The Resource WIP Thread 3

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Started by Celianna 1568 posts Page 13 of 79 View original ↗
  1. They all have a graphic. I don't know if I can post a link but If you look at one of the dark souls wikipedia pages you should be able to find the icons for reference.
  2. I found them all and just saved them for ref. Too bad they're not pixeled for better reference.
  3. When I was doing souls in an older game of mine, I made them gaseous, like smoke. There was the central mass which looked much like yours, surrounded by the looser material. It almost looked like a burning coal.

    Also, there's an anime I'm rather fond of that has "Soul Gems", which are basically what you're describing.

    https://vignette.wikia.nocookie.net...est/scale-to-width-down/516?cb=20120809052844

    Hope this inspires you!
  4. You could maybe combine the concepts, have a gas or flame like outside with a glowing glass core.
  5. I'm having the most difficult time getting these ideas into pixel form.

    @Robert-Character Creator - I love Madoka and have thought of soul gems. I'm not sure our team leader wants that, though.
  6. Maybe it'll be easier to start with a non-pixel piece then. You can color reduce or trace or use it as a reference once you've got it right.
  7. I'll be building my game now. I'll have to make more enemies and animations but I'll do that after I've got something built.
  8. @StrawberrySmiles My suggestion is to focus on getting the outline first. Then if you use real gems as reference, you can get inspired for the inner design.
    I'm linking some pictures of real teardrop gems.

    The trick is to focus on the geometrical shapes that form the gem.
    Once you have some forms drawn (I suggest all in one colour) then you can fill up those shapes with different colours to create the illusion of a glow.
    Or to have the center be a different colour, like white, lets say.

    This is an example of simplified forms:
    http://image4.fmgstatic.com/images/...-crystal-vitrail-light-24x12mm---p7349cyb.jpg

    https://thumbs.dreamstime.com/z/tea...ne-ruby-diamond-sapphire-emerald-39675284.jpg

    Some other teardrops that can help you see the lines and geometric forms inside the stone:
    http://www.sunsetcrystals.com.au/im...ca-preciosa-crystal-teardrop-briolette-01.jpg
    http://image2.fmgstatic.com/images/...mm-faceted-puffed-teardrop-sol---p2277crb.jpg
    http://www.polyvore.com/cgi/img-thing?.out=jpg&size=l&tid=43661590

    The following two ressemble more like your example, but if you focus on the geometry it gives you a starting point. You don't have to recreate all the lines, but simplify and choose, ok I'll put a circular part here, maybe some squares here, etc.

    In the first image below, all the white parts can be reduced to one shape only. The entire teardrop can be simplified to 4 or 5 colours.
    http://www.essentialjewellers.com/m...b33525d08d6e5fb8d27136e95/9/0/9018bt_1200.jpg
    http://i.ebayimg.com/images/i/181747105857-0-1/s-l1000.jpg

    I hope these suggestions can be helpful to get you started :) :)
  9. I've nearly finished the layout of the third floor; after I finish, I can begin placing furniture, windows, objects, etc. I'm not sure how I'm going to sculpt the final two areas of the walls, as designing round sections can be difficult.

    The size of each room is actually longer than it will be in the final product; the player will be able to rotate perspective by 90 degrees at a time, allowing for a complete visual of the room. Thus, this plan shows all floor space- the walls are merely decorative for the moment and stretch the image by about three tiles.

    As before, the player is standing in the starting room, for size reference.

    Edit: I've finished the third floor. I'm currently trying to create a version with the walls removed, so I can more easily make other views.

    Edit 2: I've hacked together a version with no walls, and it's accurate to the size of each room now.

    Floor Plan
    Third_Floor_Test_Blank.png Third_Floor_Test_Blank_North.png Third_Floor_Test_Outline.png

    Any critique, as always, is appreciated.
  10. That's a good looking design. I think the round parts are well done too!! :)
  11. Decided to do some fan art/sprites of Princess Peach and Toad this time. Was gonna make some animations for them, but Id rather work on animations for original stuff. They came out pretty good i think. :) . Please give feed back for any way i could improve them. Thanks in advance! :)Peach&Tode.png
  12. Having some difficulties with forest maps. Is there anything I can add to a forest map besides trees? Working on layouts at the moment but I've made some forest maps and with only grass and trees and they look plain even with default mv graphics.

    Random layouts i've come up with so far
    50x50 maps


  13. @FleshToDust You have lots of options,

    Bushes, flowers, plants in general, large rocks, pillars, sign posts, statues, trunks of chopped down trees, tree branches that close a path.

    I hope I'm allowed to link video game images, these may inspire you. They're from chrono trigger, secret of mana and lufia.
    Pic One

    Pic Two

    Pic Three


    @KaBlooZio Your image is so well made, I don't know what to suggest :p
  14. I like the large rocks idea and tree trunks. It looks good in that lufia picture. I wonder how the tree branches blocking a path would look. I'll be using bushes for enemy encounters. Ground elevation wouldn't be good for a forest level right? I really enjoyed making maps with those hills but I'm not sure they would work well in a forest. Maybe a small half tile tall hill path like in pokemon games to show slight elevation but nothing like climbing up a mountain... Not sure.
  15. Ground elevations are a good idea, they can have trees placed on top of them or stones (and have no way to be climbable). They can be of different heights, placed next to each Other etc.....

    In a forest map that is set up like a maze of sorts (without 1 direct road) it's good to place objects or designs, that are indicators for the player. So if we walk towards those 3 weird rocks again, we know we're going backwards.

    This is a cute image. Maybe the stones are there because it's the edge of the wood, but it's a pattern that can be a signPost for a part of the forest..
  16. (=o_o=) Okay, I've run into a bit of graphical problem and it's mostly, my angled furniture. You see, I hate it when the furniture is facing the same direction and while, it has gotten better I wanted angled student desks for my 'horror' game. Can someone tell me exactly what I am doing wrong and I do know that I am doing something wrong. I think my (how do I say it) graphic looks a bit jagged, so that's step one of what I need to work on... here's the graphic in the scene...


    URGH_upsetting.png
  17. Wait, Cait? From http://www.rpgmakercentral.com/topic/13901-caits-graphical-world/?

    Huh. Small world. I love your work!

    Brown-nosing aside, I believe the legs are at fault. As you can see here:

    Cait_Example.png
    I moved the leg in the green circle two pixels to the right, and one pixel down. Where you have the legs makes them 'stick out' from the desktop and doesn't look right. It could probably be move even more than I moved it; desks typically have a large overhang.
  18. What interpolation method do you have on your transformations? Usually it's whatever your default is set to, but you should be able to change it.
  19. @Robert-Character Creator Thanks! (=^_^=) I suppose that would make it look funny.

    @Sharm I'm doing it manual by editing it by doing the bottom first and then the top... (=._.=) Which has been giving me a bit of trouble, but I often do things five times before I am really happy with something. Unless you weren't talking to me...
  20. Yes, I was talking to you. Sorry I wasn't clearer about that. But that's not what I meant. In most graphics programs the tool you use to transform things with has settings that let you change how that transformation is processed, the interpolation. In GIMP and Photoshop the interpolation used is whatever is set to the default for scaling. Changing to a different method should get you the smoother, less jagged edges you want so that it matches your other graphics.