Game & Map Screenshots 4

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Galenmereth

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@Galenmereth:

Pretty solid use of the RTP, but the fog looks just too foggy for me.
Yeah, I'm not done tweaking dat fog; it needs more of that fine tuning. But what I'm going for is how things covered in snow in moonlight all get "smoothed over" and a bit oversaturated because of the lack of light. It's hard to explain, but that's the idea. Real life inspiration yo!
 

hian

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3 projects atm.

I'm only actively working one at a time though. I need to be able to divert my attention at times to keep me from growing tired and frustrated with my main project, The Last Legend. I also have a lot of excess creativity, and if I don't channel that somewhere it leads to me overloading a project with too much "stuff".
 

Stridah

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some of these r amazing great job guys!
 

Engr. Adiktuzmiko

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Been working on a menu customization script... working on making it configurable all via setting variables so that you won't need to touch the code itself... I won't add animations though (like window fade, fly etc)


Don't want windowskins on gold and menu commands? and like to make your menu commands scrollable?

Or do you want image backgrounds into your windows? plus overlay on the selected commands?

and more of customized command backgrounds + overlays

 

Blade

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Those look nice, Adik :3 The more customizable the better.

Also, can anyone please give their honest opinion and comments on these maps? I'm trying to improve;

 

Lihinel

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@Snow Angel: Maybe more of the tall gras and more than two hight levels? And maybe an additional colored ground texture on the ways. (Dunno if there is one in the tileset though, if not ignore that comment)Other than that I don't have much to add, the mapping is pretty solid.

@Topic: Got my map done, should I maybe highlight/add shadows to the icons? The one for the townsystem (two hammers) seems a bit hard to see, thats why I added the "shining" animation, but maybe its not enough...
 

Ungotter

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Also, can anyone please give their honest opinion and comments on these maps? I'm trying to improve;
Oi oi, Angel.

Well, forgive me if I have misunderstood, are those black areas supposed to be cliff edges and drops? If so, perhaps I would suggest adding a cliff-surface or cliff-wall to the areas facing towards the screen so it looks as if they are resting on something. As currently it appears the map is flying above the abyss (maybe that's what you want, I don't know your game! :D

Also, while I grasp that adding those walls may look very odd due to the nature of how map-making in the engine I might suggest some editing of the tilesets so that they blend into the darkness! This is probably a similar technique to the one used in this tutorial http://forums.rpgmakerweb.com/index.php?/topic/4794-better-looking-water-tiles/

The author blends the water into the cliff edges so that it doesn't all just cut off like I am suggesting, obviously you would blend it with black rather than water. The more I look at it though, the more I am 50/50 on whether the tileset already accomplishes what I'm trying to suggest >.>

As long winded as that explanation was, I hope you don't get down about it because they are excellent maps as they stand. A bit of lighting and perhaps what I suggested and they'll be some of the best!
 
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mlogan

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@Snow - I think your maps look pretty good.  Aren't the dark areas actually water tiles?  That's what they look like to me.

There's something a little off about the water that goes across the screen, under the bridge.  It look like you've got cliff tile, then the edge of some other tile, then two types of water?  It's hard for me to tell without being able to zoom anymore.  I would recommend maybe trying to use shift-click mapping to get rid of that brown edge around the water, it looks a little odd.

Also, I do agree with the poster that suggested a bit of variation in the grass types.  And be careful with hiding too many trees behind cliff edges.  There are a couple on the sides of cliffs that the placement makes them look more like they are under the cliff instead of behind it.

Overall, looks good though.
 

Ungotter

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@Snow - I think your maps look pretty good.  Aren't the dark areas actually water tiles?  That's what they look like to me.
I was thinking this as well but on my screen they appear completely black, perhaps it's something to do with my screen contrast but I'm finding it very hard to tell. 
 

Kes

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@angel

Very nice indeed.  I echo the comment about needing more patches of long grass (btw, on map one it looks like you're using 2 different sorts of long grass, the ordinary one and a much lighter one.  Not sure the lighter one works.) together with something to break up the smoothness of the paths.  Although I think you've got the trick of showing trees behind cliff tops to give the impression of depth, some of the trees which are alongside the cliffs don't look right.  For example, map one, bottom left hand corner, you have a tree that is adjacent to a cliff on the left.  However, no tree is going to be cut in half like that.
 

Ruby

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@Snow Angel: That specific water tile you are using is messing up the perspective on the map (At least for me?) I recommend a water tile where you can see the underwater portion of it.
 

Engr. Adiktuzmiko

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Do you want icons in your menu? then here are icons... and yes you can have icons on left and right... XD



btw sneak peak of how you set up those icons

Code:
      :items => ["Items", :command_item, :main_commands_enabled,192],      :equip => ["Equips", :command_personal, :main_commands_enabled,3],      :skill => ["Skills", :command_personal, :main_commands_enabled,14,14],      :status => ["Status", :command_personal, :main_commands_enabled,10],      :formation => ["Formation", :command_formation, :formation_enabled,6],      :save => ["Save", :command_save, :save_enabled,224],      :cancel => ["Cancel", :return_scene, :nil],      :game_end => ["Quit", :command_game_end, :nil],
 

MiracleMare

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I'm excited for that adi! I like that users won't have to go near the code to be able to customize it. Makes using scripts a little less scary for people like me who haven't dabbled in them yet <3
 

Bloodmorphed

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Sitting here working on this map for an hour or so and I cant seem to get it right, is there too much grass? I feel like there is, and the patch with no grass on the left is awkward, right? I think the other stuff is okay, what do ya'll think?
 

Ksi

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Break the grass up into chunks. A bit of 'white space' is a good thing. Also, you could make the map smaller or at least even out the walls so that each side is equal distance.
 

Lars Ulrika

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Damn totally forgot about this topic to get feedback. I would like to know your opinion about that : 



 

mlogan

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@Pokeymon - Overall, I really like the feel of your top map.  A couple of nitpicky things - the windows at the top with the flowers are really half windows and it looks odd, as if they've been cut off.  Also, on the triangular section of the roof to the right, the pink vines don't really go - I mean, where are they growing from?  Vines would be growing from the ground, not the top of a house.  And those tiles don't fit properly anyway - the corners of them cut off a tiny piece of the roof tiles.

The bottom map looks like it has way too much empty space.  I would either fill it up or make it smaller.
 

Bloodmorphed

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Break the grass up into chunks. A bit of 'white space' is a good thing. Also, you could make the map smaller or at least even out the walls so that each side is equal distance.
What do you mean? Each side of that road is 19 blocks, to make 40 total (including the road gap). Or did you mean vertically?
 

Lars Ulrika

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@Pokeymon - Overall, I really like the feel of your top map.  A couple of nitpicky things - the windows at the top with the flowers are really half windows and it looks odd, as if they've been cut off.  Also, on the triangular section of the roof to the right, the pink vines don't really go - I mean, where are they growing from?  Vines would be growing from the ground, not the top of a house.  And those tiles don't fit properly anyway - the corners of them cut off a tiny piece of the roof tiles.

The bottom map looks like it has way too much empty space.  I would either fill it up or make it smaller.
Oh yes now you say it you're 200% right, I'll correct that. Thanks ! 
 

XPKobold

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Been wondering if anything seems off with these maps. This is because i can't help but feel something is off with them. One is the first floor and the other is the basement of the main character house.

I can't help but think i should add a bit more things or make more use of the map size. Though any advice on this?

 
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