Game & Map Screenshots 10

Discussion in 'General Discussion' started by Celianna, Jan 18, 2018.

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  1. Dust

    Dust Veteran Veteran

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    @callmedan Thank you! Back with RMXP I used an overlay script which could blend in images similar to a fog.
     
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  2. Saboera

    Saboera Veteran Veteran

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    Running some tests in 720p

    [​IMG]

    Recorded some gifs but the quality gets destroyed when uploading to image host services.
    So... links to my google drive instead.



     
  3. Drifter92

    Drifter92 Veteran Veteran

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    @Saboera This looks great! Love seeing unique looking rpg maker games :)
     
  4. thepsyche

    thepsyche Veteran Veteran

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    Hi everyone,

    Experimenting with a look for the main "field". The image shown is just after a player comes through a mountain treeline and arrives at the foothills, so the trees should get a little more sparse as they progress further into the map. Just looking for general thoughts, as I'm trying to come up with a method that is a compromise between detail and speed.

    Thanks!

    [​IMG]
     

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  5. Kes

    Kes Global Moderators Global Mod

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    @thepsyche That is a very attractive map. However, to speed things up you might want to rethink how you do your dense clumps of trees, for example left central, just above the steps. You have them unrealistically crowded. There isn't enough room for the branches which are meant to be at the back of the tree to exist because of how close the trees behind are. There is simply no way the central tree (the one with the hole in the trunk) could possibly fit in there. The two pines are also unrealistically close together. If you had fewer trees it would be quicker to map and would still look good.
     
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  6. thepsyche

    thepsyche Veteran Veteran

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    Thanks @Kes, that's a good point you make. The idea is, with those clumped together unreachable areas, is to serve as a dense area of forestation to signal to the player that those areas cannot be traversed. If I free up the tree space a bit, how else would you suggest I condense the space?

    And while I'm at it, what do you suggest I do about trees positioned adjacent to cliffs? Should the upper areas of the trees disappear behind the side of the cliff, or should I allow enough room for the trees branches to extend in full laterally?
     
  7. Kes

    Kes Global Moderators Global Mod

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    @thepsyche I don't think you need to worry too much about players thinking they can go through that area. You could easily remove the tree I mentioned without misleading the player. All you need to do is to make it look reasonably dense, but not every pixel occupied with something.

    As for trees adjacent to cliffs, you need to think where the roots are placed. If they are next to a cliff but also e.g. one tile further up than it, then logically some branches could be 'behind' the cliff. If, on the other hand, they are immediately to the side, then any branches on the cliff side would need to show up over the cliff face. As your cliff is, I assume, an autotile, then the B-E tile sheet tree will go over it without a problem.
     
  8. Lorenze

    Lorenze Veteran Veteran

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    Redid my title screen; what do you think about font readability for the options?
     
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  9. Nicke

    Nicke Fortune seeker Veteran

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    My equipment scene is probably complete now:
    [​IMG]
     
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  10. Drifter92

    Drifter92 Veteran Veteran

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  11. Paladin-Cleric of Awesome

    Paladin-Cleric of Awesome Writer Veteran

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    Ok, so I've made a realisation of my world of Thorntop... clearly it's a lot bigger than expected, this part is only a small portion of the whole world. Ah well, all fun. Felt like I should share it though! I was just trying to figure out which parts of the world were artic, where I could have a desert etc. and then I realised the world would have to be bigger. lol. Man I must be tired, I am really not making sense!
     
  12. SoSick.

    SoSick. Veteran Veteran

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    @Nicke proper nice that mate! really profesh!

    i recently finished my last map for my demo...its suppose to be inside of a truck..need to add couple more NPC's.
    Capture.PNG
     
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  13. SrOscuro

    SrOscuro oO Member

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    Sharing some screenshots of my work-in-progress futuristic dystopia game.
    Dark Days of Rising Sun.

    mini500.png

    More:
     

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    • 12.png
      12.png
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    Last edited: Dec 4, 2018
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  14. Nicke

    Nicke Fortune seeker Veteran

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    Thanks for all the feedback. I am trying out something at the moment, mapping a room filled with some spikes traps heh. :)
    [​IMG]
     
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  15. dsiver144

    dsiver144 Peaceful Days Dev Veteran

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    Been working on mapping recently. It's really excited to draw something new and add them to the game!
    [​IMG]
     
    Last edited: Dec 6, 2018
  16. Kristhor84

    Kristhor84 Villager Member

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    @dsiver144 wow that's a beautiful bright and cheerful map! It looks very good.
    Can I ask, how did you make your hub in the left upper corner? I've been searching for a way to fix time, season, day etc. into a hub but no succes yet. I used HUDmaker but I don't know hoe to let it change the pic/names I'm using for the seasons. What did you use if I may know?
     
  17. dsiver144

    dsiver144 Peaceful Days Dev Veteran

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    @Kristhor84 Thank you!
    I coded it myself in VXA. I don't know how to do it with HUDmaker but I know there is a plugin of Hudell (Orange HUD if you need) will provide you a similar result. :D
     
  18. Kristhor84

    Kristhor84 Villager Member

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    Thank you, I'll check that out!
     
  19. Finnuval

    Finnuval World (his)story builder and barrel of ideas Veteran

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    @dsiver144 I love the bright colors and 'summer' feel the map gives me!
    Only the speed at which those birds fly by.... or are they jet-planes? bit fast haha

    @SrOscuro love the gritty feel the map has! only the gargoyle seems a bit out of place to me.
     
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  20. dsiver144

    dsiver144 Peaceful Days Dev Veteran

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    @Finnuval Thank you! xD
    This gif is speeded up a bit, I don't know why lol.
     
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