Game & Map Screenshots 11

Tw0Face

Chief Executive Officer
Veteran
Joined
Nov 12, 2018
Messages
362
Reaction score
340
First Language
German
Primarily Uses
RMVXA
Well, HUD-time again, I guess. According to what @Finnuval said, I tried to increase the visibility of the HUD. This time I made it completely new to blend more with my system colors. I think it looks slightly better during night time. What do you think?

Yeah, direction indicators are new as well...



 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
21,853
Reaction score
11,062
First Language
English
Primarily Uses
RMVXA
I need to test my event animations, music etc. & decided to video it.
Location - one of a series of linked islands on a foggy day (it's always foggy there).
What is being shown - you walk into an outdoor classroom for aspiring magic users.
All character names can be changed by the player, what you see are the defaults.

 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,135
Reaction score
1,048
First Language
English
Primarily Uses
RMMV
Okay so I'm trying to make a mountain pass that starts off slightly snowy and, with each screen change, gets more and more so as the party transitions from the temperate region to the cold northern region. And I hate how it's turning out so far:


The walkable parts should be fine after a bit of fine turning, but any advice for what to put in the "empty" parts that aren't walkable? (the large empty green areas) Caves are easy because I can just black those parts out, and if I was going up the mountain I could just abuse some background parallax thing, but since it's through a mountain range, I can't do either. Any thoughts on how to approach those empty spots in a way that sort of...de-emphasizes them?
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
21,853
Reaction score
11,062
First Language
English
Primarily Uses
RMVXA
@Aesica There's not a lot that you can do. They will have to be filled with the same sort of trees etc. that you have on the main pathway. One thing that does occur to me - going north makes it colder & more snowy, but logically, so should going higher. Those higher levels would have snow on them as well, possibly more snow that the Pass itself. So you could start introducing snow covered trees, logs, rocks etc. Snowy grass would also help. Which reminds me, there doesn't appear to be any long grass in the Pass. I think that the lack of ground variation is one reason why it looks a bit bland at the moment.
 

l8rose

Perpetually Exhausted
Veteran
Joined
Jun 1, 2014
Messages
400
Reaction score
1,319
First Language
English
Primarily Uses
RMMV
@Aesica One thing to keep in mind is that a player isn't going to see all of that empty space so you don't need to fill all of it in. Focus on the space you know the player will see with a block or two beyond that. Mountain passes often have ravines and little valleys nearby as well as boulders, large rocks and even pillar like shapes.
 
Joined
Mar 19, 2012
Messages
1,618
Reaction score
1,104
First Language
English
Primarily Uses
N/A
If it's a mountain pass then add more cliffs to the bare bits to give the impression that the moutains are rising on each side. that takes up the 'empty space'. I know how annoying it can be to look at a map and be all "No, it doesn't look right" I personally usually decorate the whole map, even places the player will probably not see because i will see it and I enjoy it.
 

Dust

Veteran
Veteran
Joined
Mar 4, 2013
Messages
63
Reaction score
120
First Language
German
Primarily Uses
RMMV
@Dezue love the color palette! Awesome job!
 

8bitBartabas

Veteran
Veteran
Joined
May 12, 2018
Messages
31
Reaction score
14
First Language
English
Primarily Uses
RMMV
Yeah I like your tiles and palette! Nice work
 

Marquise*

Veteran
Veteran
Joined
Jul 9, 2014
Messages
4,850
Reaction score
8,170
First Language
French-Canadian
@Kes Wow you got a nice faceset. (apart the nice map effects and mage effects when they study.)
 

Users Who Are Viewing This Thread (Users: 3, Guests: 3)

Latest Threads

Latest Posts

Latest Profile Posts

Symphony Celestia: Prophecy of the Falling Stars RPG Maker music pack WIP. Symphony Celestia is a new series that focuses on symphonic and orchestrated music to tell a story. Each story will include compositions that make up that story from beginning to end. Themes include: Battles, adventures, character themes, etc. Below is a video preview to the first story.

Jumping and gravitation 0.1 build - RPG Maker MV
It's ironic, but one of the many hilarious things done with Shia's Just Do It speech was to make a hype song, and....I know what it is.....but I still get inspired by it! I'm like..."Yes I can!!"
That moment when you realize you lost time frankenstiening a sprite together, only to realize it already exited.
My first game is going to have the main character more or less create monsters as his party members.

Thanks to the plugin creators still producing content for MV, I might be able to give each of the monster members a personalized range of tactics during combat. I liked how the devs made it like that in FF6.

Forum statistics

Threads
97,973
Messages
948,234
Members
129,227
Latest member
HamadAhli
Top