![]() |
First In-World Screenshot!
1 Attachment(s)
Well, I have not shown a screenshot in-world of Shifting Ages yet. I have only shown test levels. Now, that I have many levels and progress runs smoothly, I will show a screenshot in world. I did showstats 0, so the gui and the player will not hinder seeing the level (as you have already seen both gui and player).
Within the Kingdom of Aaymar, lies a small town called Thilinor. To the north of the town lies a small farm, with a chicken pen outside and cows within. This screenshot shows that area. Please, give me comments on a few things - The chickens, how the tiles flow, and the "Villager Body". (Villagers and NPCs will have a whole different gani and everything then the player body, I have a few reasons for this I will not say here). |
Re: First In-World Screenshot!
Quote:
Everything is greate exept the guy and the chickens (seems evil) and the trees. |
The chickens look like aliens. And the tiles dont flow "freely" that well. The swamp tiles (or whatever they are) don't blend in with the grass tiles that well. Maybe you should decrease the lighting on them a little. The rock shouldn't be that bright either. And whats with the bright blotches everywhere? Is there a forest overcast or something (where theres a brief break in leaves and the sun shines on the ground)? And for the character, the legs look like stubs. Try making them a tad bit longer. The only thing I'm really likeing in this picture is the houses, and maybe the rock a little (just because of the detail).
|
what are those yellow light effects?like fogs or soemthing?I dont like the rock either they look at shells or clamps and the chicken looks weird
|
Almost everything is good when looked at by itself. But, it looks like it was all thrown together randomly. You need to work on the over-all atmosphere. I can tell it took a lot of talent to make this, but what you need to do is work harder on putting it together.
|
Re: Re: First In-World Screenshot!
Quote:
but yea... the chickens scare me... i think i seriousely might have nightmares now =X but other than that, it looks VERY good |
maybe you should rethink the chickens and turn them in to some sort of baddie or center a whole quest around the evile alien chickens....
|
WHOA!
Those are the coolest house's ive ever seen!!! |
The light effects just make that look that much sweeter. Gives that forest feel where trees block most of the light.
Excellent, except for the bodies. |
Those chickens look evil. :(
|
I think its good except for those evil looking chickens..
|
The chickens look awesome when in game, because they are animated and look like chickens. Trust me =D.
As for it "not going together"...well, I think you just need to look at to together. And understand what you are seeing. It all comes together nicely at that...the reason it may not is possibly because I have the light effect to dark. Oh, the house is made by Fai, originally for Murasamune. So, I would like to thank Fai again for it. |
The dude's proportions look a little weird but I guess that's down to artistic style. Having different ganis for the NPCs and the players is a strange move, but you don't want to discuss that so okay. My primary concern, then, is this:
The dude would need to crawl to get through those doors. |
The chicken is still going to look like an alien, wether you animate it or not.
|
Quote:
Ah, also the door would look rather strange if it was the same height as the player; trust me on this one. As for the chicken, I have discovered the problem (actually, I forgot to finish it..take a look at the eyes). They look like regular chickens now, because they don't have evil eyes anymore. |
Quote:
Quote:
But heck, you don't have to answer these things. I'm just curious as a scripter. Quote:
|
Quote:
Quote:
Basicly, when I was shading in PSP, I was shading on a second layer over the player. I had 2 colors, white and black, and I had the layer at 50% transparant. So, when I finish, I made the shading one image, and the body another. Then, in the gani, I used attatch sprite so the shading is over the body, then in the gani script I set the mode to transparant, strength to 50%...while the body used the same basic colors of the default graal body. So, as a result, I can recolor the character using the default method, and have shading. Reason I am willing to do this, is because this world will require light effects to play. Regardless what players say, I will not change my mind on that... Quote:
|
1 Attachment(s)
Quote:
:asleep: |
Quote:
Haven't you seen Gandalf walk into the hobbit house? ;) |
Quote:
|
Quote:
Quote:
|
Quote:
Quote:
|
Quote:
|
Quote:
You dont have a scruffy beard, overplastered wrinkles, and a magic cane now do you? :p |
I like it, very nice.. :) I hope you can kill the chickens.. :rolleyes:
|
Quote:
Plus, I wouldn't be worried if that did happen. No players will be using these bodies, as they are my NPC Villager body. Player bodies do not use this technique of shading, rather the normal. |
Quote:
|
Quote:
|
Quote:
EFFECTMODE <sprite index> <mode> COLOREFFECT <sprite index> <red> <green> <blue> <alpha> Basicly, you add that anywhere within the script. That is how I get my transparant shadows (look closely..), and other various effects. |
Quote:
|
Quote:
|
Me likes your graphics.
:-( :-( Why oh why did I choose doomsday again... ;-) |
Quote:
|
Quote:
Just saying, if I worked with/for you on this project. It might be worthwhile. |
Quote:
*cough* :D |
Looks pretty good overall, but that door IS ridiculous.
|
Quote:
|
I don't understand that at all, unless the house is leaning over and is at a completely different angle than the player.
|
Quote:
|
I think the solution is to make the character smaller.
|
| All times are GMT +2. The time now is 06:22 PM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.