Game & Map Screenshots 10

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BCj

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I think the red fits pretty well. Though you could try out the colour in the very top of the background if you want it to blend in more with the rest of the colours while still being dark enough to read the text easily.
@BCj Same here, no problem with the red.
If you want to try another color, what about using the same as the lowest window (the description window) on your screenshot?
Does it look better than what I had too? I had the lighter version before.
 

Marquise*

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@OnslaughtSupply Yours seems really making a great ambiance for a game. Hope you'll get a beautiful ambient music with it. :D
 

Elissiaro

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Does it look better than what I had too? I had the lighter version before.
I think the paler window looks better. But there's the issue with readability... Does the text have to be that shade of yellow or could you make it paler?
Like this (about same shade as the Shop Buy/Sell goods banner or whatever you call it.):

Here's the paler text with a just slightly darker background window:

I think that's easier to read, but it might still be too hard. I dunno...
 

Rabosion

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@OnslaughtSupply my gosh, that backdrop looks amazing. Great job!!

@Elissiaro the 2nd one's text is easier to read. I have also noticed that the item description collides with the item name. But the menu is gorgeous to look at.

The screenshot I wanted to share is this custom world select menu I drew from scratch. I tried to limit myself colour-wise. Was difficult to make, but I'm glad with how it turned out. :rhappy:

I figured people might want to make something like this too so I've also shared the components with the community in my resource thread.
Custow wenu.png
 

BCj

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@Rabosion the menu is mine :) I know the jumbled text is a mess - I simply didn't fix it for that item. Thank you for the compliment. @Elissiaro ty for your example, I'll fiddle around with that option as well :D
 

A-Moonless-Night

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@Yoraee : wow, that looks so cool! Can't even begin to think how painstaking that whole process must have been. Love the bold colours, too.
 

D.L. Yomegami

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So I decided to work on the first non-testing map for my game today:
TempleWIP.png

What this is supposed to be is the "hub" area of sorts for my game's dungeon (though in practice it's more like four dungeons in one); a temple for a goddess that hasn't been used in ages and is the source of all the bad stuff that happens in the game. I was trying to make it look the part, but it still kind of looks a little clean to me.

The center part of that looks like this in-game:
TempleWIP2.png

Once everything's working inspecting those crystals will bring you to their respective part of the dungeon. Haven't quite figured out how to work that part yet. Also that light in the middle is supposed to be a save point.

As I'm not used to mapping it's all a little rough around the edges; that's why I'm posting it here to begin with. All comments and criticism appreciated.
 

Kes

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@D.L. Yomegami It looks too clean because your biggest single 'space' is spotless i.e. the central section with the crystals. I'd mess that up a bit.

In addition -
break at least one of those perfect stained glass windows,
if you have enough floor breakthrough to allow a sturdy vine to grow, then I'd remove some of the floor tiles completely and have earth/grass showing through.
Why, if this temple has not been used for a long time, does it have 2 complete sets of lit and new, because not burnt down at all, candles? Plus the torches with whatever fuel they use? If you need lighting, then you also need screen tinting to make the place dark enough to require artificial light.
One neat circle of darkened/dirty floor tiles looks artificial. Either have more, and randomize it, or have none.
 

jonthefox

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two maps with the same layout, just experimenting with using detail well. one is some kind of ruins/catacombs area, the other is a basic ice cave.

Map024.png Map050.png
 
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SomaelCK

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@SomaelCK Nice! How did you make that? I want to make that too :DD
Thanks! It is pretty easy actually. I did that all in events. I used a single plugins to skip the title scene to directly load into a map. There, I can easily manipulate graphic elements with just simple event commands.
 
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DarkHunter

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Thanks! It is pretty easy actually. I did that all in events. I used a single plugins to skip the title scene to directly load into a map. There, I can easily manipulate graphic elements with just simple event commands.
Oooo....ok! I think you used plugin like moghunter or Hime? :)
 

Dankovsky

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OnslaughtSupply

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@Kim_Shyuen That map is beautiful! Great job!

So the right side of the house just looks weird. The roof angle lining up to the front of the roof, I dunno, it's just weird. The barrel thing just below all that next to the house, kind of looks like it's glued to the house and floating above the grass. Maybe pull it down and erase with a low opacity the bottom edge so it looks that it's sitting in the grass. Same for the house. If you follow the house's bottom edge it's perfect. The house is even over a grass patch on the left hand side. Same with the park bench. The park bench might can use a little more shadow. The tree to the right of the house is a bit of a perspective issue. Like it's bottom leaves aren't taller than the house but they are over the roof. I probably wouldn't change it though because it really tucks the house away artistically. Shadows are a little faint in the fields but really nice job. The sun appears like it's close to midday so shadows aren't long and your's aren't and all follow the sun's rays.:thumbsup-left::thumbsup-right:

Question, what is that little pile of something between the fences? I sure hope it's loot! I mean, why else have a perfectly sized gap to walk through?

I bet it's loot.:troll:

Great job, beautiful map.
 

Kim_Shyuen

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@OnslaughtSupply
Wow,Thanks for your reply.It helps me a lot!!
I will modify these details soon.:kaothx:
 

Faherya

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@jonthefox I liked the version with tiles of ice, it seems more natural in this formation. The other needs lots of details to fill the space and this ends up polluting the look.
@Kim_Shyuen Excellent ambience. The transition from grass to land seems a little abrupt, but nothing to get in the way. I found it strange that the roof of the building was below the trees (the central roof only, the right roof was good). The angle at which the camera is does not hide enough trunk so the trees are so tall. Other than that, excellent lighting too.
@Dankovsky Particularly I do not like light effects generated by code. It takes work to get something acceptable and, depending on the size, can compromise performance. In your case, being just tests, I do not have much to say.

I leave two maps that I did just to train. It's been a long time since I used a heavier lighting, so it was fun.

 
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