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Xiao Emblem

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101 Re: Xiao Emblem on Sun Sep 02, 2012 4:05 am

Charlotte


Chick
Okay guys, I am absolutely clueless with battle platforms. So far for plains I have


But that's all I've had for quite some time, and they're not even done. I think?
Should I even have battle platforms? Or, like... Ugh, I don't know what grass looks like, or trees, or bushes... NES games aren't a good example because they'll just have one or two flat repeating patterns, and newer games with more memory have too complex graphics.
Really, I need help here =/

102 Re: Xiao Emblem on Sun Sep 02, 2012 1:29 pm

Klokinator

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Admin
What do they look like if you trace the lineart for things like the forest and then reduce colors? I think if you kept the lines of the forest intact while reducing colors that'd look good.

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103 Re: Xiao Emblem on Mon Sep 03, 2012 1:32 am

Charlotte

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Chick
Okay, now I'm fairly confident for trees... But trees will be impassable terrain (or barely-passable), and hopefully forests will have their function replaced by thickets or something similar (or something better, perhaps?)

104 Re: Xiao Emblem on Sat Dec 08, 2012 12:37 am

Charlotte

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Chick
Klokinator wrote:After I finish DBZ I'll write you up a ... better class idea xD
'3'

105 Re: Xiao Emblem on Mon Dec 10, 2012 11:42 am

Klokinator

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Admin
I forgot whatever it was I was gonna do. Bit too busy now to work on it, maybe in the near future.

No guarantees though :<

http://klokreations.forumotion.com

106 Re: Xiao Emblem on Mon Dec 10, 2012 7:22 pm

Charlotte

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Chick
*shrug* Either way, but I feel like my ideas for classes are at least somewhat balanced and sensible.

..Not that I can implement them, given the inexplicable map error I'm getting <_<
But oh well.

107 Re: Xiao Emblem on Tue Dec 11, 2012 12:47 pm

Klokinator

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I've gotten extremely rusty with FEXP but what error are you getting?

http://klokreations.forumotion.com

108 Re: Xiao Emblem on Fri Dec 14, 2012 2:41 am

Charlotte

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Chick
So, "portraits".


Considering it.

EDIT: But they are still ridiculously tiny compared to the screen, so either I shrink the screen (gotta find out how to move around the battle windows) or I just make larger halfbodies, not too much of a problem.

EDIT2: Whoa how did I not see that post, but anyway I have one official error:

And what may be a Windows 7-RMXP incompatibility where every once in a while all my FEXP games play like VBA with space bar held down. Other RMXP games work fine, though, so I dunno.... But eh, I can fix it by restarting my computer.

109 Re: Xiao Emblem on Fri Dec 28, 2012 3:35 pm

Charlotte

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Chick

Well, well? Any suggestions? '3'

110 Re: Xiao Emblem on Fri Dec 28, 2012 3:41 pm

Klokinator

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Admin
Perhaps name the enemy something else if at all possible, because "Knight" and "Knight" is slightly redundant. I'd actually advise to remove the class name if that's doable.

Also, why did you move the skill activation to the side panels? The effect looks retro-FE but it also makes the panel look really squished.

As for the actual battle panel, everything else looks real solid, still dying to see the next release of XE.

http://klokreations.forumotion.com

111 Re: Xiao Emblem on Fri Dec 28, 2012 3:43 pm

Charlotte

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Chick
This is just a mockup. I didn't want to have to arrange the letters too many times <_<

But yeah, removing the class name should be easy. I guess it was kind of useless in the first place since you could see the enemy anyway.

As for the skill activation, I had a bit of a tough time with that one (and the Battle Start etc. window). Any recommendations as to how else I can arrange those stats?

112 Re: Xiao Emblem on Fri Dec 28, 2012 3:59 pm

Klokinator

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Admin
I'd say bumping them up a pixel or two would look fine. Is there a way to increase the size of their box a touch and nudge them upwards?

http://klokreations.forumotion.com

113 Re: Xiao Emblem on Fri Dec 28, 2012 4:44 pm

Primefusion

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Admin
Background is of higher quality than platform and combatants. Wat.

114 Re: Xiao Emblem on Fri Dec 28, 2012 4:48 pm

Klokinator

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Admin
She hasn't had time to work on those yet, you cold bastard.

http://klokreations.forumotion.com

115 Re: Xiao Emblem on Fri Dec 28, 2012 4:50 pm

Charlotte

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Chick
It's slightly edited, but only in that I took some colors out. I really don't like working with backgrounds... <_<

Anyway, what if the enemy Knight had no skills, but Dude had two activation skills? Then they could stack like...

Or should I use some kind of abbreviation for the skills to be more helpful?

116 Re: Xiao Emblem on Fri Dec 28, 2012 5:15 pm

Mercenary Lord

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the decorations of the battle boxes have shading is that natural

http://www.klokreations.net

117 Re: Xiao Emblem on Fri Dec 28, 2012 5:17 pm

Charlotte

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Chick
Yeah they have shading, maybe I'll try removing it? I'm sort of worried it'll just look awful if I do that, though...

I mean, some things are shaded in this game. Like the walls, they're darker on the sides than the top.

118 Re: Xiao Emblem on Fri Dec 28, 2012 5:25 pm

Klokinator

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Admin
Uhhh how about just only having one activation skill per unit/class? Because having two is not only OP but things like what you're trying to do will be really annoying to get around. Just balance the game around having 1 or less activation skills for each unit, IMO.

http://klokreations.forumotion.com

119 Re: Xiao Emblem on Fri Dec 28, 2012 5:32 pm

Charlotte

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Chick
All righty, and if you don't have an activation skill it'll just show up as --?

Anyway, here are some stat screens, uglified by the lack of a background yay

And one shaped more like FEGBA

I'm really not sure how to arrange these.

120 Re: Xiao Emblem on Fri Dec 28, 2012 5:35 pm

Jesse

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If you were to give it a background then I'd be able to give a more definite answer, but right now I kinda like the top version.

121 Re: Xiao Emblem on Fri Dec 28, 2012 5:39 pm

Mercenary Lord

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What battle sprites do you still need? If I ever need something to sprite, I might be able to help out.

http://www.klokreations.net

122 Re: Xiao Emblem on Fri Dec 28, 2012 5:44 pm

Charlotte

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Chick



@ML: Battle sprites? Uhh you can finish the Cavalier Klok started I guess?
Spoiler:

EDIT: But wait! For the cav, it should have a sword, sorry.

123 Re: Xiao Emblem on Fri Dec 28, 2012 5:51 pm

Mercenary Lord

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Mk. Is that it? Got everythin else

http://www.klokreations.net

124 Re: Xiao Emblem on Fri Dec 28, 2012 5:53 pm

Charlotte

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Chick
Well for now, at least. I'm not really focusing on battle sprites very much now. I'm working on fixing the UI, then I'll get to battle sprites.

125 Re: Xiao Emblem on Fri Dec 28, 2012 6:07 pm

Klokinator

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Admin
I like the top one because it looks different which helps set it apart. As long as there's no description box glitching I'd say stick with that on. However, the description box might overlap the stats and that might get annoying.

http://klokreations.forumotion.com

126 Re: Xiao Emblem on Fri Dec 28, 2012 6:09 pm

Charlotte

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Chick
Doesn't it already? Eh, well if I decide it gets in the way, maybe I can make it move to the bottom when selecting the first couple inventory slots.

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