Crush wrote:The problem with the RPGMaker look is that it looks ripped and not original.
Ah, but
WHY does "the RPGMaker look" tend to look ripped?
There is of course no definitive answer, but I suspect it has nearly everything to do with the fact that most RPGMaker games tend to have inconsistent art components. The "ripped look" comes not from the style of map art, but the fact that the map art doesn't match the sprites walking on it, and/or the props placed on it. It also comes from association; from the fact that lots of RPGMaker games happen to have ripped content in them, so those people familiar with playing RPGMaker games assume when seeing other RPGMaker games that content in them is going to be ripped. But when you look at a pure RPGMaker game; with nothing but official content, it doesn't have the cheap mismatch that makes it look ripped. The same can be true of TMW.
Also - the old tileset had as much mismatch with the sprites as the new one, so the problem of looking ripped is already quite present in the game. This really doesn't worsen anything, and moving towards "better art across the board" is the best solution to what ails this game.
i wrote:Len wrote:I believe its a vast improvement
So do I
I also think it looks a hell of a lot better.
For some advice: look at that SOM3 screenshot. There are two things worth imitating from that:
1] On all the "upper edges facing towards the viewer" of things like the crenelations, railings, or even steps, they
don't use a dark line for the edge - in fact they basically indicate it with a slight bright line, but mostly just a brightness difference between the upper surface, and the forward surface.
2] That's the other thing - make the upper surface a different brightness than the surface facing in the forward (towards the bottom of the screen) direction. It doesn't have to be much, but if it were a bit more than what you've got on yours right now, I think it'd really help.