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Kailis

boon

Sponsor

This heavily reminds me of Paper Mario, you know, flat.

Moreover, the pixel art is really too harsh, and it doesn't look right. You said Clest is your artist, right? I suggest you make him talk to Inquisitor or someone equally talented.
 
Ноııу":7geqvz1c said:
There was no real need for specifics when it's substandard in every way. Whether you drew it or not, whoever has drawn it has given you a load of ill-proportioned, terribly coloured bad-ime characters, which for the most part look like they've recently collapsed a vein shooting heroin.

Even, then, you can't dodge the criticism bullet by saying "she does it for free I can't afford better whine whine". Firstly, if you designed the characters, you are partially responsible for how bad they are. Second, her doing it for free, and your not getting offers/not being able to afford otherwise does not mean they are exempt from being bad. Third, do not try to debunk valid points with "it's art". Any japfag without an iota of talent can scrawl ^_____^ on paper and call it art, but that doesn't quite make it so.

They really are bad, sorry.

Okay, that's cool. Points taken, but opinions are opinions. I'm not going to change things on a whim. I'll let my artist know, see if things change. If they don't I'll move on to someone who can do more.

The first screenshot is ok and I could play a game in that style. The pallettes are nice and the lineart is good on the tileset. The shop scene is also really well laid out, though the girl is a bit misproportioned and there are odd lines on her. She looks incredibly annorexic (if not a skeleton wrapped in clingfilm :cute: ).

The other screenshots however... well, they aren't as good as the first, I'm sorry. The grass is way too saturated compared to the first screenshot (you'd do yourself a huge favour sticking to one style).

Noted, I do prefer that look of the dungeon in the first screenshot. I the world is just so different in certain places, I'll see if we can get the island refurbished. I'm the one who designed the layout for the shop, and I've told my artist about the odd extra lines and such, she's getting to it.

Like I said before, i'm gonna try and get the island and redone, I feel it could have been done better my self too.

After looking at the images nothing really matches, like it's a completely different game. Nothing fits colour-wise.

The story is good, I've read it before, but the only thing that would stop me from playing this game would be the due to how it looks. The girl sprite looks like she is 7 years old, but when you look at her in the HUD and other various places you can see that she is far from a child.

Not quite sure I'm following, but okay.

Yes the sprite is small, to fit the world atmosphere. But I understand what you mean, like a more lighthearted art style may be better suited for the sprites?

*note* I just got a new artist, so not to much has been drawn yet, so there is always room for redesign.
 

mawk

Sponsor

Hello, honestly since the DSi only came out weeks ago, I can't say I know more than the next person.
oh jesus. hi, bob.

A generic game in your eyes may be a masterpiece to another(a), so I'm not even going to fight on this subject as it has nothing to do with my game. We all know over 95% of all the games developed on RMXP have not seen the light of day outside of RM forums and a select few who got lucky and have their games well known over the internet. I realize Nintendo won't jump on things, but if you look they are expanding their markets towards adults, thus more mature games are being released along side teen rated games. I'd likely look into a third party company before I jump on Nintendo, I was using them as an example of a publishing company.(b)
a) you're right, there are a lot of people out there with bad taste.
b) did you read my post bro
  • what does your game being "mature" (i.e. oh no there are swears) have to do with anything I said?
  • you're misunderstanding the concept of an indie game that makes it big. very few indie games really make it into the market, and those that do had either tested around and guaranteed that there was a decent market for their game before pitching it to the companies, or developed a cult following beforehand and consequently a good market (Cave Story.) even the few rm games that do make it big would never be considered by any sane company for a console port. rm* is a niche program with a worldwide reputation for the shitty games it invariably churns out. you have a slim chance of becoming an internet sensation, yeah, but virtually none of getting published unless you take steps to make it look like a money maker (I'm talking "show the prospective publisher that there is a guaranteed market for it.") you've got dreams, yeah, but you don't look like you know too much about making it happen

I personally do like the color choices, they are supposed to be vibrant and semi-saturated.
they are not either of those. they are flat and inconsistent, and with your shading most of the sprites just look like they were drawn flat on the ground.

I think they look fine.
you are the person who is making the game of course you think they're fine or you wouldn't have put them in a screenshot
 
Man... what happened? Your first screenshot was awesome sauce when the others suddenly went like a newbie made them, the level of art style is so ...different.

they are not either of those. they are flat and inconsistent, and with your shading most of the sprites just look like they were drawn flat on the ground.
Agree. The shading really needs some work, maybe you should check out rips on how they do it? :)

you are the person who is making the game of course you think they're fine or you wouldn't have put them in a screenshot
Epic
 

oboys

Member

Regarding the graphics, I think the first and third screenshots are splendid. The second is okay and the fourth somewhat out of place. I think the sprite is different but completely fine. Luna's pictures are almost splendid. I find the comment on the width of shoulders particularly convincing. Overall, I think it would be fine to just alter the pictures so that the shoulder in the back is made less apparent. Even unchanged, it's overall good for an RMXP game with custom graphics and the gameplay would, to me at least, be of a greater concern than the graphics. Although somewhat harsh, I do think that if you wish to improve the graphics further, then the above comments identify the primary flaws: shading, shadow casting, contrasts, saturation, proportions, and differences in perspective (in particular the base of objects). The artist may wish to a 1x1x1 cube and a cylinder of height and diameter 1 and to refer to these when drawing (e.g. the building of Screenshot 4 is seen from a higher angle than the trees).

From what little I can tell from the screenshot, it seems that the alternatives in the shop might not offer the player strategical decisions aside from whether or not to save the money. It seems that the weapons progress linearly with one being stronger than the former. I would rather see that one has the ability to specialize and produce a fighting style of one's own by making strategical choices between factors such as (both positive and negative) attack speed, attack power, spell power, stat bonuses, elemental attributes, and special effects.

Will there be any character progression in this story, e.g. what's the theme or what does Luna struggle with for the [majority of] story?
 
I've already spoke to both artists about all the problems people mentioned so I'm gonna move away from that subject to answer other stuff.

Weapons are an iffy subject. As you progress through the episodes you will acquire different elementra affinities. Each affinity adds different stats and elementra benefits to the weapon. You use the same weapon the entire game, so choosing specific weapons is out of the question, I never intended to have this feature since the weapon was designed by her father, so it is sentimental. As well you won't be able to change her class due to story reasons. So as before the weapon will gain the ability to be affinite to a specific elementra, enemies will be immune, resistant, normal, or weak against certain elementra, which is why I added this progression style. As well you will only be able to buy lower weapon upgrades in shops, the more useful ones are aquired through exploration and side quests.

Every character has their own personal struggle, personality qwarks, and ways of talking. I've sat down for hours to days at a time writing dialogue scripts that improved on the story I spent 4 years developing already.

Luna is probably the hardest character to discuss without giving the story away. She is not really an average human, but she isn't a god. Her role is more of a vessel for a bigger cause in the story. Her main struggle is to understand why she is the hero spoken in the Prophecies and what it truely means to "Be the bane of herself." of course she won't kill herself, but she also won't be killed by someone else if what the prophecies say about her death. Of course if you die in the game, you're disproving the Prophecies, but you'll get that chance to reverse this mistake when this happens like most games.

Hope that answered your question some.
 

mawk

Sponsor

oh it looks like you missed some stuff. don't worry, I'll quote it.

not about your art:

маwк":6aygot7s said:
A generic game in your eyes may be a masterpiece to another(a), so I'm not even going to fight on this subject as it has nothing to do with my game. We all know over 95% of all the games developed on RMXP have not seen the light of day outside of RM forums and a select few who got lucky and have their games well known over the internet. I realize Nintendo won't jump on things, but if you look they are expanding their markets towards adults, thus more mature games are being released along side teen rated games. I'd likely look into a third party company before I jump on Nintendo, I was using them as an example of a publishing company.(b)
a) you're right, there are a lot of people out there with bad taste.
b) did you read my post bro
  • what does your game being "mature" (i.e. oh no there are swears) have to do with anything I said?
  • you're misunderstanding the concept of an indie game that makes it big. very few indie games really make it into the market, and those that do had either tested around and guaranteed that there was a decent market for their game before pitching it to the companies, or developed a cult following beforehand and consequently a good market (Cave Story.) even the few rm games that do make it big would never be considered by any sane company for a console port. rm* is a niche program with a worldwide reputation for the shitty games it invariably churns out. you have a slim chance of becoming an internet sensation, yeah, but virtually none of getting published unless you take steps to make it look like a money maker (I'm talking "show the prospective publisher that there is a guaranteed market for it.") you've got dreams, yeah, but you don't look like you know too much about making it happen
I know this comes off more as an attack than anything else, but really I just want to know you've thought this out and maybe change your plans if you haven't, because right now I don't see any of this happening.

Every character has their own personal struggle, personality qwarks, and ways of talking. I've sat down for hours to days at a time writing dialogue scripts that improved on the story I spent 4 years developing already.
respect for not actually making this a bullet point in Features. I mean, it's in there, but it's more a supplementary point than anything else so!
 
I haven't even began to research how to do the whole DSi conversion thing. It's simply something I'd like to look into, not a defined path for the game, I just want to finish it first. But I understand your points about the companies, those are all risk I'm willing to take, no shame in being denied, but you'll never know until you try.

I see what you mean. Not to make this sound like an excuse, but that is something I see lacking in a lot of games for Rpg Maker. Until that is a standard in game design with RMing, it is more of a plus to be seen in games. It's the only place I could think of this fitting that portion of information into.

And yes, I ignored writing about that post originally because it did come off as an attack, I was not in the mood to reply to it.
 
Wow, Axe, it's been a while, but you've done some extensive ground work with this. I must say, everything looks stunning, especially, the graphics. It's good to see a quality game being made with the Breeze template. Anyways, not much else to say, was in the neighborhood and saw this topic, thought I'd pay an old friend a visit. Good luck with this. I'll definitely keep my eye on this topic.
 
Hello.
Glad to see you still visit these every once in a while. You know how to contact me if you want to chat some. Appreciate it :)
 
Well because of the loss in the outage I am gonna repost what I had just put up yesterday. These are the new sprites for Breeze V2 styles. So this is how all our sprites will look now, we have more than this already today, but this is a small sample :)
NewKailisSprites-1.png
 
Hello,
We are progressing quite smoothly with sprites and if all goes well, all the sprites in episode 1 will be finished today. Here is a look at more sprites to come!
NewKailisSprites-2.png
 
Wow, this has taken a HUGE step from the very first demo Axe! lol.

Few things though. I REALLY like the Cool Rush Cave screenshot. It seems soo original, crisp, clean, and just has a unique touch to it. Also, the ABS looks awesome! I really like the HUD.

If I were you though, I'd look into getting an upgraded version of the Minimap. Seems too 2D and bland for the game itself.

Best of luck getting Nintendo's attention! I know how much time you've put into this, 7 years is a major commitment. :thumb:
 
Sirus01":2fupa1ta said:
Wow, this has taken a HUGE step from the very first demo Axe! lol.

Few things though. I REALLY like the Cool Rush Cave screenshot. It seems soo original, crisp, clean, and just has a unique touch to it. Also, the ABS looks awesome! I really like the HUD.

If I were you though, I'd look into getting an upgraded version of the Minimap. Seems too 2D and bland for the game itself.

Best of luck getting Nintendo's attention! I know how much time you've put into this, 7 years is a major commitment. :thumb:

Yes it has, right now all tilesets in screenshots are a little obsolete now, we are in the process of making them within the next few weeks. But I'm glad you like the look so far.

The HUD is changing too, as soon as I can find a scripter to make it and the menu/save/shop system.

The minimap is part of the ABS, but I plan on not using it at all in the near future for mystery purposes when exploring.

Thanks, we'll see where the game goes from here, i'm actually working on my 9th year now. :)
 
About DSi development, not gonna happen:
Apply for Third Party Software Publisher Status

Thank you for your interest in becoming an authorized Nintendo Third Party Software Publisher for publishing and development of Nintendo video game system software.

Please send a corporate portfolio consisting of the following information:

1. A detailed description of your company, including a summary of your software publishing experience, financial resources and stability (in the form of an annual report or balance sheet for the last three years) and your industry leadership. This information should be in the form of a corporate prospectus, business plan or summary statement;
2. A detailed introduction to your key personnel and developers setting forth any technical, managerial or sales experience that may be relevant;
3. A marketing plan for your proposed products, including targeted distribution channels, advertising commitments, consumer service resources, merchandising, etc.;
4. Any market study information on consumer demand for your proposed product which you may be relying on;
5. A written description of your proposed software product;
6. A complete summary and at least three samples of software you have previously published and upon which you rely for establishing your technical know-how.

Please send your corporate portfolio to ThirdPartyPublishing@noa.nintendo.com

Nintendo will then undertake to make a determination if your qualifications would support your selection as an authorized Publisher. Because Nintendo Publishers are provided with highly proprietary information and because our Publishers must be able to successfully market and support high quality product to a broad base of Nintendo product users throughout the United States, Canada and South America, Nintendo exercises a high level of care in its appointment of its Publishers. If we elect to proceed, we will prepare a formal License Agreement which will be forwarded to you for your review. After the mutual execution of an Agreement, Nintendo will provide you with software development specifications, and support.

Again, thank you for your interest - if you have any questions, please don't hesitate to contact me. We look forward to hearing from you.

Sandy Hatcher
Sr. Manager, Software and Accessories Licensing

http://www.warioworld.com/licenseeappli ... /software/

So yeah, not gonna happen, just go for XNA, it's easier to develop for and there is a lot less work required for you to get your stuff onto a console and published. Nintendo didn't make Wii or DSiware for the indie crowd, clearly, merely for smaller ones. Sucks but it's true.

Forgot to add, or go homebrew.
 
Thanks for the excerpt. I was aware of that stuff already. I never said I wanted to publish or even license the game to Nintendo, I said possibly a third party, or just develop it so people can play it on the DS, A.K.A. Homebrew. But that is some good information especially for those who specifically are going this route. Licensing through Nintendo requires you to be apart of a small business before hand, with proper sales tactics and a pitch group before they even think about accepting you.
 
God, remind me why the hell I've never EVER posted a project here?! Oh yeah, now I remember...

I personally like the style of this project! The only thing that does bug me is the girls head compared to the rest of her body, but that isn't as bad as some of the shitty looking FF games I've played on SNES, oh god don't even get me started on those games. Hell, I remember playing this game waaaaaay back in the day, wasn't it all RTP? Come to think of it, yeah it was...

Some of these people (from the first page) should've refused to even post, because your artist has more talent in their left nut, and more will to just get up and fuckin' do it than they do! Who the fuck else has attempted at all-custom graphics? Twin Matrix? lambchop?! If this was IRC then...

/me goes to jerk off

Anyways, good luck with your project, I hope you actually one day finish it and post it. The only thing that could let me down is if the gameplay sucked, because it appears like you've got scripting and graphics in line... so I'm assuming the rest of the project should be decent too.
 

mawk

Sponsor

Some of these people (from the first page) should've refused to even post, because your artist has more talent in their left nut, and more will to just get up and fuckin' do it than they do!
"more talent" =ФтФ=

enjoy your nike noses and Silent Hill body proportions

I'm gonna be over there drawin people who look like people and cats who have enormous eyes and wear tall tees but otherwise resemble cats

Who the fuck else has attempted at all-custom graphics?
cough cough wow is there something in my throat cough

honestly I'd be happy if people like you stopped posting just to debunk legit criticism in favour of vanilla praise. it's not up to people to "protect" the maker from negative critique. have you seen what happens when someone gets nothing but positive feedback? it's not pretty.
 

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