Game & Map Screenshots 4

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Engr. Adiktuzmiko

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It's not really full front-view, just a bit more frontal than default that is why it's not completely topless...


@Shinma - Mode 7? What is that??? 0.0
 

GammaVector

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It's not really full front-view, just a bit more frontal than default that is why it's not completely topless...


@Shinma - Mode 7? What is that??? 0.0
No no, I know that. I didn't mean to make it totally topless. I just meant that the top needs to be a wee bit smaller. You've got the perspective almost right!
 

Shinma

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Mode 7 is what that was called when it first came out. It was primary used for world maps. It became prominent here in the US with (what we named) Final Fantasy 3.

Mode 7

What you're using may not be exactly that, but it reminds me very strongly of it.
 

Alexander Amnell

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As per advice we tried to shorten the field a bit and also added a little more detail to the map as well. We'll  probably use Makio Kuta's Suggestion of having her run at an accelerated rate, both because she already does and to make traversing the field area quicker. Hopefully this one looks a little less barren though while still maintaining the fact that it is a pasture.

and a new one for today.

 
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Engr. Adiktuzmiko

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@Gamma - Ah I see... I thought you want it totally cut off.. :)


@Shinma - I was actually looking to make a 2.5D style (I'm more familiar with that term)... and reading that link, Mode7 seems to be a graphics mode.


Edit: How about this? (Disregard the signboard on the character)


Try4.PNG
 
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PixelLuchi

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@Engr.Shana: Personally, I'd just do away with that whole 2.5D vibe. It works fine for overworld maps, not so much for anything else. But that's just my 2 cents.

Interior shots with image-based overlays.







And a screen from a game I made in one week.
 

numfanklewhat

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@numfanklewhat

I like those battlebacks and think the duck sat on the head of the - I hesitate to name it, because I'm not sure, chameleon maybe? - is brilliant.  A whole new take on the phrase "a knight and his trusty steed".  Also like the change of enemies with nightfall.
Haha actually the duck is something like "mark" or crown for the head honcho of the chameleon gang, but the idea that the duck is actually the one that controls the chameleon is really clever! the duck knight and his trusty chameleon steed! :guffaw:

@numfanklewhat: Looking real good, as usual~ I love the nighttime shot. Hm! I can't wait to see this project completed; I'm really curious how it'll turn out!
Thank you! Hopefully it will be finished this year :3
 

C-C-C-Cashmere

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@Alexander: Those fields look really really uncomfortably unnatural. There's grass all clumped to one side and not the other. The path is straight for a long while and then does this jagged thing towards the end. One of the houses looks like the roof is too tall. Some of the fences look abnormal, with breaks in the fences that don't make sense. I mean, in real life that may be the reality. The grass might only be on that side, and the trees that far spaced apart. But in RPG Maker it looks just weird.

Your interior map is actually good though. I just struggle to see where that TV would plug in. Maybe you should create a cord leading to an outlet. Because by the aesthetic, it looks like a wooden home with no electricity. I mean, it's made out of logs.

@Luchi: I like your windowskin. A lot. Especially the subtle background insignia. I also played your RM Venture entry. It was nice.

@Shana: That would look really cool if the doorway changed view as you walked past it. RPG Maker in a 3d view like that would be awesomeness. It's good to sometimes disregard the norm and go after unique concepts like that. If you can pull them off, that is.

Me using Old School Modern Tile Pack One:
 
 

PixelLuchi

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@benny: It's not a windowskin. =)
 

Engr. Adiktuzmiko

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Kyuukon

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Alexander Amnell

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@thatbennyguy: I think that people use the term 'unnatural' incorrectly in regards to rpgmaker. The fact is that in reality that is how the path goes, strait through the woods and then it arcs towards the pasture-gate. The way the fence is set up is relatively how they actually are (I should know, since I installed them.) though using the wooden fences to substitute for horse-wire. The break in the fences that separate the left side of the pasture from the right do exist and have a purpose, at certain times I run an electric fence across those gaps to keep the horses from over-grazing or just wandering to far off. As for the grass, it actually is taller on the wooded side than it is in the pasture (though honestly not as tall as the tall grass tiles, which are pretty unrealistic in almost any situation you would use them in anyway but it's the best that I've got, even unkempt grass doesn't naturally grow up to your waist most of the time, depending on the grass and where it is.) because nothing is generally grazing on the other side of the fence. I get what you are saying from an aesthetic standpoint, sadly rpgmaker cannot capture the elegance and beauty of subtle hills and a sunrise over an open pasture doted by grazing animals and surrounded by a wall of trees that from a top down perspective would be nothing but treetops but can be safely walked through and have trails that wouldn't even be visible from such a perspective.

   I do understand that it isn't aesthetically pleasing, and we'll probably touch up on it a bit more to fix that as much as we can (it isn't that important that it appear as it really is, since that's impossible anyway but they want it to be close, so it will have to be balanced between realism and aesthetics.) but the more that is added to make it aesthetically pleasing in the rpgmaker sense the less realistic it will become. 

Edit: Log houses still exist and oftentimes nowadays have either been made around or else retrofitted with electricity to boot. Generally I've always tried to position my electronics in a way that they cover up the outlets that they use anyway, which I thought a lot of people did except for outlets that are used for multiple devices. 

@Laine: Your maps never cease to amaze me, always so simple yet filled with aesthetic beauty and subtle touches that dramatically shift the way the map is perceived.

@Kyuukon: I really like the way your transitions work.
 
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Makio-Kuta

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@kyuukon: Yeah, those transitions are really well done. The spiral staircase one especially. I just hope they won't become cumbersome to the player if they have to go up and down the stairs a lot of times in a row and have to wait for the full transition to play out. The clock was a nice touch too.
 

mlogan

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@Alex - I think the house is fine - log cabins are perfectly normal. I'm guessing Benny hasn't seen much of southern US?

@Kyuukon - I watched a little bit - pretty cool transitions! I do agree with Makio though, as long as the stairs aren't too often it would be just fine.

Okay posting a shot of a new map I've worked on tonight. It's supposed to be a fancy island house, almost mansion like. Not sure if I should make it a bit bigger or not. Probably could use some more vegetation overall, but that may not be apparent in these shots.

Mansion!.jpg

Mansion2.jpg
 

Alexander Amnell

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@Mlogan: my first thought upon seeing those screens was why were the first floor windows so much smaller than the second floor windows. Then I thought about the fact that they appear to be strictly open windows and it made more sense to me. Other than that the screens look pretty nice.
 

Stridah

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here is a new one from me, took a very long time.

-doors are black till i event them

-parallax is a place holder till i recruit team

-lighting will be added at another point

-forgot to put a road-path...whoops 

 
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mlogan

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@stridah - Looks great! I love the tiles you are using for the buildings. The only thing I'm curious about - the wooden rails - are they some sort of mining system? I ask because they way they are set up in the middle, it almost looks like a bridge. (And not a criticism, just curious. )
 

Stridah

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logan yes sir they come from the xp mine tile set (buildings are also xp, with slight edits by me to match my color scheme).

btw im looking for some guidance on adding a light layer to this map, i have a sunlight image (a bunch actually) i found online and from my understanding i am supposed to paste them on top of image with layer set to soft light, however when i do this it changed tone of whole image and looks terrible.  Can anyone point me in right direction i have scoured the internet looking for how to properly do this.
 
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mlogan

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Man, I have really got to take a closer look at the XP RTP. (And by the way, I'm not a sir. ;)   I kinda thought the avatar would help out with that issue.)
 

Makio-Kuta

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logan yes sir they come from the xp mine tile set (buildings are also xp, with slight edits by me to match my color scheme).


btw im looking for some guidance on adding a light layer to this map, i have a sunlight image (a bunch actually) i found online and from my understanding i am supposed to paste them on top of image with layer set to soft light, however when i do this it changed tone of whole image and looks terrible.  Can anyone point me in right direction i have scoured the internet looking for how to properly do this.
Yeah, if you're using an image that has colours, the soft light setting is gonna whack out your colours in sometimes not so nice ways. My ultimate suggestion would be to not use images from the net and build your own with circular gradients, but if that's not an option, try turning the image into grayscale (the sunlight image that you want to use for your lighting, not your parallax.) and then using soft light. Likely, you'll also want to drop the opacity of the lighting layer a bit (or duplicate the layer if it's acting too softly for your liking.) If you want a warm glow that -is- slightly yellow, then use other adjustment layers afterwards to modify. I find it best to leave the texture layer (lighting layer, whatever you want to call it) in grayscale to avoid unwanted distortion of colours.


Hopefully that helps some.
 
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