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  #1001    
Old January 24th, 2012, 03:29 PM
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aquakip
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Originally Posted by Neo-Dragon View Post
I like the tint of it, but I don't like the botches of "non tint" lol.I'd suggest remove those, but keep the tint itself as it does give a cool moody vibe to the map.
But the "blotches" are the openings in the canopy. If I left it as just a tint, it wouldn't look like a forest. There are four types of canopy I could choose from:

-RMXP leafy canopy (overused, I don't think it looks much like a canopy to be honest, anyway)

-DPPt canopy (which is what I have, and I think it fits best)
http://cdn.bulbagarden.net/media/upl...Forest_map.png

- HGSS canopy (which could look alright, but I feel it isn't as nice as the latter)
http://pokedream.com/games/heartgold...lex_forest.png

- BW canopy (which are tiny little dots scattered about like light dotting through the treetops)
http://www.serebii.net/blackwhite/birijion-ow.png

Idk. Those were my choices, and I thought the DPPt one fit the best. I could try the BW one, I guess...
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  #1002    
Old January 24th, 2012, 03:55 PM
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Even though it's in the official games, I think it's a bad design choice (I mean @Gamefreak for even putting it in). It looks silly for the type of effect they want. I'm assuming their goal was to make it like light coming from the trees, but it's overlaid on the trees. It would be different if the effect only applied to areas that were walk-able and not ON the trees themselves which should be making the effect in the first place. The light is hitting the the tree itself is creating the canopy meaning it shouldn't be layered like that.
I think you should improve on their design and not mimic it. You have a nice OW style, and a custom one, so why copy gamefreak with that design?

Edit: I might as well give you my suggestion on what to do lol.
I'd create a layered effect and make at least 2 images for the effect. I'd then give the images 2 different "z" values (depth/layers). Make one image possibly over the map and the other layered into the map itself minus 1 layer that the tree tops are on.
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Last edited by Neo-Dragon; January 24th, 2012 at 04:00 PM.
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  #1003    
Old January 25th, 2012, 10:03 AM
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Quote:
Originally Posted by Neo-Dragon View Post
Even though it's in the official games, I think it's a bad design choice (I mean @Gamefreak for even putting it in). It looks silly for the type of effect they want. I'm assuming their goal was to make it like light coming from the trees, but it's overlaid on the trees. It would be different if the effect only applied to areas that were walk-able and not ON the trees themselves which should be making the effect in the first place. The light is hitting the the tree itself is creating the canopy meaning it shouldn't be layered like that.
I think you should improve on their design and not mimic it. You have a nice OW style, and a custom one, so why copy gamefreak with that design?

Edit: I might as well give you my suggestion on what to do lol.
I'd create a layered effect and make at least 2 images for the effect. I'd then give the images 2 different "z" values (depth/layers). Make one image possibly over the map and the other layered into the map itself minus 1 layer that the tree tops are on.
Just pointing out that DPPt are the only versions where the light overlays the trees iirc. The other games it falls under the trees but over the walk-able path.

I would not call it a bad design choice, more of a poorly executed innovation (as far as DPPt is concerned)

Quote:
My problem with your fog layer is that the contrast is way too high. It really clashes with everything else because of it. I would darken it a bit to make it blend. As long as the area is lighter it will still have the effect you want, and it is a nice effect.

But I agree with Neo as far as it being over the trees and how terrible it looks. If the light is coming through the canopy, it should not overlay what is essentially the canopy... if that makes any sense.

I love the Bog screenshot though. We have a national park here where there is a bridge which is the walking path and it goes all through the park, I actually used it as a concept myself :D
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  #1004    
Old January 25th, 2012, 01:01 PM
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I found an unfinished Game engine, So i contacted it's owner and they've allowed me to continue work on it.
So far I've revamped graphics and scripted the sword.
Thoughts?
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  #1005    
Old January 25th, 2012, 02:20 PM
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Omg is that a tLoZ starter kit? It looks awesome. I would love to use it if you ever decide to let people use it :3
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  #1006    
Old January 25th, 2012, 02:29 PM
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Originally Posted by Atomic Reactor View Post
Omg is that a tLoZ starter kit? It looks awesome. I would love to use it if you ever decide to let people use it :3
I will be letting oter people use it. :3 I just need to script alot of things, then it's good for a public release :'D

Also, I'm mapping http://vgmaps.com/NewsArchives/April...alsia(Day).png for it. Just to give you something to explore when 'testing' the engine.
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  #1007    
Old January 25th, 2012, 03:05 PM
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That's sweet. I just beat Links Awakening and have been craving a tloz starter kit. How odd that you happen to post it haha.

Is that a fan game or something? Oracle of Hours? It must be..
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  #1008    
Old January 25th, 2012, 03:28 PM
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Quote:
Originally Posted by Atomic Reactor View Post
That's sweet. I just beat Links Awakening and have been craving a tloz starter kit. How odd that you happen to post it haha.

Is that a fan game or something? Oracle of Hours? It must be..
Oracle of Hours was an 'April Fools' joke over on Vg Maps back in 2004 i think?
But, many people have 'attempted' rom hacks/fan made games of it, I'm not doing that, I just feel like mapping that world map :3
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  #1009    
Old February 1st, 2012, 07:33 AM
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My new MMORPG in Java :p

Testing PWO main frame while thinking on my own, the problem is I'm out of ideas :\
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  #1010    
Old February 1st, 2012, 08:33 AM
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Quote:
Originally Posted by ЩѻƦḽᶑʂḽдƴƹƦ™ View Post
But I agree with Neo as far as it being over the trees and how terrible it looks. If the light is coming through the canopy, it should not overlay what is essentially the canopy... if that makes any sense.
Well I don't think it would look better without it. I mean, yeah, it isn't really logical, but maybe that shadows come from even bigger trees we actually don't see. What I mean is that, if the fog wasn't over all the map, it would look even more weird than that, because how could that "tiny" trees cause that effect?

In any case, I like the effect, what I don't like is for the forest to have such a narrow path.
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  #1011    
Old February 1st, 2012, 11:40 AM
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I saw some Link's Awakening content up there already, so this might be a bit repetitive, but hey:



Was just playing around with the tiles and stuff and got the idea of going one step further. It's not an actual project, just did it for fun (since the last screenshot(s) I posted were pretty much ignored anyway xD). =P
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  #1012    
Old February 5th, 2012, 12:29 PM
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I recently showed off a preview/teaser for the ZENFORMS: Protectors battle system.
We have been revamping the entire system. New UI, new battle ground, and all new game code. The reason was to add more features to the battle system and a revamping made the most sense since trying to add it onto the old code would of broken a lot of it.

A teaser video here.
http://youtu.be/3DJx0pXI0aE
Taken from the simulator hence the mouse cursor on an iPhone game lol.
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  #1013    
Old February 5th, 2012, 03:44 PM
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Looking good. Is one of the Zenforms really called 'Fugly', though?

Also, the (rather good-looking) animated background makes the still sprites look lifeless. Any chance of having small Black/White style animated sprites?
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  #1014    
Old February 5th, 2012, 03:51 PM
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BW's Flash-style tween animation would look positively dreadful on a high-res iPhone screen, I'm sure.
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  #1015    
Old February 6th, 2012, 05:14 AM
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Quote:
Originally Posted by Awkward Squirtle View Post
Looking good. Is one of the Zenforms really called 'Fugly', though?

Also, the (rather good-looking) animated background makes the still sprites look lifeless. Any chance of having small Black/White style animated sprites?

Yup, that ZENFORM on the video is really called Fugly.

The sprites won't have individual animations. They will jump around the battle system but nothing like black or white.
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  #1016    
Old February 6th, 2012, 02:13 PM
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This is my revamped summary screens. Any suggestions what to change the white text on the egg screen to? I don't want to use black

http://lightning-yellow.com/SS/0.12/summary-new.png
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  #1017    
Old February 6th, 2012, 06:07 PM
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Quote:
Originally Posted by The 100 Mega Shock View Post
BW's Flash-style tween animation would look positively dreadful on a high-res iPhone screen, I'm sure.
Then do a Street Fighter-esque sprite animation. My point is that when the environment looks more alive than your party characters, there's something wrong with your graphics.
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  #1018    
Old February 6th, 2012, 08:08 PM
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A WIP ,i spent the day making.Its my first map over 50x50 and I think I'm doing pretty well so far.It is a Route based on one of my old projects that I may start up again.
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  #1019    
Old February 7th, 2012, 01:23 PM
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Just a mock up for the character selection screen. With elements of the introduction from the professor. The characters will move upon selection and the un-selected one will remain still. The animations will be faster in the game. Everything is currently undergoing development.

The sprites are just placeholders currently, and will be changed to look like Skyler and Kelly at some point.

I tried an additional image in the background, but it just became much too busy for my taste, so I scratched it and left the center of the screen rather plain.
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  #1020    
Old February 7th, 2012, 01:30 PM
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Worldslayer, could you make it so the unselected sprite is also semi-transparent too?
Aside from the animation, I feel the unselected sprite should also be faded a bit to make it clearer which gender is selected.

OR
Apply an effect to the color image behind the character sprite. Such as move it outwards (off screen) by about 10 pixels when not selected and to the default position when the gender is selected.
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  #1021    
Old February 7th, 2012, 01:31 PM
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@Wordslayer : I think it would be cool if the chosen one was colored, but the other one was black and white. And a pokeball in the middle would be kinda cool? idk
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  #1022    
Old February 7th, 2012, 01:45 PM
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I actually really like the idea of the semi-transparent sprite. Black and white would look a little off I think.

As far as the colored background portion, I was going to have it slide into the screen upon it showing up. They would slide in from the edges then the sprites would fade in. From there I will see how the image transparency will work. Thanks for the idea Neo .

I tried a pokeball in the background, and it just became too cluttered.

EDIT

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Last edited by Worldslayer608; February 7th, 2012 at 01:55 PM.
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  #1023    
Old February 7th, 2012, 02:36 PM
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Looks better now. Very clear which gender will be selected with that.
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  #1024    
Old February 8th, 2012, 02:26 PM
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New part screen layout for Lightning Yellow

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  #1025    
Old February 9th, 2012, 08:36 PM
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Just a sample shot of the GUI Concept. It is not final and things are definitely subject to change, but I thought I would show it off and see what everyone things about the layout.
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