

I don't personally see a problem with the ropes being slightly curved like this. It'd be great if you could provide some ideas/suggestions so that I can make the change because I don't really know what to do. I don't really know how I could improve it based on your comment. Could you be more precise about the ring. The door is going into the wall, I was told it was sticking out too much so I tried to integrate it into the wall so to speak. I didn't strike me as being obvious when I first did the whole thing, but I do kind of get this impression when I look at it in greater detail. But come to think about it, maybe you're right. Edit : for the "falling forward, maybe it's the floor tiles, would be better horizontal ? Re-edit : That's a pretty thick wall on the right, but, why not?I don't get this impression from the floor, the bags or the crates. That ring definitely isn't too great (color, lining and how did those curves get there with the strings ?). aren't the flour bags and the boxes (the bar?) slightly falling forwards (actually the 2 barrels on the right of the door are the only elements that seem to be standing straight up)? Also the door of the room looks like its going into the wall at the top. You're talking about the ring, right? Alright, I'll what I can do. the color and shading of the ropes stick out like a sore thumb compared to the rest of the tiles. I'll fix the top of the bookcase, good call. It didn't strike me as being very blurry though. The brick is blurry because I had to resize it in order to make it fit in a ''tile'' so to speak. Any suggestions for the door? I've actualy messed with it quite a bit but can't seem to reach a satisfying result. The door on the left room looks clean and stands out way too much. Some of the object like the bookshelf are fuzzy and pixelated on the top. A lot of the tiles look fuzzy (in a bad way) especially the brick. If you have some time, I'd be great what if you could point out what in your opinion should be changed (poorly drawn elements) so that I can have a better consistency in quality. I didn't want to bother redrawing the older elements (like say the barrels) out of laziness but I guess I'll have no choice to do so. I eventually became better at it which explains the discrepancy between the various elements. The thing is, the tileset elements were all drawn at different times. Layout is very good though, and the tile choice too, just that the quality doesn't match up. I like the look overall, but the tiles are just too different in quality and presentation. Except that maybe the posters are a little out of perspective, like they're flat while the wall is sloped Zelda-style.Yes, good point, I'll need to fix that. I want the room to improve as the player earns more money from fights, as a representation of his ''status'' so to speak. Except that maybe the posters are a little out of perspective, like they're flat while the wall is sloped Zelda-style.It's supposed to be the bedroom of Slimongo, the protagonist of the game, so it's not really a house but more like a shabby room. Someone's little brick house does seem like an odd place for a boxing ring, but otherwise I have nothing negative to say about that screenie. Creation, that entire chipset is custom made by you? Really? That's pretty excellent, considering :oWell, I use the basic RPG Maker VX RTP as a model and try to redraw it in my own way so to speak. I use semi transparent texture on top of the armoire in the little room and on top of the book case. Do you use some sort of textures?Thanks for the praise, I appreciate it. Everything looks superb! Great art style there.
