Been working hard on this in my free time (Usually weeknights after coming home from my day job and weekeneds) and I think I have managed to nail down the style and level of detail I want the graphics to have. Some screenshots:
Here are some showcasing the UI:
Here's a link to a full view of what has been done so far:
It's not tiled perfectly ATM in the screenshots though. I need to go back and fix it. TBH the isometric tile that I currently have in the screenshot was created before I learnt many things about creating isometric graphics, like 26.565 degrees and scaling with Nearest Neighbor instead of Bicubic. (You can actually still see the seams in the screenshot if you look closely enough) But yeah, I'm pretty sure that if you were to take a screenshot of the square tile that I created and convert it into an isometric tile with those things in mind, it should work :)
FLARE has been such a great tool for me to realize my dream of creating a Diablo-style game with JRPG graphics, and I thought I should really try and give something back. So I'd like to share with all of you my tile creation process:
Also, the assets are running in the FLARE engine now, although it needs to be ran on top of fantasycore and alpha_demo and is a complete mess under the hood. I need to clean things up, but I'm relieved that it at least survived the transition to the engine intact.
I think it is a little harsh to say that 'all FLARE assets looked like ass'. If you have been following FLARE's development, consider that Clint, the creator of most everything in Flare, is a programmer first and artist second, who self-taught himself most of the necessary tools to generate the art that he needed. The only reason that I am able to get as far as I did with my own art is because I went to art school and already have some experience doing art professionally prior.
I'm sure that if you told me as an artist to self learn programming I would not be attain an equivalent level of conpetence that Clint has achieved as a programmer who taught himself art. So I think we should all appreciate that.
Ah, ok, it turns out that I did forget to do what you guys mentioned. It works fine now. Thanks Rixty and Dorkster!
No, I don't recall ever doing such a thing. You mind showing me what to do? Thanks.
Been working hard on this in my free time (Usually weeknights after coming home from my day job and weekeneds) and I think I have managed to nail down the style and level of detail I want the graphics to have. Some screenshots:
Here are some showcasing the UI:
Here's a link to a full view of what has been done so far:
http://i.imgur.com/sLRHeZR.png
And finally here is a video of the game in action:
https://www.youtube.com/watch?v=sPIQkfBl_Nk&feature=youtu.be
Thanks, Malifer!
It's not tiled perfectly ATM in the screenshots though. I need to go back and fix it. TBH the isometric tile that I currently have in the screenshot was created before I learnt many things about creating isometric graphics, like 26.565 degrees and scaling with Nearest Neighbor instead of Bicubic. (You can actually still see the seams in the screenshot if you look closely enough) But yeah, I'm pretty sure that if you were to take a screenshot of the square tile that I created and convert it into an isometric tile with those things in mind, it should work :)
FLARE has been such a great tool for me to realize my dream of creating a Diablo-style game with JRPG graphics, and I thought I should really try and give something back. So I'd like to share with all of you my tile creation process:
@rubberduck
I do actually!
Also, the assets are running in the FLARE engine now, although it needs to be ran on top of fantasycore and alpha_demo and is a complete mess under the hood. I need to clean things up, but I'm relieved that it at least survived the transition to the engine intact.
@Kemono
I think it is a little harsh to say that 'all FLARE assets looked like ass'. If you have been following FLARE's development, consider that Clint, the creator of most everything in Flare, is a programmer first and artist second, who self-taught himself most of the necessary tools to generate the art that he needed. The only reason that I am able to get as far as I did with my own art is because I went to art school and already have some experience doing art professionally prior.
I'm sure that if you told me as an artist to self learn programming I would not be attain an equivalent level of conpetence that Clint has achieved as a programmer who taught himself art. So I think we should all appreciate that.
Just took a look at it. Excellent work!
Finally found some time to make a small bit of progress. Here is a tree asset that I made:
Thanks, Malifer!
Delta Duck's game is yet to be released, but I think there is an opt-in closed beta that you can sign up for here: https://www.facebook.com/monchron/?fref=ts
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