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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Fri Nov 14, 2003 2:01 pm    Post subject: Map and character Mockups [quote]

Just a few experiments of mine, trying to work up the right atmosphere for a project i'm working on. Right now, all I have are a few tiles and a few docs outlining the interface and story elements. So here are a few visuals for you folks. A little feedback on the style would be good. For those pixelheads like myself, you'll notice that the colors i'm using are from the standard EGA 16-color pallete. Yes, I intend to make the entire game using this pallete and am trying to work around its limitations. I'd like to know if I've been successful in that effort so far. Comments are welcome.



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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Fri Nov 14, 2003 6:59 pm    Post subject: [quote]

Holy shit, these pics are just pure sweetness- Like EGA Chrono Trigger or something... Great color use as well.
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Chingwa
I wanna be a ballerina!


Joined: 25 Sep 2003
Posts: 26

PostPosted: Sat Nov 15, 2003 12:30 am    Post subject: [quote]

That is looking reeaaallly niiice! The only thing that throws me off visually are the shadow areas(?) underneath the horizontal bar in the first shot, it doesn't really look like a true shadow, I'd probably just place black pixels in a checkerboard pattern on top of the art which would make it look darker. Otherwise WTFG!

Haven't seen an EGA color palette in 10 years lol! for a real challenge try CGA next time :D
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sat Nov 15, 2003 1:11 pm    Post subject: [quote]

What he said. ^^^^^

Looks really nice!
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Mon Nov 17, 2003 2:01 pm    Post subject: [quote]

Thanks for the nice comments.

Chingwa: I was thinking about doing that(black pixels for shadows) at one stage, but for some reason I just did'nt think it would look right. I may try it all the same to actually see the effect and if its workable. CGA!! I would'nt dare :).

Frog:I was going for a Secret Of Mana 2 look. But hey, a chrono trigger comparison ain't half bad :).

Hmmm...I wanted to hold of on stating the name for the project until I had something presentable (you know the old saying "Don't count your chickens before they hatch"). But it has such a nice ring to it:

RESONANCE

There I said it, I feel much better now:)...
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Chingwa
I wanna be a ballerina!


Joined: 25 Sep 2003
Posts: 26

PostPosted: Mon Nov 17, 2003 3:39 pm    Post subject: [quote]

No problem, looks like you have a nice start there. How large are you character sprites in relation to the tiles? It looks like they are 3 tiles high? Also the name Nausikaa is a bit... unoriginal. :D I'm looking forward to seeing more of your work.
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Tue Nov 18, 2003 1:39 pm    Post subject: [quote]

The standard tile size is 16x16. The images you see here are resized by 200%. Gives a closer approximation of what it would look like in the 400x300(DirectX) resolution I intend to use. As for the sprites, I'm still working on that one, Ideally I was going for 16x32, and these sprites are practically in line with that standard (well maybe with the exception of Nausikaa), but in drawing up some of my other stuff I think I may have to go with arbitrary sprite sizes. As for the "Nausikaa" name, well I was reading Homer's Odyssey for a college course and the name kinda struck a chord with me. Has the name been used in a lot of games?
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Nov 19, 2003 12:51 pm    Post subject: [quote]

Arg, you're using DirectX for this game? Maybe it's nice for experience and all, but there's easy to use and portable wrappers available like SDL and Allegro.

VERY nice graphics though!
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Ironshanks
Wandering Minstrel


Joined: 17 Feb 2003
Posts: 134
Location: Shiner's Peak

PostPosted: Sun Nov 23, 2003 5:52 pm    Post subject: [quote]

That's how people SHOULD have used the EGA palette. Looks brilliant.
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That's not a broken link, it's a PICTURE of a broken link. It's really very conceptual.
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Mon Nov 24, 2003 1:38 pm    Post subject: [quote]

Just wait until you see the enemy sprites. Those are my pride and joy...
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Rooter
Copyright Infringer


Joined: 09 Feb 2003
Posts: 61

PostPosted: Tue Dec 02, 2003 5:06 am    Post subject: [quote]

Recommending people use Allegro or SDL over pure DirectX? Jesus man, comon, anybody who is worth his weight wiill always pick using DirectX over a wrapper, especially Allegro which is very weak in some areas. On my last project I moved from Allegro to using Direct3D for my 2d engine and it was 100x nicer. Don't try and put in your two cents if you don't know what you are talking about.

-Rob
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Tue Dec 02, 2003 5:52 am    Post subject: [quote]

Rooter wrote:
Recommending people use Allegro or SDL over pure DirectX? Jesus man, comon, anybody who is worth his weight wiill always pick using DirectX over a wrapper, especially Allegro which is very weak in some areas.


Allegro and SDL are easier to use and PORTABLE. Which was his point. If you want the lower level stuff with portability OpenGL is the choice.

Rooter wrote:
Don't try and put in your two cents if you don't know what you are talking about.


You should take your own advice, cunt.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Tue Dec 02, 2003 9:28 am    Post subject: [quote]

Rooter wrote:
Recommending people use Allegro or SDL over pure DirectX? Jesus man, comon, anybody who is worth his weight wiill always pick using DirectX over a wrapper, especially Allegro which is very weak in some areas. On my last project I moved from Allegro to using Direct3D for my 2d engine and it was 100x nicer. Don't try and put in your two cents if you don't know what you are talking about.

-Rob
Must resist urge to flame DirectX fanboy to hell...
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Tue Dec 02, 2003 9:49 am    Post subject: [quote]

Rooter wrote:
Recommending people use Allegro or SDL over pure DirectX? Jesus man, comon, anybody who is worth his weight wiill always pick using DirectX over a wrapper


The big question quite obviously become why are then the original authors of both those "simple wrappers" professional game developers?

You know the main SDL author work at that little garage firm that almost doesn't make any money and well only produce crappy games... I do belive their name is umm... Tornado??
No wait, maybe it was Tsanumi??? na not quite right ahh...
Blizzard that's it.

Quote:

...Allegro which is very weak in some areas. On my last project I moved from Allegro to using Direct3D for my 2d engine and it was 100x nicer.


Yes, allegro has many flaws including huge inconsistensies throughout the library but if you're constantly calling the library you're probably doing something wrong anyway.

Quote:

Don't try and put in your two cents if you don't know what you are talking about.


Now wait a second, could you please take your own advice on this? You clearly don't have a clue what you're talking about have no fact to support your claims, all you have is an opinion and being so narrow sighted that you can't even comprehend that people would think diffrently doesn't make you right it just make you a even bigger dumbass.
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Xegnma
Monkey-Butler


Joined: 03 Apr 2003
Posts: 53
Location: Trapped in Middle Earth

PostPosted: Tue Dec 02, 2003 2:07 pm    Post subject: [quote]

Please guys there is no need for a flame war here. The way I see it i'm using DirextX because of :

a) The target platform i'm developing my game on (WIN32/XP)
b) I have books and documentation on DirectX at my disposal

Every Wrapper/API/Whatever-you-want-to-call-them has their upsides and downsides. People just opt for whatever tools that best suit their purposes and which are readily available. There is absolutely no need to start a flame war over this stuff. I mean the goal here is simply to create good games...right. What one uses to achieve that end does'nt matter, ITS THE GAME THAT COUNTS PEOPLE...PERIOD.

Okay here's a little something I want you guys to comment on, MOCK-UP TITLE SCREENS ....happy-happy-joy-joy.







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