Game & Map Screenshots 4

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Ellie Jane

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@Amy Pond

I love the style.  It is very retro and it looks great, so i do think it'd be nice if you pushed the project further.  However I do agree with muramasa that you should consider getting a more pixelated font to match.
I actually made a bitmap font script for it (the text is drawn using a spriteset like in RM2K/3), so that I could use a doubled up font (that one's a font 2-upped); does it not fit? Would be easy to change.
 
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orochii

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I actually made a bitmap font script for it (the text is drawn using a spriteset like in RM2K/3), so that I could use a doubled up font (that one's a font 2-upped); does it not fit? Would be easy to change.
Oh okay, it should work. A friend of mine also did a script for something like that (drawing text by using a bitmap font). It's actually the best thing you could do, since even if you use a pixelfont-styled TTF, there is still some smoothing here and there (for this, vectors will always have chance of screwing up). Unlike blitting a bitmap, where it draws it as-is.

I want to see the end result :33,

Orochii Zouveleki
 
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Galenmereth

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@Galenmereth: If the glow behind the icon faded away, it would be great. But I assume it is made as part of the background.
It does fade out quite a bit from what you see there, as the glow is an extra image beneath the top one. You can see it here (the placement of the popup has been moved further up after I made this video, however): 

Since you would normally close the window pretty fast after getting an item, I figured the strong glow effect would work, as it makes sure to stand out in any environment. It does have a overlay add effect, so it's not as strong on a dark backdrop.

Now for me to leave some feedback, too:

@Amy Pond: It definitely has promise, and the village and classroom look really good. I'm not sure I agree with the others about the font; I think it's fine for it to have double resolution for legibility. I'm not a fan of that particular font, however, and especially not how some of the letters merge into each other due to varying and sparse kerning. Examples are the following letters next to each other: "e" and "w", "M" and "r", and finally "o" and "d" :)

@Luchi: Those are some great map screenshots. They both look really good, and my only nitpick is the following for the second map: The grass around the cliff sticking out over the water in the top left side looks a bit off. Here's a screenshot where I highlight it:

 
I would make it so that the grass is not visible, because it looks like the cliff is supposed to be elevated above the water, but the grass around it makes it look flat. Other than that, I really like these :)
 

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@Filius Rex

Nice feel to the map, but I do have a few queries. 

I find the placement of the windows looks odd.  They are in walls which logically are not the back walls of the building.

I also wonder about the shape of the lower half of the building.  It looks as if you were trying to make it more interesting by giving it that shape, but I wonder if any building would be constructed like that?  Particularly as it restricts access to the 2 side rooms so much.

Having those 2 items immediately right of the door placed like that clashes with the way that the barrels are placed.  The barrels clearly give the impression of walls with height to them, and the 2 items by the door don't.  Similarly the top of the cupboard to the left of the door gives the impression of walls with height.  In short, I'd get rid of or change the basket and plant.

Would a carpet be shaped like the one you have in the middle?  I also find it strange to see carpets leading up to what seem to be storage areas.  Why would anyone do that?  Would they not have them where the customer would walk?
 

Tuomo L

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Okay, this may be the final time I'm posting this map but I've been sharing it so many times because you spend the entire start of the game there, so it's a very important town. Oh and ignore the doors being off, that is because of the map screenshot script, they don't look like that in game.

 
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cabfe

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@Mister Big T : Is there a specific reason why the main road is so suddenly narrowing between those cliff tiles ? That feel odd.

I would expect the locals to cut the rock there to allow a better traffic flow.

Nice touch adding toilets !
 

Tuomo L

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@Mister Big T : Is there a specific reason why the main road is so suddenly narrowing between those cliff tiles ? That feel odd.

I would expect the locals to cut the rock there to allow a better traffic flow.

Nice touch adding toilets !
Okay, I updated the map and removed that piece of cliff, it should show as updated now.
 

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Yes, that feels more natural now.
 

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@Mister Big T

The map looks pretty good, however, the doors are one tile too low.  I'm assuming you want them on the buildings and not in front of them.
 

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@Mister Big T

The map looks pretty good, however, the doors are one tile too low.  I'm assuming you want them on the buildings and not in front of them.
 

Okay, this may be the final time I'm posting this map but I've been sharing it so many times because you spend the entire start of the game there, so it's a very important town. Oh and ignore the doors being off, that is because of the map screenshot script, they don't look like that in game.
 

Doobles

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Shows how well I read when my relatives are yelling at me to come downstairs... ignore that then...
 
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Lihinel

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@Filius Rex: The additional edges on the edges (if you know what I mean) seem a bit unnatural, who would build a house like that?

On the other hand having normal edges might make the room seem a bit boring so.... I dunno.

@Mister Big T: Those graves look kinda out of place if you ask me. Maybe move them to a seperate section of the town or just leave them out completly if they have no story related purpose.

@Topic: Title Screen for a remake I am working on

(most of the original was lost in a HDD crash, except for some graphics. Now I have Dropbox to save just in case)

New One using VXAce:




Old one using XP:
 

orochii

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@Lihinel: It looks better, mostly because of the new background (it looks like a video, and way more detailed than the previous which looked like a Plane scrolling). Also I like the transitions better. A really nice work, good job C:!.

Am... here goes a screen.



This is the battle inventory window. Not very different from a vanilla battle inventory window. Except for the left/right hand equip change possibility (pressing L-Shift or R-Shift over the item if it is equippable). And the categorization. I thought it would help making it less messy :p .

Salut,

OZ
 

Arin

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In-Editor Screenshot of my very very massive Port Town (1/4 Zoom View) that took me an entire day to make, practically. I used Shift-Mapping a little bit with the water, simply because I love messing with "altitude" and seeing what I come up with. Tilesets used were Mack's Tilesets.
@Orochi: That evil eye in the background looks so frightening. But I really don't get the three icons in the middle of the window. If there was a tooltip at the bottom displaying what each function does, then it probably would be great. EDIT: I'm blind. You see, THIS is why I wear glasses. X____X
 
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Kes

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@Arin

I admit in advance that my comment may be completely misplaced.  It all depends on what exactly those tiles are that are shown lower than the grey ground tiles.

Those tiles look like they might be meant to be pillars supporting the quayside.  I wasn't sure at first what they were but went with that interpretation when I read your comment about "altitude".  IF that is what they are, then you need to lift the whole quayside up by the corresponding number of tiles.  At the moment your quayside starts at water level.  The quay therefore cannot be supported by visible pillars.  If however those tiles are something else, then this comment is useless, but might be substituted with "what are those tiles at the ends of the quay meant to be?"
 

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@Arin :
Nice layout for your town. At least we can't get lost. I'm still wondering for my own town how to place the houses. Realism against Gameplay, that kind of stuff ^^

South part -> I can't see well with a 1/4 zoom, but it looks like there is quite a high pier there.
Is the road coming from the town supposed to be a slope to get that high ? Because it looks like this road starts at almost water level.
The change of tiles when we get above water past the city wall makes me think I am at a different height than where I'm supposed to be.

I guess is has something to do with the shadows. One shadow tile on the left yet two on the right. I can't see the real height.

Nice touch adding the vegetable garden !

North part -> Is there a banquet scheduled ? I have never seen so many seats in a town square unless it were a celebration day.
On the right side : there is a forge with 2 openings ? Not very effective, heat wise.

But I like the park on the left. Is it a kids playground ? The sand reminds me of actual memories ^^
 

hian

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Christmas is drawing closer, and so is my demo for "The Last Legend" - finally...

(Don't bother checking the project thread though, since the entire game has been revamped, and I don't plan on updating it until the release of the demo).

So, I'm tweaking stuff, and finalizing the various game-play mechanics - here are some samples.

Glowing markers - buildings that can be entered, npcs that are extra important, exits, quest targets, and places you can use items for one effect or another, will (almost) all be clearly market with glowing markers. They fade softly in and out of focus, so they're easy to spot without obstructing your vision.



Extensive Journal System - All important information you come across, story over-view, lore and quest information is stored in your journal via notes, tomes, books etc, that you receive as you travel, which you can access and review at any time.



A random screen of a shop -



Just screwing with you, here's another game-play system for you all -

The Tactical Warfare System - As you progress, you'll recruit soldiers for your "band", and duke it out on a large scale with your enemies.



Aaaand, back to work.
 

Joy

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Home Farm is pretty much done aside from some shadows work and probably adding some more weedy flowers to some of the more bare areas. Well..I say done...spring is done. Still need to do variations for summer, autumn and winter. Not looking forward to editing all those trees to be covered in snow. This is as the game starts, no unlockable features (vineyard, beehives, mushroom hut), one starter tree in the orchard and only a few animals. Under the spoiler, because its massive.

hian: love the screens, only thing I would say is that the characters seem a bit bright and high contrast compared to the maps. Love the squad battles.
 
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