Game & Map Screenshots 3

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C-C-C-Cashmere

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You should post here, but my general thoughts is that I like the way you've used the parallax in the background, but the cliff depth is all wrong. See the cliff on the very left, for example? There is an edge where it is 3 tiles high, and on the same ledge it goes to 4 tiles high. Try to keep the depth of the cliff consistent in the entire thing. Cliffs that are "supposed" to look like they are slanting upwards or similar, don't really work in RPG Maker unless you pull them off well. I'd also argue why large trees are growing in the rock. They look too green as well.

The fence stopping people from falling off the cliff at the top shouldn't be that jagged in my opinion. However your layout of grass and trees is generally a good mix. Also, the depth of the waterfall needs fixing as well. I believe that the pool at the top of that waterfall would be bigger, too, to have that much water pouring down over the cliffs.

Good imagination and concept, though.
 

Shaz

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Merged with Game & Map Screenshots thread. Please be sure to post in the correct forum next time. Thank you.
 

Engr. Adiktuzmiko

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@ultimacj - I think you really have the tendency not to use the upper parts of the wall tiles... and the way you used the wall tile to that entrance thingy, and then only have 1 upper tile looks really odd... the lower part of the main area looks odd too, having that wall tile below, it feels like anyone could fall there at any moment...

@benny - it is yellow because the light is yellow (the lightings are set to additive), and well I cannot really light up the tiles because I don't know how manipulate the tilemap to redraw only specific parts into a different viewport, so only events can be untinted... and as I've said in the previous posts, it was made too dark for the reason of testing the lightings... I'll post another screenie once I fix that map... btw, the way the tiles on your 2nd pic mix together doesn't look good...

here's a lighter tint (disregard the burning trees)

AutoUntint4.PNG
 
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orochii

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@adiktuzmiko: YES! I like that tint much more. That's something I saw before, that it was too blueish. Actually something I heard from one of my art professors is that when the ambient is obscure, like at night, you see things more like in black & white, and that if you perceive colour on things is actually your brain remembering what colour are things supposed to be (of course, as something gets more illuminated, you will be able to perceive more colours). Anyway, just a random trivia :p .

@ultimacj: Yeeeeah, way better now. Those red flags floating were weird.

@Isumi: The maps look nice. Only thing is something about the waterfalls, coming from nowhere (or a small lake). I don't know, depicting properly a water spring with RTP tiles... sure it's weird.

@thatbennyguy: The game looks interesting. I take as a given that there is two player support xD. Also I see on the second screen a pushed blue button, is there a graphical differentiation between switches that stay pushed by themselves, and the others that not?

Aaaaaaaaaand...

Thanks for the clarification, I actually suck on grammar even at "my" own language lol. I will seriously consider your offer, translation help is something I want <3 (and need).About the "traces of uncommon events"... mmm... how about "strange event traces"? The idea behind it is that at the start of the game all you make are missions given by your superiors. But as you make these missions, you start to discover something about the past and the world itself. And after that, that "something" becomes the main storyline.

About the font, I made it by using FontStruct (all the free pixellated TTF fonts are kind of bad). The other letters at the keyboard were drawn by me by hand, but can be easily adapted to an actual font C: (again, FontStruct is pretty easy to use -sorry for the spam!-).

And yeah, the name input supports keyboard (letters and symbols), mouse and gamepad (works like in consoles, not much room to improve that...). It's not perfect, but I feel it is fine.
C:,

OZ
 
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Ruby

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@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.
Yeah, I didn't do any of the writing, but I'll get it fixed ASAP.

The hearts will have other colors from black to red, and there will only be a few of them. ^_^ This is really just a second prototype and has lots to improve on! Thanks for the feedback!
 

Engr. Adiktuzmiko

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@muramasa - oh... 

btw, I was trying to find a way to alter the tilemaps (to redraw parts actually) to illuminate the terrain as well, but it just simply won't work... I was able to do something but it needed an extra map where you only have the illuminated parts, and apart from being extra work and reduce the actual maps that you can do, it also looks weird (the light was circular but since the ground tiles are square, so the outer parts look squarish plus it really looks bad) and stops me from moving actually...

so I guess the best that I can do using that system is to illuminate events... but I guess that's fine, considering that it doesn't involve any extra graphic sheets and such and that it's quite dynamic... using the normal overlay method for lighting can yield better result I guess but it's a lot more work and not really dynamic... 
 

Ultimacj

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@adiktuzmiko guess i could fill in the blackness with walls i wanted to follow the old school nes retro style like older FF's or Dragon Warriors did.  Thanks for your input :)

@all:  for the volcano area the stairs are the red stairs used in the dungeon tile, I didn't think it appeared to be a wooden like structure though since it's red.
 

Engr. Adiktuzmiko

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the blackness is fine, but the way that the walls are used seem not so good like the front walls below the bed... either make it a full wall, or try removing it...


and just to be clear on the stair issue I believe we are talking about the 1-tile wooden stair on the upper left, not the red ground stairs (because those are clearly not wooden)...
 
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EvilEagles

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@thatbennyguy: Your maps are very nice. The only problem (big one at that) here is that it looks very confusing due to the amount of hills with varying heights chunk together in tight space. This is mostly due to the lack of shadows to determine heights and borders between them.
 

C-C-C-Cashmere

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@muramasa That blue button is being stepped on by the girl, so all other blue buttons go down at the same time, as well as all the blue barriers. Thanks for the reply :)

@EvilEagles You're right, I eliminated all autoshadow because it was getting annoying, and I don't like the look of it. I'll have to find a way to make those cliffs look nicer.

edit: To clarify, which is the biggest offender, the big cliffs or the small cliffs? Because someone else said that the small cliffs don't fit with the depth of the forest tiles and I'm working on that too.
 
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Kes

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@thatbennyguy

It's not just the cliffs, it's the way things relate to each other.  for example, (2nd map, with switches, left hand side) the way that you have done the trees at the top with those big loops means that it looks as if the single tree at the top of the loop is on the same level as the top of the cliff with the switch.  Maybe it might look better if only the top of the tree was showing?
 

ShinGamix

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@Chaos17 since no one else said anything, let me say ..WOW!! That is very nice and unique. Great job.
 

Chaos17

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That looks really nice, however it feels a bit inconsistent.  The trees have reflections so what about the stones, grass, and lanterns?
Sorry, I forgot to say that the map isn't finished and that I wanted to capture an idea in this screen before it goes away.

That's not a mock up.
 
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Galenmereth

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The lightning here looks much better in motion, so here's a very short (and somewhat choppy, but that's just my recording) video of it in action:
 

C-C-C-Cashmere

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@ShinGamix Looks beautiful! I like the layout of the trees and the balconies. What is the paper-looking wall on the left though? Why is it 3 tiles high instead of 2 tiles like the rest of the house? It would be nice if you could walk on the balconies. How do you get in the house? Other than that, the layout is impeccable.

@Galenmereth The atmosphere is cool. It'd be cool to see it in action while walking through an environment or the such like.

@ksjp17 Good point. I'll see if using just the tree tops themselves will work. Thanks.
 
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