Game & Map Screenshots 3

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WNxTyr4el

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They look good, but that third map could use some more things to fill in the empty space on the ground.  Just a suggestion :D
 

Cadh20000

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They look good, but that third map could use some more things to fill in the empty space on the ground.  Just a suggestion :D
Thanks. The 3rd one is supposed to be inside a warehouse at the trading post run by the little girl's parents. What would you suggest to fill in the empty space?
 

WNxTyr4el

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Maybe boxes that are open or have lids half off. Maybe some forklift crates (the ones that slide into a forklift and hold boxes on them). Show the goods a little! That is my two cents
 

Cadh20000

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No forklifts in that world, but open crates I could do I suppose. Thing is, all I have right now is the basic VX Ace RTP so I'm kinda limited. Got any links to some appropriate resources?

Just so I'm not spamming...

View attachment 8334View attachment 8335
 

hian

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@hian - I'm actually not a fan of how your characters look on the background, looks kinda like pixel characters pasted on top of a painted background... kinda like the side view battles tend to look, your sprites should blend with the background not look like stickers pasted on top... maybe desaturate your characters a little? idk...
This is actually so true. I been struggling with this too. Tried different solutions but many of them just didn't work, so I'm still stuck.

Tried using a shadow script. Giving the characters shadows eased the transition, but that wasn't compatible with my side-viewed battle system.

I tried changing the colours on the characters, but that was a disaster. They blended better, but looked really bad.

I'm thinking an overlay might help, but I just don't know. Any ideas?
 

Ossra

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This is actually so true. I been struggling with this too. Tried different solutions but many of them just didn't work, so I'm still stuck.
So, when you say you have re-colored the characters, you have tried coloring the characters in-game? I have found it easier to simply leave my character sheets untouched and use a script to change the coloration as needed. Below I have done a rushed hack-job of importing the characters and the background into a new project, then using a script to alter the coloration (left is the alteration, right is the screen shot posted above). Personally, I think that with a little more tweaking everything would blend relatively well.


For this effect, I used the 'blend()' method from Event Position: Fine Tuning, set to 90,90,90,60. Probably slightly too much grey. You might get good results from an opacity of 235-245 for each character, too. The change in opacity helps blend the character with the surroundings, and is not noticeable to the player unless zoomed in.
 
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hian

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Will this apply to the actors as well as events?

Using this script it seems that I would have to set up each event every time, which seems like a lot of unnecessary work.

Simply editing the actual actor files might actually be easier. The opacity is true though. Don't know why I didn't think of that earlier.
 

Ossra

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Personally, I use PK8's New Character Properties. For the above example I was just in a rush and grabbed the closest character adjusting script. With PK8's script, you can place comment tags in each event that apply the change when loaded or switched to another page.


You can also make the changes to the player through script calls.


All of this might seem like more work, but you can alter your characters on the fly. Want a really dingy map and then switch to a bright map? No problem, just change a few script commands.


(Color and Tone Command plus Lighting Overlay; Same Character Graphic Set)


But, if you go with creating a unique character set for certain areas, now you are increasing character graphic maintenance. For example, if you wanted to change or add something on the main character, you might have to make the change several times depending on how many copies you had created for specific regions.


Anyway, that is what I personally do. Either way will work just fine. I've just gone down the path of creating different character sets before, and I felt that it was more of a headache.
 
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Engr. Adiktuzmiko

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"town"

Town0.PNG
 
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Engr. Adiktuzmiko

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there... just attached the pic... XD
 

WNxTyr4el

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@adi: I think it's looking good. Is it supposed to be a coastal town on a beach or is it in the desert? Or dessert? : P
 

Engr. Adiktuzmiko

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it's supposed to be on a beach :)
 

WNxTyr4el

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Do you have tiles of sea shells or beach critters? I think that may help you out in conveying that. Also I don't know if this town is supposed to be ON the water but if it is, throw some water on the coast with some foam coming into shore if that's possible :)
 

Engr. Adiktuzmiko

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no, it's quite above the part that is really near the water which is why there's no water in it... I would have placed some sand in the lower part, but the sand tile doesn't blend with the dirt tile...
 
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Engr. Adiktuzmiko

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Here added a sand overlay by copying the grass autotiles (the one on the pic too) and recoloring...

Town1.PNG
 
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WNxTyr4el

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Looks better. I like it! You're doing good dude.
 

Choco-Elliot Wyvern

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@adiktuzmiko

Try to add more stuff there, since it's on a beach add shells and more palm trees. What palm trees is that? It really clashes with the rtp style, is the the high fantasy one? Rather just use the rtp palm trees since they're easy to use but still work efficiently. Also about those grass variations in the sand, don't put them under the palm trees or in the middle of the sand, try to keep most of them near the edge of the grass that's already there.

I haven't mapped with Celianna's tiles in ages but I felt like making a map for fun :p I might just use it for a side project in the future though.

 

WNxTyr4el

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@Choco: that looks fantastic! I haven't mapped with hers at all but I'm thinking about it after seeing that!
 
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