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#101 Me the III

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Posted 11 September 2010 - 02:52 AM

Bump/first post updated?

Thanks for your help.
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#102 BENJAMUS

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Posted 11 September 2010 - 07:25 PM

Alright, a little work on the castle tiles. It took a long time to get the floors to look right, and then I had fun with this little pillar doodad. Tell me what you think so far.
Posted Image
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#103 Me the III

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Posted 11 September 2010 - 10:22 PM

Alright, a little work on the castle tiles. It took a long time to get the floors to look right, and then I had fun with this little pillar doodad. Tell me what you think so far.


I think I really love you in a non-gay way. +20 credits sound good?
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#104 CookieMonster

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Posted 12 September 2010 - 01:38 AM

How 'bout you give him +35
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#105 Me the III

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Posted 12 September 2010 - 02:17 AM

How 'bout you give him +35


I think you're right on the money :D

Sorry if I insulted you, BENJAMUS.

Edited by Me the III, 12 September 2010 - 02:18 AM.

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#106 BENJAMUS

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Posted 12 September 2010 - 04:47 AM

Sorry if I insulted you, BENJAMUS.

I don't really know what could have been insulting about that

I think I really love you in a non-gay way. +20 credits sound good?

--

How 'bout you give him +35

Give me whatever you like

Edited by BENJAMUS, 12 September 2010 - 04:48 AM.

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#107 Me the III

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Posted 12 September 2010 - 03:49 PM

+35.

I don't really know what could have been insulting about that


Well, I tacked on an arbitrary number to something you spent a lot of time on. It was four tiles, so it would normally be 12 credits, but when you factor in the time, I didn't quite know what to do...remember, I'm the guy concerned with keeping people happy on my graphics topic because I value the time they spend for me. Sometimes I'm overly aggressive in that sense.
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#108 BENJAMUS

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Posted 12 September 2010 - 07:30 PM

Hahahaha, I don't really care what you give me, whatever feels right to you. I only spent about half an hour on those four tiles. Whatever you want to give me is fine by me.

EDIT: Here, how's this look so far?
Posted Image

15 new tiles, although most of them are wall tiles so they're very similar.

Edited by BENJAMUS, 12 September 2010 - 10:16 PM.

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#109 Me the III

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Posted 12 September 2010 - 11:06 PM

Here, how's this look so far?


A.mazing*6^10
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#110 BENJAMUS

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Posted 13 September 2010 - 12:14 AM

Here's some more. Open & closed treasure chests, red carpet, bigger staircases, and some outer walls.

Posted Image

EDIT: Here's the tileset so far:

Posted Image

Edited by BENJAMUS, 13 September 2010 - 12:22 AM.

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#111 Me the III

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Posted 13 September 2010 - 01:12 AM

Including the 35 earlier...

132+18 bonus.

+150 credits! Hmm...amazing, fantastic, wonderful...incredible... masterly! I haven't used that yet. MASTERLY work, BENJAMUS.
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#112 Eddygp

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Posted 14 September 2010 - 07:54 AM

Here's some more. Open & closed treasure chests, red carpet, bigger staircases, and some outer walls.

Posted Image

EDIT: Here's the tileset so far:

Posted Image


REALLY... you could sell this game!
Saturated graphics, realistic, professional, perfectly tiled pictures... No more words to describe this absolutely innovative 'BENJAMUS'
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#113 Me the III

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Posted 14 September 2010 - 08:45 PM

REALLY... you could sell this game!


Shhhh :)

Rest assured though, profits would be distributed equally.
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#114 Eddygp

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Posted 15 September 2010 - 03:05 PM

Incredible graphics. I'm a baby doodling compared to Ben.
It's... majestic.

EDIT. You have already 113 comments! W-O-W

Edited by Eddygp, 15 September 2010 - 03:07 PM.

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#115 jake557

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Posted 15 September 2010 - 06:18 PM

Sorry I've not been around, been busy with moving and starting university this week. Anyway I see Benjamus has been busy upstaging me as always while I've been gone :lol: I'll have to work hard to have any hope of catching up now. Is there anything that needs doing? (I haven't checked the first page yet, I may just pick something off there if it's been updated)

*edit*

let's try some sprites this time

Here's the start of the armour tiles:
Posted Image
Light, heavy, chain & plate mails in steel iron and bronze. I'll work on the helmets, boots and capes

*edit II*
Finished. Plus a bow & quiver just to fill up the extra tiles

Here it is without the background:
Posted Image

Edited by jake557, 15 September 2010 - 09:21 PM.

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#116 Me the III

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Posted 15 September 2010 - 09:26 PM

And that's why I love YOU in a non-gay way too. 21*3 is 63, and I'll throw in an extra 14 to make it an even 75.

Sorry I've not been around, been busy with moving and starting university this week.


I know how you feel. My time has been sucked away the last few weeks too. It just makes me appreciate your contributions even more, believe me.
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#117 BENJAMUS

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Posted 16 September 2010 - 01:10 AM

I toyed with Jake's armor sprites And fit their style to the style of the icons I already drew, in terms of coloring and details. Not to upstage you, just to try matching our styles a little more. Color conservation is a biggie in most pixel art.
Posted Image

Edited by BENJAMUS, 16 September 2010 - 01:11 AM.

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#118 Me the III

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Posted 16 September 2010 - 02:28 AM

I toyed with Jake's armor sprites And fit their style to the style of the icons I already drew, in terms of coloring and details. Not to upstage you, just to try matching our styles a little more. Color conservation is a biggie in most pixel art

.

It's like Christmas every time I log on, guys.

I'll give you ten credits for the edits, BENJAMUS. Thanks again.
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#119 jake557

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Posted 16 September 2010 - 07:45 PM

~Major Snip~


So what needs doing now? Probably best I leave the castle tileset and the rest of the weapons to Benjamus so they're consistant. Is there anything else to do?
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#120 Me the III

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Posted 16 September 2010 - 09:03 PM

Okay, two things:

One: I thought I might open up my game with a "legend" that would serve as a tutorial. Many FE games are always talking about heroes past, but you never see them. I thought I'd give the player the chance to play them first.

Second: Even if you don't like it,

--Cutscenes & Backgrounds & Faces Oh My...--

Joshua – A strong young man, 25, STRONG, not over-sized, broad-shouldered, strong face, handsome, hero, slight beard, grim, villager clothing
Jonathon- Looks like Joshua’s brother, but blond. Grim. Villager clothing.
Ord –Strong, black-haired, 40-50, Over-sized, beard, kind, smiling a great big warrior smile (no teeth showing though). Villager clothing.
Lord Selsiar – cocky, older, white-haired, but not frail. Royal robes.
Winsor- Bright-eyed, medium hair, medium armor, green?, surprise me.
Norman-Weaker, but still toned and broad-shouldered, strong-faced, brown hair, SLIGHT beard from nose to below mouth, not huge beard,
Gerald- Beard, 30’s, brown hair, strong, heavy armor (orange/gold?)
Duval- Steely, strong, red armor, black-haired, strong-shouldered, heavy armor
Isabella – Beautiful, blonde, blue dress, kind, hair slightly over eyes, shy. Angelic robes.
Laura- Brunette, green dress, same-ish face as Isabella, but unique, confident.


My updated list of super-heroes (the ones in the tutorial).
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#121 jake557

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Posted 16 September 2010 - 11:02 PM

One: That's not really two things, just one thing split in half :lol:

Two: You describe thier clothing in a couple of those, does that mean these are full body pictures, or just head and shoulders like before? Also what size?
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#122 Me the III

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Posted 17 September 2010 - 12:42 AM

Two: You describe thier clothing in a couple of those, does that mean these are full body pictures, or just head and shoulders like before? Also what size?


The same thing you were doing before. They look great.
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#123 BENJAMUS

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Posted 17 September 2010 - 11:19 PM

I decided to try out a few unit sprites, and so far I've got the foot soldier, guard, and knight in both blue and red. I didn't use the exact colors of FE sprites, but I did it similarly. The unit sprites are, for the most part, of my own design.

Posted Image

Here's how they look against the outdoor tileset:

Posted Image
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#124 Me the III

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Posted 17 September 2010 - 11:41 PM

You...I love you.

+30 credits. I needed these.

When I finish this game, if it's good enough, and people like it enough, and I sell it, and I make a decent amount of money...

my artists definitely get a nice share of the profits.
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#125 BENJAMUS

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Posted 18 September 2010 - 01:09 AM

Thought you might like to know how the cavalry looks so far. I still think there are some tweaks I'm going to make on it, but here it is so far. I wanted it to look a little different from what it looks like in Fire Emblem.

Posted Image
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#126 Me the III

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Posted 18 September 2010 - 01:46 AM

Wow.

Do you plan on spriting for a living? You are seriously good at this, BENJAMUS.

I can't thank you enough, it seems.

Also, I really appreciate your desire to make things original, and awesome to boot.

Edited by Me the III, 18 September 2010 - 01:47 AM.

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#127 BENJAMUS

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Posted 18 September 2010 - 04:25 AM

Do you plan on spriting for a living? You are seriously good at this, BENJAMUS.

Oh, definitely not. I'm a musician, actually :P

I've been using Game Maker for about seven years, and I've always used my own graphics (believe me, I started at the same level as everyone else), and thus, I've had lots of time to practice spriting. I do like to think that if I'm going to do something I'd better do it well anyways.

EDIT: By the way, are you planning on having magic in this game?

Edited by BENJAMUS, 18 September 2010 - 04:50 AM.

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#128 Me the III

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Posted 18 September 2010 - 01:56 PM

EDIT: By the way, are you planning on having magic in this game?


Yes, but with a much more minor focus. Melee 70-80%, Magic 20-30%. I'm still undecided about the guns, but for now, it's looking like a minor yes. Say, 20-30% of units with the ability.

Oh, definitely not. I'm a musician, actually :P

I've been using Game Maker for about seven years, and I've always used my own graphics (believe me, I started at the same level as everyone else), and thus, I've had lots of time to practice spriting. I do like to think that if I'm going to do something I'd better do it well anyways.


Now you're just making me feel guilty :lol:
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#129 jake557

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Posted 18 September 2010 - 02:22 PM

Wow those sprites are awesome. If you're as good a musician as you are a spriter I'd love to hear some of your music.

Posted Image
Joshua
Posted Image
Jonathon
Posted Image
Ord

Edited by jake557, 18 September 2010 - 02:49 PM.

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#130 Me the III

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Posted 18 September 2010 - 02:56 PM

Haha, I saw that ^ post right a minute after it was edited.

Now those are some great portraits. I love them. Just one thing: Could you make Joshua's upper-lip a little more evenly bearded in comparison to the rest of his face?

+27

Edited by Me the III, 18 September 2010 - 02:57 PM.

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#131 jake557

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Posted 18 September 2010 - 03:02 PM

Done.

Just out of interest how's the programming going? Are we likely to see a demo any time soon?

Posted Image

Edited by jake557, 18 September 2010 - 03:25 PM.

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#132 Me the III

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Posted 18 September 2010 - 03:46 PM

Just out of interest how's the programming going? Are we likely to see a demo any time soon?

Nice again. +9

As to a demo: I realize anybody who's invested so much time in something would want to see a definite return. I could release one in a few days, depending on your definition of a demo. My definition though, is at least an alpha version (working engine, with one-two tweaks left, and a few levels "done")

My story (did I already say this? I think so...) will start as the modern-day Joshua tells a bedtime story legend to a group of kids. The basics will be introduced. This will serve as a tutorial, and the "present-day" game will be intricately tied with that's storyline, but won't be so deliberately corny (it's a thousand-year-old legend, after all. It's bound to sound like a child's story).

The stats from the tutorial will carry over to some of the ancestors of the main characters. It'll be like a checkpoint, with the main adventure about to begin.
When the tutorial is ready, I'll release it.

What do I need to release the tutorial? Not much...:

The engine's AI needs to be smarter. Not a priority if levels are designed to avoid it, and the tutorial can probably tolerate it, but I'm going to need to edit it.

The battle-engine needs to be edited a little bit...I have the basic components left over from a scrapped version, but it's not implemented yet.

The unit-specific things (walking across water/not doing so, terrain costs, growth rates) need to be programmed. I have a general idea of how to do so, but I need to do actually start before I see how long it will take.

Finally (the creator of the tutorial just added this to it, so I'll take a look at that soon, and see if I want to do what he does) I need to create objectives for room-completion (beat the boss, survive x turns, etc.)

The AI should take about a week of lazy work, the battle engine will take about a day to refine, the unit-specific things might take a while, and the objective things shouldn't take more than a day of hard work. Oh, and I have to actually write the scripts for each character. That takes a fair bit of time.


It really all comes down to how much work I have to do over the course of each week. I'd say (don't hold me to this) that a demo is possible in a month, likely in two months, and definite in three. I know that's a fair bit of time, so please be patient. As it is now, I have about 5+ hours of homework to finish today, when studying is factored in.

Thanks for asking, though. It strengthened my resolve and work ethic, putting it all down in electronic ink.

One last thing: if you or anybody else wants to help design maps using the tileset, it'd be a big help later on. Let me know if you are interested (anybody).

Edited by Me the III, 18 September 2010 - 03:49 PM.

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#133 jake557

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Posted 18 September 2010 - 04:48 PM

Well I look forward to seeing it.

Took a break form character portraits to finish off a background I started ages ago:
Posted Image

*edit*

Are these backgrounds supposed to be for diologue segments/cutscenes?

i.e:
Posted Image

Or some kind of battle animations? ...or both?

I'd just like to know so I can bare it in mind for the composition of these (,plus there's no point me drawing intricate foreground details on the right or left if they're going to be covered up by someone's head).

Edited by jake557, 18 September 2010 - 05:14 PM.

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#134 jackyboyhenry

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Posted 18 September 2010 - 05:19 PM

holy **** your artwork guys are amazing
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#135 jake557

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Posted 18 September 2010 - 05:27 PM

Yay we're popular :lol:

Thank you
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#136 Me the III

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Posted 18 September 2010 - 05:33 PM

Well I look forward to seeing it.

Took a break form character portraits to finish off a background I started ages ago:
Posted Image

*edit*

Are these backgrounds supposed to be for diologue segments/cutscenes?

i.e:
Posted Image

Or some kind of battle animations? ...or both?

I'd just like to know so I can bare it in mind for the composition of these (,plus there's no point me drawing intricate foreground details on the right or left if they're going to be covered up by someone's head).


They are for dialogue segments. And you gave me a really good idea with that text. The way I currently have it is that the top...half? is covered by a semi-transparent dialogue box. I'll post an image soon.

EDIT:

I haven't looked at that part of the engine in a while. I thought it was strange that I said I was covering up half of the beautiful backgrounds you've done. Sorry about that. I actually just have a rectangle (for now) that appears above the picture with the text, and a picture of who's talking inside of it. Your background is completely visible, except where people are placed. I'll post an image soon.

Oh, and +9 by the way. Looks just like I wanted.

Edited by Me the III, 18 September 2010 - 05:42 PM.

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#137 BENJAMUS

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Posted 18 September 2010 - 05:37 PM

Oh man, beautiful fort background jake. I really like that one. These sprites are really starting to come together great.
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#138 jake557

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Posted 18 September 2010 - 05:44 PM

Indeed, I can't wait to see everything together in the actual game

Winsor- Bright-eyed, medium hair,

Urm this one's particularly vague. Age? Build? Hair colour? Heck even gender isn't 100% clear

Edited by jake557, 18 September 2010 - 05:44 PM.

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#139 Me the III

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Posted 18 September 2010 - 05:48 PM

Indeed, I can't wait to see everything together in the actual game

Winsor- Bright-eyed, medium hair,

Urm this one's particularly vague. Age? Build? Hair colour? Heck even gender isn't 100% clear



You're right, of course. Haha...really right.

Black hair, medium build, 20-30, male, no beard, knight, smiling.

I thought I added more to him. Oh well. Thanks for asking. I'm trying to re-do my textbox engine at the moment (it used to be 240 by 160, and I've changed it since. Like I said, I haven't bothered with it in a while.

Edit: in fact, it's just plain inefficient. Can anybody guess what I was thinking planning on having a separate room for each conversation?

Edited by Me the III, 18 September 2010 - 05:49 PM.

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#140 jake557

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Posted 18 September 2010 - 06:28 PM

Posted Image

*edit*

Lol I hadn't noticed while I was drawing it, but this guy actually looks a bit like me
Posted Image

:lol: Unintentional I swear

Edited by jake557, 18 September 2010 - 07:37 PM.

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#141 Me the III

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Posted 18 September 2010 - 06:37 PM

Haha! I believe you. That's funny though...+9

Edit: I'd post an image of the textbox script but imagehost.org is down for now. I'm having to find a new host, and Imageshack hates my computer.

Edit: Here.

Posted Image

Yes, I blew it up a little. I had to multiply the size by 1.3 to make the top touch the textbox I'll experiment with 1.2 and see if that works though. I'm going to need different text box though :P

From now on, please make the images a little taller. My mistake, and I don't need the other images redone. It's a minor increase in size.

Edit 2: It looks better stretched 1 by 1.3, so you can see more of the castle.

Edited by Me the III, 18 September 2010 - 07:04 PM.

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#142 jake557

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Posted 18 September 2010 - 07:13 PM

Posted Image
Messing around with the colouring options in photoshop yielded this rather nice sepia effect, which I though made a nice sunset.
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#143 Me the III

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Posted 18 September 2010 - 07:21 PM

+3 for the edit.

I'll be using that for sure, as well.
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#144 jake557

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Posted 18 September 2010 - 07:36 PM

~sizing woes~

Maybe you could put black bars at the top and bottom of the images to fill the space. I think they'd look better in letterbox than stretched out.
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#145 Me the III

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Posted 18 September 2010 - 07:37 PM

True, I could try that as well...thanks Garrus...err...Jake. I think I'll do that.
Edit: It looks better.

Edited by Me the III, 18 September 2010 - 08:15 PM.

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#146 jake557

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Posted 18 September 2010 - 08:14 PM

I know it's not on the front page but here's a valley background:
Posted Image
Sorry, I just enjoy doing the landscapes a lot more than the portraits

(and hey if you don't want it it'll still make a nice signature)

Edited by jake557, 18 September 2010 - 08:21 PM.

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#147 Me the III

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Posted 18 September 2010 - 08:26 PM

Yeah, I need to update that front page again (you burned through half my requests today, it seems)

That's great, too. +18 credits for initiative!

Hmm...I also need a village background (as in, inside the village) if you care to try it.

EDIT: YOU GET AN NPC!

PM me the your design.

BENJAMUS, don't forgot you get one too.

Edited by Me the III, 18 September 2010 - 08:35 PM.

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#148 jake557

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Posted 18 September 2010 - 09:31 PM

Posted Image
Phew that one took a while. I like the end result though ^_^
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#149 Me the III

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Posted 18 September 2010 - 11:08 PM

Phew that one took a while. I like the end result though ^_^


It was worth it. That's my favorite yet... it's like you read my mind..., and I'm not kidding either...eerie...

+15
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#150 jake557

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Posted 18 September 2010 - 11:18 PM

One last thing: if you or anybody else wants to help design maps using the tileset, it'd be a big help later on. Let me know if you are interested (anybody).


I think the only good way to design good, strategic maps is through lots and lots of play testing. Once you have a demo together try and get it out there as much as possible. Get people to comment on the maps and suggest improvements. Ask them to record their games and upload the videos if they can, that way you can see exactly how people use different areas if the map, and where balance needs tweaking. If necessary get some dedicated playtesters.
If you're doing multiplayer be sure to have the maps be symetrical.

Until you actually get feeback it's hard to tall exactly what makes a good map. I say just throw some stuff together yourself then spend as long as possible refining and improving them.

*edit*

I also need backgrounds. For now:
Plains background;
Forest background;
Ocean/Beach background;
Fort background;


What now? I probably won't manage any more tonight but I'm enjoying working on these

Edited by jake557, 18 September 2010 - 11:22 PM.

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