Ignoring the bare map behind it, what can I do to this menu to make it look more exciting? it just looks super boring right now, haha. There's really not much more information I need to convey on it, so I'm unsure what else to fill it up with. There'll be numbers next to the HUN/H20/SLP, but I have a feeling gauges might look better.
It's not meant to be fuzzy, it could just be the fog or something. It looks much better in-game.
Thanks for the comments. I'm aiming to open up a thread in project dev soon to show more of this game, just need to do abit more mapping and get some more sprites done. But considering I'm really slow at spriting, it could take awhile....
Ignoring the bare map behind it, what can I do to this menu to make it look more exciting? it just looks super boring right now, haha. There's really not much more information I need to convey on it, so I'm unsure what else to fill it up with. There'll be numbers next to the HUN/H20/SLP, but I have a feeling gauges might look better.
A real border would make it look nicer. It doesn't need to be anything fancy , just more than the 1 pixel border you currently have.
I probably would cut off the edges of the character art, and put a seperate border around it (yo dawg, I heard yo liek borders, so I put borders in yo borders).
Maybe do something about the font? I dunno... Why do you use a different font for the value digits of health (and don't know what the other 2 icons are meant to represent)?
Consider making the menu smaller? It has a lot of unused space in it, and it's quite large considering the little amount of information it displays.
I've been struggling with remaking the maps from my old game, but I tried my best to improve them. This is the town where the player starts. The left map is the first and older version and the right is the new one. I only have used the default tilesets for it, besides the ship.
You might want to think about colour/tone. You have a lot of grey tones which are very similar - the grey path, the quayside, the walls of 3 of the houses, even the flat roof, all very similar. This means it sort of blends into itself so that the eye just slides over it. Though I realise that the grey areas are not paths as such, not sure what they are meant to be. It can't be where the grass has worn away, because the dirt path indicates that it's not stone immediately below the surface. You might like to think about what it is meant to represent.
Bottom right house is very, very wide for only one door. It looks like it might be an apartment block, but then you'd have the door in the centre. You could try breaking up that facade in some way to give it a bit of visual interest.
Your grass is also monotone. Think about how you might introduce some colour variations there. Flower beds maybe, a bench for people to sit on, a public notice board, something just to break it up a bit. The 2 lamp posts by the steps down to the quayside are right on the very edge, they look like they are going to fall over it any second.
Thanks for the feedback^^ I tried to make it better now.
Since it's a rather poor port town, I didn't want to add too much. And you're right, the bottom right house is an apartment block^^
The grey ground didn't have an actual need. I just thought a port town should look more grey than green (as you can see in my first version) I also added some kind of market place. I hope it looks better now ^^°
Hi everyone. Today I have a new in-game screenshot. It's a war between The King's Army and Vortex Control Team. This scene is for my new project: Heroes RPG 2 - The Rage of Darktar.
Thank you sir! Copy and paste is legendary when creating tiles
@Gorlami
You could fill the HUD/Status Screen up with some little eye candy, kinda like this
Excuse the horrible back, I whipped it up in like 4 minutes. Think about the theme of your game, I tried to make it look like somewhat metal with rust and moss on it. The blue is just a little touch that I add to almost everything (I <3 blue ) But, I would suggest making it a bit smaller maybe. It the screen is too sparse, the player's eye may wander, or lose interest. I highly doubt that happening, but you never know. But, I do like the layout you have going with it, you definitely have a good start on it!
@Goat
Looking pretty good! I really like how you did the cliffs!
@BlackRose
If you're having trouble making the map look more detailed, then you may wish to size the map down. That way you can put in a lot more detail without the worry of tiles repeating (Like a weed right next to a weed, that kind of thing.) If you don't want to size the map down, then you can always add more structures to it as well! Of course, this isn't an in-game screen, so depending on the amount of NPC's you have, it could look just fine! But, you're improving the map a lot from the first one, so you're on the right track!
@Zor
It's about to go down! XD
Besides the door thing, I see nothing wrong with it. I would probably space out the actors a bit, just to break it up a bit.
I'm curious to see how that battle plays out 0_o
Well, I got some temple exterior tiles, and I'm creating a base for my sprites. Male base is done, and I'm working on the female base now.
He's walking, but I didn't screencap it at the right time, so I got a standing pose. T_T
that is much better, a lot more interesting visually. I'm glad you changed the type of flat roof. I have never been convinced by the style that you used in the earlier one - I just think that unless it is in a desert setting, a pale flat roof doesn't really work. But I know that I am probably in a minority on this one. I think I'd be a bit careful about how many lamp posts to put in.
I think once you've got some NPCs there, plus perhaps a dog or a cat, it will look even better. As it's a port you might like to think of putting in some white birds flying around which could look like they are sea gulls. There are some on the Mack sheet of birds (you can find it on one of granny's lists). In case you haven't used them before, set the priority 'Above character' and they will fly over the roofs, otherwise they only fly over passable tiles.
Ok, this is probably my 3rd or 4th parallax map ive done so far, but the first one ive done of its theme "Cabin in the Plains....."
I just wanna know, is it too messy? with the flowers and pebbles and stuff? Any, advise and critique would be appreciated, im still pretty new to parallax mapping....
Anyway, i used a mix of XP and VX tiles to make this.
Not bad. It does look abit plain with just randomly placed flowers. Try filling it up with trees and stuff. Maybe even a small pond just to break up all that space abit and make it look more interesting.
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.
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