- Apr 3, 2012
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The trailer looks and sounds great!
What a great trailer! I like how it gets right into it!Finally, after 4 years, here's a trailer for my game
I'm so excited and happy with how it came out. I hope you guys enjoy it too, and any feedback is welcome so I can take it into account for future trailers!
At some point in the story she complains about the high water bill so ... there is some kind of delivery service, I suppose? xD Or maybe her servants have to bring it from other floating isles that happen to have a river or something^^ As for where it goes ... the world there are living in does not have a ground so I don't think they wouldn't mind just pouring it over the edge.Nice map, looks beautiful. That's a... bathtub? Where does the water come from? Where does it go after? What happens if someone needs to use toilet? I assume that's what the teleport is for? XD
The lack of windows were on purpose to make it feel more claustrophobic and small, but I'll admit I couldn't find a good vertical door tile when I was first poking around. I should take another look though. Thanks for the comment!!@Inksword It always bug me how many RPG Maker maps simply neglect something simple: a door for the bathroom. You should add some windows, too.
I learned watching a GDC talk about map design in I think Unreal Tournament(?) a very effective method of squinting your eyes to make sure paths are recognizable. I can track exactly where the main path is doing that but I can't track the secret ones for treasure and such, which is exactly how it should be!
The tree/plant variation is pretty good here, the art styles maybe clash a little bit but it isn't too noticeable. I would recommend making the path on the bottom leading out and to the right extend below the tops of the trees on the bottom as well as the top of the cliff on the bottom right. You can accomplish that with either shift-clicking if you're on VX(A)/MV or by using manual layers if you're in MZ. It'll make it look a bit more natural.Guh...! Making outdoor nature maps is as difficult as I thought, if not even more...
This is my attempt at sort of a forest and mountain map. Will polish it more but would like to get feedback on the overall layout first. XP
Yup that is one of the best tricks to do it xDI learned watching a GDC talk about map design in I think Unreal Tournament(?) a very effective method of squinting your eyes to make sure paths are recognizable. I can track exactly where the main path is doing that but I can't track the secret ones for treasure and such, which is exactly how it should be!
That's so cool. I always hoped the Maker would have this type of battle system. I bet this was a lot of work. The characters sprites are awesome, too. I definitely have to keep an eye out for your game.@Prescott - That's an impressive looking mountain range, I bet that took quite a bit of time! My one critique would be that it does look a bit homogenous. Without some form of a unique landmarks, it might be a bit easy for the player to get a lost. Take that with a grain of salt though; your pathways flow nicely, so it might feel easier to navigate while playing. I imagine whatever is hidden beneath the sensors can also help the player find their bearings, assuming these are some kind of unique locations.
I spent my weekend finishing a boss fight with Anubis, God of the Dead. Keep in mind it's still a work in progress, but feedback is always appreciated.