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Bret

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Everything posted by Bret

  1. Bret

    O!

    ![](http://24.media.tumblr.com/tumblr_la5tkoh58Q1qakq87o1_500.jpg) OOOooOOooooooOOO
  2. From PW to MS to this and everything in between. So I guess 7ish years? Still lurking like a boss. I just like seeing everyone's creations.
  3. I made these a long time ago in hopes to make a hobby game. Realistically, I just don't care anymore. Anyone is free to use them in whichever way they'd like! I originally used them with a modified PVO source, so you may need to tweak them to fit your needs! Preview: >! http://www.touchofdeathforums.com/smf2/index.php/topic,66260.msg713902.html#msg713902 >! ![](http://img46.imageshack.us/img46/2467/previewzy.png)
  4. Your bottom sword looks like it has hands with which are holding swords of their own. Swords on swords on swords.
  5. Bret

    Sprite

    The hands aren't connected to the body.
  6. The shadows on your fences are all over the place. You should try to make them more consistent, because right now it looks like you have 5 suns.
  7. Bret

    Narwhal Games Logo

    The pixeling and the shine clash. I'd get rid of the shine and pixel a transition or something behind the letters.
  8. I like the concept, but I can't figure out what the change in color represents. Like: is it elevation change? terrain change? state borders?
  9. So many repetitive circle-like patterns :O
  10. That billboard looking sign thing on building one is really making me go limp. It's really noticeably flat. Maybe dither that sucker down a bit. They all look fantastic besides that. Although, the center line of the roof on building 2 (blue roof), looks kind of awkward. Like, I know what you were doing with the sorta half circle pieces, but I think it can be done in a slightly more appealing way. Maybe straight or slightly straighter lines.
  11. Bret

    Mirage Source 4

    Or you can take Origins, revert the bug fixes and features to its old state. And then re-fix said bugs. Best. Saturday. Night. Ever.
  12. The fact that the icons aren't centered on that bar is killing me :(
  13. The blackness really stands out. Idk if it was intentional but it could use something in the distance, grass, small village, mountains. Something. The snow could also use some detail, since its the mountains: maybe broken shards of rock, a snow covered stump, some sort of detail mark.
  14. Looks pretty, but the right side of the map looks sorta empty. Like you could easily throw a half a tree on the right side, or part of another house and it would make the map just that much better. Good work.
  15. Bret

    My Graphics

    New trees don't match the house. Or vice versa. The perspective is different. And it looks like you're mixing a bunch of styles. Other than that they look good.
  16. It doesn't fit with the sprite or the tiles. The color is too dark, and it looks really flat on the sprite. Try find a dark reddish pallet off another RM sprite to make it fit better.
  17. I like the style a lot. Very simple. I think the trees need something more though. Maybe make them a little bigger and bushier.
  18. inb4 CC debate begins :rolleyes: My biggest advice: Practice makes perfect. Never throw anything away, you can always redo what you started and make improvement. You generally always have an image in your head of what you are aiming for.. so keep trying to get it out of your head and onto the computer just like you imagined it. I tried out yours for fun! ![](http://img121.imageshack.us/img121/2086/testsd.png) It's nothing spectacular… I just tried to fix up perspective, add some shading/dithering (minor), and add some texture. These three things can go along way to making better pixel art.
  19. ![](http://img600.imageshack.us/img600/2937/solider.png) 64x32 soldier coming up!
  20. It's basically the only mirage based community left ;)
  21. I'm pretty much just going to expand on Anna's idea of the fact that everything is related. Every aspect of your game should web within each other. You could make the most complicated set of equations to try to "balance" a game, which is just fantastic if you bother to, but keep this is mind: If I kill a squirrel, making 100 EXP an hour, out of my 1000 EXP to level, WOOT! I hit level 2, squirrels give 0 EXP now. I move on to bird. At birds, I'm hitting harder, so are the birds. They have more HP so they take just as long to kill. I make 200 EXP an hour, but it takes 3000 EXP to level. So I make EXP at a slightly faster rate but I need more so it takes just that extra bit longer to level. Why don't you just call everything squirrels that give variable amounts of EXP while you're at it. I absolutely hate games like this. If you balance the game too far to an extreme, its boring. In my mind, you can't just have a Level to HP to EXP to Damage Ratio. Its just the same thing over and over. Now you may make the argument that you can throw rare awesome shiny drops in there. Sure that helps, now I'm fighting the same squirrel, leveling up at the same rate of EXP, but it drops shiny things 1 out of 100000 drops. (Which ironically enough, end up being some trash equip you can buy in the store with loot you made in 10 seconds of fighting mobs). (I could start a rant here about making items that have character… err.. that are renowned in the world)...(Think runescape... oldschool? Everyone wanted that damn Rune 2H, now everyone wants the whip! (maybe? i don't really follow it anymore.)) A game in my mind needs to give me a good reason to go fight something new. Give me the sense of adventure in the game. I'm not gonna go find the flying turtles unless I have skills that give me bonus damage against flying reptiles. No, I have skills that allow me to AOE kittens for faster exp. The monsters could dodge your attacks, be immune to your freeze spells, block your arrows, have a chance of exploding, light you on fire, Okay so I'm going to stop ranting about finding the perfect balance. Yes, it's NICE to have a general idea to your balance. But ultimately the players will find what works for them. If your game is simple, maybe a HP to EXP ratio works... if its more complicated you could go for respawn rates, effectiveness of a skill or item, add randomness, add a need for strategy. Use your imagination, use inspiration from games that came before yours, and if you you truely want a challenge: be different from other games. Set a new standard for these PW/Eclipse/Mirage games. God knows someone really needs to raise the bar.
  22. I really really like these. The style you are going for is great. My only pet peeve is the way everything is leaning… err the perspective I guess is a better word. To be more precise: Use the grass as a base view. It's tilted so you can see the front and top view. The trees are drawn as if you are viewing them from the front and _bottom_ view. The rock seems to be a straight on front view, no top or bottom sections can really be seen. (You can see some of the top, but its not at the same angle as the grass. But like I said, I love the style, and realistically, I realistically would never notice this whole perspective thing if I wasn't staring at them looking for something wrong. :P Edit: I don't think the palm tree really fits. Its only viewed at a front view. And the leaves I think need to be bigger and floppier… if that's descriptive enough.
  23. Hey guys, I pixeled some Side Scroller gfx (maybe for a game, maybe just for fun.. dunno)… anyway, can I get some CC? Especially on the tree and sprite. ![](http://img46.imageshack.us/img46/2467/previewzy.png) Thanks! Alot!
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