AuthorTopic: [C+C] [WIP] help with rpg outdoor spriting  (Read 11375 times)

Offline computertrash

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Re: [C+C] [WIP] help with rpg castle interior

Reply #20 on: April 13, 2015, 07:00:43 pm
guys i can just take out the steps! theyre not necessary!
ill rework the map when i get home. i suppose i'll make the walls darker.
also, this castle map won't be used too often, just at the beginning and ending as well as cutscenes inbetween worlds.
this flash might help a little bit? i guess? the castle is on the battlefield but it has more aspects of prospit than derse (i may have to make a derse castle map as well but ill just switch out yellow with purple.

=

in case anyone is interested, heres some screenshots on what i have so far:



(on the last one, the slimes and bg are placeholders, im just showing how the battle layout is: 'traditional' with no battle sprites for the heroes)

i made a lens item that when used in battle, shows the enemy name/description, as well as current HP and MP. it took me an embarrassingly amount of time to figure out to allocate the enemy HP/MP to the variables right before the message window so it'd always be updated. im just glad that it works.
if the window skins look familiar, its because i took the colours from the snes eartbound mint palette. unsure if theyre just placeholder colours for now but they look pretty cool.

Offline computertrash

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Re: [C+C] [WIP] help with rpg castle interior

Reply #21 on: April 14, 2015, 12:26:27 pm
ok how about this? im still working on the lanterns + upper parts of the walls

Offline Kazuya Mochu

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Re: [C+C] [WIP] help with rpg castle interior

Reply #22 on: April 14, 2015, 01:03:56 pm
Really nice! adding the highlight gave it a direction. its now popping out.
Image size doesn't matter! It's what you do with your pixels that counts!

Offline computertrash

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Re: [C+C] [WIP] help with rpg castle interior

Reply #23 on: April 14, 2015, 09:16:16 pm
i finally fixed the corners of the upper wall things, which took quite a while. not just gotta work on the lanterns. also lightened colours of the floor shadows since they were blending in with the walls.



then i gotta see how i'm going to tackle the 4 planets + the battlefield.

=

question, do most rpgs use a backdrop in a battle? i mean like, if youre fighting in a snowy mountain, the battle backdrop will have snow and stuff? i'm not sure if i wanna go down that route or if i should use different coloured abstract backdrops like in OFF.


(top, rough backdrop for land of wind and shade;bottom, backdrop for zone 1 (OFF))

should i go with an abstract backdrop like the one on the right? abstract would look neat but having backdrops of the actual planets would be just as cool (or even more) to the player.
« Last Edit: April 14, 2015, 09:24:59 pm by computertrash »

Offline Decroded

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Re: [C+C] [WIP] help with rpg castle interior

Reply #24 on: April 14, 2015, 10:12:42 pm
Check out what seiseki did with the light cast off the torches.
This is an opportunity to bring out the texture of the bricks so even assuming ur not adding an effect in-engine (which isnt likely to create as nice an effect anyway)

Offline computertrash

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Re: [C+C] [WIP] help with rpg outdoor spriting

Reply #25 on: April 27, 2015, 06:34:34 pm
its been a while since i posted in here. i'm pretty much done with that castle interior (will need help on how the lights should work)



but i still have like 5 more tilesets to create. i started on the first, lowas, and i think it looks okay right now.



its kind of a strange planet. the trees and mushrooms are bioluminiscent, clouds trap fireflies in the sky, and the pipes are full of oil. (those yellow things are supposed to be salamanders, hehe)
theres flash games that are located on this planet: here and here (my favourite) (you should turn down the volume, they can be kinda loud but the music is nice)
obviously i cant replicate them exactly but i want to get the feel of them.

Offline Decroded

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Re: [C+C] [WIP] help with rpg outdoor spriting

Reply #26 on: April 28, 2015, 02:43:28 am
perspective is off u need to change the curve of the structures so we see more of the top

Offline Drazelic

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Re: [C+C] [WIP] help with rpg outdoor spriting

Reply #27 on: April 28, 2015, 03:10:51 am
Ooh, It looks ambitious! I dearly hope that you bring this project to fruition.

With LoWaS, maybe try to use geometric forms a little more. Don't be afraid to exaggerate the colors for better contrast; you don't have to draw your colors exclusively from the comic, the comic colors are chosen mostly for 2d panoramas rather than 2.5d RPG maps.

Remember, in general things are brightest on their top surface, and their side surfaces are less bright. Value is the best way to distinguish your walkable platform planes very distinct from your unwalkable obstacles like building walls and cliff faces!

Same thing goes for the trees; give them more form by giving them more than one color. Consider outlining the rocks, trees, and huts too?

Offline computertrash

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Re: [C+C] [WIP] help with rpg outdoor spriting

Reply #28 on: May 07, 2015, 12:37:18 am

the shop doesnt look quite right still

Offline CelioHogane

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Re: [C+C] [WIP] help with rpg outdoor spriting

Reply #29 on: May 07, 2015, 02:06:54 am
I think you should go back with the rocks, they looked better without outlines.

You should only use outlines for important things, things that you want to be something people look at it as is important.