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Duders

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Posts posted by Duders

  1. As a pixel artist myself who joined a game on the Eclipse forums, I only joined because the game I was joining had a skilled programmer already and the engine pretty much done. Right now all I see you have is a bunch of websites and hardware for a game that doesn't have anything done yet except for a concept.

    I say get some skills before you start heading a project, because anyone can map (and your map you posted is nothing special) and don't spend money or advertise a game that doesn't exist.
  2. Well, back to criticism. You definitely need more shading on the armors, I'm seeing a lot of solid colors that's giving them a "painted" look. Try adding a bit more darker colors for shadows on lower armor pieces and some lighter colors for shine. Then it will look a lot more like metal.

    The helmet is alright as it is.
  3. @Smore:

    > We are using breeze "Style" sprites, we are making them the same style. There is a difference.

    Breeze: ![](http://www.rpgrevolution.com/lunaproductions/br/images/Templates/GR-000template_male01.png)
    Yours:![](http://img37.imageshack.us/img37/3849/humanc.png)

    Breeze: ![](http://www.rpgrevolution.com/lunaproductions/br/images/Templates/Eis-elf.png)
    Yours: ![](http://img827.imageshack.us/img827/8527/elve.png)

    Not saying it's a bad thing that you are using them, mainly saying you should give some credit ;)
  4. Back to the cash shop, you are using breeze sprites as well as the engine Robin has made. How do you expect to divide the money to all of those who have contributed to the game?

    And even if you are not putting in a cash shop at the start, you are expecting to make money by putting it in your features list. It's always wise to build a game that is fun and people enjoy, before thinking about what you will gain financially.
  5. Ummm. I really want to be nice, but that needs a lot of work.

    Try and add some more plants and I agree, the path needs to be more jagged to look natural.

    If you need some help:
    [[Mapping] Detail in Mapping](http://www.touchofdeathforums.com/smf/index.php/topic,72882.0.html)
    [[Mapping] Clean and Simple RMXP Mapping](http://www.touchofdeathforums.com/smf/index.php/topic,72859.0.html)
  6. This tutorial will teach you how to add a lot more detail into every inch of your maps. It's not about cramming your maps with tiles, but more of cramming your maps with content.

    **Step 1: Basic Outline**
    I draw the basic outline of the map with a few cliff walls. It's good to start with a very open map so you can fill it easier.
    ![](http://i.imgur.com/g4WMU.png)

    **Step 2: Layers**
    Adding layers on your map helps create extra depth and more area for detail. Add some water or extra cliffs to add depth.
    ![](http://i.imgur.com/lVjyk.png)

    **Step 3: Major Objects**
    Now add in your large objects. It's good to have some overhanging objects like flags strung between buildings, ivy hanging, or some wooden scaffolding
    ![](http://i.imgur.com/oxMSM.png)

    **Step 4: Detail**
    Now start adding in some various tiles. Crystals are great for filling up wall space and rocks can fill unused gaps. Also, add your tiles realistically. I create a pile of rocks to the left as well as put some small rocks scattered around it and my mine cart tracks have the ore boxes right next to it like they are ready to be shipped or already dropped off.
    ![](http://i.imgur.com/B85Pw.png)

    **Step 5: MOAR DETAIL!!1!1!!11**
    Fill in some more gaps, blank space=bad. I like to have a lot of object propped up against walls like barrels or tools.
    ![](http://i.imgur.com/ahPBB.png)

    **Step 6: Finishing Detail**
    Add some finishing clutter like more rocks and pots. Also, readjust any tiles that don't seem very natural.
    ![](http://i.imgur.com/fVsYP.png)

    And there you go, mapping with detail. Just remember to create a multi-layered base and make fill it with content. Each map should be unique and complex. It is much better to make one detailed map, than many blank ones.

    _Check out my other tutorials in my signature below._
  7. @jcsnider:

    > I agree perfect amount of detail but the house should be fixed…. HOWEVER, without leed saying anything I would have never noticed the house. Good Work ;)

    Well I've done better houses, but these tiles were not helping. I would have editted the tileset, but it was late and I was lazy.

    I'll try and post more mapping tutorials in the future.
  8. Most of the games on Eclipse currently use graphics from the RPG Maker XP engine, but it can be difficult to use these graphics to their full potential. I will teach you how to make detailed maps using just a basic RMXP tileset. _The tileset I used is attached below._

    **Step 1: Blank Canvas**
    Start off with just simple grass ground layer.
    ![](http://i.imgur.com/suvet.png)

    **Step 2: Buildings**
    Get your large object in there to first. I start with the slanted roof portion of the house.
    ![](http://i.imgur.com/8Yj4e.png)

    **Step 3: Complex Buildings**
    It's good to add some more complexity to your buildings other than just one roof type. I added a flat roof as well as some nice roof windows.
    ![](http://i.imgur.com/QMG9d.png)

    **Step 4: Building Detail**
    Get your windows and other house features added. I didn't have a door tile handy so I just added some ivy running up the walls.
    ![](http://i.imgur.com/Aitmr.png)

    **Step 5: Basic Construction**
    Add in the larger portions of the map such as cliffs, caves, or fences.
    ![](http://i.imgur.com/r82Pl.png)

    **Step 6: More Construction**
    Add in the various points of interest such as a well, a large sign, or a tent.
    ![](http://i.imgur.com/iKRE6.png)

    **Step 7: Plant Life**
    Make sure you have some clutter on your map, be it plants or rocks. _Weeds are your friend,_ these tiles are great for filling in empty gaps.
    ![](http://i.imgur.com/ySWCD.png)

    **Step 8: Trees**
    Trees should come in towards the end. Added them manually through tiles or through resources if you are using Origins.
    ![](http://i.imgur.com/wwuPd.png)

    **Step 9: Final Details**
    Add in small details like broken fences or some rocks, and move are objects that you may have obstructed by the trees. Make sure you have covered most of the blank areas of the map and add in anything extra you wish.
    ![](http://i.imgur.com/DUQTK.png)

    And there you go, a simple RMXP tiles map using just one tile sheet. Get yourself some more tiles and add more detail and your on your way to making some amazing maps.

    _Check out my other tutorials in my signature below._
  9. I've started a pixel art blog where I use only two colors to build my graphics. I post my work as I make it along with a quick story behind each picture. Check it out, follow, and give me feedback:

    http://projectredandblack.tumblr.com/
  10. @Neno:

    > The blending was laggy and the npc health bar doesn't go down. Needs more work but amazing job.

    The lag is just a small issue and the HP bar actually does go down, the angel just has too much health to affect it.

    But there are two bugs I have found:
    -The chat box goes over the shop GUI
    -You can't accept or decline trade requests, buttons don't work

    Other than that, great mod :cheesy:
  11. I have restarted Tyras using the Eclipse Origins Engine and I am off to a great start with mapping, skills, and items. Still, there are some features I want, but can't program. I also have a website for the game, but it's not working the way I'd like it to. I've been working on this game on multiple engines for about three years now choosing different graphics styles. So I am not a total noob when it comes to game dev and graphics design. But as far as programming goes, I'm lost  :huh: So here's the breakdown of both jobs:

    **Programmer:**
    I want quests, plain and simple. Now I don't want to sound like everyone else on the forums begging for a quest system "JUST LIKE WoW!!!1!" I want just something that works, that's visual, and can incorporate a lot of different quest types (Kill X amount of Y, Talk to NPC, Give Spell after Quest). I also am looking at various spell types, but that's not too major. Just remember, it's for Eclipse Origins on Vb6 so you should be familiar with Robin's changes to various key words in the code.

    **Web Master**
    I want a fast loading, website with content easily accessible. Nothing fancy with flash or all kinds of art and effect everywhere. Eclipse's new website is a perfect example of a nice website. It's simple, it gives you the basic info, and it's all centered around the forums. As for forums I want a simple phpbb or SMF. I know those are really easy to set up for some people, but not really for me :P This is the current website BTW: http://tyrasonline.com/

    So that's pretty much it. I really hate to pay people because prices are either too low and people don't work as hard or too high and I'm emptying my wallet. I don't want to say much more than that.

    Also, I've attached some screenshots just to show the game is being made with custom graphics and that I've put a lot of work into it. I don't plan on letting it die anytime soon.
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