Game & Map Screenshots 3

Status
Not open for further replies.

Ethaion

Villager
Member
Joined
Aug 18, 2013
Messages
9
Reaction score
1
First Language
Finnish
Primarily Uses
@WNxTyr4el Trust me lol I thought It would be really hard, but it turned out to be actually quite easy :p look at some Tutorials for it I recommend using Photoshop CC or CS5.
 

atoms

Veteran
Veteran
Joined
May 31, 2013
Messages
539
Reaction score
332
First Language
English
Primarily Uses
RMMV

 

A simple RTP interior home, but something is off...? Any constructive criticism/advice would be appreciated, thanks!

Edit: Remapped this.

 
Last edited by a moderator:

Ethaion

Villager
Member
Joined
Aug 18, 2013
Messages
9
Reaction score
1
First Language
Finnish
Primarily Uses
@atoms405 The floor looks kinda too colorful for just a simple RTP home, I'd leave the kitchen floor as it is and everything else with a tile of your choice.
 
Last edited by a moderator:

Clord

Nya~
Veteran
Joined
Aug 5, 2012
Messages
2,358
Reaction score
385
Primarily Uses
@hian


Maybe your shadow is a bit overdone near the tree lines. Otherwise those maps look damn well made. :)
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
@WNxTyr4el Trust me lol I thought It would be really hard, but it turned out to be actually quite easy :p look at some Tutorials for it I recommend using Photoshop CC or CS5.
yeah, in time you might even find it as easy than normal one...

personally, I prefer making custom tilesets [uses "parallaxed" tiles] so that I can reuse them in multiple maps... though of course, the level of control is smaller than parallaxing the whole map... but at least, if you'll have multiple maps that will probably use the same idea and you want to save some file space, you can use  that one instead of parallaxing all maps...
 
Last edited by a moderator:

hian

Biggest Boss
Veteran
Joined
Feb 26, 2013
Messages
603
Reaction score
459
First Language
Norwegian
Primarily Uses
I know. The fact of the matter is that the shadows are there for a reason of gameplay and story, not to reflect accurate perspective. The shadows stretch outwards because these shadows aren't cast by light, they are the souls of dead people, and are there whether the sun shines or not.

This is made apparent throughout the game.
 

WNxTyr4el

Veteran
Veteran
Joined
Aug 10, 2013
Messages
322
Reaction score
15
First Language
English
Primarily Uses
@atom405: the floor in what I guess is the study is stone? I don't understand why there'd be a stone floor indoors. Same goes for the top right corner room. Other than that it looks good!
 

JayDee15

Veteran
Veteran
Joined
Mar 18, 2012
Messages
58
Reaction score
12
First Language
French
Primarily Uses
@Luchino_Chan:

On your first map, where does the water come from? Is your castle built under a waterfall? I see where it goes, though. But it doesn't answer my question.
 

Sonem

Villager
Member
Joined
Aug 26, 2013
Messages
29
Reaction score
5
Primarily Uses
The castle is inside of a mountain, mountains have springs, thats my guess.
 

atoms

Veteran
Veteran
Joined
May 31, 2013
Messages
539
Reaction score
332
First Language
English
Primarily Uses
RMMV
@Ethaion, WNxTyr4el Thanks for the feedback, much appreciated! I've reduced the number of colors for the map, and probably will still change the stone tiles to another if it'd come across as either more logical or mix in better.

@hian It's not my type of thing (personally), but I really like the ideas you came up with while designing the map, they are very unique and creative and you seem to have a lot of skills in that type of originality aspect. You did a good job coming up with the pattern in the center and the pillars around it.

I know you are aiming for something supernatural/a little spooky/out of the original with the shadows but in my opinion they still stand out as being a little too thick, but the idea of what you are aiming to do here is creative and, if I enjoyed this type of game, I still see it fine. I.e. It wouldn't put me off while playing.
 
Last edited by a moderator:

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
@atoms405
I remapped your map just for some practice and to get my mind off my coding problems right now. 



This is a combination of Celianna Tiles, Mats Tiles (Not Mack) and some of my own stuff.

I used events to produce some of the additional layers also.

btw I hate those RTP sideways stairs. So I changed that.
 
Last edited by a moderator:

atoms

Veteran
Veteran
Joined
May 31, 2013
Messages
539
Reaction score
332
First Language
English
Primarily Uses
RMMV
@ShinGamix Haha it does look similar but a completely different house at the same time. I like how you're removing the feeling of emptiness through adding a lot of detail. It looks a very comfortable house. I feel the stairway you've chosen looks good. The coloring however, while okay, I feel having the purple, blue, mucky yellow and brown all mix together is a little messy on my eyes. I don't feel those recolors are that good, perhaps using those same tiles but recoloring them to the type of colors you see in the RTP would improve it. I've looked at some of your previous maps and with the colors feel a similar way.

Edit: My eyes were focused on the colors, however while I said earlier I think it's good you have made the map full, looking at it again I have to agree with below comments. Maybe a little too much. I recommend removing the sofa & plants in the bottom center of the room, a few of the plants scattered around, and then taking 2-3 of the details in the kitchen out. I think that may do it.

On your previous map from the previous page, you have a lot of tile colors standing out (I.e. Violet Blue, Blue, Orange, Brown, Purple, Red, Grey) and I feel instead of adding to the map it's making it seem messy, for instance the sudden switch of colors in the top right corner feels out of place to me. The structure however looks tidy and I really like the idea you implemented of having that "Adventure" text around the bar. Perhaps try sticking to fewer tiles, or keep multi tiles but have less of a variance of different  colors?

@Gorlami In my opinion the perception from your map in the previous page is okay and the tiles look good.
 
Last edited by a moderator:

Chaos Avian

Abyssal Wing
Restaff
Joined
Jul 16, 2012
Messages
3,230
Reaction score
785
First Language
English
Primarily Uses
@Shingamix: How many people are living in that house? I think there's far too much things cluttering the floor... especially chairs :/
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
@Shin - the wall on the lower right looks really weird with all those stuff...
 

Lorenze

Veteran
Veteran
Joined
Mar 17, 2012
Messages
826
Reaction score
545
First Language
English
Primarily Uses
RMMV
@Shin: Yeah, I agree with what everyone else said. It's fine to leave a wall bare. Right now, it just looks super

cluttered and all over the place to where I think the person living there is a hoarder. I also don't think

that fifteen chairs/sofas need to be there, especially since most of em are closely packed together. :p

I've got some stuff. :D



A section of a forest, right near the entrance.



Testing the item section. Ignore the "Gold" bar, but what do you think of the Item HUD (with the S)?



Just a small map made out of boredom. I don't think the sprite matches with the tiles, though. :/
 

ShinGamix

DS Style 4Ever!
Veteran
Joined
Mar 18, 2012
Messages
3,905
Reaction score
451
First Language
April Fools
Primarily Uses
N/A
I was just trying to take my mind off scripting...but I never did get that to work anyways..

That scene/map was fun to mess around with though and yes it did need a yard sale.

@Chaos Avain

1 person 12 dogs 72 cats and a couple of mice...LOL
 

WNxTyr4el

Veteran
Veteran
Joined
Aug 10, 2013
Messages
322
Reaction score
15
First Language
English
Primarily Uses
Just something I threw together real quick this morning for my new game.

 
Last edited by a moderator:

Dfreeman321

Veteran
Veteran
Joined
Jul 30, 2013
Messages
32
Reaction score
1
First Language
English
Primarily Uses
Trying to get some opinions on this map I made for my game "Defiance." The shadow from the tower is supposed to be huge and overbearing, yes. I wasn't sure if I got the shape right though. Let me know what you think?

@WNxTyr4el, I would try and make some shape into the top forest wall so it doesn't feel so flat. Also, shift click the water so it runs into the bottom wall so the water doesn't look like it just ends abruptly

The poor and severely oppressed town of Glowlight:

Glowlight.png
 
Last edited by a moderator:

WNxTyr4el

Veteran
Veteran
Joined
Aug 10, 2013
Messages
322
Reaction score
15
First Language
English
Primarily Uses
@Dfreeman321 thanks for the input!  I'll do that right now and edit this post with a screenshot.  That town looks awesome!  Very huge...castle?  Looks great!  What tiles are those?

 
Last edited by a moderator:
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

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.

Forum statistics

Threads
106,040
Messages
1,018,476
Members
137,824
Latest member
dobratemporal
Top