Discussion in 'General Discussion' started by Celianna, Jan 18, 2018.
We have a thread specially for feedback on maps. I am merging this with that thread.
So I was making limit break animations, but something about this one seems...lacking, or off somehow. Should the explosion last longer, is the pause at the end of the explosion a bit long, or what am I missing from it?
And here's a few other spells I made for fun
Hope that's not too many MBs, and hopefully they don't load unless the spoiler tag is viewed.
@Aesica I like it a lot, as well as your other animated skills. I think what it may be, perhaps what I'm thinking, is what you thought possible yourself, that the explosions could last longer. I think that would improve it further. Maybe make a duplicate and try experimenting with that and see if you then think it looks more, just about right, to you.
Continued work on my forest dungeon.
Still a work in progress but happy with how this is shaping up so far:
"- So, this is the Wicked Forest villagers talking about?
- What is this statue? A snake woman?"
It's been months since I last post here! How are you everyone?
@SJWebster, Wow! That's some dramatic setting you have there. I can tell it will be epic once the map is complete. The flame, reflection and all!
@VeryXInh, What are those squiggly things?
My attempt at making a dynamic map. How does it look?
@SomaelCK I think the way you have animated the tree on the right looks very strange, but I'm not sure that I shall be able to explain why in words.
When leaves move because of the wind, they tend to move in the same general direction even if not completely, as there will often be slight differences in speed and angle. This is implied by the steady movement of leaves in the wind which you have with your weather effect. However, your blocks of leaves on the right hand tree move in seemingly random ways which contradict any thought of a single wind coming from a single direction. In a couple of instances they seem to suggest 2 or more winds blowing in different directions at the same moment. I honestly think it would be better to have static leaves than to have leaves moving like that.
@VeryXInh Overall you have a cute pixely aesthetic going on, but if I may, the central elevated terrain the statue's on appears a bit flat. Now I'm not an artist, so I can't tell if it's because it lacks shading or if it's due to the amount of green present, but my brain is telling me "that looks like flat ground" even though I can tell by the staircase that it's supposed to be elevated.
It's so good to receive feedbacks, thanks @Aesica ! That has been added in to-do list =D
@SomaelCK that's vines =D overgrowing vines! Btw i like your map, look awesome
@VeryXInh I have to agree with @Aesica it looks bit flat. also it's rather monotome due to the pretty much two-color tone and even shading. Personally i would try to break that up a bit with more difference in shading or greens.
Thanks @Finnuval, yeppp it was too green. =D I fixed it by reducing screen tint
I actually did a thing! (Well, I do things but I did a thing that I think looks good enough to share this time. X3 )
Any thoughts on the town entrance pop-up?
@Ksi that is a good idea. I like it
@Ksi The town popup is a little odd, I don't think I've seen anything like that before. What's the purpose of it?
To give a little info about the town before you head in (like what services there are and a general blurb, see some of the main NPCS to look out for) and give you the option of not going in instead of forcing you to.
It's not exactly a new idea - a ton of games have it.
@Ksi i like the pop up Idea however visually i think its a little to intrusive as is. Perhaps if it was a bit smaller of perhaps horizontal it would be more visually pleasing
Then again that's Just me and my singular opinnion
@Ksi I like it as it is. My only thought is there isn't much room to write extra information about the place, but if you have other options to select the "item" and "smithy" tabs, which it looks like you do, I suppose it'd be possible to get a little more room for text, and I suppose for areas too much text wouldn't be good either, so better a little than a lot.
Hm. I could probably put the Item/Smithy/Inn below the choice options and add another line of text. The idea is that it just shows you what is in the town not be an actual town menu. It's in the vein of some old-style games that would show pop-ups like that before you go into the town and give you the choice of going in or not.
@Ksi I personally love it. It looks great.
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