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ericv00

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Those are really, really nice looking walls! I also love the drooping plants and the chunks taken out on top. That big rock is also super nice, with how it looks like it's actually part of the ground instead of on top. :kaoluv: (I'm a big sucker for realistic scenery)
Thank you!

Ideally, I don't want the environments to have anything that looks too obviously like a human dev placed them there. Even towns will be constructed organically, and look unplanned. Part of this effort is to make tiles that merge as seamlessly as possible in overlapping layers. And I want some sense of depth. Makes the world feel bigger to me.
 

ericv00

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I made a new windowskin for Battle Castle, what do you guys think? The backround is supposed to be parchment and leather, like an old book, but the window stretches everything out.
Interesting. Is the stretching intended? I'm using MV and it's tiled. It does look like parchment aside from maybe the large window. But it's not distracting or anything. It looks good!

That one darker spot in the bottom right corner does make it easier to see that each window is using the same image and stretching it by various dimensions, but honestly, I probably only notice because I know to look for it. Almost no one else is going to see it.
 

Frostorm

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@cthulhusquid I always loved the old parchment look, if that's what you were going for. Btw, have you considered reducing the thickness of your HP/MP bars? Mine used to be exactly like yours, but ever since I reduced it down to 10 pixels, it looked better than ever. Or maybe try something like 12px if you think 10px is too narrow.
 

cthulhusquid

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@cthulhusquid I always loved the old parchment look, if that's what you were going for. Btw, have you considered reducing the thickness of your HP/MP bars? Mine used to be exactly like yours, but ever since I reduced it down to 10 pixels, it looked better than ever. Or maybe try something like 12px if you think 10px is too narrow.
How do you change the size? I've never tried, but I assume there's a script that can change it.
 

alice_gristle

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@Cythera, I prob wouldn't add any more decorations there! Looks jus' about nicely filled out! :kaoluv: Any more and ya gonna risk lookin' cluttered, I think. Anyway, yo cave lookin' quite nice, and I like it 'cuz it looks like there's gonna be little back-tracking. I hate back-tracking. :biggrin:

@ericv00, looks suitable ancient and worn, sweetie! At a glance, some of the wall corner tiles, dem that have moss on them, look like they blending with the grass tiles a bit too much... but otherwise you done well! Like @cthulhusquid said, I like 'em hanging bits of moss, too! :kaoluv:

@cthulhusquid, it does look nice, but I'm not sure I'm seein' the parchment-like quality... :kaoswt: Altho, my main requirement is that menus don't look like they gonna be annoying or sore to the eyes. Your menu looks like it gonna blend in just nice, which is a million bucks in my opinion! :biggrin:
 

Frostorm

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How do you change the size? I've never tried, but I assume there's a script that can change it.
In the plugin options for YEP_CoreEngine (if you have it).
1638812756520.png
Edit: Doh, didn't see that you're using VXAce lol. Ignore all that then. XD
 

ericv00

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@ericv00, looks suitable ancient and worn, sweetie! At a glance, some of the wall corner tiles, dem that have moss on them, look like they blending with the grass tiles a bit too much... but otherwise you done well! Like @cthulhusquid said, I like 'em hanging bits of moss, too! :kaoluv:
Thanks. Yeah, I noticed that, too. I'm currently reworking them because I originally made them as a wall tile before I learned a lot more about how A tiles work. Along the way, I'm improving them.

I need characters to be able to walk on top of these tiles, like the raised ground tiles at the bottom of the "Outside_A5" tileset, so I'm making an edit of these walls in that format. Actually, I'm making two sets. One as is, with a better stone pattern and improved blending with other tile types, and another with variations, breaks, imperfections, and growths that I can sub out to give the ruins a more natural look. I'll use the wall tiles for walls a single tile thick, and I'll use the new set to build dilapidated buildings the characters can climb and enter into.

Making tiles is hard...
 

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@ericv00 I really like your fog effect! Can you elaborate on how you went about it?
 

ericv00

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@ericv00 I really like your fog effect! Can you elaborate on how you went about it?
... for now it is a low-opacity static image displayed over the screen when the characters enter the map. For some reason, I thought there was an easy way to set it as a scrolling parallax over the map, but I must be mis-remembering that. That would look AMAZING. As a static image, it does all right. It gets the job done. But I'll mess with it further down in the development process to see if I can do more. As it is, I have probably more than a year to go in simply making the tilesets for my project. I have 11 environment types at least. I've been doing a lot of different things, mind you, but I've been working on just the ruins tileset for almost a couple of months.
 

Former_Sky

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Here are some screenshots of my soon-to-be announced game. It's a fishing game with some rpg elements.
 

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bekahboo

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Hi! I recently got into rpg maker and I am making a super short game as my first project to learn things and practice, but I want to put in as much effort as I would if I was working on a long term project.

This map is meant to be a small village/town where the character starts. I still have to add some decor and foliage around but I wanted to get some feedback on what I have so far. Overall I'm proud of my first map!


I had to cut it in half because the file was too large.
trulid (3).jpg
trulid (2).jpg

here are some notes that I made myself, but I'm not sure if they're valid points and I'm also not certain how to address them.

1. The roofs! I'm not sure why but I don't really like these. Maybe they're too flat? Is there a different way I can set them up?

2. I noticed there's a bit of empty space below the bottom path on the second level. Should I add another house? I could do a little shed and fill it with wood piles, since it's a forest village. I also had an idea of adding a treasure chest in that little corner.
There's also a bit of space to the right of the path beside the lower right house. What could I fill in here? Maybe a clothes line would look nice? I had a thought of putting a small vegetable garden here but the next area the character will go to is meant to be a farm so I don't think that would be a good idea.

3. Should I try to edit the stairs a little darker so it better matches with the brown rock walls?

4. When I started mapping I edited the grass to make it darker but now with everything filled in the lighter grass isn't looking as bad as I thought it would. Which do you prefer, light or dark?
dark grass ss.JPG light grass ss.JPG

Please share any advice or suggests!
 

alice_gristle

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@bekahboo, I totally get you on the roofs. Gabled roofs jus' never seem to look good to me when viewed from the side like this... which is why I really prefer either a) a more low-tech approach, like some really primitive 8-bit style or b) adding a front view of the roof to the tileset, so we can actually see the tilt of the roof too. Buuut... if ya don't want to make that effort - and since this yo first game, I don't see why you wud - I got no tricks for you, sorry. :kaocry:

As for the empty bits, you could still add a little home garden for the lower right house? Always nice to have a bit of salad, herbs, and such near at hand. :kaoluv: Doesn't clash with the fact that the next map gonna be a farm at all, I think! For the lower empty bit, a wood shack sounds nice! Always good to have a shack to dry out wood!

Aaand... about the colour edits, I think yo dark grass looks good, and if you can spare the effort to darken yo stairs to match, I don't think that's a bad idea at all! Tho, if you go with the lighter grass, then I think yo stairs are good as they are.
 

Ceres-Eris

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Can I get some feedback on this mp? It's supposed to be an entrance/exit to a forest. I dunno at first I felt like it was too empty but now it kinda feels too cluttered? Does it? I'm also not sure if I got the cliffs exactly right. I dunno some feedback and tips to improve would be appreciated.
Map046.png
 

alice_gristle

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@Ceres-Eris, looks sweet! :kaoluv: I think ya good on clutter, everything looks jus' nicely filled out to me! And yeah, the cliffs you have on the right do look a bit wonky in terms of height...

Also, I'd do away with them green blocks on the bottom. I know they supposed to be the entrance to the forest, but they just, well, look out of place. :kaoswt: Mebbe just put some individual trees there?
 

Aoi Ninami

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@Ceres-Eris, first of all, make sure that height is consistent across the map -- every ground tile should be at a known height above the lowest level. For instance, from the yellow flower at middle right of the map, I could step right and climb up three tiles to get to the top level, or I could go straight up two 3-tall cliffs, therefore a total of six tiles, to get to the top-right corner, which is implied to be at the same height.

Just to the left of the same yellow flower, the slope up to the next height has too little depth. If you imagine looking at that slope from the side, it would be extremely steep!
 

Soulrender

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And here's mine - Rainweaver village (terrain itself is ready, when I finish eventing previous maps I'll add NPC's)

2021-12-12 18_16_59-Spellzone - demo (ver 1.1H).jpg
 

alice_gristle

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@Soulrender, I like this little village a lot! Can you make it so there's glowing light in the windows too? :kaoluv: Or this is more like a gloomy village?
 

Soulrender

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@alice_gristle
It's a gloomy village, inside the buildings there will be that feature like you said (as in all interiors I already have made for my game) :)
 
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