Game & Map Screenshots 10

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

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  1. Benevolentwanderer

    Benevolentwanderer Veteran Veteran

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    @Paladin-Cleric of Awesome Some people and animal NPCs going about their business ;) ? But mostly, I'm with shadefoundry in the adding more naturalistic details and wear and tear.
    You might benefit from adding a parallax overlay (requires plugins) with some subtle shadows. (Alternately, you can do that with a tileset, but it has some limitations)

    @shadefoundry When you have shadows on the ground because of a 'fold' in the cliff-face, they should extend up the logically shadowed part of the cliff too. Otherwise, you've got pretty much the best cheery little cliffside you can possibly do with just the default outdoor tileset!

    @Aoi Ninami Fallen trees exist regardless of the existence of lumberjacks ;)
     
  2. Aoi Ninami

    Aoi Ninami Veteran Veteran

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    Natural causes tend not to leave perfectly flat top surfaces, though.
     
  3. atoms

    atoms Veteran Veteran

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    @shadefoundry To me it looks good, but feels a little bit too much on the detail. I think it could do with a little less of that, and perhaps as @Aoi Ninami pointed out a few less trees as well. Not too much to change with the tree's, but perhaps a few less.

    I think, just a bit of space would probably look a little nicer.
     
  4. Ksi

    Ksi ~RTP Princess~ Moderator

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    Negative space is a thing and it is something you need to add to that map. A place where the eyes can rest without a dearth of details. Ideally, any path leading to the house or places you can walk. It looks nice but balance out the details a little more, give a bit more variance to cliff height, and it will look a lot better. >.<)b
     
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  5. mauvebutterfly

    mauvebutterfly Veteran Veteran

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    Those trees were probably worth more lumberjack job experience points since they were harder to access. NPCs need to level up too!

    (Actually they don't in most games I guess.)
     
  6. CalebW

    CalebW Veteran Veteran

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    Thankfully some kind people on discord have given me their input on this map. However, I still would like a larger input on it, in case there is anything I am missing.

    Please note, the doors, the bridges connecting the land, and animals/NPC's are scattered on the land through events. I'll be placing black boxes where the doors are a bit later.

    [​IMG]
     
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  7. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

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    @CalebW We have a thread for asking feedback on maps/screenshots. I've moved it there.
     
  8. CalebW

    CalebW Veteran Veteran

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    Thank you, my appologies.
     
  9. Kes

    Kes Global Moderators Global Mod

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    @SOC I've only seen your Monday screenshot now.
    Please, whatever style of roof you finally go for, sort out the way you have placed the houses against the back wall. At the moment you have at best zero tiles between the back of the house and the wall. Do people really build a house so that it is flush with a city wall so that they have no light and air at the back? But 2 of those houses are even worse. The one in the left corner and the one next to the path on the right - they don't even have enough space to have a back section of roof.
     
  10. kenjivn14

    kenjivn14 Veteran Veteran

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    Some locations in my game
    [​IMG]
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    [​IMG]
     
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  11. Tayruu

    Tayruu slate furry thing Member

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    http://t.mwx.ca/misc/1904/mr_picturesmoke.mp4 (alt link since apparently I can't embed HTML5 video)

    I'm surprised that this worked. Make smoke out of pictures, and they each use the same variables, just assigned with different picture IDs. Kinda expected them to pile into one place with all the parallel processes running at once.

    Does mean I don't have to have 4-6 events per smoke-stack everywhere though.
     
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  12. Paladin-Cleric of Awesome

    Paladin-Cleric of Awesome Writer Veteran

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    [​IMG]

    any better? I know that people and animals will liven it up. but I'm still not sure if the mapping is finished.

    Shadows will be done properly later.
     
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  13. Tw0Face

    Tw0Face Chief Executive Officer Veteran

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    Got a new name for my game and a new Titlescreen as well.

    [​IMG]
     
    Last edited: Apr 21, 2019
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  14. miani

    miani Veteran Veteran

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    The logo is nice, you can make the "of" smaller, it will have a cool effect.
    The background is maybe a bit generic don't you think?
     
  15. Lorenze

    Lorenze Veteran Veteran

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    A cafe for dogs :)
     
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  16. CalebW

    CalebW Veteran Veteran

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    It is a big map for certain. There is a bit much dead space in areas. I would say more trees of variance and also more flowers. The more variety the more it can pop.
     
  17. Lihinel

    Lihinel Veteran Veteran

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    Today we celebrate the life and times of a very special individual,
    who did so much for us and whom we thanked so little.
    Happy birthday, Easter Bunny!
     
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  18. PsychicToaster

    PsychicToaster Best Clairvoyant Appliance 2018 Veteran

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    April Fools Day was three weeks ago. :D

    I'm not sure what else to make of that heh. Combat(?) looks interesting though. Didn't think that could be done in RPG Maker.
     
    Last edited: Apr 21, 2019
  19. Lihinel

    Lihinel Veteran Veteran

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  20. Kes

    Kes Global Moderators Global Mod

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    @kenjivn14 I have serious problems with the size of your maps. Take the fourth one down, for example. One tile is usually considered to the the equivalent of 3 feet. That makes your office 75 feet wide and 27 feet deep. Just think about the scale of that in relation to the number of people apparently working there, going by the number of desks and work chairs. Or, as another example, the garage/auto repair shop. That's 69 feet x 39 feet. The player has to walk around a vast amount of space. The scale of these rooms seems disproportionately vast.

    Oh, thinking of scale, I'm not sure that some of the objects work. For example in the first map, compare the size of the sink with the size of your double door.
     
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