brawlers

its a brawlers world
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small test for constructing a ps1-inspired pre-rendered environment + custom flip phone menu. lots of events to put in the scene, but the base is there! this is just the proof-of-concept. Now that I got a workflow down, I am excited to build it out even more.
(song is placeholder btw)
 

Lord_Bluffkin

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small test for constructing a ps1-inspired pre-rendered environment + custom flip phone menu. lots of events to put in the scene, but the base is there! this is just the proof-of-concept. Now that I got a workflow down, I am excited to build it out even more.
(song is placeholder btw)
Incredible work.
 

Iron_Brew

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small test for constructing a ps1-inspired pre-rendered environment + custom flip phone menu. lots of events to put in the scene, but the base is there! this is just the proof-of-concept. Now that I got a workflow down, I am excited to build it out even more.
(song is placeholder btw)
This looks incredible!
 

Kes

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@Pots Talos The two statues in the front area are very nice, but you have a fundamental problem with them. They are demonstrably going to be crashing through the ceiling as they are far taller than your walls.

I can accept fire/lava breaking through the floor. I question, however, having it come through the walls in 2 places as there is no indication of where it could have come from - certainly not from within the thin area behind the walls.
 

Ninjakillzu

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I've been redoing all my food and drinks to make them useful until max level. Plus, I've added new vending machines around that sells a bunch of new stuff, including food, drinks/alcohol, and "soft" legal drugs (I still need another vending machine idea). These machines have different inventories from one another and have varying inventory levels.

Screenshot (163).png
Screenshot (164).png
Screenshot (166).png
 
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Kes

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@Lycanimuss Overall I like the map a lot. Good ambiance, nice variety of objects though maybe the lighting is a touch dark for some monitors.

I do, however, have one query relating to what I think is a tent on the left side. I think it's a bit too hemmed in by trees. I can't work out how they even got it erected with those trees at the front being so close. From a security perspective an adventurer would want a bit of clear space in front of the entrance so that they can be sure that no wild beast or other nastie is hiding there. Maybe move/remove the tree on the right of the entrance?
 

RivalRamen_Games

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Okay... So, I have basically a hugely bare map that's supposed to be the overworld... And tons of other maps that I'm working on. Question... Where do I put them??
(Note of scale: 1 tile area (1*1) in Overworld = 625 (25*25) Tiles area on the specific area's map. How does this scale sound? Be honest... I can take it! :kaopride:)
 

fop

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I am here for more advice, friends! So, I have this map. It's only one map of a larger area of abandoned mines (picture like a diamond mine, where it spirals down to the bottom). My problem is, I have no idea how to do the lighting in this map. How do I shadow it...?

I've mentioned before that I'm bad with the uhh logic behind shadows and light... anyone able to offer any advice?

halfsize.png

A link to the fullsize image.

And here we are in game:
ingame.PNG
 

Weremole

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I think it looks just fine as it is. There's aleady a lot of texture, it's well placed and you cleary understand where you can walk and where you can't. That said, the easiest first step into shadows is picking a direction where the light is coming from. Thankfully the graphics you've used have done it for you ~ and then draw the shadows in the opposite direction.
 

Kes

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@Weremole One thing to be alert to is how the light is shown on objects. For example, the graphic for the metal shelter in your second image clearly depicts the light falling directly on it from above. If, however, your light source is to the side then you will have to edit that so that your whole map is consistent. So also with other objects you've used.
 
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Esoloist

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The office where you will prep for your missions! Be sure to prepare well coz resources are limited.
 

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Neonzumi

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Here are some shots of the starting areas of chapter 2 of my game: Cheddar Con Carne - Prelude to Whimsicality. Think of it as the calm before the strangeness.Cheddar Con Carne - Prelude to Whimsicality 9_25_2022 7_46_53 AM.pngCheddar Con Carne - Prelude to Whimsicality 9_26_2022 7_43_21 PM.pngCheddar Con Carne - Prelude to Whimsicality 9_26_2022 7_43_37 PM.pngCheddar Con Carne - Prelude to Whimsicality 9_26_2022 7_43_04 PM.png
 

Eden019

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The snow city in my game, and it's gonna be the final city in my game,
(I wonder why most of RPG games have mostly snowy areas as a late game area, lol.)


Map197.png
 

Kes

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@Eden019 You have a recurring problem with the backs of your houses. Logically, if you are to maintain the illusion of depth to the houses, the back of the roof must have the same amount of space as the front. Unless the roofs are completely vertical at the back it is not physically possible for that market stall to be so close to the Inn or to the house top right. The same with trees and lamp posts behind other houses.
 

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