Game & Map Screenshots 10

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Celianna

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Game & Map Screenshots 10


This thread is meant for showing off screenshots or maps made for your project, and to comment on or give advice to other members. Screenshots of any Maker is welcome. No other game engines are allowed.


In-game screenshots and maps only, please. If you're looking for feedback on your logo/sprites/faces etc. then please post in the WIP thread.


Previous threads:

Game & Map Screenshots 1
Game & Map Screenshots 2
Game & Map Screenshots 3
Game & Map Screenshots 4
Game & Map Screenshots 5
Game & Map Screenshots 6
Game & Map Screenshots 7
Game & Map Screenshots 8
Game & Map Screenshots 9


Please read and abide by these rules before posting and or commenting:

  1. In-game screenshots, maps and videos of gameplay are all welcome. Trailers are also welcome. Walkthroughs and Let's Plays are not. They go here.
  2. Please place your image in spoiler tags if it's any larger than 500x500. Ditto if you're posting a lot of images.
  3. Do not quote screenshots, maps or videos in this thread. If you want to comment on someone's screenshot, please refer to them by their name (@membername), or keep the image in spoiler tags.
  4. Please be civil and constructive when handing out feedback. Do not post things such as 'this sucks!'. Point out why a map doesn't look so good, and what they can do to improve it. If you want to compliment someone, point out what you think they did well.
  5. Please refrain from re-posting your work, unless you've made some edits on it since the last time you posted it. If no one has commented on your work, and it has fallen behind by at least 2 pages, feel free to repost it then. You can re-post your screenshot if you posted in the last several pages of the previous thread.
  6. Feel free to ask what tileset someone is using if you're interested, but keep off-topic chatter to a minimum.
 

Darkanine

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@GameFire

I really like it! The lighting is nice and subdued, not over done but not to subtle to the point where it's hard to notice. Gives it a nice homely feel. I also quite like that character design. If you don't mind me asking, what font is that? I've been using the "Immortal" font for my fantasy-text but that looks better.

@sura_tc

I like the artstyle, it's bright and colorful. I can't quite put my finger on why, but the well near the top of the screen doesn't seem naturally on the map.The map as a whole seems pretty barren, maybe some trees or other decorations can make it come together.
 
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@Darkanine Thanks! The font is Kingthings Petrock Light. I saw it in a video of another MV game and decided to use it instead of Garamond (which is what I was originally using).
Though I will warn you that it seems Kingthings doesn't much care for the name input scene, as some of the letters will be a little off-center.
 

XIIIthHarbinger

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Since I am in the middle of my revision, the only maps I have that are currently complete, (alpha stage complete) are my blueprint maps. A variant of which the player has access to, via a common event that pulls up a scaled to screen ratio picture of the world map. Which I'll overlay secondary minor pictures over, to display player location, & quest point locations, via variables.

For the final version I am intending to pretty up the road overlays of the terrain features, & blend the region demarcations. But for now, the event is functional & the player can use the event to track their location in the world.

upload_2018-1-17_11-52-12.png

Each of the squares is one of the 250 by 250 tile field maps, & each of the tiles is one 25 by 25 tile terrain features. In other words every field map has one hundred terrain features on it, varying by region. & this image file effectively serves as an overhead satellite picture of their position in the game world.

I also have other variants which serve the purposes of allowing me to plot out all terrain feature paths to every location in the world in advance, before I ever start laying down the actual terrain features in the field maps. I.e. I've already drawn out a zoomed out version of each map, now I just need to draw a higher magnification version of each of the field maps.

See below,

upload_2018-1-17_12-8-5.png

The purpose being to ensure that each field map connects to Northern, Southern, Western & Eastern neighbors; as well to confirm that each 25 by 25 square allocated to a terrain feature can be reached. I.e. it's a maze, but a maze where all points can be reached.
 

sura_tc

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@Darkanine

It is probably due to the fact that the map isn't finished. It's a WIP game I am working on. The bottom part is populated. The top is not...:elswt2:
 

EpicFILE

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@Celianna
The artwork is very professional and I like the GUI. Cool!

@Tuomo L
That's nice, I like the music too. :)

@GameFire
I noticed an error in dialogue.
Unless it's intended, it should be changed to "Ah! You are human, yes?" or "Ah! You are human, I suppose?".
Anyway, I like the maps!
The lighting is not overdone and pretty balanced. What lighting plugin you're using?

@sura_tc
The flowerbeds contrast need to be reduced, because it seems kinda floating.
Perhaps a little transition on the flowerbed edges will help too.
However, the map is good overall. Nice work!

@XIIIthHarbinger
I kinda don't understand the concept. Is it separate maps combined together?
The map itself look good. :D

@The Mighty Palm
Looks nice!
Would it be an action RPG or turn based RPG?

Alright, here's my map with Galv fog plugin and Cityshrimp's fog of war plugin.

The bright part around the player is called the perception range, which can be altered with sensing system mechanic.
With sensing system you can choose between Normal, Vision, Hearing, Smell, and Sixth Sense Sensing types.
This is the Normal one.

A good use of sensing mechanic can help you to do stealth kill.
I'll show you the sensing system + stealth kill in action. (the video is inside the spoiler)
 
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@EpicFILE Actually, that is intentional. Basically, the "Strange Woman" (she has a name, in fact she says her name a few lines after this one) is trying to speak a language she doesn't know a lot of, and the language she knows natively uses a different word order from English. So while she knows some of the words, she doesn't know the grammar or the syntax. If she were a native English speaker, however, then yes, it would be "Ah! You're a human, aren't you?"
I'm glad you like the map, though!
On another note, the lighting plugin is Khas' Advanced Lighting system (version 3.2).
 

EpicFILE

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@GameFire
Ya, I also thought a possibility about it being intentional.
I'm just having a preconception that only orcs who speak in a quirky way,
while elves will speak fluently because they're intelligent.
So I thought I have to mention it. xD

It's really nice you put a thought about the difference between native speakers and foreign speakers in your game.
I think that's a really good detail.

Good luck on your project! :D
 

XIIIthHarbinger

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@EpicFILE
Essentially, what it is a 1/25 scale satellite picture of the game world, which is then rescaled to the screen resolution.

I've created an open world sandbox, where each of the field maps connect to each other, & then dungeons & building interiors will connect to the field maps. However the player doesn't travel on the world map, the use an image of the world map to track their relative position in the world to their intended destination.

Honestly the image isn't as "pretty" as I would like, but it's a question of function over form. I.e. because the each of the maps is a 250 by 250 tile square, the regions look very square on the "world map". I considered breaking up the linearity, so the maps would be more aesthetically pleasing, but I decided I prefered accuracy over aesthetics, since the player will be using it to find their way around the world.

The second map isn't used in game, but is a variant used for planning & plotting purposes of the field maps. Namely all of the the brown lines represent paths that can be taken through the forests, swamps, hills, mountains, depressions, & clearings. The purpose being that using these "blueprint maps", I've already assigned terrain features to all 10,000 25 by 25 tile squares of the game world sandbox; & I've already plotted out how all 10,000 25 by 25 tile squares can be reached in the sandbox.

Now I just need to follow the blueprints I've already created, by filling in the terrain features & making the paths for the field maps. The whole process is very detail oriented & time consuming, but I find this level of preplanning very useful in the long run.
 

Kes

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@sura_tc Even making all due allowances for the map still being a WIP, I have to agree about that well. It's style is subtly different from the rest, and I think the perspective is as well. Coupled with its size relative to the houses, it just doesn't fit. If those were my tiles, I think I would reduce the saturation and/or brightness on the flower beds. That might help with the point that EpicFILE made.
@XIIIthHarbinger At last! I've been following your progress on the Goals thread, and wondering how all this was going to fit together, and now I see and can understand. I think this is impressive, and you are right about preplanning being worth it in the long run.
@EpicFILE - just a thought, but as you have a strong fog, I would use an alternative tile sheet where the trees do not have a strong shadow. At the moment the shadows mess up the impression you are trying to give. Also, unless that path is being walked on constantly, with the still falling snow, it should have some bits of snow on it. You might need to create a couple of B sheet 'snow puddles' (can't think of a better way of describing them) which you can put on that path to break it up a bit.
 

XIIIthHarbinger

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@Kes
:guffaw:

I suppose it is a bit difficult to understand when only described in text.

I am a very left brain, analytical, bordering on OCD type personality; so rather than resist my natural inclinations I've found it's better to simply "steer into the skid" as it were, & use systems like terrain features assigned by RNG sequences to simulate forces like tectonic upheaval, erosion, etcetera to create my world. Then adapt the human elements to the environment. For example I laid out the terrain features for the world, & then pathed out the roads between cities based on those terrain features.

After all people are going to chose walking through a clearing over walking through a forest, through a forest over a hill, over a hill versus climbing a mountain. Additionally, naturally people are going to desire to build settlements near fresh water, & place defensive fortifications upon elevated positions to provide greater advantages.

I am one of those plot nitpickers, who once I start to see a plot hole I start digging until I find everything wrong. So I have to plan everything in my own projects to an extent that it seems rational to me, or it drives me nuts.

Essentially the sandbox is created in four stages.

Stage 1 is the blueprints for terrain feature & pathways, which are all completed.

Stage 2 is filling in the terrain features & pathways, which I am working on now.

Stage 3 will be placing the visual encounters, placing the transfer points between field maps, & connecting the dungeons. Where I was before starting this revision of the project.

Stage 4 will be final aesthetic improvements, placing random rocks, foliage, dirt patterns, to add variety.
 

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@Kes
After seeing it again, I agree the tree's shadows look too strong.
I will try to add some snow piles too. :D

@XIIIthHarbinger
I kinda understand now.
So it's basically like how FF10 handles the map, but the one you show is just how to see the maps in a world map.
 
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Well several hours work later, I finally have something to show.
my mountain.png my mountain1.png
Want to add some weather effects and some wildlife to the area, I'm also planning on having either a vulture or an eagle sitting in the larger trees that swoop down on the player if they get too close.
 

Kes

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@Alexander Hawksmoor You have a number of tiling errors with variations in height of things which are supposed to be of the same height.

From the top, the level below the bridge: the section on the left with the cave appears to be 4 tiles high. The tall pillar part to the right is 8-9 tiles high. Yet they all start on the same ledge and finish on the same ledge.

There seems to be the same sort of differences on the next level down with sections of 5, 6, 7 and 13 tiles, yet all starting on the same level and ending on the same level.
 
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