I think Shaz's fog script is excellent and makes fog so easy to do. You can have it moving in different directions, several layers, either on the battle screen or not as you choose, tint it. In fact the only thing that script doesn't do is make a decent cup of coffee. (Hmm, now maybe if I were to tweak that little bit of code there...)
quick question, why don't more people post full maps? Isn't it easier to find errors in a big map then a tiny screen shot? I always post the full map cause screen shot is not big enough.
Because a screenshot shows exactly what the player will see - and that's extremely useful. Things can look detailed enough in a big map, but can appear really bare in a screenshot - or look too cluttered in a big map, but be fine in a screenshot.
If you want feedback on just the general layout, go ahead and post the full map. But if you also want feedback on the aesthetics, the mood or functionality of the map, it really helps to show it in the same display as your player would get. This is especially important for maps that have special effects like weather, lighting or events.
@Ksi - I will be using a free movement style. Pixel based. Haven't gotten to the paths quite yet on them =D. Thank you! I really like your maps, I have been following these threads for quite a while now. I don't think you went overboard on the lighting at all, it all blends together nicely; gives it a real nice cool feeling.
@Stridah - I finally started to do the full maps! Though a lot of them are pretty small as is.... I think Lunarea hit it on the noggin though as to the reason behind the screenshots instead of mapshots for certain maps! How is your village coming along?
@qz I laid out the second floor last night and began parallaxing it, i should finish tonight its a bit smaller so should only take an hour to finish. I am a little worried about the pasability of 2 of the entrances though, i really needa get that pixel based movement script working!
I'm creating a game as a surprise for my gaming guild. All the characters in the game are members in my guild. This is my first attempt at a game so I'm still learning as I go but here's a few shops I've created so far.
I second Stridah. Think of a single bed. That is one tile wide and 2 long. That represents 3ft x 6ft in real life. On that basis your bakery is over 100 feet wide. It's heading up to being a good basis for a department store! (Okay, bit of an exaggeration, but still massive.)
I second Stridah. Think of a single bed. That is one tile wide and 2 long. That represents 3ft x 6ft in real life. On that basis your bakery is over 100 feet wide. It's heading up to being a good basis for a department store! (Okay, bit of an exaggeration, but still massive.)
Since everything is deformed in RPG, I'm not particular about their actual size. The only thing I care about is the comfortability. I don't see major problems in your map in that point.EDIT: Oops, you are not Raven.
I really love the colour choice for your overlay; the warm oranges and cool purples compliment one another nicely. I could be the only one having this problem, but I find the dark fronts of the tents and building are so dark that they've lost their details and my eyes are instantly drawn to these dark, black boxes compared to what is more likely the focal point you were aiming to have (the fire).
The one tent isn't too bad, but I circled the ones that are trying to steal the spotlight
Again, this might just be me, but if there was a way to lighten the shadow a bit on those areas so they are less of a attention stealing black mass, I think the map would benefit.
That aside! It's a nice map. I like that tent off to the right with its own little lamp. For some reason that area of the map feels real cozy.
@Raven - You are very organized in your mapping. And you have a great sense of clutter, though I feel like if you toned down the size of the map you wouldn't lose a lot of information or context. I agree with Shana about the need to see inside the bakery? Is that essential to the story or gameplay? Other than those few little things, I think you do a fantastic job working with the standard mapping.
@ Engr. Shana - Chicken games looks super fun!
@Luara - Custom tilesets are hard to get that seamless look. Keep at em, you have a great start. The tree bases I feel could be sharpened up a bit more or just a bit of definition. Also, if you want, make a couple variations of the tree base so that you can add a little variety to them! Keep up the good work, I can't wait to see the rest of the tileset in action!
I've been mapping like mad on my few days off, I have been having trouble with my intro town. I think I have a pretty good base for it now, The story has a tear that has opened up in the town and creatures are coming out of it, so naturally all heck has broken loose.
Hey! I haven't posted here in eons! Well, I spent all day working on just the title screen for my game, so time to brag about it! Err, well it's the first time I did anything like this before, so what do you guys think? Did it turn out well? Beginners luck? Or am I blinded by pride that I can't see how bad it is?
Thanks all for the comments so far! I really appreciate them. I do understand where the maps seem to large. In fact if I was making a regular game I'd probably make each of these easily 1/4 the size because they'd simply be stores.
This "game" though is less a game and more of a representation of the guild I run and the members in the community. It's FOR them and ABOUT them so when they play it they'll each want to explore the area that is "theirs."
Flyboy's Dress Shop is a joke about a member who constantly wears robes which everyone teases him about, calling them dresses. So I had to go over the top and fill it with a lot of dresses. Granted that map is the smaller one out of the three. I'll see if I can reduce the bakery some but that map is for a member that a real life chef and goes on and on about it all. Knowing him he'll get a kick out the size. Most of the maps will have a lot of inside jokes attached to them.
Regardless I'll review the maps with your comments in mind. Thanks!
@Stridah - I think those are from the HF packs... I don't think they're really a bit high... the characters are high too, and from games I played and things I watched, the walls of cities don't really tower over the buildings, at least not on the taller ones
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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