Game & Map Screenshots 3

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amicable

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gotta agree with hian on the pacing, rimmintine. try using the wait function a bit? especially when she's trying to remember the special thing today (give her time to 'think'), and maybe when she's just gotten out of bed and is still half asleep you can slow her down a bit, rather than have her zoom over to her mom.
 

Choco-Elliot Wyvern

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@Vanitas

Looks awesome :D Did you do the art? Only thing that's weird for me are those squares at the sides of the text box, does it have a use?

Modern maps >.< Kill me o_O Showing the way messages appear and the map itself ^^



Side project I started ages ago XD
 
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HumanNinjaToo

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@Vanitas: That's very nice looking artwork! Those boxes on the left of the text box do look a bit odd though.

@Choco-Elliot Wyvern: The map looks good. I like the dirty laundry everywhere, it reminds me a bit of my own room :D   The text box border looks really nice and the placement of the face box and name box really work! However, it seems like the beam seperating the bathroom from the bedroom should go all the way down to the other side instead of leaving the open space. Also, the mouse hole (at least I thinks that's what that is) doesn't seem to fit BC the rest of the rooms look nice, like the place is well taken care of.
 

StrawberrySmiles

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I really like that map, Choco!


I'm basically messing around. I want to add a sunbeam type effect to this map to show that it's seeping through and that's how the trees grow. This doesn't belong to a project, but is basically mapping practice/fun.


 

Choco-Elliot Wyvern

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The map itself looks pretty nice ^^ The only way I think that effect can be accomplished is with a sun beam picture, but maybe make it smaller and move it around to make it look like it's touching the trees ;)
 

Carillon Nightmares

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You have no idea how long it took for me to do this.... =P

It's the first minute of the game.
 

Vanitas

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Yep, I did the portrait. He blinks while he's waiting for your answer, too. The background is from a Type Moon game iirc.

The boxes are part of the windowskin's decor so it's not just flat grey; it'll be incorporated into the choice boxes and menus as well. The choices seen here are from the demo Galv provided with his VN-styled choice layout.

@Strawberrii: if you want the picture image to stay in one position on the map (especially if it's a map larger than 17x13) I'd suggest looking into Modern_Algebra's scripts. He has a Animated Pictures and a Fix picture to map, which allows you to have a animated lightmap. If it's not bigger than 17x13 you should be ok without the fixed picture.
 

HumanNinjaToo

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@strawberrii: If you're wanting a good fixed picture script, try the one by Seer UK & OriginalWij. It works with any size of map. All you have to do is put [FIXED] in front of the pics name. Doesn't get much easier than that. I'd provide a link but the only place I know to get it is rpgmakervxace.com and their site has been down for the past few days. Also, you might try using a light effects script. I use the one by Khas and it's pretty easy to get use to. You just create a graphic of what you want the light to look like, then use an event with a comment to call it, and another event to darken the screen a bit so the light will show up.
 

Jomarcenter

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Here is the updated version of the map of that dungeon that I uploaded before:

 

Sievnn

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@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!
- added zoom in and zoom out option




(I would like to notice this game contains already the following features :

- Chose between Map and forward view

- Chose between Action battle system and Side View battle system

Let me know what you think of the new video.
 

Quigon

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Fun fact, public restrooms suck.



Is Mack size too big? (obvs a placeholder sprite)
 
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C-C-C-Cashmere

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@Gorlami

I think Mack suits the dimensions of the place. It looks like he could actually urinate in that urinal, and his organ would be at bowl height, if you know what I mean. I wouldn't be able to know for sure, unless you showed a screenshot of your character against the wall. But it seems to be in correct proportions.
Besides, can you add playing as Monopoly dude as DLC? He's cute.
@Sievnn

That zoom in/out function is good. Although I'd say your cursor needs to be more obvious, and the victory aftermath doesn't fit the screen. You've probably enlarged it to 640x480 resolution, but the aftermath script is still adjusting to 544x417. This is also evident in the transition into battle, when only a portion of the screen waves, but the rest of it stays still. Also, for the enemy HP bars, I'd bring their y-value in closer to the monster, so you can tell which monster each HP bar relates to.
I seemed to like it in your other video/image when the HUD window was transparent, too. That way, you can see what's going on in the fringes of your view. I don't like the way the HUD blocks everything. I know that you like people to customise their settings, but try to make the default settings the best possible, since quite a few people won't mess with the settings at all (there's quite a few of them). The only thing other than that might be the excessive information overload that I'm receiving when I look at your HUD. Simplifying it might do wonders. Otherwise, it's a wonderfully scripted battle system that is really cool and I like the lo


ok of it.
@jomarcenter

Looks good! You should add some elements though in the long passages, to make it interesting. Things like water features, stalactites, stalagmites, anything to make it look pretty and not default.
@Rimmintine

That looks gorgeous. Keep going. I'd like to see some gameplay ;) And what the sound is (lol)
@Strawberii

Very exotic-looking! The only thing is, those mushrooms (esp. the large ones) look a bit out of place. I don't know, might be the outlining.
@Choco-Elliot

I like the style. I don't like those bauble things on the windowskin though. They look a little bit gross (sorry lol). And the window's kinda blocking all your lovely mapping :p
@Vanitas

Very cool, I like visual novels ;) Will the entire thing be a visual-novel? Or will there be RPG elements too?
Here's my new game. A little sneak-peek at a dungeon crawler where economy of items is important, and stealth is key ;) . I present: Descend.
 

Jomarcenter

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I'm not sure if it good or not but here another one that I started to work on.

I'm not good in outside mapping as of now, Please comment on how do I improved. (If any)
 

Clord

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Well for starters, if you add more flora on that map, it would look way better after that and you should avoid rectangle shapes when it comes to forests and ponds. Your town square looks good but maybe change the tiling a bit.
 
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HumanNinjaToo

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@Jomarcenter: Not to bad. The only parts that stick out to me are the 'square-ness' of the forest parts, the fence at the bottome left, and the size ration difference between the doors and the windows. If you're using the 32x32 sprites, you really don't need such large doors. Also, you may want to consider the size of the houses in relation to the 32x32 character. They all look like 3 or more story houses. The town square is nice but, like Clord suggested, I'd use different tiles for the ground. Those don't really blend well with the grass tiles.

@thatbennyguy: Video looks good. It looks as if it'd be fun to play! Are the enemies one-shotting the player of the video? It looks like it'd be annoying to have to start from the beginning everytime you die. Are there any checkpoints in the dungeon? If not, it would be a nice add-in.
 

Kes

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@Jomarcenter

The top 2 houses are literally hanging over the edge of the cliffs (and your shadows take away any sense of depth as they continue up as if they were falling onto ground).  I'd move them down a bit.  I personally am not a fan of having windows slam up against the edge of the roof (next row down), at least when they are the only windows.  Houses don't work like that, their windows are in the middle of the floor height.  I would also add some details to the large expanse of cliffs to try and give them some variation e.g. cracks, plants, tiny ledges, anything.
 

Chrome

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@jom: you should just use the default sample maps.

@seivnn: so the main feature of your game is having the player choose what HUD, battle, map view he wants to play in? it seems like that is what you are most proud of. You are focusing on things that will not make your game better. Like I said, if a player want to play abs they will play an abs not this.

Your maps are worst then sample maps, battles are vanilla. So there is already two things you should work on. Don't be wasting your time making another battle veiw....or more options. As a developer you should make what is best for the player.

Just a heads up. People that does not know about mode7 will play in that veiw for 20 min and that's it. No one is gonna play mode7, it's ugly, it makes abs harder, and its laggy as hell.

I know I sound like an ass but I'm just trying to help. But trust me, eventually your just gonna scrap this project or finish it and it becomes one of those games where no one cares about.

@thatbennyguy: common events........
 

Ocedic

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@Krsty, I really love the layout of your visual novel. You use screen real estate very well without making the screen look cluttered.
 

Meraki

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A small chunk of a larger map. Suggestions for improvement? And yes, those are XP tiles in VXA :)
 
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