The wedding of the earth ( work in progress)
http://rafamonzo.tumblr.com / http://tanaka-clan.tumblr
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The wedding of the earth ( work in progress)
http://rafamonzo.tumblr.com / http://tanaka-clan.tumblr
Bukit Kapur Arosbaya.
Madura, 2019.
I’ve always been interested in the idea of the artificial landscape. Reforming the landscape. Architecture being a method of reforming the earth’s surface.
Lebbeus Woods
mint a Balcsi
Progress Update - New Engine, Cliffside Textures, Text Box, Font, Stats, and more
Howdy! Here's a little update to salivate your appetites. God knows I haven't posted anything major lately. Well, say no more - now we have quite a lot of changes to cover!
For starters, you'll note the redesign of the cliffside tileset. I really want the environments of the magician's world to be as artificial as possible, hence the unnatural design I went with previously. However, it felt a little too...unprofessional, I think?...to use that earlier design, and so I've redesigned it with that same artificiality in mind, but with a much sleeker and blocky design (considering how we humans just love making things into simple shapes). Now the trees are purposely clunky but separated into even cube-like structures, and the cliff itself even has a notable black barrier to indicate it's fake nature.
A far, far bigger change, however, is the conversion of the game into a newer game engine (VX Ace, instead of 2003). It's taken a bit of sprite redesigning and scaling, as well as rethinking of certain variables in the game's planned structure, but on the whole I truly believe this will allow for more flexibility in regards to the end goals I'm working towards for my game. The biggest challenge will be to rework the combat system - I may end up using some scripts in regards to that for a new combat engine altogether, but we'll just have to see how things go. One thing you might notice is the inclusion of a different font type. I'm not sure which font I'm gonna go with in the end, but, like the combat system, we'll have to see how things go. For now we'll be using the Calibri font until I find (or perhaps design!) something more retro.
The Boxer's stats!...are still a WIP. Take note that the stats themselves are renamed for a more thematic effect. Attack = ATK, Defense = DEF, S. Attack = MAT, S. Defense = MDF, Swiftness = AGI, Fortune = LUK. Also note the change of Level to "Karma Rate"...this will be more than just a name change. Probably. No guarantees. Where's all the Boxer's magic, you ask? Well, he doesn't have any! He's not a magician, after all. Gameplay wise, this means he'll be functioning off of TP, so don't worry. What a curious nickname up there...I wonder what it could mean?
Dialogue! Yay! :) I haven't addressed the glaringly obvious dialogue box change yet. I'm going over various themes and styles for the box, and so far the rainbow pattern looks good. It's much better than the bland grey I had earlier. The outer layer has been restructured or a more consistently retro look, but the inner pattern is more or less the same (pixel wise, not colour wise), and that may be changed in the future. Unfortunately there aren't any screenshots of the entrance to the Monk's monastery yet...at least, not the reworked version anyway. That tileset is still undergoing a redesign, but fear not! The end product will look much less bland and 2d!...I hope. Whatever, you get the point. Probably.
BONUS - Screenshot comparison between old version and new of the first walkable area. Note the jumbled formation of trees in the old vs the orderly, cubic formation of the new.
by Sander van der Bij
Artificial Landscape
http://rafamonzo.tumblr.com / http://tanaka-clan.tumblr
STRANGE THINGS / nobody is perfect
http://rafamonzo.tumblr.com / http://tanaka-clan.tumblr