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Tweeto

2D Artist
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Posts posted by Tweeto

  1. thanks everyone, i appreciate the love! <3

    15 hours ago, Cocofang said:

    does he have an official online presence?

    i tried to share some on instagram a few years ago, but couldnt post consistent work so it kind of died at some point.
    i will try to share some work now at instagram while i work here on the project so feel free to check my page at tweeto.art

    beside instagram i have a small page on ArtStation where i intend to share only my best work so it can act as a portfolio - tweetoart

    https://www.artstation.com/tweetoart

    https://www.instagram.com/tweeto.art/

     

    Cocofang and Toggy like this
  2. On 3/14/2021 at 12:19 AM, Dallarian said:

    Reminds me of Maiev Shadowsong. But I like it. Did you make it work as an in-game model?

    Thank you!
    Not exactly, i made a rough edit of the textures to resemble something similar to the new design.
    it works in game but its far from polished ^^

     

    here is another update, bit more details and better contrast against the background:

    amii-phantom.thumb.png.7c598e7d55aa444d49c2433fcb2988f6.png

    Metagross31 and Dallarian like this
  3. we are gonna start it all over ^^ designing the whole faction, as before i shared the progress on discrod.

    here is what we ended up with for the first unit (ami phantom redesign)

    image.thumb.png.08acc9cdf34f1eed2904392668ecc690.png

    and here is a quick (not final) texture mock up:

    Spoiler

    image.png.2752408566bfc67e8b01f126f5a30638.png

    with that said, the dancer an knight i did before are not relevant anymore and ill probably re-do them entirely to fit the new design

    Metagross31 and Dallarian like this
  4. consider this as a suggestion for an in-game emote system (similar to LoL).

    i choose to post it here cause im going to design more emotes over the time and ill add them to here. even if the feature suggestion will be declined by the devs ^^

     

    anyway, here is the first one:

    Spoiler

    image.png.9bf0e84d1df5ffeb54941d4f0cb16f1b.png

     

    leave your ideas for cool/funny emotes here and ill consider making them ^^

  5. so yea i took another look on our dancer today, and oh my the background looked terrible.. and the colors were dead

    well thats what happens when i work on a single image without switching to some other project :\

    anyway, glad i re visited her after a few days.

    i think with the new background and fixed colors she fits way better into the Battle Forge Amii fantasy ^^

    Spoiler

    image.png

    New one in the middle

    image.png.5ec78753f0cbb46ccba095d6e7369a36.pngimage.png.179b579b1cfc2877e3f390c1f6e7be6e.pngimage.png.5549f0c51c38854babbac5bf5a78cdf3.png

    as always, let me know what you guys think ( i fixed the lettering this time ! )

    Dallarian and Metagross31 like this
  6. On 1/26/2021 at 1:34 AM, Loriens said:

    https://bfcards.app
    You can use this site to make it look exactly as it is in game.
    For example: ...

    I actually used that ^^ that's why im too lazy to change any part of the card itself at this point.

    Anyway i didnt mean to make it a full fledged card, only to show how the art would fit in a card.

     

    You guys are more than welcome making card out of the art i made. You probably have better ideas than me for the balance and abilities she should have.

  7. thanks guys ^^ i hear you (too lazy to change much about the card beside the Edition though XP)

    @Ladadoos  totally agree about 1, for 2 i think the smoothness can be gone if ill add more details like you said in 3

    but i want to be cautious with the details as i had quit a lot in the original which took it too far from BattleForge style.

     

    how about this version?

    i added more details to the background, and de-saturated the reds in the picture. didn't touch the character yet (i would like to avoid adding details to her if possible).

    Spoiler

    image.png.021b6f0ce9531e993fe8b3d1550168dd.png

    new one on the left

    Spoiler

     

    image.png.b6009ce4619ff0aad265a6ff3ecb9cc3.pngimage.png.3a5ed1d11426d2d6616f903c120fbf6c.png

    image.png.7245a23ad2105924276b81b4e1f5c3e5.pngimage.png.335dfad115003b75eb227ae03aa81c5d.png

     

     

    Loriens, Dallarian and LEBOVIN like this
  8. And we are done! (crits are more than welcome)

    Let me know if you guys have any preference on which model i should try to paint next (this time ill probably do few concepts before)

     

    Spoiler

    image.thumb.png.aa9e3e6d294e8602ebda2abb9c7e7760.png

     

     

    and here as a card next to other cards, might need some minor color adjustments and maybe some details in the left part of the background

    Spoiler

    image.png.bb27eeb8a24141b213b68bab49eeabb1.pngimage.png.9ba7a288ff54ac7368028a3baa2b87eb.pngimage.png.bd321a81183afcc558b10c8ce09675ba.png

     

     

    PsYcHo126, Ladadoos, Zyna and 3 others like this
  9. im not sure if it was already suggested or discussed here before,

    How about making some kind of re-roll system where you place like 5 cards of the same rarity and you can re-roll into another random one of that rarity.

    can be also done for factions, like 5 of the same faction into 1 random of the same faction. this could fix the overflow of cards, and people might want to try their luck more by buying from the auction house some cheap rare cards and re-rolling them trying to get something expensive. making them use more BF on cards that they probably wont otherwise.

    this system probably have some issues but i think it can be fixed if we discuss it more, maybe capping the amount of re-rolls a player can do every day or making the pool of cards which can be made from the re-roll be more limited maybe also change the pool once in a while or adding a BF fee you have to put extra on top of the cards (maybe even make the fee greater with rarity)

    another way to make it more interesting by adding some kind of special reward that can come out very rarely from the re-rolls we can think on rewards 1 idea i have for a reward is like a super mini booster - which is a mini booster with rare cards.

    this can be also linked to the promo shop that was suggested here, where you could buy them with some new currency that is super hard to obtain only by re-rolling cards. maybe something like 50 Skylords Points for a promo, but getting 1 point is very unlikely and super hard (only from re-rolls).

     

    so yea let me know what you think this just came to my mind now and its probably not the best solution but might give some ideas to the devs.

     

  10. yo guys, i saw around here the developers mention they currently only able to reskin current models in order to make new units.

    so i was thinking about it and actually most of the factions have similar models already, with maybe minor differences but generally most of them change the texture and call it a new unit.

    with that said i took upon my self a little project to try and design new Amii cards that can be made in game with only changing textures hopefully that could give the devs some direction.

     

    ill keep updating this Topic as i get more progress, so let me know what you guys think

    for now here is the first sketches of an Amii Sorceress card art based on the fire dancer/frost sorceress model

    btw if you have better name im all ear lol, was thinking either Amii Sorceress or Night dancer, but they sound generic af :\

     

     

    Spoiler

    image.png

    Done!!

    image.thumb.png.d9416adbe32a5a3fbd659cd6194cc058.png

    and as a card:

    Spoiler

    929176704_Screenshot_2021-01-272Screenshot.png.b92733e8da22aff7fad01cd91a0f0b5a.png

     

     

     

  11. @Kubik they could either stay in that pool or move to another pool but the average value of  the pool and the amount of cards in the pool should stay consistent

    also if they move to a higher pool their value should stay pretty much similar cause the sizes of pools i suggested makes their appearance rarity almost the same

    currently each card appearance ranges really far between rarities, with the pool sizes i suggested the chances of you getting the card you want are like this:

    commons = 1.53%
    uncommons = 1.57%
    rares = 1.53%
    ultra-rares = 1.25%

    so moving them between rarities will only slightly affect their appearance (if not at all) but the overall booster value will be more consistent and rewarding

  12. Alright iv been thinking about it more and i tried to make my solution more consistent.

    In order to prevent the problems you pointed out i came up with few restrictions to the system.

    (For now im leaving the promo cards out as they dont really affect the gameplay)

    • rarity pools should keep the same ratio so if in the future more cards are added to the game it needs to be on that ratio
    • for now if we have overall 521 cards in game the split should be something like this:
      • 310 commons
      • 130 uncommons
      • 65 rares
      • 16 ultra-rares
    • each pool should have an average price value in order to keep the boosters value consistent
    • im thinking something like this:
      • commons: 4 bfp
      • uncommons: 30 bfp
      • rares: 100 bfp
      • ultra-rares: 1250 bfp

    Getting the average value consistent instead of the value range consistent should solve the problem you mentioned about the shaman.

    This way you can have for example some uncommon cards valued higher than usual but still keeping the pool balanced.

    one last thing, all the calculations i did are according to the current booster ratios so if that changes or the booster prices change the pools should change also.

     

    Let me know what you guys think about that approach.

     

    edit:

    Also, this change should only happen once and before a full server reset.

    not like i said before every year.

  13. i don't agree, it will affect many aspects of the game in the long run.

    making boosters more valuable thus making people willing to open more boosters which eventually could increase the supply of the cards to the market.

     

  14. well yea the situation is bit more complicated but you get the idea - making the value range of each rarity less extreme

    for testing you can start by doing this balance only on cards that has lower value than their rarity pool and not touch on the ones that are over valued like shaman

  15. I think cards rarity should change according to their actual value so the booster would actually be bit more predictable and balanced.

    not something that happen often but maybe once a year rarity balance on cards according to their market value.

    if the current chances are those: https://forum.skylords.eu/index.php?/topic/3328-skylords-reborn-booster-ratios/

    and let say a pack value should be around 400 bfp

    so on averge those should be the values of the most unlucky boosters

    • 5 commons = 5x4 = 20 bfp
    • 2 uncommon = 2x45 = 90bfp
    • 1 rare = 290 bfp

    so now if we extend each rarity values to be something like this:

    • commons = 0-10 bfp
    • uncommon = 10-80 bfp
    • rare = 80-500 bfp
    • ultra rare = 500+

    im not sure if the math i did is right but you get the idea.

    i think that if something like this would be done boosters opening would feel more rewarding and cards value on the market would be more balanced.

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