Taxnomore
I'm a spicy fellow.
There is such a thing as too low res. At the risk of repeating myself, Apple II had more detailed sprites. This is not "old school". This is deliberate ugliness.
Yeah, I will replace these later (the ones from the first post are rather dated).The first two screenies give me a head ache. That pixelated beholder is too close to the screen. Looks like it's glued to the screen. It looks awful and my eyes don't like it at all.
Palette of character portraits or of the main 3D view or both?Also, your color palette is too saturated.
You mean number of colours or the style? Or both?Though since you've switched from EGA to VGA for them, you'll have to do the same for interface icons .
You mean number of colours or the style? Or both?[/quote]Though since you've switched from EGA to VGA for them, you'll have to do the same for interface icons .
Main 3D view.Palette of character portraits or of the main 3D view or both?
They look better. If you could go to that level of detail on the map and enemies, things could get better. Also, your color palette is too saturated.
Question.
Enter the city (the left one) near the start. There are 3 doors leading to temple, trainer and a shop. How to make some sort of description so the player knows what is where? At the moment I have put some icons on the walls next to each building but... These are not very readable, not pretty and you can't see them if you are right in front of the door...
Ideas how solve it?
This. New portraits are... ok, assuming very retro stylization, but main viewport is still shit.Now please increase details on NPCs and monsters in the 3D view
I think we scared him away. codexia's brutal honesty isn't for the faint of heart.