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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Velduanga I heard there were bagels here...

Joined: 25 Jul 2003 Posts: 112 Location: A town away from White Owl, I kid you not, unless he moved.
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Posted: Thu Dec 02, 2004 8:23 pm Post subject: |
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uh, no no it doesnt _________________ If you hit a plane with the soccer, could you afford to fix it? - Shaolin Soccer
"If it's worth shooting, it's worth shooting twice"-Tom Clancy
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Inferior Minion Metric Ruler

Joined: 03 Jan 2003 Posts: 741 Location: Santa Barbara, CA
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Posted: Fri Dec 03, 2004 3:08 pm Post subject: |
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OK...I can't open up pcx files, but I altered the links and moved the files for you.
When uploading to castleparadox, you have to upload into your web folder, in your case /home/calehay/web/. I added an images folder just to keep it organized. /home/calehay/web/ is the base directory for http://calehay.castleparadox.com/ and any file inside it can be linked by adding the filename to the end of the url. For example, M.pcx is now located at /home/calehay/web/images/M.pcx. To link to the file, you use the url http://calehay.castleparadox.com/images/M.pcx
(The italics added to show you the base directory and the bold to show the appended file location). If you have questions on uploading the files into the correct directories, I'd be happy to explain via e-mail, PM, or in IRC. _________________
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Fri Dec 03, 2004 5:22 pm Post subject: |
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*having my browser force me to choose between open/save/cancel just to see the images really turns me off*
the tiles are beautiful, but i wish you had created paths traveling at an angle (such as 45 degrees). perhaps it is just the way you chose to place the trees, but it looks to me too gridlike, much too english-garden-pruned and not enough trees-touching-forest. that is, unless that's the look you're going for, then in that case, you nailed it on the head. _________________ LJ.Art
SD - Ten creatures remaining. |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Fri Dec 03, 2004 5:50 pm Post subject: |
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These look quite nice. I really like the shading on the trees. However all your screenshots showed the same tiles, so there wasn't really a need for so many. You might want to have more than one kind of tree, and maybe some bushes and other stuff too. A little variety would make this look a lot better.
In any case, it's a huge improvement from Verdimea. I was curious, are these graphics for an updated Verdimea or another game entirely? _________________ Locked
OHR Piano |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sat Dec 04, 2004 9:07 am Post subject: |
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These were just random. I'm trying to practice making maptiles since Verdimea's weren't that great. I might use them in another game.
I guess my next project is to make a more natural looking map. Mostly, I was asking if my maptiles actually looked passable. Now, I'l work on Maptile configuration and Map Design. Thanks for the comments. _________________ Calehay |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Dec 04, 2004 9:24 am Post subject: |
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I was annoyed by both the file format and the fact that all the screens are mostly the same. That said, good grass and path tiles (like Komera said, though, it looks like a game and not like real life). Don't care for the trees. _________________
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Posted: Sat Dec 04, 2004 11:35 am Post subject: |
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As far as the maptiles are concerned, I think you did a pretty above average job. I'm not giving too many kudos, though. There are some things, like the sand patches, that have a monotonous pattern of outlining where the sand starts and the grass ends that would not appear to be believable.
Other than that, your attention to detail, lighting, and overall concept are pretty darn good. At least you're more ambitious than I am, `cause I'm too lazy to do all the stuff I just said.  _________________
Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com |
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rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
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Posted: Sun Dec 05, 2004 3:48 am Post subject: |
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I get an error when attempting to open the files.
They download/open ok. But just before they are viewed an error appears... ??? _________________
2nd Edition out now! |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Sun Dec 05, 2004 5:01 am Post subject: |
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use png or something... pcx is annoying
they look passible for a game, but it doesn't look much "realistic" so to speak.
The trees have no roots and look like spheres in a way (maybe you could try lessen the drastic change in lighting in thel eaves) _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Wed Dec 08, 2004 8:48 pm Post subject: More... Verdimea ressurected |
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Here's some more shots. Some of the tiles are the same, but I tried to make it look a bit more realistic. (I might work on the Rock Hill a bit more.)
Part II: Iblis, do you think I should ressurect Verdimea? _________________ Calehay |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Dec 08, 2004 9:06 pm Post subject: |
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That walkabout is roughly 100x better than the original. The grass is good, too, but I don't like the rocky part -- it looks like it doesn't know how tall it wants to be. _________________
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Wed Dec 08, 2004 9:10 pm Post subject: |
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Umm... are you talking about the Walkabouts in Verdimea? This one is the same as the ones in the previous pictures.
I mixed up, and put a 4th shade on both. I'll fix that. _________________ Calehay |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Wed Dec 08, 2004 9:11 pm Post subject: |
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The dirt edges look better now. The trees are better in shape, but they no longer have the cool shading on them which is disappointing. The hill definitely could use some upgrades, but that isn't something I'm good at drawing myself so I have no idea what to suggest. The coast tiles on the left side of the first screen have an obvious horizontal flip, as if you drew the coast tiles for the other side and then flipped them. This is a bad thing to do. Just draw a new set of tiles for the left side, it'll look a lot better and it hardly takes any time.
Quote: | Part II: Iblis, do you think I should ressurect Verdimea? |
Eventually? Maybe. But it sounded like it was going to try to be some big long RPG (maybe I'm wrong, but that's what it looked like and most new OHRers seem to want to make something like a professional RPG), which should not be your first project. Try making a shorter game first, and if you can do that well, then take on larger projects. Although I'm certainly not the person to talk to about finishing anything, this seems to be a good method.
But ultimately whether you resurrect it should be your decision. Never make a game you don't want to make, and never let other people stop you from making a game you want to make. _________________ Locked
OHR Piano |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Wed Dec 08, 2004 9:25 pm Post subject: |
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You may have posted some other screenshots with those walkabouts, but they're definitely different than the ones posted in the reviews and as your game's screenshot. _________________
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