Game & Map Screenshots 10

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DarlesLSF

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Thats a screen of my current project. Its meant to be a floating island in space, so you can see some stars in the background (sides)

that's beautiful man
 

Mister-ABC

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Inside of a tree, but I'm not 100% how different they'd all be.
Your dungeon... actually the entire game should always start on paper to get a better overview, never in the editor.
Google forest dungeon/layout, to get some ideas, do some research create a basic layout. Think about the start and the goal and how the player get from point a to point b. It's far easier to create your dungeon on paper first. ... I planed a little forest dungeon for my game:

(With this method it's also easier to come up with design ideas)


 
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Zeak6464

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Just some more features for pokemon essentials rpg maker xp
 

Caitlin

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@Confodere I like your map, but the one point has already been mentioned.

On to my maps, I have two maps, but they are suppose to be like a dining room... but you go to the second level, you're look down at the dining room like Resident evil...
Map010.png

Map011.png
 

jweav8705

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Your dungeon... actually the entire game should always start on paper
This is legit and a fantastic idea that's going to get me through other issues other places I haven't even started to tackle yet. This is a great idea to plan something that's complicated or large (this instance isn't).
This is actually what I'm going to do for the mine. And probably tower.
My question though is moreso about asthetics and looks.
Simply, decoration.
 

barnzie8

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@jweav8705 The maps do seem empty. Add some fungi and smaller plants growing inside the tree. Maybe even other trees, to give some scale. If it is that big.
 

Darkshore1

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can i have some feedback on my first town / village in my game i am making please??glimmergrasp .png
 

IbroAnw

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@Darkshore1 I think there are too many trees in this and so it doesn't look natural. Also, the area that the ladder leads to seems a bit empty/barren.
 

DarlesLSF

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@Darkshore1 I dont know a lot of mapping, im newbie in this part, but like @IbroAnw I think there are many trees too. I recommend to use a tileset out of the RTP, maybe u will find more harmony between the components.
 

SomaelCK

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@SomaelCK Thanks for the compliment! Also, yours is much better than mine, so to receive a compliment from a good mapper like you is even better! Quick question, is your screenshot from a cutscene with the elevator going down, or a map where you can move around while the elevator is going down?
Thank you! It is a cutscene :)
 

Elissiaro

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can i have some feedback on my first town / village in my game i am making please??
As other people have said, too many trees. But more importantly, too many of the same tree. You should mix it up a bit with other trees, bushes, rocks, some empty spaces, maybe fallen stumps.
Things are also very square. The only places I can think of that have perfect rows of trees like that are orchards, and those still aren't set that closely together.
Since there's that big square of trees in the middle, this also doesn't feel like a village, more like three houses that happen to have been built close to eachother. Maybe put an open space with grass there, or a field, maybe a fountain, or move your pond over there. Ooh or you could extend your water and make a river throgh the village.
Also the two different types of water you're using are clashing a bit. I'd suggest sticking to the top left water type, since it goes with the grass tiles.

Oh and, if you're planning on having npcs moving around the village, you need to make sure the player can move around them. So either make the paths 2 tiles wide, or leave some grass between the trees/water/fences and the path.

Also also, you should add the top of the trees to the bottom of the screen, looks a bit weird when the trees start at the bottom like that.
 

Mister-ABC

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can i have some feedback on my first town / village in my game i am making please??
Oh boy, few things wrong... first, the mountain or cliff on the right top , you forgot the corner:

Second the inn, the double damage tile doesn't look that good. Would be better to mix it up with the damage tile in Outside_A, next to the fence.

And third, the lake. Well, it doesn't fit, there is a small ugly grass line.

Fourth, the inn... two shields?

And the cave.... the entrance doesn't fit, edges are too clean. ansd of course the forest, as mentioned above.

I recreated your map with few improvements, not perfect by any means but still.... I hope it gives you some ideas:


And in case someone is somehow interested in the tileset i created for this example:


You don't need snowtiles and palmes for your town, so get rid of them, more room for other things.

Almost forgot: in event -> select image -> !other2, there are some nice smoke images for the chimney....
 

atoms

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I like it but at the same time I wouldn't want to scroll down a load of items and weapons, so if you have more than a dozen of them later in the game it may become a problem, but otherwise it's great. :)
 

zacheatscrackers

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Just got done working on the location of the main warp pad to Saltovi, a location in my game that is connected to Chicago, the game's primary town. I pumped it full of details so it wouldn't look plain, and because it's near the woods, I thought some nice nature-centric scenery would compliment the little area. I think I did a pretty good job!

 

Crystal Flareon

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@zacheatscrackers The warp pad itself looks pretty cool. I like how you made the carvings look embedded into the cliff. I think you can make the dress look a little less repetitive and more natural (this is a technique that takes a lot of practice and I'm not good at it myself, but it can make a huge difference aesthetically). I wish there was a place this natural looking and pretty outside of the real Chicago. :yswt:

@atoms Thanks for the feedback! I had that thought myself when I designed the menu. It was a tradeoff between looking aesthetically uniform and compact or being able to show more items at a time. Having all the categories will mitigate it somewhat, as items and equipment are categorized by their use, so each category won't have too much. It's also not going to be that long of a game (approximately 18-20 hours), and stronger equipment becomes available as the game progresses, so I don't expect the player to be holding onto too much gear.

Here are the save and skill screens, similarly put in a simplistic style.



 

IguanaGuy

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(9 minutes) My apologies to anyone who took the time to view this. I posted it last night while on a high speed connection and didn't realize until later that it was a 9 min video. I try to keep them at 3-5 min most the time and if not, break them up into parts. In future I may just take screenshots for simplicity sake, but I like to show how the map/players interact as well.
 
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cabfe

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@IguanaGuy I haven't watched the full video as I have to go to work now, but one thing I've noticed at first: the absence of shadows on the maps makes them look flat.
 
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