Game & Map Screenshots 11

Elissiaro

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Hey everyone I just got RMMV a few days ago and I spent today working on a little cutscene.
The cutscene is pretty good. I like how you used the downed sprite and moved the characters around, though the writing had some mistakes.
Also the music shift was good, though I personally would have had calmer music in the beginning, before the actual fight started.
And the map is a bit... Messy. I'm guessing you're trying to make it seem like the ground is going uphill in a lot of places, but it just doesn't work well.
Oh and the light flash animation before the heavenly beam and fire attack thing, should probably be over one of the characters, and not the center of the screen.
Great first attempt though imo.
 

XxSYOxTOSxX

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The cutscene is pretty good. I like how you used the downed sprite and moved the characters around, though the writing had some mistakes.
Also the music shift was good, though I personally would have had calmer music in the beginning, before the actual fight started.
And the map is a bit... Messy. I'm guessing you're trying to make it seem like the ground is going uphill in a lot of places, but it just doesn't work well.
Oh and the light flash animation before the heavenly beam and fire attack thing, should probably be over one of the characters, and not the center of the screen.
Great first attempt though imo.

So I took some feed back from different areas, reddit, fb, forums, etc. and I came up with this edition of my little cutscene. Let me know what you guys think about it the way it is now and all criticism is welcomed!
https://i.imgur.com/NSy5Ick.png <--- RMMV Application view
 

hero_buddy

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applied some of moghunter's plugins to my game, and i just finished drawing art of my two heroines to replace the default madokas he had going on. i'm excited to work more on this game!! i love their character designs.
 

zacheatscrackers

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Preview of a redone version of OHMIC's Plivian Fields, an early game area for training your party. Note the sun ray in particular, the most notable new addition other than the updated mapping. I'm considering some touch-ups in the near future, but otherwise I'm a lot more satisfied with the state the map is currently in overall.
 

EthanFox

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Just a couple of backdrops I had to assemble for the latest chapter of my game, to go with its card-game themed battle system.


 

Kes

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@karraymalek That is a very nice looking map. I do, however, have a couple of queries about it.

Top edge - it looks like you've gone for the 'invisible wall' approach to prevent the player moving off map. I, like many other players, dislike that. I know it was very common back in the early days, but now, I think, most people expect to see a visible reason why they can't proceed.

Your sun beams overlay could do with a bit more blurring. Sun beams rarely if ever are so sharply defined, or so narrow. I'd be inclined to increase the % zoom as well as doing a bit of blurring.

@EthanFox Nicely done!
 

KailiaSweetleaf

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The starting city in my game:


I wanted to include as much realism as possible so throughout the city are public outhouses (the player wont get access to them, but the char will comment about them being outhouses) and divided the city into 7 sections:

Government - Park - CHurch
Higher Class Residential - Upper Market
Low Class Residential - Lower Market
 

karraymalek

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@karraymalek That is a very nice looking map. I do, however, have a couple of queries about it.

Top edge - it looks like you've gone for the 'invisible wall' approach to prevent the player moving off map. I, like many other players, dislike that. I know it was very common back in the early days, but now, I think, most people expect to see a visible reason why they can't proceed.

Your sun beams overlay could do with a bit more blurring. Sun beams rarely if ever are so sharply defined, or so narrow. I'd be inclined to increase the % zoom as well as doing a bit of blurring.

@EthanFox Nicely done!
Thanks for the note I will try to avoid these mistakes in the future
 

AsuranFish

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The starting city in my game:


I wanted to include as much realism as possible so throughout the city are public outhouses (the player wont get access to them, but the char will comment about them being outhouses) and divided the city into 7 sections:

Government - Park - CHurch
Higher Class Residential - Upper Market
Low Class Residential - Lower Market
Looks like a fun place to explore! That map looks bigger than most of my dungeons and field areas!
 

KailiaSweetleaf

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Looks like a fun place to explore! That map looks bigger than most of my dungeons and field areas!
Well it is a city, and I wanted it to feel like one. And since it is a starting point for my game, quite a bit of story telling early on will be done from this city. Has a tavern for late night drinks, a cafe for quick meals, and a diner that offers full course meals, and usually a place one takes a date hehe
 

Aesica

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I wanted to include as much realism as possible so throughout the city are public outhouses (the player wont get access to them, but the char will comment about them being outhouses)
That's a bummer, because usable-but-useless things the player can interact with are a lot more fun than inaccessible things.
 

KailiaSweetleaf

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That's a bummer, because usable-but-useless things the player can interact with are a lot more fun than inaccessible things.
Ah, I wouldn't really know what the benefits are of using the outhouses in the various towns and cities. Since I don't have a needs system in the game. I kinda want things to serve some kind of purpose to the player in some way. Like food not only will give small boosts to certain stats, but gives an xp bonus as well.
 

Aesica

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Ah, I wouldn't really know what the benefits are of using the outhouses in the various towns and cities. Since I don't have a needs system in the game. I kinda want things to serve some kind of purpose to the player in some way. Like food not only will give small boosts to certain stats, but gives an xp bonus as well.
Oh it doesn't even need to have an actual purpose other than to amuse the player. I like to think of these useless-but-fun events as toys the player can play with when they're in a given area. I've got things like flushable/usable toilets and sinks, open/closeable curtains and such all over in my game world. It just gives the player something extra to interact with is all, but at the same time, I can admit that I get carried away with extras like that, so maybe my advice isn't all that great in this area after all. :D
 

KailiaSweetleaf

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Oh it doesn't even need to have an actual purpose other than to amuse the player. I like to think of these useless-but-fun events as toys the player can play with when they're in a given area. I've got things like flushable/usable toilets and sinks, open/closeable curtains and such all over in my game world. It just gives the player something extra to interact with is all, but at the same time, I can admit that I get carried away with extras like that, so maybe my advice isn't all that great in this area after all. :D
Haha yeah, I can understand that. For the most part, I do intend to have some world interactions. But, outhouses don't really do a "flushing" thing. And some might even not want toilet humor in such a serious game. But there will be plenty of world interactions. Like wells in town the player will be able to drink from to recover a percentage of HP and MP. Books will be acting as save points with options to read some local lore. But I will think on your usable toilet thing. Maybe I might even post in the mechanics forum for some ideas.
 

kenjivn14

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I'm so sorry, I had to delete it
 

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