Game & Map Screenshots 3

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Jarrad

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@StoryMan

It looks a bit bare. Add some tall grass and some more plant life.

The pond looks a little squarish to me but it's alright.
 

Choco-Elliot Wyvern

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@StoryMan Along with Jarrad's comment I would say put water lilies or something in the water to make it not seem so empty and add another tree or two ;)

Haven't parallaxed in a very long while and I've been practising since I might want to make my current project full parallax =/ So this was just a random map I made, would love some feedback...



And I also made a new map for my side project :p

 
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Sievnn

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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.
Thanks so much I am going to comment on your game as well.

Their is also a feature to change window skin.
 

Quigon

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Hooray for dark alleys!



(I just realized that car has no way of getting in there, will need to change that xD)
 
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Sievnn

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Hooray for dark alleys!



(I just realized that car has no way of getting in there, will need to change that xD)
Gorgeous.

New video of my game (this time its a cut scene)? opinions ?
 

PixelLuchi

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@Storyman: I'd vary up the cliffs at the bottom of your map. Right now, they're too straight and nothing is ever in a perfectly straight line in nature. I'd also widen up the waterfall by another 2  spaces. A trickle issuing from a pond/lake of that size doesn't look natural. And throw in some trees as well. Cliffs are never that bare.

@Choco: You may want to tone down the amount of trees there in that first screenshot. All that greenery is a mite distracting, tbh. If you want to keep the trees, then break it up with some patches of dirt and flora in between. Right now, it looks like one huge clump.

@Sievnn: I would honestly just do away with the whole psudeo-3D look...
 

Sievnn

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@Sievnn: I would honestly just do away with the whole psudeo-3D look...
You could always chose map view (from the options) if you want (You can chose between forward view and map view)

by the way its not 3D its forward view (angle change).

Either way I don't see what is wrong with forward view?
 
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It's cool to see some other people's use of the new horror pack. I like your idea but my only criticism is that the radiator seems very out of place. It doesn't seem like it would be able to work there.
 

seita

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@Big T  That's true actually. For a padded room, there's quite a lot of stuff you could potentially kill yourself with. Glass, metal framed bed, a radiator with those damned sharp edges. Then again, it's really a limitation of the tileset. Is there a bed without a metal frame?

@Sievnn

There's nothing wrong with Mode 7 in moderation. I don't think it works well when used for the whole game. Plus, when you give yourself two options on how to play the game by changing views, you limit yourself to a mapping style that looks 'okay' on both of them instead of focusing on one and making it look fantastic. This concept applies to the two different battle systems, and this really isn't the first time I've seen the same criticism. Nonetheless, you've already gotten this far with the game, so I don't think we can really change your mind.

I think the best thing for you to do is work on what seems like lag, and make it enjoyable enough that people won't care how mediocre it looks.
 

TengHu

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@Gorlami

I love that alley! Just looks so ambient. Perfect. :D

@Sievnn

That 3D effect is col. I always wondered: Are you using a custom script or is that a Mode7 script for ACE?

@MBigT

That game looks interesting. If I had to guess, I'd say psychological horror? Maybe add a bit more stuff in that room. Possibly cracks on the walls or paper laying around. 

Here's a pic of CyberDrive's not-so new HUD.



A little insight on the HUD:



  • There is no EXP bar. EXP is given after every mission.

  • Testing the view distance for the minimap (RADAR) on the upper right since I scaled it down 20%. Also it's showing the different types of events on the map. NPCs, items, enemies, and main characters.

  • At the bottom left are the hot keys and your currently equipped weapon. Weapon Cycling is a new feature in the game. I am currently working on quick menus for Actions, Skills, and Items.

  • The Charge bar is used for delayed attacks. Actions, items, and skills have their own Charge bar underneath their icons when activated.

 
 
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Carillon Nightmares

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I was working on this a huge chunk of the afternoon, mostly because I had to put an entire tileset together and get permission that I didn't need in the first place. :( What are your thoughts? (I think the screen may be a bit dark, but that's Ace's fault for tinting the screen with rain).
 

Mimironi

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@Rimmintine

I think the darkness is alright, because there's a storm out, and one of the characters says "there's a dark cloud above us".
 

Sievnn

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@Sievnn

There's nothing wrong with Mode 7 in moderation. I don't think it works well when used for the whole game. Plus, when you give yourself two options on how to play the game by changing views, you limit yourself to a mapping style that looks 'okay' on both of them instead of focusing on one and making it look fantastic. This concept applies to the two different battle systems, and this really isn't the first time I've seen the same criticism. Nonetheless, you've already gotten this far with the game, so I don't think we can really change your mind.

I think the best thing for you to do is work on what seems like lag, and make it enjoyable enough that people won't care how mediocre it looks.
Forward view is media core ?  how? by changing the angle the game automatically becomes mediacore?

@Sievnn

That 3D effect is col. I always wondered: Are you using a custom script or is that a Mode7 script for ACE?
That is Mode7.

I love your Hud by the way.
 
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Chrome

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@Sievnn: Changing the view by it self does not make it mediocre (although it is ugly because  characters are all blown up and all pixelly.) What he was saying is the game is mediocre because you didn't map the game specifically for Mode7 and you did not map specifically for Default view. So whatever view you are in the game will look like S&%T. (mediocre was such a sugarcoated word to be honest)

If you are so set in making a side view game, I would suggest parallax mapping a side view map, or use some kind of side view tile set, it will get rid of the lag and make the game look beautiful. However, it will take a lot of time and effort. This game for example mixes side view with default view. 

http://rpgmaker.net/games/4212/images/35289/

Another option that is much easier is to just use Mode7 on certain mini games or something. And use it on the world map when you are flying an airship. But the main game itself just use default view because that is the view that the sprites and tiles were made for. My 2 cents, even though you seem really set on keeping it an option for players.

About the cut scene. For the longest time it was two characters staring at each other on a boat and reading text.....because we are in this medium, we cannot rely on text to tell a story, and every word needs to have a purpose and is important because we can not afford that many words. Also add movements and animation? or some kind of balloon pops.

@ Rim: Video does not work

@ Rgangsta: Nice and simple, but I do not like how the W is below Q and E, because what is below and between Q and E like that is S. 
 

Sievnn

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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.



Looks Great visually and in eventing way.

I wonder if it has a story thought.

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)
It looks good but if this is the town then it should include more houses, don't you think?

and unless you don't use tall characters, you don't have to use tall buildings/tall doors/

But I like its inference.

NEW Side View-Game play of The Prince's Tale featuring new features as well! please let me know your opinions :
 
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amicable

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sievnn, i'm really not sure what that has to do with game map screenshots :\
there was like 0.3 seconds of yet another completely barren uninteresting map in that video, but that's about it
 

Tuomo L

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@Big T  That's true actually. For a padded room, there's quite a lot of stuff you could potentially kill yourself with. Glass, metal framed bed, a radiator with those damned sharp edges. Then again, it's really a limitation of the tileset. Is there a bed without a metal frame?
The mirror is one of those mirrors that are used in interrogation rooms and such where there are people behind it observing. It's very tough and there's no way she would be able to break it.

There isn't a bed without a metal frame, only a filthy mattress. I didn't want to put that. The tileset is VERY limited, almost all the complaints go towards the person who made it. Then again it's like they're all from like 1960's or so where patient safety wasn't top priority. 
 

PixelLuchi

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Just prototyping for my next game...

 

amicable

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hnng, don't break my heart with fire emblem graphics unless you're actually going to make a battle system like it (please please pretty please say you are)
 
 
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