Game & Map Screenshots 5

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Firgof

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@Firgof

Impressive images.  I am wondering, though, how the player navigates them.  Presumably that's obvious in-game.
It is.  It is meant to look a little skewed abd confusing though.  Still, walkable surfaces should be pretty apparent.

Getting faster, this one only took me 1.5 hours.

 

RaZzi

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@Firgof : Great stuff. I like the colors a lot. You should make Bone Castle -resource pack to fund your project. ;)
 

Firgof

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@Firgof : Great stuff. I like the colors a lot. You should make Bone Castle -resource pack to fund your project. ;)
Though the thought hadn't occured to me, and that's an excellent idea, I don't see myself as a fantastic sprite artist.  A lot of the power in my art comes from shadows and lighting -- but a resource pack would be ideally neutrally lit I would think.  Also, would anyone buy a pack of my art if I made it?  I do have a rather unconventional style, looking at the other packs which seem to be more or less harmonious with the RTP.
 
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C-C-C-Cashmere (old)

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It is.  It is meant to look a little skewed abd confusing though.  Still, walkable surfaces should be pretty apparent.

Getting faster, this one only took me 1.5 hours.
Cool! Is the blotches on the bottom right the palette? I don't know much at all about art. Also, does that mean that those are the only colours used in the picture or are they just a guideline of what colours to use, and you tweak things like saturation and value after you select those colours? Thanks in advance. The game is looking great.
 

Firgof

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Cool! Is the blotches on the bottom right the palette?
Yep.  My first step is to block out all my shapes using only the colors on the palette.  Then, after I've affixed those, I'll come back in and add additional highlights and shading and details.  This for example is what the exit looks like without its additional layers of detail and non-palette lighting/shading.
And after


 
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Onomotopoeia

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@Pocketmole

This work looks impressive. Either those are very tiny people or that's one huge tree...
 

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It's both actually! And thank you :]

A little preview of a portion of the big tree. It's since been updated a fair amount, but I'll wait until the whole thing is finished before I posted the full screenshot.

 

Ralpf

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Though the thought hadn't occured to me, and that's an excellent idea, I don't see myself as a fantastic sprite artist.  A lot of the power in my art comes from shadows and lighting -- but a resource pack would be ideally neutrally lit I would think.  Also, would anyone buy a pack of my art if I made it?  I do have a rather unconventional style, looking at the other packs which seem to be more or less harmonious with the RTP.
The Old School Modern pack, Rural pack, and especially the High Fantasy pack don't really mesh with the RTP, it's really a non-issue as long as the pack has enough in it that can stand by itself.
 

Omega Weapon

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@Firgof: Those maps are awesome. Keep it up! They feel a bit like those dark caves in FFIII, especially the DS version. (the cave with lots of secret passages and where you have to walk over two big monster spines to get the Earth Fang, I mean)
 

Nanaki_Fan

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Hey everyone,

heres some of what I have been working on:

lostlegendtown.jpg

lostlegendcave.jpg
 
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RaZzi

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@byrdbones : Whats with the clearly re-sized train? It looks pixelated. Whats the purpose of that crane? Its too far to be used for lifting crates to the train. I really hope you'd put more effort to that map before you start talking about Kickstarter. Imho you should check this thread: http://forums.rpgmakerweb.com/index.php?/topic/28181-why-is-the-rpg-maker-name-so-hated/

@pokcetmole : Nice and original. You mix the RTP with your own drawing very well!
 

VoxPopuli

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[...]


Port Nasbeth, a Work in Progress. It's come a long way from the RMXP version in my previous project "Ballad of the Wind" (not related to Zelda ;x) 


Old in "Ballad of the Wind" 


[...] 


New in "You Are Not The Hero" WIP and before parallaxing.
Very nice WIP so far, look forward to seeing the parallaxed finished product. Minor thing, it appears that one of your stairs is blocked off at the top.





I was also wondering why you changed to a darker tone for the port town. Is it an aesthetic or location change? The brighter feel for a port town and its architecture in the old version appears to be more characteristic of a coastal environment.


Map plotting is very good, well done!
 

VoxPopuli

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[...]


This is technically the main hall/living room. I haven't decided exactly what.


Hopefully it looks even a little decent :/ Please let me know if anything looks out of place or anything (with or without the curtains?)


[...]
Overall nice structural mapping. A few things.


I agree with the others about the carpet placement, the need for shadows, and the statues look a bit too close to the stairs.


Personally I think the curtains are out of place, they cover entire wall areas and do not seem to have a purpose for being there (i.e. there are no windows, or passageways to be covered) and the hall tables look out of place in front of curtains. Finally, and this is just my thoughts, perhaps a few more decorative features (flowers? paintings?).


All in all, good work and on track!
 
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Kaliske

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Hi guys I've been trying to make a retro looking spaceship but I've kind ran outa idea's of what else to add, such as clutter here's what I've got so far

any idea's would be great :)

 

VoxPopuli

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Hi guys I've been trying to make a retro looking spaceship but I've kind ran outa idea's of what else to add, such as clutter here's what I've got so far


any idea's would be great :)  

Interesting approach, like where your map is going :) .


Personally I like "retro" (e.g. "Retropolis" is a futureworld component of a game I'm working on)


As a Retropolitan I suggest for inspiration (and you may have already done this) is google images "retro interior spaceship images". Also, since retro spaceships incorporated interior domestic and office decor/designs as well, I would google images "retro interior images". Hope this helps.
 

seita

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Very nice WIP so far, look forward to seeing the parallaxed finished product. Minor thing, it appears that one of your stairs is blocked off at the top.

[ ]

I was also wondering why you changed to a darker tone for the port town. Is it an aesthetic or location change? The brighter feel for a port town and its architecture in the old version appears to be more characteristic of a coastal environment.

Map plotting is very good, well done!
Does it look odd? It's not blocked in-game, but if it gives off that impression, I'll make it flow through to the stairs.

I changed the palette of the town because this one has been taken over about ten years ago by the antagonistic empire. It remains a central hub of market and trade, but enemy guards populate every corner and people can be thrown into jail for the slightest of offenses. It's got some of the vibe you get from the town of Zozo in FF6 if you've ever played that.
 

Kes

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As I am doing the whole game in-editor (oh, how I wish Ace had XP layers), I've had to make a lot of detailed autotiles - walls and roofs - and this is the tile set I'm working on at the moment.  I have yet to add NPCs, dogs, cats, that sort of thing, so I know it looks a bit empty, but I thought some feedback before I finalise the tiles would be useful.  The thing I had the most fun with was making the sloping roof sections having got the ordinary straight tiles sorted.  I am not happy with the door at the moment.  I know the one I want to use, but I shall have to animate it myself, and I find animating doors really difficult to get looking good, unless they are very plain.  So that is one job still to be done.

This is the lower part of the town; there will be another section up the stairs at the top.  Although the image is big, the scale is a bit small, but I hope you will be able to see enough to gauge what it's like.

Obviously feedback would be appreciated.

Thanks.

EDIT

You can get in between all those houses, in case you're wondering.  Either left/right or up/down; getting the passabilities right was another little task that took far longer than I had hoped.

EDIT AGAIN

Nothing like posting something to spot your errors.  There is a chimney missing, bottom left house.
 
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