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    1) Sword of Jade: Parallel Dreams reviewed by JSH357
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    5) A Blank Mind reviewed by Dorumagesu
Screenshots!

 
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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
Posts: 88
Location: Not here

PostPosted: Sun Jul 30, 2006 8:03 pm    Post subject: Screenshots! Reply with quote



The eel town looks completely different now (though the eels themselves have just gotten some extra shading rather than completely being redrawn).
Instead of those nonsensical seaweed houses, they live in caves now (like real-life eels), and the crappy "Airbrushed Seaweed Forest" is replaced with actual strands of seaweed (which wiggle).
And instead of just a random cliff at the top and no edges anywhere else, the place actually has different elevations now (some of which you can actually go up on).




Example of the redone robotic base graphics. The actual map won't look like this in-game, though--this is just a part of the original version's map with the new graphics instead of the old ones.
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Iblis
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Joined: 26 May 2003
Posts: 1233
Location: Your brain

PostPosted: Sun Jul 30, 2006 9:24 pm    Post subject: Reply with quote

These are pretty good, the first one especially. Great contrast between the yellow ground and red rock. The plants (plants?) next to the characters are kinda bad though, since there's only one big leaf and you just repeat that one tile.

The second place doesn't look as good, mainly cause everything seems so blurred. It'd look much better with clearer, higher contrast lines.
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Battleblaze
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Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Mon Jul 31, 2006 12:12 am    Post subject: Reply with quote

I'm JSH. Start fresh yo.

I'm also with Iblis on the comments. The first is good. The clif is well done. The second...notsomuch.
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Calehay
...yeah.
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Joined: 07 Jul 2004
Posts: 549

PostPosted: Mon Jul 31, 2006 7:47 am    Post subject: Reply with quote

The first one:

It looks very nice, but there was a few things I noticed, that would enhance it a little bit more.

1. The Rocks are all one tile, and even at that, the same tile. If you have room, you should try making interesting patterns that could span the pace of one tile. The whole point of this is to reduce the grid look.

2. The same that I said of the above applies to the seaweed. I think it's drawn fine since it is seaweed, but again, the one tile fits all idea is a little repetitive and unexciting in the eyes. Try making multilple tiles, and don't be afraid to have to use two tiles to place an object on the screen.

The second one:

As I see you said that it was just a test map directly from the old game, here's a few suggestions that you might consider.

1. Diagonal walls. It's a very overlooked idea in many OHR games, but they can help remove the squareness and gridiness out of any map. But you have to do them correctly or it's just a wasted effort. If you want to do something like that, you should study how other games do them.

2. I completely agree that the floor should be a bit less melded together. I'm trying to think how you could solve it without just changing the pallette completely. (This is where I wish I had artistic training.) but try making the seperating lines in the floor tiles (and I mean the tiles that were drawn, not the maptiles that make up the tiles.) a bit darker maybe. I don't know, you should try it and see if it works. To me, right now, if I were to walk down a hallway on a game with those tiles, it would seem like it's blurring, and that can lead to headaches (at least for me.)

Hope this helps.
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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
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PostPosted: Mon Jul 31, 2006 8:32 am    Post subject: Reply with quote

Thanks for all the replies!

As for the single seaweed leaf, there's also a second seaweed tile with three leaves at different places (all of which animate at different patterns), but there wasn't one at the point where I took the screenshot. I might make a few more (some with multiple leaves on one stem, and stuff like that), since I do still have a lot of space left on the tilesets...

Yeah, I'll probably add more variety to the rocks on the ground--a few rocks scattered off to the side, or a circle of rocks (which could also be a gap in the random scattered rocks), or a slightly-larger rock that connects between the two tiles, or something like that. Again, I've still got a lot of free tileset space to work with...

Two-tiles-for-one-object: Yeah, I'll probably make a really tall seaweed strand that takes two tiles to make, and maybe some extra coral-type stuff for the cliff areas that works the same way.

Robotic base graphics: Yeah, the floor probably needs to change a little... maybe making it a bit darker and "blue-er" might fix it a little? Or maybe more of a dark gray-ish color would work better. Is the problem mostly with the outlines, or something to do with that one light spot? Or both?

Diagonal walls--I'll try that and see how it works. It would look a whole lot better than just having sharp corners everywhere, for one thing...

EDIT: I messed around with the floor tiles a bit; does this look better than the first?

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Battleblaze
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Joined: 19 Dec 2003
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PostPosted: Mon Jul 31, 2006 12:41 pm    Post subject: Reply with quote

I liek the greys in the floor. It dosen't hurt my eyes anymore but it is a wee bit dark. Not that dark=bad but I'd think robot base would have plenty of electricy for lights.
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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
Posts: 88
Location: Not here

PostPosted: Thu Aug 03, 2006 11:42 pm    Post subject: Reply with quote



Obviously Frankfurter's never seen a rat (especially a purple one), since he lives underwater, so he calls Chaos Rat a "purple fuzzy thing". This is immediately afterward.

And yeah, the tiles still look a bit dark here, but I've found that a lot of things look brighter in-game than they do in screenhsots... this map is definitely one of them.

EDIT: Newer version of the very first screenshot. There's now a bit of variety to the rocks, some extra coral-y stuff on the cliffs, and some bigger seaweed (also on the cliffs).

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FnrrfYgmSchnish
Probably the Grand Poobah or something




Joined: 19 Jul 2003
Posts: 88
Location: Not here

PostPosted: Sat Aug 05, 2006 7:12 pm    Post subject: Reply with quote

Even more screenshots! This time it's the "n00b House" (which is essentially the same as the whole "room with old men who tell you the basic stuff of playing an RPG" thing that a lot of SNES RPG's seemed to have).


The n00b House is owned by the Spam family, which includes Mr. Spam, Mrs. Spam, Uncle Spam, Aunt Spammy, and their French cousin Spammatos.


And speaking of Uncle Spam...
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Lyhn Sohler
Uhh, wait, what?




Joined: 13 Mar 2006
Posts: 174
Location: Waterloo, Ontario, the suckadiliest place in Canadia, eh

PostPosted: Sat Aug 05, 2006 8:49 pm    Post subject: Reply with quote

I likes teh colorz
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