Mastermind
Cognito Elite Material
- Joined
- Apr 15, 2010
- Messages
- 21,144
What's a good place to upload files that lets me delete them without having to register an account?
Good job, they look great.
If it comes to that kind of menial work for every single fucking texture... it's easier to just use ShitCreator. I really would rather not have to waste time on textures at all. But alas.
shihonage - with the level of details your sprites and characters have, the way you currently do level art will always clash. It's imo always superior to actually render the tiles, walls etc. than to crop them together in some subpar 2d program.
shihonage - with the level of details your sprites and characters have, the way you currently do level art will always clash. It's imo always superior to actually render the tiles, walls etc. than to crop them together in some subpar 2d program.
My "level art" is limited to two textures you saw (and the placeholder outdoor ground), plus FO:T graphics dirtily upscaled to fit 1024x* display resolution. I think my chars would work just fine if I had access to an artist who would generate tiles similar to FO:T at new native resolution.
Bros, I'm not much into game development myself, but is anyone in need of music for their game? I'm composing in a number of styles but I've never done anything specifically tailored to someone's needs, might be interesting.
If you want this to look nice you need to combine oversized tiles that use alpha with a variation of the painter's algorithm. When you layer them on top of each other, the edges will be hidden except at the edge. Here are some examples:
New floor looks okay, new wall looks made out of carton. I can't make it "thick". It's unbelievable that nobody made a simple dedicated ISO wall generator.
The only current alternative is to keep spending money on the same artist who did characters.
I already have a layer system which has been used previously with FO:T assets to hang terminals on walls, etc.
I'm stuck in limbo of health issues and trying to rebuild enthusiasm. For... something. For the first time in 13 years, my idealistic desire to incline has deflated.
I'm not sure about #1 or #4. Niche audiences are the most under-served. If you can appeal to one, you can carve out enough people to buy your games. See Jeff Vogel. I believe AoD has over 1000 pre-orders now, and Underrail has done quite well on steam early access.1) No level design whatsoever - it is very time-consuming, and randomization prolongs replayability.
2) Ability to release content in episodic chunks.
3) No heavy budget requirements on rich variety of graphics.
4) Appeal to more than a niche audience.
5) Release date within line of sight
In order to satisfy these, Compound should become something like "Don't Starve". Not sure I want to go there, either.
I quietly made Dead Colony free a while back.