- Mar 16, 2012
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Rest your weary legs in the Dancing Fox Inn!
Think its the way they disappears behind the hedge - not sure hoe to fix that tho :/
That could certainly help! You don't have to make the initial cliffs that high either, you could decrease the elevation altogether or even add little pieces coming off of it to make it seem less like a sudden steep wall jutting out of the ground.
Not too shabby! You've got good clutter placement. What are the dark parts supposed to represent, in your mind, out of curiosity? I find that sometimes people just put those down without really knowing what they are there for. To me it looks like sections of the dirt where people or creatures have dug in just below the surface, so it's a little darker. Usually that would mean it is a bit wetter though, in which case the trees being dead would be curious. Your map design should not just look cool but serve a purpose as to showing the players what the region is like and the history of what happened in that location, so that's just something to keep in mindI'm trying to make a mountain area. How does this look?
That would definitely help a lot, but I think a better option might be to just make the map itself smaller. If you've got a lot of unused space it is better to condense things for the players' sake. If you've got a specific scale in mind of the distances between these things, it can be better to stick to that, but you might need to add a couple more points of interest in between, perhaps a small market/outpost. Without knowing exactly how large your world is when it is to-scale it is hard to recommend changes, but there are a few ideas to help you out
That is a great thought. The water and flag in the bottom right map will serve as waypoints, and the censored areas will serve the same purpose in the next two. Going right from that bottom map will see a couple dungeon entrances as well as a unique land feature. That honestly happened by mistake though, as have a lot of great things while making this game, and a few more mountain maps I'll be making in the future have no such markers so I'll be sure to include things like that!@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.
Nice Tetris!Some new screenies from my project. Quick Game mode is ready and features 8 different enemies with their own background an music theme. Highscore list and main menu is also implemented. I'll make the story mode later on. I could think of a small demo in the near future to let you guys test out the Quick Game mode at least.
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Thanks a lot.Nice Tetris!
Though I think it had some kinda copyright issue with it, you'll have to look into it with more depth. Considered it for my project and ran into some copyright ambiguity and just scraped it all together.
Thanks a lot.
I'd be surprised if you could copyright gameplay, though. If it were, Final Fantasy could have its whole turn-based battle system copyrighted, which would make RPG Maker illegal.
Wanted to share the current map of the first town and get some feedback!
Note that i plan to change the assest to a 16x16 style so things will look different graphics wise, i'm more just focused on the map itself.
Here is the lower half of the map. (ignore cutscene purgatory)
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And here is the upper half of the map:
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Any tips? Plan to add lighting once assets are finished?
Also how are these house interiors? do the stairs look ok?View attachment 187549
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In theory, trying to figure out what parts of games are protected by copyright is a straightforward affair. The rules of a game – which can be thought of as the “idea” of the game – are not…www.publicknowledge.org
It's a complex topic and the article is 9 years old. The game also is really similar too.
I agree with how if mechanics were copyright blocked, lots of games would be illegal.
In this case, the judge seems to have erred on the side of defining the rules broadly. She described the unprotectable rules as:
“A puzzle game where a user manipulates pieces composed of square blocks, each made into a different geometric shapes, that fall from the top of the game board to the bottom where pieces accumulate. The user is given a new piece after the current one reaches the bottom of the available game space. While a piece is falling, the user rotates it in order to fit it in with the accumulated pieces. That object of the puzzle is to fill all spaces along a horizontal line. If that is accomplished, the line is erased, points are earned, and more of the game board is available for play. But if the pieces accumulate and reach the top of the screen, then the game is over.”