Hello guys! Some years ago i found some "charsets" that resembled light refraction on the ground, something like the following picture (please excuse my epic paint skills) I don't seem to find those anymore no matter how hard i can try searching. Do any of you know about something like that?
@cabfe you're right about the graveyard. I will rise the far left fence . The house You pointer out is on the same level as the garden. The pine tree is lower than the elevated platform of the Town Hall.
@Kes i guess i understood what You mean but I thought of the roof as something like this
@Candacis Thank you for the heads up. I rectified the shadow on the tower and stairs. I will try and use another type of roof and walls, the problem is, i don't really like the others and they don't really fit this type of city but i'll look into them and figure something out :D.
EDIT: So i...
Hey guys! So after a long break I'm back to my Project. This time, I hope i will finish it as well :D. So I wanted to show you the Cathedral from my city as well as it's location within the city. As always, feedback is more than welcome
@Phenax The lightning is pretty. The map would be prettier if you could do something about those walls that are so straight for such a long distance, since it is a natural cave and not a human built construction.
@flashbax First thing that comes to mind, is you should try and get rid of the S paved road. Nobody makes a road like that , since as far as i can see, it is a paved road and not a path someone made while walking through the snow. Even then that person would have to be drunk as hell at the very...
@Alexander Hawksmoor It did pay off and looks better than the first time you posted a mountain screenshot. I would place more detail on the bottom wall since it looks pretty barren (like moss and stuff like that)
Here the ground tiles abruptly end in a straight line. Is this normal for the...
@huubz Good stuff! A map well detailed and varied. You just have some straight cliffs at the beggining of the video with could use a little more detail ( yeah i have something with straight cliffs, sorry >.<) but that's pretty much it from my point of view.
@Ryisunique apart from what Kes suggested I would make the windows more varied. There are 4 variations of those windows. The standard one (which you used) , the closed? one, and two of them with plants. Try and use all of them. That's whay your outer sides are missing.
@Phenax I the map arrangement is fine as far as i can see right now (i'm on my phone), and the tileset is great but (yap there's a but :D) at the top part, please try and make the left side cliff a little more varied because it's too straight down and also i can't see the curved cliffs in that...
@Alexander Hawksmoor Yes I avoid them most of the times or just use them like in the image below if it's really necessary. I ain't saying you should get rid of it completely but you should wait for another member's opinion as well. Maybe someone else can enlighten you more than me.
P.S. I never...
@Alexander Hawksmoor The tall rock wall in the back. I avoid doing tall cliffs like that because of the vx tileset. In xp you could do some beautiful cliffs but in vx you're pretty limited. Anyway the point is, no natural cliff is so straight.
@Kes I guess this is what you mean :D (sorry for the late reply, I just got back from a mountain trip)
@Alexander Hawksmoor The map is pretty but 2 things come to mind. 1) The straight cliffs and 2) The slope on the left side is too steep for that height. Either make a smaller height, or a...
So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD