Game & Map Screenshots 3

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Engr. Adiktuzmiko

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@candacis - why is it dark on the tent when you have a lamp?
 

Creative Ed

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@ksjp17 - Ah I see, that's cool then :)
 

WNxTyr4el

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@Candacis: I think it looks good for your first parallax (or at least being new still).  I definitely like the darker green grass better than that yellowish one.  I think it goes better with the mood you're trying to convey on that map and will definitely look better.
 

RocketKnight

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Mini-game: Down the rabbit hole
Is good? Bad?
 

supercow

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@Rocketknight: i seriously have no idea how to determine if its good or bad , maybe it need to be played directly for me to assess it , from a glance it looks good

, i usually look for inconsistency part or colour that is just awful

, is it some kind of mini game battle ?
 

Tuomo L

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This is not really a screenshot or asking about a map feedback, it's to show something that has taken this past several days to create.
 

Chaos Avian

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Hohoo, I really do like it MISTER BIG T!~ It sort of reminds me of the non voiced scenes in Dragon Quest 8 (which is a good thing)~ It really does add an extra dimension to dialogue.
 

Ruby

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Need feedback on this screen for Serenity Oceans. Note, I didn't make it, but it is made for SO. I'm looking for what to tell my graphics lady to fix on it (coming from a players POV). The stars in the background scroll and there is a different font that is being used. This is all placeholder data for now.

 
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Engr. Adiktuzmiko

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Been experimenting with some mojos to allow some events to be unaffected by tint screens (mainly for lighting events)

The lights are untinted, plus the whole left lamp-post, the right lamp-post only has the untint on the upper part (I purposely did different approaches to the lamp-posts to acquire feedback on which looks better)... The fountain is also untinted and has a bluish lighting event applied

PhantasmaMortemNight2.PNG
 
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Kes

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The right hand lamp post doesn't really work, as the lighting effect ends too soon.  As that lamp post is on 3 tiles (I think) what would it look like if the middle tile were also lit?

I find the fountain a bit harsh, and if I saw it in-game would be left wondering why it was so bright as it has no light source of its own. 

But overall, I think this is a great improvement on the present situation.  Will you be releasing your solution to the community?  I can see why you might not want to, but if you do I, for one, would grab it immediately.
 

Engr. Adiktuzmiko

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Yeah, the right one seem to end abruptly, but I tell you, if I do it on 2 tiles only, it looks much much worse (mainly because the cut between the mid tile and the lowest tile is quite not good... wahahahaha!

Well, let's just say there are underwater lights... I don't have had the time yet to look for sprites to make it more obvious...

Right now, I am developing it together with an event duplicater, which has problems (http://forums.rpgmakerweb.com/index.php?/topic/19769-duplicated-events-problem/#entry188925)...

I simply don't want to release them as separate ones coz they seem too short on their own... and right now, they both modify a certain method so I think releasing only one is not a good idea... and also, they seem to work nice together since using the duplicater, we can add events in the same tile, so we can have like for example a bench "under" that lamp-post and have them untinted too...

though I think the duplicater issue is not much of an issue if we were to only use them for decorative events, so I might decide to release it anyways... 

EDIT: working on it right now so that character types (players,events,vehicles) will automatically toggle tinting behavior via regions so that you can just populate the area around the lights with the correct region, and the script will automatically toggle the character's tinting behavior when he goes in/out of that region...
 
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Kes

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Sounds neat.

Had a thought about the second tile; don't know if it is at all feasible.  Have a second light event which is much less bright.  That might give the illusion of a fading light, rather than an abrupt end.  If that isn't possible, then I think it has to be the left lamp post option.
 

Engr. Adiktuzmiko

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It all depends on the light graphic actually (or the lamp graphic, depending on which graphic you want to edit), it's not part of the script...

The light used on that sample was a single (per lamp) general purpose circular light which is why the fade is on the outer parts and why I cannot simply remove or change the fade of certain parts only unless I edit the image itself, while the lamp is from Mack's tileset...

To simulate a "fade", you can probably edit the lamp-post to make the lower part darker so that the light won't light it up it that much... might try it sometime, but definitely not now...

I have posted it and awaiting approval... The auto-toggle of tinting behavior for character types I think will be useful...

Auto-tint at work:

 
 
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orochii

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Ohohohoooo you... all... mmmrrffffgggh... those gorgeous screens make me want to marry all of your projects! Srsly! But anyway, here my commentary goes.

@adiktusmiko: Yeah, I like the left one better too, but maybe, if possible, making it gradually change the illumination, instead of being completely illuminated. But if not, then yeah, better the left than right one.

@Ruby: Well, I like it. Only thing I don't like too much is having text that close to the edge of the screen, but I know space is limited so... .-. But as far as menu style goes, I really dig on the screen REALLY, I'm cracking the paviment right now.

@MISTER BIG T: Yeah! You can scroll the parlament! (?). That's quite useful. Also the portraits are cute.

@RocketKnight: Seems good. But from the "name" of the screen, I get the idea of the girl falling. Only thing I can wonder, and not get any answer to it since it needs to be seen in action, is if there's enough space to react to anything that pops from the bottom (if I'm right, things will pop from the bottom as the girl falls and you will need to evade them, or something).

Okay, here goes my screen...



(Forgive my Engrish, I speak spinach--Spanish).

It's the revamped naming screen of my game. With the special portrait I made with all my love for my dear little cute Hikari-chan ~<3. Awww you're so adorableee... (???????).

So, how are the crops going?

Orochii Zouveleki
 
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Engr. Adiktuzmiko

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It's really illuminated gradually as far as the light graphic goes, it's just that the lamp-post graphics itself is quite really more illuminated in the bottom part which in turn makes it look like it has same illumination... and I'm not that good at editing those kind of graphics... :)

and the tint of that screen will probably be made a bit brighter, I just made it so dark because I was testing this whole tinting and lighting idea... it all started with evented lightings but seeing as how the screen tint affects the evented lighting (without the script, those lights look non-existent at that tinting level), it resulted to me creating the script workaround...

that keyboard looks nice... looks refreshing to see the keyboard for input again, rather than the default one... XD
 
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Ultimacj

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@ksjp17 i used the red stairs because I remember in old school rpgs they did a similar effect this map isn't final so prob do some changes.
 

C-C-C-Cashmere

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@muramasa Very professional and good-looking screenshot, I like the font especially. One question - are you going to type that in by using arrow keys and selecting letters, or manually typing the actual name in? Because the first option seems a bit cumbersome and anti-logical given that you have the keyboard layout. I'm assuming it's the latter, though, in which case that's probably the easiest way to input a name.

Also, it is "interested *in*", not "interested *on*". I actually find it hard to decipher the meaning of that sentence; what does "traces of uncommon events" mean? If you need someone to translate what you are trying to say into how an English person would say it, don't hesitate to call me. I have proofread entire games before, including jomarcenter's Town of Illustive. Just an offer.

@adiktuzmiko Nice fountain. But yeah, the lamppost is quite a lot brighter and yellower than the rest of the map, needlessly so. I also think the tint is too dark, you can't see much at all.

@Ruby Really nice style. Not sure if you noticed, but "dislike" is spelled "disike" in that screenshot. Minor nitpick. A quick question - given that this is looks like a screen of how strong your relationship is with each character, is there an indication that you can have a negative relationship with a character? Symbolized by red skulls perhaps? It might even work better if you place their character graphic along a slider instead of using all those hearts. You can't really count the hearts at a glance either, so it'd be nice if there was a number indicating how many hearts there were.

@RocketKnight It looks like a very *custom* puzzle. I personally think that the little girl is blended with the background too much, and perhaps there are too many busy textures that clash with each other, making it not so aesthetically pleasing. I like that you're eventing some nice code, though.

Here's some of my screens for a co-operative puzzle game I'm developing called Quincy and Amber: Quest to Autumn (it was my Fall Festival contest entry):





 

Ed19

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OK. Hello guys. THis is my first time creating mountain map. I feel it's kinda messed up but I'm happy as well.

Pls see the attachment and give feedback . Many thanks!

Map1.jpg

Map 2.jpg
 
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