Game & Map Screenshots 3

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Quigon

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@Phil - it's a modern day setting, so it can kinda slide. Yeah, I think it'd work better if the name window font was a little smaller as well.
 

Celianna

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@Gorlami: I find the face too large - that's the kind of size you'd use if it was a waist-up portrait, not a bust-up one. Shrink it down until their hair only peeks a little bit over the namebox.
 

WNxTyr4el

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@WNxTyr4el Not sure if by lightning effects you mean that forest shadow img, if so here's a link from where i got it http://www.majhost.com/gallery/B-CrayDragon/Tutorials/forestshade.png

@Chaos Avian Nope, none of which I used on this map were RTP from XP. The Ground, Flowers and the Water are all Hanzo Kimura's tilesets, the Trees however are by Benben :)
Hanzo's tiles look amaaaazing!  Too bad I have no idea how to use SwapXT :( .  Mack's look good too though.
 

Dr.Phil

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The mapping is subpar, I know but, I'm mostly looking for feedback on the tiles. 
 

Dr.Phil

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Good point. I'm working on the whole shadow thing. Anything else?
 

ShinGamix

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@Dr.Feel

Your Building needs shading too. and your choice in vegetation confuses me. Trees with no leaves and lights/bulbs blooms (I dunno) and then potted flowers? Might want to blend vegation together to complement your atmosphere and setting some.

Finally got all the features of the battle system done together!!



(yes player still floating will fix that asap)
 
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Kes

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Hanzo's tiles look amaaaazing!  Too bad I have no idea how to use SwapXT :( .  Mack's look good too though.
You don't need SwapXt.  That was required because of the limitations of VX.  As you are using Ace, you can put them on a normal B-E tile sheet or parallax, whichever you prefer.
 

Engr. Adiktuzmiko

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@ShinGamix - the battleback looks weird because of the way the lower pic was cut-off
 

Ethaion

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@WNxTyr4el I suggest you Parallax Map if you want to get the Trees all to fit in one place, and like ksjp17 said SwapXT is only useful in VX :)   Ace doesn't need it.
 

ShinGamix

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@adiktuzmiko it's an animated battleback so it's in mid motion but note taken.
 

Engr. Adiktuzmiko

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Oh, I see... would like to see that in action... XD
 

EvilEagles

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@DrPhil: In the first screenshot, the entire building looks as flat as paper. You might wanna adjust the colors of the roof and the walls like what Celianna said, and add shadows where appropriate. I have no idea what the entire right part is supposed to be. Remember, thinking in 3D is the key.
 
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ShinGamix

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@adiktuzmiko Will see it soon.

@Luchino Holy freakin Pheonix Downs!! 

and I was gonna show a inside shot but mine is nothing compared to Luchino's.

 

Quigon

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@Cel - yeah, I made it smaller -

Currently trying to figure out what to do about this elevator shaft. The background loops, by the way - it's not a very big map (though I could make it bigger) so there's not to much detail on the walls just yet. What I'm having trouble with is the darn elevator. I probably won't be using these tiles for it, just a quick mockup:



For me the perspective just seems really off, and I'm not sure what to do about it ;_; there's a video I saw of an XP game with the actual elevator being open at the back. Tried that and it didn't look particularly good, but I'm open to suggestions. Another reason the former's kinda've a bit iffy is because you actually climb down that central chain on to the elevator, and I imagine it would look hella weird. (also you're inside it when it's falling, Dory's just there because screenshot).
 

WNxTyr4el

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You don't need SwapXt.  That was required because of the limitations of VX.  As you are using Ace, you can put them on a normal B-E tile sheet or parallax, whichever you prefer.
Thanks for that!  I'll definitely be using them then!

@Ethaion - I don't know how to do that.  Nor am I any good with photo manipulation software.
 
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hian

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Been on a hiatus for a while, so not much in terms of progress.

Gameplay is still evolving, and I'm juggling a lot of different systems for the game so, it's pretty slow work.

Here are some screens of my latest map, the last part of my forest introduction scene, the final menu layout

and the first real "the plot thickens"-scene lol.

Fox, still doing what he does best, hiding in the grass =P



Menu layout minimized for a single actor(now just how to get this to work in battle as well...)



The plot thickens, Fox gets his "Witchlink", which allows him to tap into the powers of his Witch-lineage.



@Gorlami:

You might consider making the elevator in a complete 2D perspective(think side-scrollers like Megaman, and loose the perspective that allows you to see rooftops etc) just for that scene. That might clash slightly with the rest of the game however.

I'd consider just making the roof section a bit smaller.

Alternatively, you'll have to find some way to reflect the same perspective unto your background, the elevator shaft.

How to do that however, I'd have to think some more about.

EDIT:

Never mind, I just noticed. Your elevator isn't connected.

The wires that pull the elevator up and down, aren't connected to the roof of the elevator.

If you added some sort of contraption on the top of the elevator, and had the wires, not on the tiles, but extending out from the elevator itself, that would do wonders for the perspective me thinks.
 
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Sharm

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Gorlami:  You just need to make the sides much darker than the top, the perspective is fine.
 

Doobles

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@hian

I feel you are trying to do too much with your shadows.  On the trees on the lower parts of your pictures, the shadows are overlaying the tops of the trees, and I feel you're trying to add another dimension of shadowing that doesn't make sense to the perspective RPG Maker offers, if that makes sense.
 
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