Game & Map Screenshots 3

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WNxTyr4el

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Yeah, I fixed the other lake too.  I'm SO BAD with making indoor maps and walls.  I can't figure out how that indoor wall was made :( .  Every time I draw it, it makes this weird border around the wall.



And finally got Victor's Fog script working with this image.  How does it look?  Also, for whatever reason...I can't achieve Luchino Chan's lighting types.  They don't look the same as their's...even tho my numbers may be the same (they aren't in this picture)

 
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Sonem

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My suggestion would be to make the indoor walls two tiles high instead of one. Also, don't use that tile as borders for the floor, for me it just rise up the floor up by some pixels.

Use something like this:

Tile A2:

If you don't want the border don't copy(right click) the floor, just clear the floor and paint/place it again :)
 
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WNxTyr4el

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Are those walls? I did figure out a good way to do it. Because the floors tend to make that awkward border. I leave the floor transparent to start and make the walls and ceiling. It looks a lot better now. But the floor is a hard part for me. I wish I had different tiles for the floor.
 

Indrah

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Fff, I feel like it's been a long time since I posted anything and I can't work no more for the day ;m;

Commercial mapping + Big hub city: It better come out pretty because I'm not doing this EVER AGAIN x_x

Here are some shots of the town of Rivend (tentative name because ff what do I know), the setting for our next commercial game (if all goes well). The town is the hub so it's huge (around 200*70 tiles map the exterior, the bastard.)

Sprites will be in Mack format (taller) and as you can see all events/npcs/doors are not done yet.

Warning: large images.

Commercial District:



Church and Orpahanage



Noble District



Adventurer's Guild



Common House



Your House (or at least the house where you rent one of the rooms)

Ive been working a week and two days all the hours every DAY and this **** isnt even halfway donneeee ;m; (Well I lie, the finish detail isn't done, the layouts are.)

Making tilesets is a pain in the ass omg let it stop OTL
 

WNxTyr4el

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@Indrah, they all look fantastic! One thing I did not like about the Common House though was that the floors and the walls were really close to the same color of each other and it's hard on the eyes to tell which is which. Maybe not so much once you're playing, but just something I noticed.

Here's my house finally. I got it right. I still wish I had different floor tiles, but meh. I work with what I got.



Do Mack's tiles work well with RTP stuff? Or do they look out of place?
 
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Engr. Adiktuzmiko

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recreated my seaside map to use the RTP terrain... then just added some custom trees from the UTM

Do Mack's tiles work well with RTP stuff? Or do they look out of place?
IMO, the objects are quite okay with the RTP... 
 
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WNxTyr4el

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Just okay? Be honest lol. Also, the beach looks very nice :)
 

Engr. Adiktuzmiko

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that's in my opinion... they seem to fit fine with the RTP... but it might be better to just have a map use Mack's all along...

I'm still looking for objects to make it look more beachy
 
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WNxTyr4el

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Oh I didn't mean mixing and matching on the same map, definitely in the same GAME but not necessarily the same MAP.
 

Soma

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Finished the outside of a temple I've been working on for the last two days. As far as parallaxing goes, this was my first attempt at shadows and heavy lighting, and also my first temple/ruins map~ :)



EDIT: Lowered the opacity of the sunbeams and added in a slightly dark tint.
 
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WNxTyr4el

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@Soma: Great looking temple. As far as the overlay goes, turn down the opacity. It's WAY too bright. The arrangement of the fires is cool but idk if its too distracting having multiple colors. If anything make it two different colors. So on the bottom level do one color and on the second level do another. It'll make it less distracting. Also, if it's a temple I don't see it having those type of windows. But other than that good work. May I ask what tiles you used? I'm trying to gather more
 

Sonem

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Damn Indrah, those maps are awesome,i agree that making tilesets is a huge pain, but we can all see how is it worth it by looking at your maps :)

WNxTyr4el: Celianna's Tileset
 

Soma

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@Soma: Great looking temple. As far as the overlay goes, turn down the opacity. It's WAY too bright. The arrangement of the fires is cool but idk if its too distracting having multiple colors. If anything make it two different colors. So on the bottom level do one color and on the second level do another. It'll make it less distracting. Also, if it's a temple I don't see it having those type of windows. But other than that good work. May I ask what tiles you used? I'm trying to gather more
Yeah, I made it slightly darker now. And, the different fire colors is a hint to a puzzle you come across pretty soon..thought it'd be neater than having only one or two fire colors~ :3 As for the tilesets, I used Mack, XP and VX rtp and Coming of Age Day.

And, the windows I don't see as that big of a problem, but I could always change a few of 'em to ones without the wooden parts above them. :)
 
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Engr. Adiktuzmiko

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I don't see a problem with the flames... though I find the shadows a bit small for the trees... btw, is the bird moving?

@WNxTyr4el - maybe you should add a shadow to the exit of the room... coz IMO, the floor on the exit looks like it's on the same level as the wall tiles... or maybe you should add visible walls to the lower end of the map...
 
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Soma

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I don't see a problem with the flames... though I find the shadows a bit small for the trees... btw, is the bird moving?
Mm..maybe they're a little small..I guess I could extend 'em a little bit. And yes, all 3 animals(there's a slightly hidden grey mouse in the grass on the right side) are moving of course~ ;3

Like I said it's my first time brushing in shadows, so mistakes a plenty are sure to happen. :)
 
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Engr. Adiktuzmiko

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I only see 2... unless you include the carriage...
 

WNxTyr4el

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@WNxTyr4el - maybe you should add a shadow to the exit of the room... coz IMO, the floor on the exit looks like it's on the same level as the wall tiles... or maybe you should add visible walls to the lower end of the map...
Yeah I'll do that as soon as I find the shadow tile lol
 

Engr. Adiktuzmiko

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it's not a tile... that's a brush... after the fill brush I believe

you use it to add/remove shadows
 
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PixelLuchi

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If anyone is wondering how I do my lighting for the interiors, its through picture overlays. You can't get that subtle effect through Khas' Lighting (VXAce) or BulletXT's Lighting script (VX/XP).

Like this:



I only used BulletXT's script to make the crystal extra shiny. Otherwise, overlays.

A town I'm busy with.



 

Engr. Adiktuzmiko

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the shadow on the 2nd pillar of the first pic looks weird due to it's edges... maybe removing it will look better?
 
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