Game & Map Screenshots 3

Status
Not open for further replies.

Doobles

That guy...
Veteran
Joined
Mar 10, 2013
Messages
237
Reaction score
28
First Language
English
Primarily Uses
RMVXA
]
A new cave tileset I've been working on.  The holes aren't seeming to align like I want them to, but it looks pretty damn good in the game.
 
Last edited by a moderator:

amicable

Veteran
Veteran
Joined
Nov 1, 2012
Messages
271
Reaction score
18
Primarily Uses
that is uh, one heck of a headache inducing map view.
 

McP

Veteran
Veteran
Joined
Mar 16, 2012
Messages
98
Reaction score
36
Primarily Uses
Just want to share my first game screenshoots. :p

very simple, right? haha.



 

Clord

Nya~
Veteran
Joined
Aug 5, 2012
Messages
2,358
Reaction score
385
Primarily Uses
For something so simple, that stuff looks kind of stylish. Still yeah, you probably want to make a proper balcony for those character to stand on.
 

Zack Phoenix

Artist
Veteran
Joined
Jun 12, 2013
Messages
187
Reaction score
26
First Language
German
Primarily Uses
RMMV
@ McP: I'm wondering what language they are speaking in.

@ Doobles: I would change some of the very straight walls, they look too man-made. Also, you may need tiles for the ends of the walls :) rounded or something.

today I finished the room of the main character:

 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
@pxlgraphic: your bathroom looks way too big. I can understand it may belong to a very large house or mansion but there should some functionality to the the large space on the bottom left instead of just being empty. Those are the new Lovecraftian type tiles and such, right? They look nice!

@Doobles: I think you should make the cave less square-ish. It seems far too blocky to be a natural cave. The tiles do look nice though. I would suggest adding a bit more contrast to the edges BC they seem to run together a bit on the parts of the walls that stick out from each other (hope that makes sense).

@Sievnn: Very interesting map layout. It looks visually appealing but at the same time it seems to be a bit tricky to line up side-to-side components (I noticed whoever was playing in the video had that problem). It may work to edit the tiles that do line up across spaces and such to have some kind of indicator or marking on them. Also, some way to better recognize which tiles the floating enemies line up with would also help things out. It's a very creative way of doing the mapping though!

@McP: On the first map, it seems to be lacking variation on the ground and the walls. On the second map I suggest adding some variation to the floor tiles like maybe different tiles in the middle or the outside of the floor BC the ones you use make my eyes hurt :D

@Zack Phoenix: I like the rooms layout and size, it works! The light effect from the window is also very pretty. However, some of the knick-knack type things around the room stick out because of their bright colors (like the box on the shelf above the bed and the picture frames by the window) and should probably be burnt/darkened a bit. Overall it's a very pretty map.
 

Doobles

That guy...
Veteran
Joined
Mar 10, 2013
Messages
237
Reaction score
28
First Language
English
Primarily Uses
RMVXA
@ Doobles: I would change some of the very straight walls, they look too man-made. Also, you may need tiles for the ends of the walls :) rounded or something.
@Doobles: I think you should make the cave less square-ish. It seems far too blocky to be a natural cave. The tiles do look nice though. I would suggest adding a bit more contrast to the edges BC they seem to run together a bit on the parts of the walls that stick out from each other (hope that makes sense).
Advice taken, and the tileset does look a lot better for it.  Thanks for the feedback!

 

Zack Phoenix

Artist
Veteran
Joined
Jun 12, 2013
Messages
187
Reaction score
26
First Language
German
Primarily Uses
RMMV
@ Doobles: Looks much better now! The only thing that really bothers me now is the straight wall at the bottom and the fact that you still need rounded edges :)

@ HumanNinjaToo: I might try darkening those things with the parallax; maybe its because the walls are from a very darkened tileset, it makes the RTP-styled things look rather bright. ( even though I use a modified version of RTP anyway; darker with more contrast). Thanks for the feedback!
 
Last edited by a moderator:

Doobles

That guy...
Veteran
Joined
Mar 10, 2013
Messages
237
Reaction score
28
First Language
English
Primarily Uses
RMVXA
@Zack Phoenix

Rounded like this?

EDIT: I fixed it so the shadows line up on the right.

@Anime Girl

The mapping looks nice, however there are spots around, especially on the floor, that look like they are lit up, but there is no apparent light source giving reason as to why.  If I had a criticism that'd be it.
 
Last edited by a moderator:

Anime Girl

Beginner Artist (I'm here to storm the world) :D
Veteran
Joined
Nov 27, 2012
Messages
55
Reaction score
6
First Language
English, French
Primarily Uses
@Anime Girl

The mapping looks nice, however there are spots around, especially on the floor, that look like they are lit up, but there is no apparent light source giving reason as to why.  If I had a criticism that'd be it.
It's the Light from the windows that are not shown, and I will try to make it look more natural. Thx :D
 

Zack Phoenix

Artist
Veteran
Joined
Jun 12, 2013
Messages
187
Reaction score
26
First Language
German
Primarily Uses
RMMV
Doobles, yeah perfect :)   one thing you may add are different wall tiles so they dont look all the same. maybe one with a hole in it or one with some cracks. some variety in the cave would be great. from the intitial design though, it looks good as it is!
 
Last edited by a moderator:
Joined
Oct 16, 2012
Messages
421
Reaction score
11
First Language
English
Primarily Uses
@Zack Pheonix: Small but detailed, I like it.

@Human Ninja: Good point. It's on the smallest map setting but i guess i could make a lot of black space on the edges.
 

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
@Doobles: The changes you made have had a very nice effect! The cave is looking much better. I have to agree with Zack Phoenix though, there needs to be some variation in the walls and floor. You could try adding cracks, holes, moss, mushrooms, pebbles, and pretty much all those other little things you may find in a cave.

@Jarrad: I like that you've used battlers to represent the characters in the battle. My only complaint is that they are facing the player and not the enemy. You may also want to decrease the size of the enemy wolf battlers to help with the effect of them being further back in the scenery BC they look awful big for wolves.

I added  a screenshot of a forest I'm working on...



It's a forest comprised of 20 maps. Each one has the same basic tree line around the edges. The grass and dirt patterns vary a bit in each map as well as the location of rocks, tree trunkcs and the plants that you see glittering (those are part of the alchemy/harvesting system). The shade picture and the light effect also stay the same in each forest map.There is an entrance/exit on each of the four sides and it basically works like a 4x4 grid with all the maps connecting (except for the two entrances/exits that actually take you in and out of the forest). One of the forest maps has a pond in it so they are not all exactly alike. I wanted to create an ambience and have the player feel like they could get lost if not paying attention to where they are going (but since it's only 4x4 and the main exits have a post by them they probably wouldn't get lost for long) plus the first time through it, the actor will guide the way through text boxes BC they have to get somewhere.

Basically I'm just looking for opinions. To me it looks pretty good but outside perspective is can always help make things better.(Also, try to ignore the HUD... My game uses darker colors for most places and I know the bright edges of the HUD clashes a bit, I just haven't got around to darkening them yet.)

Thanks in advance for any constructive criticism!!! :D
 
Last edited by a moderator:

Jarrad

Broke College Student
Veteran
Joined
Mar 17, 2013
Messages
821
Reaction score
44
First Language
English
Primarily Uses
@HumanNinjaToo

Thanks for the input! The wolves have been resized and moved back. 

I cant turn around the battlers though, they aren't mine and I don't have the skills

to redo them. Also the point of the battlers is to show what they look like outside of faces

and sprites. 

I like your map, maybe add a bit more on the ground, like different types of bushes and some

flowers.
 

Carillon Nightmares

One-Man Operation
Veteran
Joined
Jul 9, 2012
Messages
423
Reaction score
50
First Language
English
Primarily Uses
Opening cutscene. Does this make any sense to any of you?

Edit: lol I wrote Ariar in one of the boxes.
 
Last edited by a moderator:

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
@Jarrad: I thought about adding more details (as far as maybe more flowers and some foilage) but I thought the player might confuse them with the alchemical ingredients that can be harvested (even though things that can be harvested have a glitter effect). It's definitely a thought though. I try adding some more things like that and see how it turns out! Thanks for taking the time to look at it!

@Rimmintine: I thought for sure the mother was going to say, "It's your birthday!" LOL. yeah, it makes sense to me. The mapping is very well done for what I saw. They must live in a forest BC everything is green :D
 

hian

Biggest Boss
Veteran
Joined
Feb 26, 2013
Messages
603
Reaction score
459
First Language
Norwegian
Primarily Uses
@Rimmintine:

Very nice. Fun to see my balloons in use as well - though dare I say you might be using them a tad much lol.

Somehow with the high movement speed, the ballons popping up all the time, makes the sequence feel stressed.

Maybe you should take a moment to consider the pacing of the scene.

There might be a plan here that I'm not seeing though, so it might not be an accurate criticism to make.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,034
Messages
1,018,447
Members
137,820
Latest member
georg09byron
Top