Complete with sunglasses? At least on my monitor that is a strong, bright yellow. I'm not sure how I'd feel about a whole dungeon in that palette. Layout is nice, though, and good use of assets.
@Kes the yellow is certainly a choice. An interesting one, too, because I did some looking through what I think are the primary reference games for this asset set and didn’t find any yellow cave interiors.
I am really interested in creating an alternative palette for the set, because it's pretty vibrant across the board, but I'd have to learn how to batch remap the colors as it's a lot of work otherwise.
In the dungeon that I'm working on, the miners have built themselves a small place to shelter.
Reminds me of Movarth's lair for some reason haha love it!
Assault Droid - attacks best known as "oppressive". Hiding in shadows activates it's search mode which makes it run faster and perform parkour over obstacles. Getting too close activates its laser if you're not hit with the poise-breaker punches first. Best to wait for an opening unlike me :/
While still a work in progress, this is far more fleshed out and organized than my first demo. I talk about this way too much, but I just enjoy the flexibility of this project.
Hope you guys like stealth! Dynamic environment using lighting and sound sources to your advantage, different enemy types and attacks, multiple ways of takedown, and deadly foes that stalk the shadows looking for you
:rheh:yeah....I'm basically the coolest guy you'll ever meet because of that and that alone see that screenshot, yeah. I'm so cool, I know I know. No need to tell me.
Been fiddling with custom text boxes and I wanted to post my progress. I want something super simple, so the animation is just the text box sliding in from the bottom like a paper being pushed.
Thanks to all the expert coders on these forums who helped me get a boost and influence system working!
How it works:
Each combat turn, one of 4 random battle influence effects is in play (bottom right)
Each skill has an assigned influence type. (top left)
If a skill with matching influence is used on a character's turn, they gain a boost point.
Skills with a "•" after their name require a boost point to use.
Skills with a "↕" after their name can be enhanced by using up to 5 boost points (optionally).
Uses Agility based ATB speed, with Luck stat determining initial gauge locations at start of battle.
# ∞ shows the skill speed. This is how fast the skill casts and how far back you get reset afterward.
Picked up RPGmaker again recently and I started experimenting with NES limited graphics. I thought it looked pretty great, until I saw these other masterpieces in this forum xP. Anyways, the tileset could be reduced to around 900 BYTES (as it would be on the NES), and I think that's pretty cool.
some of my first maps. It's my first time really doing pixel art and I'm still not sure what to do with a lot of the empty space in the first one, so any feedback is highly appreciated :v)
It's not bad at all for a beginner. I really dig the colors. You could approach making maps by only adding space where it's needed, rather than trying to fill a big space. It will make your maps way more packed and interesting that way. Keep it up!
Here is some degeneracy for you.
I voiced the goblins! I know that my english pronouncal is crap but i am trying.
Thinking if i should spend another day trying to make forest go on fire. It will probably look terrible. But i am tempted to try.
I recently finished another colorful map for my game, Colby's ODDyssey.
I really love your art style. It's unique and kind of feels like you are in a candied watercolor dream world lol
So I finally finished Folkestone except for adding the npcs. I started using yanfly's doodads for all the lighting in the game because of how stagnant it looks without animations on lights. It took a while to get the hang of adding non tile based collision to the doodads but I figured out a good workflow of doing it that also allows me to work on the lighting in photoshop for the parallax. All in all, a ridiculous amount of work, But I think that the outcome turned out nice.
Made an Ice Cave. Had a neat idea about using sliding ice as a way to get around quicker (but there are also a trap where you need to slide all the way back xD Also considering putting some on map encounters on the ice muahaha!