Game & Map Screenshots 4

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Shiro

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@Stridah: Lose the sunbeams, so tacky.
 

Zoltor

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I'm using a message back that Luchi made, but I'm also using a text script to make name boxes, and well evidently the script doesn't like it when you make the reg message boxes transparent, and then create a name box, so that left me with 2 options. I could go back to using the pretty awesome Windowskin I got with the DS pack for the message box or create another pick to use as the name box.

After a hour screwing around with the position, and resizing of the name box pic, I finally got it. It looks decent I suppose, but something is weird about it. I think perhaps I should give it a bold white boarder, I think that will make it look better, what do all of you think?

Message+Name Box SS.png
 

Kes

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I wouldn't use that font with that background, you have clashing styles in a big way.
 

Kes

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I think the problem is that the font is sort of computer looking (I can't think of a better way of describing it), whereas the background is quite ornate.

With that sort of background you don't want a font which will fight with it to get the player's attention, so it needs a certain simplicity.  I wouldn't go for an italic font - for a whole game that is going to get visually trying and tiring.  The font needs to be thinner than it is now.  The word which comes to mind is 'elegant', whereas what you have now is heavily blocky.  

Oh and I forgot your other question.  I would be surprised if a bold white border were to be an improvement.
 
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Zoltor

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I think the problem is that the font is sort of computer looking (I can't think of a better way of describing it), whereas the background is quite ornate.

With that sort of background you don't want a font which will fight with it to get the player's attention, so it needs a certain simplicity.  I wouldn't go for an italic font - for a whole game that is going to get visually trying and tiring.  The font needs to be thinner than it is now.  The word which comes to mind is 'elegant', whereas what you have now is heavily blocky.  

Oh and I forgot your other question.  I would be surprised if a bold white border were to be an improvement.
Well I bolded the lettering in the message box.

How is the lettering in the name box then, imagine that lettering, but white, and that's how the letters in the message box would look unbolded?
 

Kes

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Might work.  Slightly difficult to say, as all fonts look different when the appropriate punctuation goes in.  I assume that should read

Hi! How are you?

or

Hi, how are you?

The way different fonts handle ! and ? can be quite significantly varied.

But I would suggest that bold text like that is not the best choice, irrespective of font.
 

Zoltor

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Might work.  Slightly difficult to say, as all fonts look different when the appropriate punctuation goes in.  I assume that should read

Hi! How are you?

or

Hi, how are you?

The way different fonts handle ! and ? can be quite significantly varied.

But I would suggest that bold text like that is not the best choice, irrespective of font.
lmao, It's just a test, so I didn't care about punctuation, but if It's suppose to be the 2nd one. Give me a sec, I'll unbold it, and add the comma.

Edit: Hm it does look better unbolded actually.

Text, name SS.png
 
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McP

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Just in case, if everyone can't see detail on my previous map, i have made the brighter version, take a look here.. :)





does that lights is good or bad, tell me what do you think, guys?
 
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Skyfrid

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I decided to take another go at it :D

 

Engr. Adiktuzmiko

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IDK why but when I first looked at it, I actually thought "Megaman fan-game?" then realized oh it was pokemon... XD... those pixels are sexy
 

Kes

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Obviously the moment for fonts. 

@Eternal Void 

I think you need to do something with your font.  It's too squashed.  It's also not very legible.  I thought at first that the characters at the beginning of the lines had had a bit cropped because of lack of space, then I saw that all instances of those characters are like that.  It ends up looking a bit amateurish.  

@Zoltor

Much better now it's not bold.
 

Tsukitsune

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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.
The shadows aren't consistent, majority of them look as if they're on a 45 degree angle but then your stairs, left building, bottom barrel, mine crate, and right building don't have that.  The right building doesn't even have a shadow :p

PS, I hate making shadows too :D , we can be best friends.
 

Lihinel

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Trying to improve my maps:



(Better shadows, no more flowers, ways no longer strictly vertical/north-south or horizontal/east-west, new graphics program with other brushes)

Old one:

 
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Kes

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@Lihinel

Much better!

If I could suggest another small tweak?  Snow is still falling (I think that's what I see), so unless that path is heavily used, perhaps the lightest dusting of snow on it?  Maybe only in patches, but to have it completely clear suggests that an awful lot of people are tramping up and down it.
 

seita

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@McP I love how lively the town is, great stuff.
@Skyfrid The text seems a little squished, or is that just how it is?
@Lihinel I agree it's much better than before.
 
Got a few screenies showing new tilesets ingame and such. Parallax hasn't been complete yet so some tiles will look clipped. Some have the older sprite and one has a placeholder HUD. The last one is a vid of the dodge/roll mechanic and the knockback that happens when you roll into something.
Awesome work by being shown by Zalerinian and Vagrant~

First one is intentionally darker than it should be to see everything clearly~



Older sprite~



 

Skyfrid

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@McP I love how lively the town is, great stuff.

@Skyfrid The text seems a little squished, or is that just how it is?
I'm gonna increase the font size, that should fix that.
 

Zoltor

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Ok I just finished creating a Char status window for one of my Summons(the summons are never in your party after battle, so you can't use the normal Status command in the menu to see the stats of your summons.

I'm probally gonna work on making a custom menu command to call a common event(which in turn will allow you to access the stats of your summons). Yea I "could" just have an item do such, but I like to polish systems whenever It's possible(this should be ridiculously simple to script anyway), besides when is extra menu commands ever a bad thing(especially in a game made with RPG maker, customized systems, even one as minor as this can only help to let people know effort was actually put into the systems/the game in general. Stupid Steam Green Light combined with noobs that didn't even try/want to make a decent game gave RPG Maker games a bad rep).

Well here one of the Summon's stat pages:   Char Status Page.png

It's as lined up as It's gonna get, and overall I think it came out pretty well(changing AGI to SPD helped with the alignment issues a lot), and yes this char stat page will indeed update every time there's a change/she gains a lv(It's not just text).

The last 7 stats are probally gonna display Elemental resistances, and such instead of these special stats, that are usually hidden, and each element name is probally gonna have a pic next to it, representing its element.
 
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Engr. Adiktuzmiko

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a new screenie from my current proj...





the blue orbs on the lower left shows how many projectiles you can fire at the moment.
 

Zoltor

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Woot Woot, I fixed the alignment issues, now It's perfect :)

I'm probally gonna still change the last 7 stats to Element attack, and resistances, and I'm gonna have it display XP needed to lv as well, but aside from that, It's done :)

Custom Char Status page.png
 
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