Fabzy
Members-
Posts
108 -
Joined
-
Last visited
Never
Content Type
Profiles
Forums
Calendar
Everything posted by Fabzy
-
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/)
-
They are for my game yer :), there certainly are water tiles :)
-
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 :)
-
> 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 ?
-
ah glad i could help, looking good now :)
-
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)
-
this could be a cool feature, good luck :)
-
Update first post with new stuff
-
i like the tree :)
-
thanks guys, ill post some more up when i make it :P
-
i like the style of this, deffenatly one to follow
-
not bad for just something you do in your spare time :)
-
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)
-
> 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 :)
-
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)
-
> 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 ?
-
how do you equip the ammo in this engine, trying to use the bow and it just says no ammo, hmmm
-
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 ?
-
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
-
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)
-
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