Game & Map Screenshots 3

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Ultimacj

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@ adiktuzmiko Dungeon tile set RTP default.  Tile Set A both walls and floors are used for this for the volcano (Dungeon A4/A5 - all being used from slot A except for the stairs it's in slot B)

@candacis Thanks for the input on the background.  I'm prob going to change the tile for the ground similar to map 2/3 as some of the tiles automatically create a transparency border with it.  It's a custom tile set so I think it's clashing with other elements.  As stated before though, I'm going to put some shadow on the walls to give depth incase it doesn't do so by default.  This is just basic ground work.

As for the water temple with the pillars it was a filler for walls giving the impression the area is HUGE since it's a temple I wanted to use pillars but I think I will add some wall features to it but still have a decent amount of pillars since it's a temple.  Atm they're just fillers so I know where I had to draw my floors from point A to Point B

The bridge on your map looks nice.  Reminds me of Earthbound in a way.

Thanks for the input!
 
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Darkanine

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@Ultimacj

I like the background,but the maps look a bit rushed,and really empty in some of them.

---

These are screenshots from my evented enemy scan system,the first one shows the overall bio and the second one shows the enemies stats.





Ignore the (1/10,I forgot to switch it to (2/10).

 
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@candacis: the heart shape was not intended, but now that you've mentioned it, I quite like it. It's not so much that they couldn't touch, its just that I wanted to leave space for the title menu there.

Also, just thought I'd mention (having gone back to look at some previous mades, kudos on the bridge. I like how you've made it work!

---

Nice battle going on there. It's always nice to see fresh battle windows. (Here's hoping the Luna engine comes out soon so I can be cool too!)

Edit: just realised its an enemy scan, that's pretty dang awesome!
 
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Ultimacj

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@ darkanine thanks!  I plan to put a lot of finishing touches on the game after all the ground work is done which it is almost completed.  There's a alpha demo if you want to play it it's in the developers section.  I agree though the maps did take time I didn't put a lot of detail in them since I wanted to get a basic ground work in.  Damn I'm already at the 200 hour mark according to steam and still working on this >< lol
 

Celianna

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@Candacis: I love the layout and everything, but why are you using a different coloured grass tile compared to the cliff edges? It looks so jarring. Stick with the same grass those tiles came with.
 
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Julius Lionheart

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@Candacis: That's a nice bridge! I can't wait to see them in action... Nice work! And that HUD... You have a talent of putting things together. Keep it up!

And now, here is my main menu for my game...

 

Chaos17

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I like your the symbol you use for your menu.
 
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senpoRiot

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Marketplace of the starting city in my place

I kinda suck in mapping large areas like this one. Any feedback?

 

Dark_Metamorphosis

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Been absent from this thread for a while.

Erdinanus is the project formerly known as Tristian: Lady of the Lion. Though the title is most probably a

working one.
Those looks great! I have the same issue as you though (not much of a deal but...), the overlay darkens the text of the areas, and my item pop up text. Do you know a way to fix this, or do you just let it be like shown in your screenies? :)

I especially like the 3d screenshot, looks really awesome with the light source, the shadows and the darkness!
 
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cabfe

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@SenpoRiot : It looks nice. A marketplace needs variety and you did it well.

As for mapping, I find the ground tile to be too present. Maybe if could add some worn stones, litter, dirt, etc you will break this monotonous aspect of the map.

And/or setting the border of the ground, near the wall, to another tile. I'm not sure towns have a stone ground to the edge of the walls.
 

senpoRiot

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@SenpoRiot : It looks nice. A marketplace needs variety and you did it well.

As for mapping, I find the ground tile to be too present. Maybe if could add some worn stones, litter, dirt, etc you will break this monotonous aspect of the map.

And/or setting the border of the ground, near the wall, to another tile. I'm not sure towns have a stone ground to the edge of the walls.
Wow, I see. I also felt weird about my mapping and it was the ground tile's fault! Thank you. :D
 

A-Moonless-Night

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@Luchino: Looks great, but those houses in the first two maps annoy me. The bottom layer is wood, then there's stone, then wood again. It doesn't make any sense. The stone should be the bottom layer, the foundation of the house, otherwise I'd make all layers wood.
 

Engr. Adiktuzmiko

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@ adiktuzmiko Dungeon tile set RTP default.  Tile Set A both walls and floors are used for this for the volcano (Dungeon A4/A5 - all being used from slot A except for the stairs it's in slot B)
The walls look weird because they don't have the "top" part... Look at the screenshots here that uses walls and you'll see what I mean... Also having the Wooden stairs there doesn't really look nice, especially since it's placed "inside" the wall...
 
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Kes

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@ultimacj

Also you wouldn't have wooden stairs inside a volcano - they'd be burned to a crisp in no time.

I too have been working on a similar thing, though in my case it's more a fire cave than a volcano.  What I've tried to do is create wall tiles which look like they are heating up from the lava at their base.  The lava as it breaks through the floor has irregular edges and only has regular ones where it hits the wall tiles.  The tinting is not final, it was just to give me an idea of roughly what it might look like in game.  Still a WIP

">

Feedback on the tiles would be appreciated.  The faint blue line you can see to the left is a stream that has almost dried up because of the heat - still managed to make the water animated though.
 
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Engr. Adiktuzmiko

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it looks nice... is that burn/melt part of the walls animated? if not, maybe you should at least put some kind of glowing events, it would do wonders I think... assuming you can find/make some nice lights for that... but nonetheless, it's really nice to see someone make that kind of effect on the wall... nice work...


and maybe put a reddish/orangey tint screen to increase the feel of heat...


btw, there are visible black lines between the tiles...


@ultimacj - take a look at ksjp's walls, it has a "top" part... it's the rocky border to blackish thing at the top of the walls... that's what your volcano walls are missing...
 

Creative Ed

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@ksjp17 that looks really nice, it goes for an older look (like rmxp) good work matching the characters' colour style with the tiles.

I'd just like to point out to that little river? It's a little too similar to the floor, which makes it almost unnoticeble.
 

Kes

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@adiktuzmiko

Thanks.  It has an orange tint already - those tiles in their natural state are grey with a slight blue tinge to them, also the floor.  I've been trying to think how to do the sort of glowing light effects you speak of, and at the moment can't think of one which wouldn't involve so many events it would, I think, cause lag.  It's a big cave with a lot of lava.  I looked hard to see where the black lines are that you mention and couldn't see them (no doubt the result of over-familiarity with the tiles), so could you point out where they are?  Thanks.

@BustedEd - yeah, the stream is almost invisible because it's almost totally dried up.  Once the block to the water is removed the streams fill up again.
 

Engr. Adiktuzmiko

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yeah, lots of events probably... black lines in between each row of tiles... not that much visible...
 

Candacis

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@Julius:
The menu looks awsome, very sleek. Love the Enchant Icon, makes me wanna know what that menu option is about. I would probably turn down the opacity a nodge for the logo in the right bottom side.

@Luchino:
I like the Servants Quarters, fits all very well together ^^

@senpoRiot:
What a sweet marketplace ^^ Details are very nice, I think you don't need more. But I agree with cabfe, change the floor tiles or use sometimes other ones, dirt etc. to lessen the monotonous effect.

@ksjp17:
Nice idea with the fire coming through some of the floor tiles and the fire walls are great. I would try to make the transition between lava walls and lava floor a little bit smoother. And yeah, there is a small black line in your floor tiles, I can see it, too. I attached a small image from your map where I circled it.


Here is a new screenshot from me. Not ingame yet, just straight from photoshop. I'm still new to parallax mapping and I'm so very slooow with it. This small part of the map took me ages and it is still not finished. I don't know how to speed up the process. I can't stop moving stuff around and push pixels. I guess for a bigger games I will stick to normal mapping+tileset edits or I will get nowhere near a finished game ever.
For this game however I just wanna do three maps. This is a small minigame area (okay, the whole game will be a minigame area), but this will be a duckie game ^^ I just love PandaMaru's duckies. My manly fisherman is not so happy about it, but oh well.. at least I tried building a porch for him :D



I know there are two kind of grass colors, I'm still undecided which one to use or if I just blend the two together. That's why it looks so weird right now.

Fireedits_zpsebc43032.jpg
 
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