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Murdoc

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Posts posted by Murdoc

  1. Please credit the folks at [http://charas-project.net](http://charas-project.net/) .. some of these are barely edited or not at all. I think they deserve a mention at least. Not to mention enterbrain for creating most of the sprites in the editor (rpgmaker 1995).
  2. I posted this awhile back.. worth a look [http://www.eclipseorigins.com/community/index.php?/topic/134295-taboos-of-orpg-creation/?hl=taboos](http://www.eclipseorigins.com/community/index.php?/topic/134295-taboos-of-orpg-creation/?hl=taboos)
  3. > You are using an outdated version. The game starts off using midi files and is clearly working.

    I just downloaded it from the op link (mediafire) two days ago. If they were working I wouldn't have brought it up o.O. Anyway, I'm not sure why they won't play (maybe it's just my machine), but I've tried about 20 different .mid files.
  4. > The mouse scroll needs to be fixed. I'll try to get it done by next version. You shouldn't really have tilesets bigger than 512x512 either though.

    Sounds good. Thought I'd also mention that .mid files don't seem to work.
  5. I'll give my critique from a designer standpoint. There's not enough consistency and things that should stand out don't. The logo for example: The word "games" stands out more than the actual title. You want people's attention to be on the main part of the logo, not "games", "studio" or whatever other ending. The transparency in the green text "Generation Nation" causes it to look cheap and cluttered because of the shadow behind it. I would get rid of the transparency, and possibly move the shadow closer so it's not as cluttered. The white double border around the logo also looks bad. It is too bright for the dark colors (making it stand out too much), there's no space between the box and the nav bar, and well.. it just doesn't look nice. In my opinion, it would look better if the logo was not boxed in at all but that's me. In the same respect, the border around the topics is also too contrasting. As for the navigation bar. Light grey on light green (when scrolling over the nav links) is fugly. The navigation text also doesnt stand out enough when compared to other fonts on the site. You don't want this. Make the text bold (or bigger) and make them at least as bright as your main page headers. (I realize this would mean changing the nav bar bg color, but it's something to consider)

    As far as the colors. The grey that  you've chosen really clashes with the green colors. If you want to use grey, try at least giving the grey a hue that blends more with the greens you have. A second color that isn't neutral would also make the site nicer to look at. (Instead of being mostly green) As long as it's not in just one place.

    Overall I think it's an alright attempt at a site, as far as layout goes. But, it fails to be interesting to look at and like a cheap site from the early 90's. I'm not implying it has to be fancy by any means. I'll show you two professional game company websites that are simple yet nice to look at:

    1\. Perfectworld [http://www.perfectworld.com/](http://www.perfectworld.com/) - The logo is simple but it stands out. There are borders but they match the color scheme. And the use of gradients in some spots really gives the site character. The navigation bar can't be missed, flows with the rest of the page and has nice rollovers.

    2\. Nexon [http://nexon.net/](http://nexon.net/) - Again, simple logo but it stands out well. There is next to no borders and yet the page flows nicely, due to a well chosen color scheme (just plain ole blue and off-white but it's nice to look at) and little touches like the shadow under the top navigation area and  footer which give the sections depth. 

    These are just a couple examples, but there are plenty more like these that show how you can stick to a simple layout (as you have) and still have a great looking site. My suggestion is to look at as many professional game sites as you can, see what makes them good, and take ideas from them.
  6. The new tree looks great! Although as Andiii mentioned the cliffs pop out too much in comparison with the sprite/tree. I'd also remove the outline at the bottom of the cliff so it flows into the grass more. Nice work! :)
  7. Not dissing your ambitions. But you should definately have more info and possibly mock-ups when posting a project in this thread. Just letting you know, since it's a requirement and  you will undoubtedly gain more interest in the project that way. Best of luck!
  8. > Not to come across as rude or hostile, but who actually plays and enjoys these games? Social outcasts who don't have self esteem or confidence to talk to real girls? I don't see any fulfillment or enjoyment from playing a game where the goal is to chat to and date sims.

    > People who likes virtual pet?

    LOL… all I could think about was the idea of having a woman for a pet  :lol:
  9. I think the grass looks nice with that color. However, the trees could be hue shifted towards a color that matches the grass better. The dirt design also looks nice, but you could easily break the vertical grid (which is fairly noticeable) by just cutting off one section of squiggly dirt lines in half, pushing the first half over to the right and placing the cut off part on the far left. So instead of this = = = , you get this _ - _ -  when tiled.
  10. Both maps are too square. Eventhough the second is a city it could still benefit from not being so square (ie. have side roads with single plots, or other variations). The roads of the city near the center are TOO variated. Not to be harsh, but if those roads were built by construction laborers they'd be fired. For example, at the weapon shop you go west, then north, then west, then north, then east, then north when the road could have simply went straight north for a more direct route. The ground could use more vegetation, instead of the same plant basin hanging out in every yard.  Anyway, the mapping isnt horrible it just needs some fine tuning. Take this map for example:

    ![](http://img295.imageshack.us/img295/9499/example1fk4.png)

    It's semi-square but variated a tad so as to not look mechanical. The roads make logical sense, and go around obstacles. And, the random placement of vegetation and trees give it a more natural and full look.
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