Game & Map Screenshots 4

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Sketcy-Sketch

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Just a sample map. I may port it to my game though. It's kinda cute.





The tree orb is supposed to be a healing (or save) orb. So, if you click on it, it heals your HP (or saves your game).
I love seeing unique save points!! :wub:




This is the Phamas Forest! A part of it. I'm actually reconsidering my plans, because what I see is that I planned a 5 big map area (this one here is 66x76). I suck at planning ahead ;_; . "OTL
woooo, I like that style. lol, I made the same mistake before about not planning ahead. :p
 

Milkdud

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First time I used RPG Maker in months.

.
 
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Mimironi

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The tower im making had mysteriously appeared in the middle of the forest. The tower will be your main place of battle/treasure etc.

Something seems off to me about it though.

Map002.png

The bottom part is a kind of lobby for adventurers to prepare.
 

Galenmereth

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@Mirpino: The shadow on the right of the tower needs to extend down to the lobby structure too for it to look right :)
 

Kes

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First thing is that you have no shadow on the lower part of your tower.  This makes it appear very flat.

Second thing the damage tile you have used on the tower is one that is normally used on a floor tile.  What is showing through is meant to be earth, and doesn't really match what one would expect to find underneath a crumbling wall.

Third, given how tall this tower is, I would expect it to have a reasonable depth to support that height.  However, your base is not that big.

EDIT

ninja'd on my first point.  the others still stand, though
 
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Mimironi

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Map002.png

Now it does look better than before :D .
 

Engr. Adiktuzmiko

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this is what happens when you toast a chicken... XD


ChickenGames2.PNG


@Mirpono - The border between the tree on the right and the wall seems lighted, which looks a bit weird seeing as how the whole place is shadowed... Also, the "stairs" part on the lower part looks kinda weird... it looks like a stair-plowed-land hybrid
 
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Makio-Kuta

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@adiktuzmiko - Yesssss Chicken Game!! Is that for chicken racing?


Hmm, did a lot of work on interiors and finally got our Main Character's face portraits looking nice enough that they don't make me mad. Was franken spriting me some NPCs as well. Good last two days. :)


 

Engr. Adiktuzmiko

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that one is chicken toasting... I'll add more minigames... I still don't know if I could do racing though...
 

Makio-Kuta

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Ohh I see! Yeah, that should have been obvious what with the toasted chicken. lol My bad. Well, curious what other mini games you'll come up with. :>
 

Engr. Adiktuzmiko

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the screenie of yours look nice btw... I love the way it looks... though I really hate those side stairs... XD


still thinking... maybe I'll release it with 4 minigames... I just need to plan out how to develop each one of them...
 

hyde9318

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So, I have been working on redoing some maps from Zombies to make them a bit more interesting to look at. But I am running into a problem... gameplay. I want them to look visually appealing but I also want them to play well too.


If you haven't played Zombies yet, this may be a bit hard to think of seeing as the maps are rather plain with a LOT of open room, making them somewhat unappealing. But, if you have tried the game out or give it a shot, you will see how these maps actually work. If you are interested, click on the Zombies banner in my sig.


Anyways, the first main one I am working on is Vlad's Castle. Due to early development restrictions, it was a rather bland map that didn't really have anything that made it stick out compared to the others. Here is the original version...

That is the currently playable map for the current download, also known as the release version 1.0. After some changes to the game, I wanted to give the map a bit more of a signature. The map originally was supposed to resemble an old dilapidated castle/manor, but I feel the original map didn't really give that feel much. With this new version, I am hoping the overall feel comes out a bit more and sets the map apart from the other 'Zombies" maps.

 

cabfe

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@hyde : If I were to play on this map, I'll instinctively run to the bottom side, as the chasm near the stairs provide some kind of "wall" for protection.

Unless the zombies have long-range weapons, that's the best spot, I think.

And then, the gameplay is altered.
 

Dumbfoundead

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@Makio-Kuta wow that looks really nice c: Though I do agree with adiktuzmiko about the stairs, I don't think it's a huge problem at all. The light through the window at the bottom right kind of caught me off guard for a bit... I must be tired, haha... 

Playing around with field effects and cooldown resets, hehe





 
 
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Kes

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@Makio-Kuta

Actually, what would make those side stairs better is to re-position them slightly on your tile sheet so that they overlap the wall at the top a bit.  That way they look more realistic.  Sometimes sideways stairs are the only possibility on a particular map.  Other than that, I think the map looks good.

@adiktuzmiko

I know it's a few posts back, but those stairs that Mirpono used are indeed stairs, by Mack.  The thing is, I think they were designed to be used as single, in, say, a low grassy hill, rather than in a long line like that where, I agree, they don't quite work.

@dumbfoundead

I know this isn't the thread to discuss battle systems, but with all the visuals going on, I felt like I was getting information overload.  Also I never could work out what the bar top centre of the screen with the flame(??) between the two halves was meant to be telling me.  Technically a more than competent system, with interesting animations, but I do wonder if players are going to enjoy having all those options that need juggling.
 
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Galenmereth

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@Dumbfoundead Those battle animations and effects are amazing! Real impressive :) Just be careful in using that copyrighted music from other games; I'd recommend staying away from using assets illegally like that.
 

Dumbfoundead

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@dumbfoundead

I know this isn't the thread to discuss battle systems, but with all the visuals going on, I felt like I was getting information overload.  Also I never could work out what the bar top centre of the screen with the flame(??) between the two halves was meant to be telling me.  Technically a more than competent system, with interesting animations, but I do wonder if players are going to enjoy having all those options that need juggling.
Hmm, I never actually had someone tell me that they didn't understand what the bars are meant to do... Well, they're pretty much HP bars of the enemy and ally side respectively. I'm thinking of hiding the actual HP figures of the bosses and mini-bosses from the players. They'll pretty much have a rough idea of their HP through the bars at the top-centre. 

I'm also curious about the visuals that makes you feel like you're getting information overload. Could you specify a bit more so I can make the necessary adjustments? 

Furthermore, when you say, "options that need juggling", are you talking about the skill mechanics? I'd really appreciate it if you could elaborate these points. :)  
 
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orochii

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@dumbfoundead: for the the only thing that frustrates me are the chain numbers, the digits are too far away one from the other. Anything else, I like it, it's a pretty impressive battle!

@hyde: Well, the new map seems better! But I feel it weird, because the rugs are treated as a texture on the floor. I don't know what caused those holes (something falling? something exploding? something else xD?), but I don't think the rug edges would end up like that. Still, this is me being picky again...

@Makio-Kuta: Nnnngh, so much pixellated sexiness!

@adiktuzmiko: Haha, toasty! Tough that's a blurry chicken.

Um... now let's see if I have something to show... maybe this...?



Small trivia: Which is the oldest graphic on the picture? :p (not taking into account resizing).

Salut,

OZ
 

Engr. Adiktuzmiko

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@kjsp - that explains why it looks off... :)


@muramasa - well, that was an animation based on the 32x32 roasted chicken tile from the RTP... that's why it's blurry...
 
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