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Murdoc

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Everything posted by Murdoc

  1. The first sprite seems to fit more with the style, but his feet feel a little weird. There could be a little more contrast between colors as it's hard to note the highlights. It would be nice to see the same tiles with less saturation, but this is up to you as the artist of course. (less saturation lends to more realistic colors, whereas more lends to surrealism). The stumps of the trees seem to pop out too much. This could be fixed by adding a darker color just under the leaves (this will give the top part of the tree more depth creating the illusion of the stump being further in), and possibly by taking away the outline at the bottom of the stump so the trees flow down into the grass. As for the outlines themselves; I think you might find a lighter color such as a dark grey tone (black creates too much contrast, unless the pieces are dark to begin with) would give more fluidity between things. I think the cliffs look quite nice, but could also benefit from more contrast (the highlight is barely noticeable) and possibly less saturation. As for the pattern of the grass: The dark strokes give the idea that the grass has holes. I would reverse the dark with the light and see how it looks.
  2. pew pew No, but seriously I think it will become a trend in military weapons. I imagine the cost is the big drawback at this point.
  3. Nice logos are good and all, but you need more information to attract attention. There's no info about your projections for the game, mock-ups, gameplay concepts, a certain style you're aiming for. Show people you have unique and creative ideas and you'll likely gain more interest.
  4. Looking great! Keep up the good work.
  5. In need of an efficient and speedy programmer to help with a project called "The Overthere" (formerly known as Escalon). There's no W.I.P yet but here are some screenshots of the graphics style: (all custom) ![](http://gyazo.com/39b2915ce9d16fa7c0ee83dc7d0db4b5.png) ![](http://gyazo.com/47f59cd89b6603fe51b95720c420412a.png) ![](http://gyazo.com/d83b7ec61ee202d9154b8cdf84d9abd2.png) ![](http://gyazo.com/86d6cd874266ae475ea4b6690681977f.png) Eventually a full WIP will be posted and full credit will be given. The additions I'm requesting are: 1\. Multiple items for "Has Item" event. 2\. A way to select multiple classes for item usage. 3\. Option to set sprite to bald version when wearing a helmet. Once helmet is removed, the sprite would revert to original. 4\. Seamless maps. If you think you can pull these off, and would like to have a part in the game's development just send me a pm. Murdoc
  6. Murdoc

    Magic(WIP)

    ![](http://eclipseorigins.com/community/filehost/e4fd52418659493cfdb6be1454fa069a.png)
  7. Murdoc

    [Request] Logo

    ![](http://eclipseorigins.com/community/filehost/6fe23268c29ffe43fa68cd81d79d84c0.png)
  8. I think the wings look better on the first one. The text looks better on the second, but the outline could be lightened for a more fluid look.
  9. ![](http://eclipseorigins.com/community/filehost/23c4313616c37b5fd32a2bfed7d7cc80.png)
  10. I voted for "Tales of a New World"… Reason being, it's inviting and speaks professional. With game titles I find that what may seem cliche, oftentimes ends up becoming memorable due to it's simplicity. Examples include Dragon Warrior, Everquest, Dungeons and Dragons and so on. I also love Elandor Chronicles so I'm torn. Have you considered combining the two, such as : Elandor Chronicles: Tales of a New World. It gives the idea that the game has a mysterious legacy and leaves room for, if you so decide, future sequels.
  11. > Loving the tileset, but the interface looks too reminiscent of RPG Maker. I hope you plan on changing that :) The interface is Eclipse Dawn default. And yes, it will be changed ;) I plan on making it match the style of the low res gfx.
  12. > I remember when this was first released and it wouldn't even fit my screen :') lol i remember that too :P
  13. Here's a sneak preview of Escalon: Revolution of Time. This is merely a test map to give an idea of how the game will eventually look. ![](http://gyazo.com/4999f6e55fffac2971c20e53cadaffca.png)
  14. So, I've decided to resurrect my old project: Escalon. Only this time it will be re-created on a more stable engine and will include custom sprites/items to compliment the tileset I originally made for the title. For those who never played the original when it was in alpha testing, the op can be found here: [http://www.eclipseorigins.com/community/index.php?/topic/129252-escalon-wip/?hl=escalon](http://www.eclipseorigins.com/community/index.php?/topic/129252-escalon-wip/?hl=escalon) Basically, I'm looking for a programmer who can add a few simple systems to the base engine (Eclipse Dawn). There is no requirement to become a part of a team after these systems have been added. But if you decide you want to help me in it's future development phases and testing, that is something we can talk about. To break it down, I'm currently in need of these additions: - Multiple item requirement for Event "Has Item" Function. - Additional spells such as Sleep, Silence, Confuse, and Weaken. These will be explained in further detail. - A way to set a class as "caster" type or "melee" type which will determine what type of equipment a class can use. - A seperate paperdoll for hair styles. - An animation layer that utilizes simple 2 frame animations selected from the tileset. - Possibly more if any new and creative ideas emerge. If interested just send me a pm, and give me an idea of your level of experience. When the game goes public again (or once I post an updated thread), you will receive due credit whether or not you continue helping in it's development stages. Thank you.
  15. Looking good! Did you make the graphics?
  16. I'm currently using this for a project, and so far it seems to work great. Performance is holding up well and I haven't encountered any bugs, besides the event and quest system not initiating. In regards to these, have you guys found what is causing them not to work? And if so, would it be possible to post the fix here so I can continue working on my project without delay? Thanks for your time. And keep up the good work.
  17. > Alright since there's a lot of interest to see the open-houses in the new style, I'll show off a work in progress of what I've got so far. **Mind the lack of detail and elements**, this is all I have so far, but there is much more to come! > > > > ![](http://eclipseorigins.com/community/filehost/f3182eafb5c39988bbcc0421b0ced0c8.png) > > Now I'll be working on different house walls, and then touching up all the old city tiles I worked on to fit the new style. > > I hope everyone likes it! Looks awesome! It's very easy on the eyes and the palette is nice and fluid. Looking forward to updates. :)
  18. > Nice game, big fan of the tilesets :) > > > > Although one thing that bugs me is how the door is still facing down when its at the side of a house. That's because the tilesets are inspired by nes titles like Dragon Warrior. It was fairly common. But some of you kids wouldn't know that ;)
  19. looking good. my only criticism is that the text in status and mission blend with the bg too much.
  20. > *Bump* Yes, I know I'm double posting. > > > > I need some slight input on the base walk animation. Should his arms be outlined lighter within the body (first), or darker like the shade around it's body? (second) > > > > ![](http://i.imgur.com/mhxx4Rw.gif)![](http://i.imgur.com/itFZVRZ.gif) > > Very slight, nitpicky change but I'm kind of a perfectionist. My strength & weakness lol > > > > Thanks > > > > - Jake I personally find the second one looks more consistent. While brightening of outlines in reference to a light source can make certain pieces look nicer, I don't find it does in this case.
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