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Fabzy

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Everything posted by Fabzy

  1. Just some new tiles iv been working on These are inspired by the pokemon graphics and especially the pokengine graphics. ![](http://indiearmory.com/filehost/files/cdf208bd43c2b4d915ab2f39683482d0.png) ![](http://indiearmory.com/filehost/files/0b464646deaf139619c0ca9992cd0a0f.png) I think i need to adresse the problem with the black outline, im not sure it works too well :( Some new Environments, only the very basics done with them, more variety like plants, rocks and all that good stuff still to come :) [![](http://s12.postimg.org/o71b12ubt/screenie_1.png)](http://postimg.org/image/o71b12ubt/) [![](http://s12.postimg.org/k843i95op/screenie_2.png)](http://postimg.org/image/k843i95op/) [![](http://s12.postimg.org/s24p3ndhl/screenie_3.png)](http://postimg.org/image/s24p3ndhl/)
  2. They are for my game yer :), there certainly are water tiles :)
  3. wow really like the edits you did, i love the style on your cliff edit you did there, think this is the direction ill have to go. Thanks for the help tho, will really improve my work i think :)
  4. Fabzy

    Paint.net

    > Use ms paint for beginning, i just can't figure out/am to lazy to get how i can stop paint.net from blurring my pixelart. > > Otherwise-great program. I dont use paint.net for mine but im guessing its your brush hardness ?
  5. new battle gfx looks great :) I think the roof looks a little weird when it joins the other perspective, i did a small edit to explain what i mean. I know what iv done still isnt 100% right but it just gets across what i mean, maybe its not the look your going for i dunno :P ![](http://www.indiearmory.com/filehost/files/2177d5599ac9650e23689d054057360b.png)
  6. this could be a cool feature, good luck :)
  7. Update first post with new stuff
  8. thanks guys, ill post some more up when i make it :P
  9. i like the style of this, deffenatly one to follow
  10. Fabzy

    Check it out

    not bad for just something you do in your spare time :)
  11. Been working on some of my old work, improving it, what do you think ? ![](http://indiearmory.com/filehost/files/1aadd6410e8b4ec42bd6c975e998a32e.png) First try with new tiles in the map editor, a few little issues to fix but apart from that pretty happy ![](http://indiearmory.com/filehost/files/ac0f12595ba9e0d0467f71c2ac353770.png)
  12. > Not bad. Here are a few of my tips: > > > > -The tileset could really benefit from some darker colors included in the mix. Especially since you already have a dark grass and people outline, dark dirt details, dark windows, and dark cave. Consistency matters! > > > > -I suggest adding some highlights and shadows. It could really make things pop without needing to change your palette. Remember: If the lightsource is coming from above, then things perpendicular to the ground get less light than things parallel to the ground. So a cliffside would be darker than dirt! > > > > -Avoid mirroring to cheat on details. i.e. the tree foliage > > > > -In a natural world, the grass would reach the edge of the cliffside, not stop a tile before the edge. > > > > -Your cliffside would probably look more natural if - instead of dividing the rocky wall into 4 rows/layers - you randomized it a bit. When making cliff walls I usually place rocks at random and "fill in" the empty spaces. Right now the cliff looks too grid-like imo. > > > > -Caves don't instantly turn pitch black when they begin. :P A little light creeps in and they fade to black. Either way the transition should be a little less harsh. Thanks for the advice, ill take it into consideration next time :) trying to get more quantity out at the moment so i have something to play with then i can do the final touch ups which ill try get all them pieces of advice into :)
  13. I did get lazy yer, the disadvantage of making 1 template for auto tiles and using it for all of them :P Update on my tileset with sprites :) C&C welcome **These cannot be used without my permission, pm me about them** ![](http://i1363.photobucket.com/albums/r713/fab19901/showoff_zps892ebf60.png)
  14. > A small new by the way… SMMOBox going Open-Source slowly but surely ;) is that for next release ? > The UI Editor interact with them directly but do not change your picture files, he only try to adapt it. i dont really understand this, can you word it any other way please ?
  15. how do you equip the ammo in this engine, trying to use the bow and it just says no ammo, hmmm
  16. Fabzy

    Vb6

    anyone know were i can get a free download of this, a torrent maybe or even want to send me the file if they have it ?
  17. any news on next update ? a few things: -can the ui editor change the ui out of the main game and change the images used for the ui or is that a matter of just changing the gfx file ? -will more work be done on translating the engine more effectively ? -is there anyway for the ranged animations to travel to the target npc faster as i find the damage hits the target befor the arrow reaches. ps. this runs fine on my computer
  18. Thanks for replys guys, This is the tile set to accompany the sprite: the mountains are far from done obviously along along with the water/waterfall, all tiled and works correctly in eclipse engine (autoiles etc) ![](http://i1363.photobucket.com/albums/r713/fab19901/showoff2_zps5f35639e.png)
  19. Sprite for my upcoming tileset im currently making c&c are welcome as i would like to improve them. Also what version do you prefer, the bigger head or smaller head ![](http://i1363.photobucket.com/albums/r713/fab19901/showoff1_zpsd443b8a0.png) i prefer the smaller head sprite
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