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Nphyx' Workshop (Need some C&C, last page, thanks!) (PA)

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master k":1btyiwmf said:
really cool. i still suggest those rifles. still having problems with the pixelmovement script. :(

What kinds of problems are you having?  I'm not 100% sure I've worked out all the bugs with passability, but if you're not getting any pass blocking whatsoever I can't much help you ><

It should be reverse-engineerable from the demo once I post it, but I want to finish the male battler template and a battler for the shockroach so I can demo the combat graphics as well.

Edit: Another update!  I have a draft version of the charge and attack animations done now.  The run animation was hard!  It loops though, so hopefully I can coax Minikoff into actually playing it repeatedly instead of just doing one set and fading out like it does by default (I hate that).  I haven't shaded either yet.
http://img.photobucket.com/albums/v326/ ... male-2.gif[/img]
 

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So in case anyone's wondering, I've spent the last few days replaying Final Fantasy 6, this time with a fan retranslation of the original Japanese version.  There weren't a whole lot of differences, just some slight differences in graphics (a few of the female monsters and Espers wear racier clothes), a few differences in monster, character & item names, and some slightly different dialogue if anyone's interested.  I played it on emulator on my PSP, and that was so awesome I decided to rip Final Fantasy 7 and play that on my PSP too, so I'm in the midst of that right now. 

Anyway, the point of all that is that Final Fantasy 6 is amongst maybe a handful of games that really took full advantage of the power of the SNES, and demonstrated what you could accomplish with simple 256 color + transparent (pseudo 16-bit color) pixel art.  I was really impressed with what they accomplished in the latter half of the game using palette changes in terms of lighting and atmosphere, so I decided to experiment with my own palettes.  I would appreciate some C&C on my new palettes, here's a screenshot:

http://img.photobucket.com/albums/v326/ ... ghting.png[/img]

And the old:
http://img.photobucket.com/albums/v326/ ... ownSS1.png[/img]

Keeping in mind this is a post-apocalyptic setting, looking for some highly detailed but not 'realistic' art, how does the new lighting look?  Is it too much?  Too rich? Could I take it farther safely?  I know a few things came out strange looking, for instance the cracks in the road which has to do with the palette changes requiring me to use a different shade than I previously did (some of the egregiously distorted items I had to remove), and I had to remove the autotiles because I didn't feel like updating the palettes on all of those as well for this experiment.

Please overlook the crappy mapping and worry about the colors.  Thanks in advance!

Edit:  Oh there's some new stuff in there that's not in the published versions of the tileset, for instance the curtain in the window, I will include those later on.
 
Ooh, I like that "lighting", but I hate the asphalt in that version. Aaaand ... What are those brightly-colored things on top of the roof ...? Some sort of vent?

The dirty b&w tile is much better, too.

The palettes are very interesting, much more interesting than the lower screen.
 

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Yeah the asphalt is terrible, I'll fix that up regardless of the final product.  The bright colored things, I can only assume you're referring to what are supposed to be solar panels, I guess they're not working too well!
 
Hmm the white cliff in the uper right corner looks to me like its almost in a differnt style. It's like the only thing that's fairly smooth besides the pavement but you said you were going to fix that. I think it needs some more texture to match with the rest of the nature.
 

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