Game & Map Screenshots 4

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Engr. Adiktuzmiko

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Yeah, that room is quite of just a concept for now... and yeah, I was a bit worried by the fence, just haven't got to try shift map that part... :)


PS: that second one is a gravesite BTW.
 
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Apollo

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@Makio

Ok so as for the first suggestion, in the story every child made it at least through the first section of The Blackwell. (Murk guides each child through a series of tunnels, that has a practical purpose of serving as a tutorial for the player) Murk always leaves them to die to Hollows after guiding them through the first section of caves, but he also alerts the other Survivors so they have a chance to save the newest tribute. Now that being said, i will probably put an animal skeleton since its logical a cow might've accidentally fallen down there or something. :p

The game is actually not a dungeon crawler, though it would work just as well as one (i might use a similar scenario to actually make a dungeon crawler game in the future actually...) The game is split into chapters, each chapter switches perspective to one of the two main characters. There's Aiden, surviving down in The Blackwell with a Survivor named Kiryn who saves Aiden at the beginning of the game. And then there's also Magdeline, Aiden's best friend back in Black Haven, an orphan to whom Aiden is pretty much the only family she has. She teams up with Grahm, a guard of Black Haven who help Maggy, at first out of pity then later out of genuine concern. The two go on a quest to try to find out how to get someone out of Blackwell.

Also i will try that tile thing as well as add some items from the town above (the planks are already that, but i'll add more .3. )
@Shana: That first pic looks great, but the second one needs work. Its all way too symmetrical (i get that's the point but it looks bad) just move a few flowers out of place, switch some of the flowers out for a different type, and also add some flowers in the grass at the bottom of the picture.
 

Engr. Adiktuzmiko

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It's a controlled area which is why I made it symmetrical, though I'd actually wanna change those flowers into a flowerbed later...
 
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mlogan

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@Stridah - I would go with either of the last two on the bottom.

Adding another shot. This is the back of the house/mansion I've been working on.

Untitled.jpg
 
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Shinma

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The water section looks a little odd to me, I can't put my finger on why though, maybe someone else can? Other than that the only thing I notice is missing shadows.
 

Engr. Adiktuzmiko

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I use that water tile too, and the way the rock borders to the ground really look weird to me... not that we can do anything about it really
 

C-C-C-Cashmere

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It looks like the tile has a black background. If you can edit the tile so that the edge of the rock has transparency, or goes on top of grass, then it will look more natural. Plus I haven't seen a pool like that where rocks circle everywhere around the water in an organized fashion. Perhaps it's better suited tile for something like a rock pool (on top of rock tiles). It doesn't make as much sense next to grass imo.
 

Stridah

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@logan  I would add more to the ground, their is so much plain green grass it feels boring!  Also, I am not sure on this, but maybe try moving some stuff around to avoid the extreme perfect symmetry,like the pots flowers etc.  Oh I see Benny talked about the water rocks.  I bet you are a neat freak at home!!! =)

it's a real nice start lets play with it some.
 

Makio-Kuta

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@mlogan/stridah: I don't know, symmetry is often viewed as a form of organization and beauty and it is applied a lot through decoration, especially large, mansion garden type areas. (which you can see here with a quick google search)


On that note though, perhaps playing the symmetry up even more could benefit the shot. Like centering the patio on the frame and bordering it with two ponds, rather than how things are now. I think that would say to the player quicker that the symmetry was a choice when whoever owns this place did the landscaping for aesthetic reasons.


@Celianna: Ah! That is so lively and cute and fun and wonderful~! That house at the upper right corner of the third screenshot has the cutest little brick pattern. I'm gonna guess these are tiles you made, right? Lovely work!
 
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Candacis

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That is really nice, Celianna. I especially like the icons and the hud. The house in the bottom right corner of the 4th screenshot (bottom right) looks very weird. Maybe it's the style of the graphics itself, but it looks very 2-dimensional to me. Maybe it's missing a border on the edges or some sort of shading?
 

Apollo

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That looks awesome Celianna, except for the fourth screenshot which has one tiny problem with it. You put the natural cobbled stone steps one level down from the other grassy areas beside it, but you didn't adjust the wall of the town to go down that extra level. You need to either trim the wall on the left and right of the main entrance, making them only 1-high instead of two, or add an extra tile of wall to the main entrance, making them 3-high
 

Gmork

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This screenshot is not part of a game-project.

It's a fight between two adventurers and a hydra, which wants to defend the corridor behind.

 
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Apollo

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Ok! So i've worked a bit on the picture i showed earlier, here's a slightly updated version...

 

UsainSloth

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http://puu.sh/7cNyn.jpg

I'm about 50% done with this map. I only want to use the default tileset from rpg maker vx ace. I haven't even used the engine itself yet. But I did like looking at the mapping tutorials and parallax mapping. I won't use this in a game or anything. Just some practice to get used to mapping until I actually will be able to do any nice maps.

I'll be hittin' the hay. so I do appreciate feedback/critique/ideas. So I can continue working on this tomorrow!
 

Stridah

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@Apollo with nothing underneath that rug it looks like it is sticking straight up, like a sky scraper.
 

Apollo

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Because that's not a rug, its a rock formation...trust me it makes sense whenever you see it in game
 

Stridah

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@Apollo whoops I think mycomment was ment for someone else
 
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