Game & Map Screenshots 10

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Kes

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@Lornsteyn The house top right corner needs to come down a tile or so from the fence. There simply isn't enough room for there to be a 'back' part of the house which doesn't occupy the same space as the fence itself. I would be inclined to do the same with the house top left. I might also see what it looks like if it moved one tile to the right away from such closeness to the fence. These changes would also have the benefit of filling in some of that empty space. I also think that you have left openings which are too wide for the path - why have a fence all the way round (presumably for defence/keep animals out/keep children in) with gaps so big that they negate the purpose of the fence?
 

Lornsteyn

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@IguanaGuy
Thanks.^^ The village is not populated yet, im currently only focusing on mapping, so animals, humans etc will of course added later.

@Kes
If at all I have expected someone thinks so about the right lower house and the fence.
One thing first, I dont plan to have too much "logical" mapping, it often ruins/restrict maps too much, especially indoor maps.
The empty space is wanted, since I try too stay close to retro/snes mapping and I value freedom of movement.
In the case with the two upper house you mentioned I also think they are total fine at the fence.^^
I think we have different views here, i dont know how you imagine the backside of the houses.
 

VitaliaDi

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@VitaliaDi You have a bit of floor going off to the left. This needs a wall on the upper part to match the wall at the back, otherwise - what is it?
@Kes Oh you're right I forgot the wall there! Thanks. No wonder it looks weird. It's the doorway.

@SolonWise Thank you. Your map is looking good. Nice and bright, it reminds me a bit of Zelda forests. Though it might benefit you to scale it down a little bit or add a lot of meaningful things to interact with on that long walk.
 

Tw0Face

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@Jesse - PVGames:
I looked at your game @Tw0Face - it looks like a lot of fun! I think I'll give it a go when I get a chance :)
Thanks a lot. The development won't take a long time anymore. Hope you'll find it fun when it's out.

@Lihinel:
@Tw0Face Looks interesting.
I am always impressed when someone finds such unconventional uses for the rpg maker, especially if they pull it off with the old generation (2k(3)). Must have been a lot of work.
Thank you as well. Yeah, it has actually been a lot of work. Especially the whole translation progress took a lot of time. Well, my other games are also kind of unconventional. I think I just like to do somewhat different stuff with RM.

Greetings,
Tw0Face
 

Elliott404

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Excuse me. Sorry for bothering, I want to show my 1st finished map for my project for a feedback (and hopefully boost up my confidence in mapping skill if possible :LZSlol:)
Apartment.png
Credits (mix of both maps):
- Celianna
- Kauzz
- com-sho
- PandaMaru
- Starbird (The clock part)
- Dalton Sayre

And this is the reference of the map:
One Bedroom Garage Apartment Floor Plans Awesome Nice Realistic Layout for Studio Apartment ….jpg
Feel free to give some suggestions in case you have some :LZSproud:
 

Kes

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@Elliott404 Your revision is a significant improvement on the original, so well done on the progress you are making. I think it might be worth noting why it's better, so that you can repeat the principles in other maps.
More compact size: there is still negative space but the balance is now much better.
Despite the layout of the reference image, I think that your choice of where you put the furniture works much better - people are far more likely to put the sink etc. under a window, and have the bed in a darker corner than the other way round. Therefore the player, even if they are not conscious of it, will feel more 'at home' in the second version. I am not advocating realism at all costs (can't be done anyway) but I do think that if things are arranged with a natural logic, players will find the maps a smoother experience.
I do, however, think it far more likely that someone will put a little bedside table/cupboard next to the bed, rather than clamber past a large potted plant. They are going to want to have somewhere to put things (alarm clock, mug of coffee, glasses, whatever) rather than have to put them on the floor.
How does one get into the bathroom?
It is, perhaps, a little 'clinical' in feel - the floor looks like stone tiles, so I would have expected a mat or something to take the chill off it. It doesn't at the moment look like a room that's lived in a lot.
 

Elliott404

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@Kes
It is meant to be a small apartment, maximum for 2 people. Tbh, I was going to make it resemble that referenced image, but due o lack of some assets/tiles, I've had another idea in mind (honestly, it took me awhile considering my pace:LZSlol:). I agree that most people would place a small bedside next to a bed, but that's not really necessary in that case; in my experiences, there are hotels/apartments rooms like NYC, or places in Germany don't have such tables besides bed. Basically, it's meant to look like those small apartments where people would stay at for short period of time. As for the bathroom part, I've placed the mat to point out where the door would be (So the mat did look weird-- I should've used a different one--)
Thank you for your feedback.

EDIT: on the other hand, I'm planning to hire someone for a lighting effect in a sense of improving the maps (lighting effects are my weakest point-----)

EDIT2: It just hit me that the wall height seemed too tall for such a small apartment.
 
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Emanzi

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Hey guys. Been a while...

Testing out a hand drawn bust I made. What do you guys think? Does it match the sprite and fit with the style? I’m going for a simple cartoony manga look.

testingbustscreenshot.png

bust_yeah.png

EDIT: @cabfe Thanks, didn't notice that. I fixed it.
 
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cabfe

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@Emanzi The first thing I noticed is that your sprite has green eyes, but not her bust.
Also, there are a few pixels missing under her left eye (so, on the right of the screen) that makes whatever is underneath to be displayed.
 

Kellyw

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I
Hey guys. Been a while...

Testing out a hand drawn bust I made. What do you guys think? Does it match the sprite and fit with the style? I’m going for a simple cartoony manga look.


Interesting style. I think it matches well enough. The roof reminds me of LttP however
 

Kes

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@Emanzi This thread is for getting feedback on maps, screenshots of menus etc. It is not for feedback on sprites and busts. I suggest you start a thread in Resource Support which is geared up for that type of feedback.
 

D.L. Yomegami

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Working on the world map for my most recent project. Made several iterations, but so far this is the one I'm happiest with.
upload_2019-5-15_22-4-39.png

It only covers one country/region, and is more a level select screen than anything else (hence why it's only one screen wide. The idea was that the geography is the way it is as a result of a catastrophic flood that took place at least a thousand years before the story begins (a supernatural act that came from that temple in the upper left), and the region in general is meant to be somewhat post-apocalyptic but recovering. Not sure how well that comes across here, though.

I'm also not 100% happy with the dungeon placement. The intended gameplay order is Temple -> City -> Broken Castle -> Forest -> Desert Town -> Mountain, but while I'm mostly content with how the Desert Town and Mountain are placed it looks like the Forest is meant to come first and then the Broken Castle. I'm not sure how to rectify that without sacrificing the castle's coastal placement (or just reversing the Forest and Castle's order).

And finally I'm not entirely happy with the mountain placement, but other than extending the sea I'm at a loss as to how to make it clear that the map ends at the edges without a lot of mountains.

It's also worth noting that this is more just to get a feel for where everything's placed/the regional geography. The final version of the map is likely to have some graphical edits for a more somber feel.
 

Kes

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@Davekron I would soften those sun beams - I think they are far to strongly defined. Sun beams are much more diffuse, and you would have to have a really weird cloud formation to get so many very narrow beams so close together as you do just to the left of the wolf.
 

Kvothe

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Working on the demo-project for my plugin-pack named Immersion for MV.

What do you think guys? About the light on the map and his transition (is everything on the same map-id)
(Use your headphone for a better experience!)

 
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Kes

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@Kvothe This thread is principally about graphics - maps, menu layouts, title screens etc. You seem to be asking for feedback on the music side of that sequence. If that is the case, this is not the place for it.
 

Kvothe

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@Kes : Isn't the case, I was asking for feedback in general, I've just metioned the needed of headphone for a better experience. Let me change that (I guess that I've made some confusion about it )
 
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