Game & Map Screenshots 3

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hian

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So almost finished with the intro forest section.

This is the last map of the forest where the intro will climax.

Another couple of weeks and maybe I'll have my demo ready.



Oh, and the lights are part of q fog effect, so they are animated.
 
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JayDee15

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@Hian:

While I really am intrigued by your style, I cannot help but notice that your shadow is way too black. In truth, if you pay close attention to real-life (as a reference), no shadow is ever black--close to, at most; but never so. That is because of what is called "bounce light," which is essentially light reflecting on the ground back into an object. You can achieve that by giving more transparency to your shadow (lower the opacity), I believe. Good job on the map, though. I really like the almost oil paint look of your maps. :)
 

hian

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@Hian:

While I really am intrigued by your style, I cannot help but notice that your shadow is way too black. In truth, if you pay close attention to real-life (as a reference), no shadow is ever black--close to, at most; but never so. That is because of what is called "bounce light," which is essentially light reflecting on the ground back into an object. You can achieve that by giving more transparency to your shadow (lower the opacity), I believe. Good job on the map, though. I really like the almost oil paint look of your maps. :)
I know, but it's intentional. Firstly because of a rather important plot point, and secondly, because you hide in them. Most shadows in non stealth segments won't follow this pattern to this degree.

Thanks for the feedback and compliments in any case.
 
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Ok, I need some advice. I'm remaking my game Slime Quest and I can't decide which of the tile sets to use for it. I will be using the standard ace sprites for the moment. I would just liketo know which base looks more swampy, and which looks the most interesting before I start to add the details.







I'm leaning towards the ds one but the xp hold potential as well... Any help would be appreciated. Thanks!
 
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Lustermx

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I'm liking the Ace one, although the DS one also looks nice. It's very interesting to see the same map using different tile styles.

With the ace one, it could look better with some shift clicking around the edges, which as it stands may be a little off putting.

The XP one has a very nice dullish look which is what I think a swamp map should capture.

The DS one however lacks any kind of swampiness imo, but the logs as bridges is a nice touch.
 
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Thanks for the input... I wonder if I could combine the xp and ds sets somehow... Personally for me the ace one makes me go "blah" because there's no a whole lot that can be done with it... For me at least. Lol
 

Chaos Avian

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I would suggest editing the tiles as well. Maybe dampen the hue/ saturation and what-not, and maybe mixing the tiles. Could get some really nice effects.
 

Kes

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If you only wanted to use one tile set, then I think the 2nd one is by far the best.
 
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Ok, so I've used the xp ground tiles, combined the xp swamp with the ace swamp so it will be animated, used the ds rock walls and mini hill things. I think it looks rather good. Still some bits to fix us, but for the most part pretty decent. What do you think?


 
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So I changed my game's logo. Whether this is a temporary change or not is undecided, but I wanted a logo that fit the game's color theme, which is black + red.


Also, this in an interior of an inn I whipped up. It's the ground floor of the inn, with an area for travellers and such to sit and relax, with the stairs to the left going up to the rooms. I'm by no means great at mapping, but is there any critique or advice that could be given?

 
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Zalerinian

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@McTricky - Maybe it's just this one frame (I'm not sure if it's animated or not), but I find the name more difficult to read that it should, because of the way you have it filled in with the faded border. It looks very nice otherwise, but that's just my opinion on it.

For me, it was difficult reading the second 'a', I wasn't sure if it was an 'o', and the horizontal line in the 'e' is hard to see, making it look a bit like an 'o' as well.
 
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Quigon

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@Mctricky - I think the title would look a lot better without the map as a background. It just looks to cluttered.
 

McTricky

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@McTricky - Maybe it's just this one frame (I'm not sure if it's animated or not), but I find the name more difficult to read that it should, because of the way you have it filled in with the faded border. It looks very nice otherwise, but that's just my opinion on it.

For me, it was difficult reading the second 'a', I wasn't sure if it was an 'o', and the horizontal line in the 'e' is hard to see, making it look a bit like an 'o' as well.
It is animated, and I do realize the particles are all jumbled up near the title at this frame, annoyingly. But I see your difficulties at reading the title and see about changing fonts/colors.

@Mctricky - I think the title would look a lot better without the map as a background. It just looks to cluttered.
I wanted to have this particular map as the background for the demo only as this is where the big finale (of said demo) takes place. This is what it looked like previously, with the previous logo.

 

Quigon

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The new one's definitely better!

I dunno though, it just looks a little dark. What would be quite nice and dramatic would be to skip the title scene, load up that map and perhaps have a little animation or two playing, whatever, fade to black and then show the logo there - idk. Just my opinion, haha.
 

Carillon Nightmares

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A map that I made just for fun. It's not meant for actual gameplay. I got bored this afternoon and went crazy flowerific.

Cottage Garden.png
 
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RaZzi

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Hello all. Just got RPG Maker VX Ace from Steams summer sale. Fooled around last night and came up with two maps. I think Parallaxing is the proper way to do things don't you agree? The first one is just part of some forest with Celiannas tileset, 50x50(1600x1600) size with over 700 layers. The second one is enhanced Tree House area within the same forest. The Tree House map is far too big since it's surrounded by forest so there really is no need to have that map that big. Going to fix that. 

https://dl.dropboxusercontent.com/u/102123234/mappi1%20copy2.jpg

https://dl.dropboxusercontent.com/u/102123234/treehouse%20copy.jpg

Off-topic:

What is the basic size of RPG Maker map? What is the biggest map you can make without making the game clutter? And does anyone need any help with their projects? Since the Indie boom is going on and "To The Moon" making way for RPG Maker made games I was wondering to make something commercial with this. Since working alone using parallax takes way too much time working in a group sounds like a good idea.
 
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Milennin

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The latest revision of  Sayako 's game menu.


It features the latest version of the in-game portraits too.


Thanks for all the tips Scinaya!
Well, the art is certainly nice, but the menu itself looks kinda boring, I don't like the font. Also, there's no way to check on the character's skills or equipment? And what does File do anyway?
 

Kes

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@RaZzi

Nice layout, but personally I'm not too keen on mixing the blue-hued tree in with the rest.  It looks odd to my eye.  I don't know how many parallax maps you intend to use, but assuming an average length game you are going to need a lot, and this is going to bump up the file size of the game a lot.  Just something to keep in mind.

I strongly recommend you to start a separate thread in the correct forum if you want to recruit a team.  (1) The people who might be interested aren't necessarily looking at this thread and (2) it would be a shame if this thread, which has a very specific focus, got de-railed onto other things.
 

Elements

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Well, the art is certainly nice, but the menu itself looks kinda boring, I don't like the font. Also, there's no way to check on the character's skills or equipment? And what does File do anyway?
Sayako is a plot driven horror-Survival game, the menu has exactly what it needs, along the clean feel EE and I prefer~

The lack of "Equipment"/Skills however, doesn't mean all you'll do is explore around.

In terms of gamplay, it is a faster paced experience somewhat similar to clock tower, if you're familiar with the franchise.





These maps haven't been darkened the way they'll actually be in-game. (though, people can get an idea from this screenshot taken from an ancient build).



We've moved on from Khaz's buggy light script since then.
 
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