's important that the graphics are entry-level for people new to game making. I'm sure this is something you can change upon release. For now make sure you're using the proper graphics, use the default resources to figure it out. Cheers.
  22. Careful with that, I recognise that indoor map from a youtuber I follow.
  23. 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.
  24. 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
  25. 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.
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