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Messages - Dianthus

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The first tree I tried drew based on some of the style used in children of solarus mixed with how the trees in links awakening are done, but yeah the second i tried using the side angle style and those "rhombus" style leaves from i think your redpine forest (the trees to the right in the tileset), mixed with my first tree. 3 and 4 i tried drawing like styles used in final fantasy, and that cancelled midora game, but i tried to follow yours and children of solarus style with the angle of them, by shifting to darker colours in around same sized circles, though that did not result in similar looking angles. I am generally just messing around with stuff for testing.

Yeah it somewhat makes sense, apparently i have drawn all my furniture wrong, which are like 1:2 top: side.

Idk I would say I have even "started", as its going now its only like 15%-20% of the stuff i have drawn that i find fit for any use. Anyway thx for the help, probably wont be the last time with how this is going.

froggy77: that looks better! but it still looks too "flat" on the sides. I am gonna try redrawing it.

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Yeah i noticed that now with 2 and 4. I didn't intend to do others angles by doing that, it was more meant to be different heights.

Dammit, i actually like the first one the most now - the hair looks more like coralines hair with the split in the middle. Gonna come up with some middle thing between the two.

I honestly dont know what angle my pixel art is drawn from, i have tried placing some of my furniture in a room with my wall textures and the angles looks off, so I had to increase the size of the top of my cabins to "fit" the walls - it still looks off though. So i am probably doing something wrong. I have just followed the style in minish cap. My trees looks weird too with some looking "flat" and more from top and more from side than others. The number 4 tree looks totally flat on top, and angles on side are off, but i cant fix it somehow and number 3 is way too down in camera angle.  :P


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Hi guys i just used +10 hours now on trying to design my hero's hair. Basically given up with which one i think is best... Here is the ones i have reduced it down to:



Guys which type of hair do you think that are best for my hero, Coral? I am just gonna use which ever design most people like.. only solution i have at this point - cant get myself to choose and stick with it..  :)

My hero is inspired by the stop-motion movie Coraline, which features the character Coral(ine) with blue hair in a yellow rain suit..

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Your projects / Re: Ocean's Heart
« on: June 02, 2020, 07:18:25 pm »
Seems like you're kind of answering your own question as to why I'm not using a 426px size. I rounded down to the closest multiple of 16 for things like that. So I can evenly fit 16x16 tiles into maps

Dammit, i really need to find a solution for that. The fact that my game has black bars when i run it in full screen, is really irritating my Asperger's :P ;D

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Your projects / Re: Ocean's Heart
« on: May 26, 2020, 09:18:41 am »
Max, sorry for writing again!!

Just of pure interest, why don't your game use a full screen ratio that uses all the screen in a 16:9 aspect ratio? At a resolution of 416/240 pixels you get black bars on each side because its not wide enough to take up the whole screen. 426 and 240 pixels should take up close to the whole screen that are of a 16:9 aspect ratio.

edit:
I have been trying that in my game, but i run into problems with dungeon design and separators switching between rooms on an area for each room that are 26,625 tiles wide. I cant place separators on 426 pixels and i cant place the tiles totally in the middle on the screen because the width of 426 brings the game out of a normal 16x16 grid. The only solution I have found for now, was having dungeon rooms on separate maps and then use teleports between them in doors, though that means i no longer have scrolling transitions in the direction of the room the hero moves to.

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Your projects / Re: Ocean's Heart
« on: May 09, 2020, 08:43:48 pm »
Max, just of pure interest are you a fan of avatar the last airbender? :) I was trying to come up with a currency system for my project and I came up with an idea based on the the currency used in earth nation, which are round cobber, silver and gold coins with a square hole in the middle:



I came up with this:


Just noticed that you also use round coins, with a square hole in cobber, silver and gold types. ::) Good i also had a pearl currency concept i wanna try.

Thx for bed color advice. It looks less odd now.

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Your projects / Re: Children of Solarus [official thread]
« on: May 04, 2020, 04:39:47 am »
Playing through this, i really liked the art style. I have tried drawing a tree in similar style  :)



Dont understand how you guys come up with original texture design. Everytime i try my own texture palette it looks really odd xD

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Development / Re: Editing the HUD - Action Button Icon always shows up
« on: April 28, 2020, 07:54:21 pm »
wow thx. I have tried editing those for changing controls but never really got it working. Yeah i am trying make a shield like in minish cap and links awakening. Far as I understand someone have already programmed that in a solarus mod before in: https://www.solarus-games.org/en/games/the-legend-of-zelda-a-link-to-the-dream



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Development / Re: Editing the HUD - Action Button Icon always shows up
« on: April 28, 2020, 04:48:50 am »
I would love this answered too. I currently playing around with the hud and controls too. I want a similar hud for my game. I am also trying to edit controls to have z and x for two items, c for shield, v for sword and space for pegasus boots.

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Your projects / Re: Ocean's Heart
« on: March 27, 2020, 04:42:43 pm »
Max, I just love your work. I am currently trying to make my own tileset for my own game. I have been drawing for a few weeks now for experimentation. I mostly look at similar assets from zelda a link to the past, pokemon fire red, minish cap, links awakening and your work for ideas. Here is a few i have drawn in paint.net. I dont really find any of them really use-able.



I am struggling coming out with my own unique charistics for my tilesets. How did you come out with your own art style?  :)

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Just an update. I am still working on the project, but i have decided that i want to create my own texture set and i am probably changing the resolution and grid size. So its a much larger project :)

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Your projects / Re: Long Steel
« on: December 24, 2019, 07:48:12 am »
I liked the trailed +1.. I am impressed with the amount of work you have put into your game :)

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The project is really getting ahead. I hope I will have the quest working all the way up to the forest temple finished in like 3-4 months  :)


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Out of curiosity, why do you want to merge everything into one map? Seems more difficult to work with, especially if you're putting much code into the map script.

I find it easier integrating different map areas with each other when its on one map. Tree placement are supposed to match with trees on another map and the player can move from one map to another from multiple directions, so having it all on one map adds to the seamlessness of the map. Besides the new 'links awakening 2019' merged everything in to one overworld, so i wanted to try it too  :P

But i have stopped trying - too many issues with having everything on one map.

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Just another dumb question, how large a map can solarus handle before the game becomes laggy? I am considering what happens if merge all of the overworld into one single map. That would be a map of 384*256 tiles. In addition a few hundred entities on it.. Will it become laggy??  ???

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