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Messages - tcaud
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11
Outlines save time. Outlined art looks cartoony compared to non-outlined art, which has a tendency to look either blocky/vectory or real. Reality doesn't have outlines, hence non-outlined art can look photo real. Consider the Dark Sun games for an example of what I mean. In the absence of outlines you must use lighting to make the distinction. Getting the lighting right takes hours more than doing the same thing with outlines. It's a choice between realism and non-realism and realism takes longer.

12
General Discussion / Re: Game Development
« on: November 10, 2013, 04:28:34 pm »
BYOND's problem is that it's a pain to program. But yeah if you go MMO that means going freemium. It's not happening.

Why not fool around with ZZT for a while? It has an easy scripting language and you can have fun while you do it. Really though all the game scripting languages are terrible. If you want you can try my game maker addon for Firefox, but it's in beta and has bugs.

13
General Discussion / Re: Game Development
« on: November 09, 2013, 03:07:40 pm »
Stick with BYOND. It's been getting much better over the past couple years. There are other online RPG engines (Secret of Mana-type stuff).  A bunch of spin-offs from a single effort from ten years back, if I recall...

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General Discussion / Re: Ninja Gaiden (NES)
« on: November 08, 2013, 03:37:54 pm »
They look similar, but the experience of play is not. NES vs TG 16 means same game play, different experience.

15
General Discussion / Re: 2D-RPG Development Observations
« on: October 27, 2013, 09:41:01 pm »
I'd shorten the list to four by merging the lead and the writer. In the cases of Valkyrie Profile and the (early) Final Fantasys, the writer was also producer and director. Any person who tries to direct an RPG without being able to write, is gonna butcher their project. It's a guarantee. Making a great RPG is a quest in itself, and if you're not embarking on a quest, your RPG is gonna suck in comparison to those who do make it their quest. And I'd rather play RPGs made with soul, than a testament to one man's ego.

You want to make a standard that is formulaic and well-structured and easy, but it doesn't work that way. All the great franchises of our time have that common thread: the director was also the original writer of the script. The cool dudes are gonna balk at this fact, because they want it to be all about ego and their cozy relationships with the biz people, but the fact of the matter is that they can't write an RPG worth shit. If you don't have the strength of will to create a prototype of your vision all by your own effort, the fulfillment of your vision probably won't be worth my sight.

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General Discussion / Re: Game Development
« on: October 09, 2013, 01:49:56 am »
Use BYOND.

Wait you said you just came from there... ah how about Arianne?

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General Discussion / Re: 2D-RPG Development Observations
« on: October 08, 2013, 09:38:35 pm »
I think SNES graphics are in the range of everyone... it's just a matter of understanding the technique.

18
General Discussion / Re: 8-bit Lexicon
« on: August 30, 2013, 10:23:35 pm »
Yeah I've got a website I could host it on. Although I think that a general tile/sprite archive would be more useful. A number of sites already do this, but they aren't designed with inspiration in mind. I can see where you're interested in this kinda thing -- how the art "emerges" (the word for it is "clustering") -- ... but what is your particular goal?

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General Discussion / Re: Tile Transition Template?
« on: August 18, 2013, 11:39:38 pm »
Explain in more detail what you are looking for, please.

20
General Discussion / Ninja Gaiden (NES)
« on: August 18, 2013, 07:43:49 am »
Ninja Gaiden's world draws you right in from the start. The control is strange but the presentation makes you want to cope with it regardless.



The key to its appeal is in part the awkwardness. The game makes ninjas seem like something other than cold blooded assassins. Instead they are portrayed as light armor, mobile samurai. And they behave strangely, too, relying on magic and a very characteristic animation.

The game doesn't have a lot to work with, but it rivets attention by posing obstacles that require ample consideration to surmount. This distracts from the tile repetition. With few exceptions the game uses only one graphic for any given concept, but the sheer number of tiles, carefully arranged to create an appearance of realistic architecture, distracts from their invariance. Also important is that tiles are very rarely reused from one level to another, meaning the player doesn't have much opportunity to notice the "staleness" of the game world. The game also regenerates monsters constantly, so there is no time to give the graphics any serious consideration.

The Turbo Graphics 16 version is a whole other beast. It makes a point of using "clean" and "damaged" tiles to portray a world with apparent history, which sucks you in immediately. The immersion is deep enough that even were the gameplay poor, you might remember it just for the aesthetic value.



The difference between experiences between the two versions appears to be this: NES Ninja Gaiden draws you into the experience of being a heroic ninja, where TG-16 Ninja Gaiden draws you into both the ninja experience and a parallel aesthetic experience.

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