Game & Map Screenshots 4

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cabfe

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@Mlogan:

I like how the path in the upper-left is shadowed. It makes a great atmosphere.

And the mushrooms on the tree trunk are nice.

Now, the critics:

On the wall of the house with the curtain, it looks like the plant is cut in half and there also seem to be a part of a tree?

Also, the fall needs some splashes.

The tree behind the house looks a little too much lit, too much brightness.

And there is a green dot on the wall, left of the vine. Probably a remnant of another tile.

The lights on the path on the right, the left ones cast shadows of the lantern right under it, but the right ones do not.

(Strange how I don't like pointing out mapping errors. I know this feedback is important, I benefit from it too, but I just don't like criticizing. Makes me feel negative.)
 

mlogan

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@Mlogan:

I like how the path in the upper-left is shadowed. It makes a great atmosphere.

And the mushrooms on the tree trunk are nice.

Now, the critics:

On the wall of the house with the curtain, it looks like the plant is cut in half and there also seem to be a part of a tree? - Oops! Good eye!

Also, the fall needs some splashes. - It is animated in game, just doesn't show up in the editor.

The tree behind the house looks a little too much lit, too much brightness. - Ugh, was afraid of this. More tile editing!

And there is a green dot on the wall, left of the vine. Probably a remnant of another tile. - Probably, but I'm totally not seeing this. Could you be more specific as to where it is?

The lights on the path on the right, the left ones cast shadows of the lantern right under it, but the right ones do not. The ones on the right, the shadow is behind it - to the right, since the lighting source in RM RTP is from the left.

(Strange how I don't like pointing out mapping errors. I know this feedback is important, I benefit from it too, but I just don't like criticizing. Makes me feel negative.) - Please don't be. If you had said "It's horrible trash" I might be upset. :p   But this is why I post - I'm not a detail oriented person, so I appreciate others catching these little errors that I may or may not eventually see. Better to catch them now, as opposed to after releasing the project.
Thanks cabfe! I appreciate the feedback, so I can make it it's best!
 

AcosmicDevi

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@mlogan I like your clumps of bushes. Very cool looking. The well and the bridge look a little out of place but that may be because of the different art style.

The only question I have is about the far bottom left building. Is it accessible? And how will you let people know the building can be entered? You may want to adjust the path or put out a Welcome mat or something to indicate the player can enter the building. Otherwise I like the overall look of the map.
 

Stridah

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@logan those r some nice vines and bushes where did you get them? i would add some more detail in the town to liven it up some, npc's might do the trick.  Also any idea where i can upload a version of mine you can zoom into i tried deviant art but no dice.
 

mlogan

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@devi & Stridah - I wish I could take credit for the tiles, but almost all of the plants are from Lunarea's Jungle tileset. The buildings and some other pieces are from her Coastal town set, there are a few pieces from the Arabian Nights collection, ground tiles are Celianna's and there are some odds and ends I've tried to convert from XP (like the blasted trees I now need to adjust, ha!)

@devi - I haven't decided what to do with that building, if I have a side entrance, I will definitely make it stand out.

@Stridah, I have no idea where to upload it to. Maybe imgur? Not sure if it has zoom capability. Perhaps tomorrow I can save it and look at it that way, I just truly don't have time tonight.
 
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Stridah

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haha no problem logan, you dont need to ive skyped it to a few friends.  Also i am so proud of you using XP tiles, i LOVE xp tiles if you havent noticed haha.
 

AcosmicDevi

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@Chaos Avian Beautiful map as always. The only thing is the bare tree at the very top looks like it's growing out of the rock. Maybe position it a few pixels down. Also are those doors above the character?
 

Kes

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@Chaos Avian.

Nice map, but I do have a query.  It's a bit difficult to explain concisely, so excuse me if I'm a bit wordy with it.  The example I'm going to use is the staggered cliff to the left of the bridge next to the fence and the blue crystal.

If you look at where the lower section joins the upper section, you have the auto tile giving you a cliff edge and then the section of cliff above it appears to be standing on grass/the ground.  That's the way that particular auto tile works.  I think (I know this might just count as personal preference, but here goes) that it doesn't 'work' to have the cliff edge effect at the point where it is supposed to be joining/butting out from another section of cliff.  There is almost the impression that it is, in fact, free standing, but that is then contradicted by the grass at the foot of the higher section.  If you now switch attention to the lowest waterfall on the right, you can see the other problem caused by having the cliff edge effect - that water edge is clashing with the cliff edge.  Finally you have the same issue where the lower cliff is running up the side of a higher one e.g. to the right of the chimney at the top.

All these can be resolved with shift-clicking, but I admit it's tedious.
 

cabfe

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@mlogan:
 
I've circled the green dot I talked earlier:

 

Mimironi

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Map004.png

Map011.png

The first one is the main town you'll be in, and the second one is a bar/tavern.

Are they too empty? I dont know what to put in the corner of the second map though.

*The events in the second map is one tile down, but not in the first for some reason?*
 
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AcosmicDevi

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@Mirpono Yeah, both maps look empty. The town definitely needs more clutter and/or people. The tavern map needs something on the tables. It's probably a good idea to use the same type/style of tables. The pink stools and square table looks very out of place.
 

Lady-Elise

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Nothing really special to show of here but yeah, This was a test to see how well
the ◄JourneyX2► Battle system works together with other scripts. Tested with:
Yanfly core engine, MOG battlers cry, MOG atb system & MOG battle_hud_EX
 

mlogan

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@Mirpono - I like the overall start you have going to the maps, but yes they look empty. The first one you can easily add things like benches, lamp posts, potted flowers, etc. to help fill it in.  The second, I would probably make just a tile or two shorter each way.  In the first map, I think the two different pavements looks odd. If you want to show paths, I think it might be okay to use a second pavement, but paved roads would for the most part be straight. They are not rambling paths in the woods, they are something put down intentionally with a plan.

@Lady-Elise - I'm not sure what this system is supposed to look like do, but I find the directions the sprites are facing a bit odd. I would assume they are fighting each other, but they way they are both turned looks like they are working together to fight someone else.
 

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I ran out of likes today so this is all who I liked.

I think the lights and overlays were impressive. Great job!
 

I too thought it was a MegaMan X fan game but still looks awesome for a Pokemon game. Let me know when I can play a demo.
 

The angled path is much better.
 

Really want to play that Tristan game.
 

Big Map hope it doesn't have any slowdown. Looks Great though.
 

Just started making a Burst System a few months ago. May have to check out what features your engine has.
 

Engr. Adiktuzmiko

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@Lady-Elise - Wow, that's sweet... Will that be a public engine?


Some new screenies from my short adventure game...


Some objects block projectiles

Enemy Down!!!

 

Zoltor

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Just a shot of an off road path leading into a dense forest.

This looks great for the most part, but it kind of looks too busy.  Perhaps get rid of the Crystals, and the leaveless trees look so out of place.

To Lady Elisa: That lloks awesome, and like Engr, I too would like to know if you plan to make it available?
 
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Bonkers

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Just a shot of an off road path leading into a dense forest.
Heya, good layout on the forest but I have one huge suggestion with those (submerged)  water born logs.  If you get the chance make a copy of their tile in the editor and either select the midsection down and lower their opacity to make it look like they are submerged into the water rather on top of it.

EDIT: Also for the logs in the water, take off the shadow where it intersects with the shore.
 
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Chaos Avian

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This looks great for the most part, but it kind of looks too busy.  Perhaps get rid of the Crystals, and the leaveless trees look so out of place.
It clears up as you go down, it's literally 1/3 of the map. The dead trees are explained, but as the crystals... just roll with it xD

Heya, good layout on the forest but I have one huge suggestion with those (submerged)  water born logs.  If you get the chance make a copy of their tile in the editor and either select the midsection down and lower their opacity to make it look like they are submerged into the water rather on top of it.
Great suggestion! I shall get on that soon~
 
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