Game & Map Screenshots 4

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mlogan

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@logan any way you can get some objects on tables and stuff, it looks a bit empty. I think you should just pop a shadow on side of stage too. I have no experience with western set so im not sure if it has cups plates, etc.
I said in my post that was one of the things that it needed. I was checking out the western set's capabilities, but the a lot of the clutter is going to require importing other resources and some editing in GIMP. The shadow is a good catch, thanks!

@Cashmere -

Interior maps. Please don't take this the wrong way, but there is a lot wrong here. The first map: I think it would help if you really scaled down the size of that main room. It would reduce the need for so much random clutter. It's a hard balance - having clutter, but the right kind and the right amount. Those columns need to go - a wooden house would not have fancy stone columns. The stuff along the front wall looks odd - it's just not made to go there. Putting stuff along the front walls just generally doesn't work with RTP. You need custom edited graphics that make it look right. The stairs look strange in the middle of the room. Also the banner looks off - that is usually used in castles to signify royalty so unless there's a story related reason for it to be there, it looks strange.

Similarly, the banners in the second map - is this some kind of military headquarters? If so, I can see the banners, otherwise, no. Is there a reason for there being a table in a doorway? If not, I would get rid of it. The columns in the second map are questionable but look less out of place than the ones in the first map. Overall, I think this is interior is better than the first.

Keep working on it, you will get the hang of it. (I'm still trying to get the hang of it, too.)
 
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Stridah

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@logan ahhh sorry I always look at the picture!
 

Firgof

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I feel like it's still missing something -- too clean and barren.  It is a containment cell -- but even so.

Any advice?

 
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PixelLuchi

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There were a couple of problems with my earlier forest valley map I posted earlier when I posted it on RMN. Thanks to Liberty/Ksi, I managed to rectify the errors.



Effects.



No effects.


And an army camp.
 
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mlogan

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@stridah - No problem, I was kind of wordy. And there probably wasn't a lot of point in me posting it, I was just having fun checking out the western tiles and wanted to show them off, ha ha!

@firgof - Actually, if it's a holding cell, no I think it's fine. I mean, the point is, they are supposed to be empty and bare. If you are concerned about it, you might try squishing the walls of the actuall cell in by one each. Not sure how that would throw off the balance of the lights though.

@Laine - They look great! Personally, I prefer the one without lighting effects, but I just prefer brighter, happier colors in general. But I know the effects set the mood of the game and many people enjoy it, so don't listen to me. :p
 

cabfe

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@Firgof : This looks good as it is. If you really want to add something, maybe add some marks on the walls, like tally marks for counting days.
 

ShinGamix

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Working New Battle Hud design today

*yes I know one character is too far up on the battleback

and the word summoner is too long in the enemy hud display messagebox
 
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Stridah

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@shin, that looks good mate

I would like to hear thoughts on the shadowing please.

obviously town is not populated yet, and no doors.

 
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Firgof

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@Stridah: It's a bit weird to see square shadows from a curved cliff.
 

mlogan

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Shadows look pretty good. If you did them in an editor though, I would round them out next to the cliff tiles to match better.
 

cabfe

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@Stridah: Also, the wooden beams project no shadows.

(And there is a slight line on the barrel next to the character, I guess it's a remnant of a test on your layer.)
 

Stridah

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i will round them, not up to the beam yet i find shadows a *****, it seems very few people actually shadow rounded cliffs im fooling with it but it is a major pain, ill throw up another variation tonight i have like 10 shadow test layer
 

Zane

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I figure I would post what I'm working on, If you know the game from snes then I think you will like it when it's finished =)

 
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Engr. Adiktuzmiko

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You have such nice graphics Shin
 

ShinGamix

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Give me a few mins and I will upload a short vid of them in motion. (so DarthVollis can see them in action)

edit-Here is the video




I didn't edit it and I noticed a variable was off in the hud alignment script by -16

(if video is laggy I was working on about 16 things and had 17 tabs open at the time of recording this. Game is not laggy)
 
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Ksi

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@Josh: Are you making a Mystic Quest fangame? What I'd suggest is to improve the original maps a bit. You don't have to make them totally different, but small things like overlapping the trees (and making that tree edging more natural), making the water edges not all straight lines and adding a few extra houses to villages so they actually look more populated would be neat (even if the doors are locked). Still, the graphics look great so far.
 

Zane

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@Ksi: Yep that was the plan sense I'm having trouble writing an original story to start something new. I was planning on boosting up the map designs like you suggested, the problem is that there isn't much spacing in that specific town to begin with so it is a very small town. (Those tree houses are bigger then you think)

I plan to add clumped flowers and tall grass, this was just a rough edit to get the layout down. Thanks for the graphics compliment as well. The trees are mack and the fence is from Celianna, the rest is heavy rtp edits. Another cool thing I wanted to point out is the hud itself. The only thing that is a outside picture would be the icon set containing the sword. The engine draws the rest of it out. Will tweak it some more and post future maps of progress =)
 

Teko

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@Shingamix Nice battle, but I think the enemy death animation could be a little faster.

Two maps I'm working:

I'm still working on this map and I'm trying to use an animated parallax water, so don't mind the objects on bottom left of the first one.



 

Stridah

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@teko really love the first one!

the second one looks a lil detail lacking to me so far for the parallax style, id erase some of the dirt w a more "squiggly" brush.  l

and here is a quick screen from me, i think i got the shadows correct, i will probably be complaining about shadowing for the next year hehe, hate doing it.

 
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