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eharper's Graphics Workshop [Graphics Heavy!]

Now, see when you put it like that, I really don't mind so much. Its just the "I h8 jagglies and u suxxors" attitude that put me on the defence before. Thankyou for the comments Nphnx.

To be perfectly honest; I've always been the sort that sees the forest instead of the trees; I seriously don't notice small details like double lining; it took me a few seconds staring at Fortinbras to see what you meant... :dead:

And yeah; I realise that black outlines are hardly everybodies thing, and are certainly not neccessarily professional; but then, creating something pro was never really my goal here; its just to add some unique spice to T.E.W.

As for the blasted semantics issue; it always seems to get me dug into holes. I still prefer 'influenced' myself, (NOT 'inspired', I never used that) but I can see where you're coming from with 'derivative work'.

Phew, who'd of thought posting this stuff would create such a verbal minefield... I just wanted some criticism...yikes  :crazy:

Anyhow, it still seems nobodies noticed the animations! :dead: I think I'll remove the spoilers from them. And I'll add the other two, Risa's Spear/Poleax/Javelin one, and Tomlyn's Holystrike. I'm particularily proud of these.

Again, here's the links again in this post in case cutoff occurs:
http://img.photobucket.com/albums/v487/ ... avelin.png
http://img.photobucket.com/albums/v487/ ... e-Anim.png

P.S.) Oh yeah, and thanks for clarifying the necroposting rule. I can now bump the T.E.W. Topic with new screenies without fear.
 
While i apriciate the effect ur goign for and what you're trying to do, i don't like how it looks. It's a valient effort but alas i'm insnaly picky.
 
Mascarpone":25088jeq said:
While i apriciate the effect ur goign for and what you're trying to do, i don't like how it looks. It's a valient effort but alas i'm insnaly picky.
Mascapone, you're having an English breakdown there. What exactly don't you like? The Battlers? The Animations?

Oh yeah, whilst you're here, thanks for the particleillusion stuff. I use yours for the healing spells; though I still prefer more cartoony element spells.

EDIT: I added a link to the Flash Video on Youtube showcasing the battle animations in action. Its not a very good video, mind you; but it serves its purpose, I guess. :thumb:
 
Hey guys, been busy this week with work and playing the excellent translation of Utawarerumono by mirror moon...awesome game that...

Anyhow, I did manage to craft the long overdue Cavalier sprite for Risa. The previous one was actually made for the Guardian class. I've updated the progression charts to reflect this alteration, but here's the new sprite alone for those of you whom prefer closer scrutiny:
Risa-Cavalier-battle.png

Seeing as how getting this class ingame requires Risa to become Fortinbras' squire, I used a couple of parts from him and made them female sized. Though its a little smaller than the others, I do still like it, especially with the casual poleax slung over the shoulder look shes sporting.

Oh yeah, and those whom have looked at the game topic will have already seen the character preliminary sketches, but for those who haven't I added those to this topic as well.
 
Another quick update.

If you've watched the promo video at http://www.youtube.com/watch?v=uTuuX4qhRng ; you will have seen Triela.
So I decided to post her battler here too. She appears in the new revised prologue. And to complete the prologue package, I've also added the battler for the Jeveneerian Troops. Check 'em out in the updated first post.
 
Whoa, I'm on fire today... here's yet another update. Totally revised the Knight Paragon sprite for Fortinbras, actually making it look half decent. Here's the image by itself again:
Fortinbras-KParagon-battle2.png

I kept his pose (sort of) and his armaments and cape, but everything else is new. He properly looks like a 'knight in shining armour' stereotype now, mind, ROFL. But that forms an excellent contrast to the dark looking Duelist, so its all good, not to mention its sort of in character, as becoming the Knight Paragon basically means Fortinbras is following in his fathers footsteps and becoming the formost knight of Tessalatoria. (In contrast to Crusader, which follows a more religious path, or the Duelist, whereupon he gets tutelage from the Samurai of Tuskuru).

The top of the post has also been updated with a new progression chart reflecting the changes; as well as this information.
 
So, to clarify, you want five frankensprites of Arshes/Aluxes, with light blonde hair?
Sure, I can do that, so long as you don't mind that any of my work is liable to end up in my own project also. As in, your main character will probably end up as a random NPC in my game. Check back in a day or so.
LOL at the GTO signature, by the way.
 
Yes, Frankensprites.
Oh, it's fine if it appears in your game. It's your work, anyways ^^
Lol... I got it from a random 13 year old on another forum. =x
P.S.: No need for battlers.
EDIT: Light blonde, like the Random Aerians in Q-TBV.
 
Yeah, I know I'm necroposting my own topic, but I do have some new content. (and as far as I'm aware, thats within the rules...)

Having recently returned to TEW, I had another photoshop splurge.

After coming back from my unintended break from computers in general, frankly, I decided I wasn't impressed with Risa's animations anymore. It just seemed a little too 2-dimensional and static (and it was). So here's the complete rehash, with less copypastah and more actual blood sweat and tears. As part of the animation, Risa leaps 'into' the screen and towards the foe (you may notice frames 4 +5 look like this), stabs at them, leaps again to the side, and stabs again before falling back. Its much more visually appealing.
I also improved the Poleaxe animation. Though thats a bit more static, its to be expected with that big thing, which she swings, sidesteps and swings again. Still good. A
Even the javelins got a slight update (you might notice the extra poses after the actual javelin sprite, LOL).
http://img.photobucket.com/albums/v487/ ... elin-1.png[/img]

Also, Fortinbras' anims got a slight update, primarily involving the curved sword (which has been made thinner and more sabre-like).
http://img.photobucket.com/albums/v487/ ... ords-1.png[/img]
 
Ah yeah, sorry to bump again, but I just scanned in Hecate's Sketch
Hecate-Sketch.jpg

I did the preliminaries for her whilst I was at work, amazingly, then I just redrew and shaded her later. I think it aptly captures her tomboy nature whilst still being dashing and attractive. But then again, as I'm sure I've already mentioned, I become very biased considering my own pencil sketches.

Yeah, she is based upon this battler:
Hecate-Battle.png

But I'm sure that's pretty obvious...
 
I was evidently very bored last night, since after I'd finished doing a batch of animations, I decided to make this:
Tessalatorian-Geneology.png

Yar, Royal Geneology tree... :smile:
 
I must say I like your concept of of having each character be able to branch off into 3 different classes. It's the same sort of thing I have going on my current project (which started as XP but now I am doing on VX) where the 3 main characters start off young and can choose from 3 different classes each at a certain point in the game, and then depending on certain actions during the game these classes again evolve. It's stuff like this that makes a game playable over and over. Glad to see I'm not the only one who had this idea!
 
I'm glad you like it. Yeah, well one of big draw points for me in any RPG is character customisation.

I love options, and the games I remember most favourably are typically the ones where you have to make several hard choices about advancement.

Its for this reason that I love Seiken Densetsu 3; and that is primarily where my inspiration for branched class progressions comes from. Obviously, I'm not going to manage the 6 progressions from that system, but I think 3 is a reasonable amount.

On other, but related news, I've been working mainly on Battlers today.
HowmanyJeanettes.jpg

How many Jeanettes!?!? Its like a dream come true! Lul wut. Ahem. Anyway, yeah, I've been making battlers for each character and each weapon type, so that the battlers go with the animation (else you get 'holding dagger' one minute, and a mace the next, or such other silliness). I've also being working on a common event to make the game recognise which one is equipped.

Also sorted out the elements issue with weapons whilst I was at it- that issue being that there are actually only 12 atttack types in my world, but the fact that there are actually about 60 elements (all the rest are dummy or signifier type elements), so whenever you make an enemy and wanted it resist stuff, I previously have had alot of C's to change into D's and suchlike. No longer so.
 
Haha now this is creepy. I was just thinking of making different sprites (I'm using animated battlers) to represent each different kind of weapon the characters could use) about 15 mins ago!

Well they do say great minds think alike... lol

(Oh yeh and Seiken Densetsu was a pretty awsome series. Over here it's called Secret of Mana though)
 
Lol, yah, funny how these things occur, huh?

As the topic demonstrates, I ~sort of~ use animated battlers with the default system.

I refer to Seiken Densetsu 3 as such because its only available as Neil Cortletts fan translation, and hasn't been officially localised. It would, I guess, be Secrets of Mana 2, I suppose, if that was the case.

Anyway, I should probably stop playing Oblivion again and get to work on more stuff. (Obviously I'm still thinking about this whilst playing that, though, since my Oblivion character is Jeanette Hezety, made with the modded wavy blonde hair, and using daggers and Ice destruction magic, ROFL)

Oh well, I least I did finish the 'armed' sprites to go with the battlers:
Fortinbras-KParagon-armed.png

This one is Fortinbras as the Knight Paragon with his equipment out. (gosh that sounds like a inneundo, don't it?)

EDIT: And I actually just realised I must have screwed up some of the layers for the above one... -_-' Since the sword changes side on the left facing one. Whoops.
 
Yare, Are, its yet more graphical content, squee.

Introducing Cassandra and Hector:
Cassandra.png
Hector.png


Who the hell are they, I hear you ask?
Well, basically, my playtesters oh so nicely said: "Your new intro is cool, but its too long, I went to sleep before the game started." :(
This was after I'd already cut it! (They should've seen the original, LOL, I must've been on book writing mode)

Since I feel that I can't really edit it to be any smaller without leaving out many crucial pieces of plot and foreshadowing, I instead came up with the idea of making one of the parts; the explanation about bastion of good: Arcadia and the initial battle with the Wyrms of Myrrth, a playable section. Though short, it would show the battle just before the banishing which sets up the plot for the main game in the world of Lectrom.

For this, we have Cassandra, whom is a Sniper; and Hector, her younger half-brother, who uses a psychic flashblade.

Yes, indeed, Arcadia is considerably more technological compared to Lectrom, even though it has been under an oppressive reign. The reasons for this are explained later in the main game, when the characters become aware that the Wyrms are not of this world. This also ties into the explanations about magic and its application.
 
Today I decided to try something slightly different:
Jeanette-Sketch-colour-phase2.jpg

Yup, I coloured my Jeanette sketch in. Haven't done something like this in photoshop since those early experiments with Fire Emblem vectors I did awhile back.* I'm quite pleased with how she turned out, especially with regards to shading and such like. I realise some of the lines are dodgy in places, mind you.

*- In case you're bothered: http://smg.photobucket.com/albums/v487/simjimm/?action=view&current=JT_Aira_Vector-1.png

Though, sometimes I feel I'm shouting at a wall here... :crazy: Oh well, I'm a stubborn twit, and I manage to keep rolling out the resources at the moment, so hey... it looks like I should expect to repeat post myself to death for awhile. It seems I get views, just a lack of comments. I still haven't actually had a single bit of feedback about my animations...!

Oh, and yeah, I added [Graphics Heavy!] to the title a little while back since I'm not using any spoilers. Expect browser rape. :tongue2:

EDIT: =====> Blah, Scroll Me to see J-chan in all her glory=====>
 
Looks excellent, just one thing.

Your illustrations look very dwarfish.

Other than that, these are great!


(Oh, I really liked the old Mystic battler for Jeanette, I'm sad you got rid of it.)
 
Yeah, I have to say I did like the old Mystic myself. I still have it in the graphics folder. Maybe I'll make that into a secret class, lol. Unfortunately, it got the toss mainly because it previously focused purely on ancient magics, which is no longer strictly possible with the skill grid system.

The classes, as of now, mainly decide A) Stat bonuses on level up, B) Which of the top level abilities you can learn, and C) Which special things you're entitled to.
To use Jeanette as an example:
  • The Enchantress gets Holy Strike abilities like Tomlyn (Her 'physical' attacks become part STR, part INT based) as the special and can learn the S-Level Light and Fire Magics (Coma Fulsi and Flashcannon respectively). She gets more Vitae (HP) and more Skill (DEX).
  • The Sorceress gets gets the 'Lightning Rod' ability (Can strike herself with Thunder. If she does, she heals herself; and THEN reflects a weakened version of the attack onto a random foe) and can learn the S-Level Ancient and Thunder Magics (Enervation Beam and Lightning Cascade respectively). She gets more Lumen (MP) and Power (STR).
  • The Loremistress has the 'Steeped in Arcane' ability (Can use 'Metamagic' type effects, spending a turn before she shoots to do 2.5x damage in the next spell, or to make it homing, or to make it multitarget) and can learn the S-Level Wind and Ice Magics (Typhoon Torrent and Winters Grasp respectively). She gets more Speed (AGL) and Magic Affinity (INT).

--

What do you mean by dwarfish? You mean the sketches? If so, I can't say I noticed. I mean, they may not have anime legs, but they certainly don't seem especially short. Or do you mean my heads end up a little too big compared to bodies? If thats the case, I might concede on that point; its a weakness on my part, getting the scales to match up correctly, since my sketching style is totally informal/self-trained. I don't draw skeletal structures or measure 1/3 of the body width or whatever that nonsense goes on about. I pretty much go entirely from memory. Hence the qualities can and will vary, even in pieces I make during the same session. A putty eraser can only help you so much!
 

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