Game & Map Screenshots 5

Status
Not open for further replies.

Korimax

Architect of Procrastination
Veteran
Joined
Apr 3, 2013
Messages
941
Reaction score
41
First Language
English
Primarily Uses
N/A
Well based on suggestion, I thought I'd ask about my mapping to start off I wanted to post a GIF my game that I'm working on has a Day/Night Cycle, as such all the maps are supposed to look slightly different at Night than Day. I made this with Parallax Mapping and Celianna's Tileset she has on the forums. (I really want some opinions or advice, because to me it doesn't look... all too great.)  :|

output_e1aSbv.gif

Also this was a forest I made it was meant to be sort of a first dungeon, though I'm also certain I could do better. (I made this one with the Mack set.)

Map003.png

Also I've been at this for a year, so no need to say its good for a first try, because it is definitely not my first try.  :p

(Well actually that was my first time Parallax mapping but that is kinda irrelevant.)
 
Last edited by a moderator:

Bastrophian

The Pixel Heartist!
Veteran
Joined
Oct 26, 2013
Messages
3,830
Reaction score
2,070
First Language
English
Primarily Uses
Other
Well based on suggestion, I thought I'd ask about my mapping to start off I wanted to post a GIF my game that I'm working on has a Day/Night Cycle, as such all the maps are supposed to look slightly different at Night than Day. I made this with Parallax Mapping and Celianna's Tileset she has on the forums. (I really want some opinions or advice, because to me it doesn't look... all too great.)  :|

output_e1aSbv.gif

Also this was a forest I made it was meant to be sort of a first dungeon, though I'm also certain I could do better. (I made this one with the Mack set.)

Map003.png

Also I've been at this for a year, so no need to say its good for a first try, because it is definitely not my first try.  :p

(Well actually that was my first time Parallax mapping but that is kinda irrelevant.)
Im speaking as a novice mapper, so take my critique with a grain of salt:

The first map looks pretty good to me...maybe just a little plain, but thats nothing that cant be fixed easily with a little clutter.

The second one i think is also kind of plain, but the only thing i see 'wrong' with it is a tree sort of in the middle of the map and to the right of the path. Its missing the right side. But its not bad in my opinion...in fact, placing each one of those trees one by one, must have been maddening!! What program did you use, to parallax it?
 

RaZzi

My Peculiar Brother
Veteran
Joined
Jul 19, 2013
Messages
423
Reaction score
206
First Language
Finnish
Primarily Uses
@Fortheloveofpie : Why the indoor map is so big? Too much unneccessary space. Make the rooms smaller and add wardrobes.
 

Stridah

The People's Champion
Veteran
Joined
Dec 14, 2013
Messages
432
Reaction score
214
First Language
English
Primarily Uses
@pie the indoor map is very empty makes it boring, also do you have an out door to indoor scale? id be curious to see the building from the outside.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@Fortheloveofpie

For the forest map, add more 'glades' within the large solid areas of trees.  You have a couple, make more and make one or two of them bigger.  Large solid blocks are never interesting for the player.  Next, add some irregular patches of long grass.  At the moment it looks like a beautifully manicured lawn.  I personally don't think that the neat round rose bushes look like something that would grow in a forest, but I know that they are often used.  I'd add more flowers, and keep them random.  In place of some of the trees, where they border the paths, try using a bush or two.  To have a bit of variety in the trees helps make the map interesting for the player to walk through.
 

monkeyintartan

TartanMonkey
Veteran
Joined
Nov 13, 2013
Messages
195
Reaction score
122
First Language
english
Primarily Uses
Small map for project Soul Sanctum, NO event and what not added yet as just a picture of the parallax :D  Few fine details left but thought I would see what everyone things :Dt

And not sure if I should add light or more shadows yeh

 

Stridah

The People's Champion
Veteran
Joined
Dec 14, 2013
Messages
432
Reaction score
214
First Language
English
Primarily Uses
@Monkey the map looks pretty good i will just give you some feed back on your gimp/photo shop stuff.

-It looks to me like you are using soft edged brushes for all of your painting (the dirt and grass) try using brushes like acrylic 03 (squiggly) it gives a more natural look.  id recomed painting with your soft edge brush, then using a lower opacity squiggly brush to create some differences.

-The vegetable garden does not fit with the rest, it should blend into the ground not just be placed on top, i would look into some other veggy or garden tiles, or use another dirt and erase the tile dirt and blend it into the ground yourself.

-The water created from tiles does not really fit there is a great tutorial on animated water just google it (forgot the name) but it is really easy to make a more natural flowing body of water (the blocky look currently does not fit with the nice flowing look of the rest of the map)

I am not trying to be nit picky or anything, let me know if this helped or made sense!
 

monkeyintartan

TartanMonkey
Veteran
Joined
Nov 13, 2013
Messages
195
Reaction score
122
First Language
english
Primarily Uses
the water just an example aha I have my water in the editor :D in my own tutorial it shows how I do it aha. And yes it helped a lot. For some reason I lost the brush pre-set I usually use for the grass that a bit sharper.

Good call on the vegie gardens, thank you very much :D
 

Firgof

Artist / Designer
Veteran
Joined
Jul 29, 2012
Messages
236
Reaction score
214
First Language
English
Primarily Uses
Took a monthlong break from Dim to recharge my batteries but I'm back!  Last night I painted the titular " SNN-HID-001 (Sarcophagus) " - the Magical McGuffin which drives the game's plot and which the game rotates around.

It didn't come out quite as awe-inspiring as I wanted -- but I blame just my simple lack of advanced skill with 3D geometry on that.

Everything here, for once, was drawn entirely from scratch.

 
Last edited by a moderator:

cabfe

Cool Cat
Veteran
Joined
Jun 13, 2013
Messages
2,353
Reaction score
2,549
First Language
French
Primarily Uses
RMVXA
@Firgof:

Oh boy, that looks fantastic!

If you can get sprites that blend in the same art style, that'd even more awesome.
 

Firgof

Artist / Designer
Veteran
Joined
Jul 29, 2012
Messages
236
Reaction score
214
First Language
English
Primarily Uses
@Firgof:

Oh boy, that looks fantastic!

If you can get sprites that blend in the same art style, that'd even more awesome.
I'm afraid not.  I'm not a very talented pixel/character artist so I have to put up with what I can get away with, which is:



I'd love to have a character artist come in and help me out there -- but I've already adopted that size for the game and I'm not sure anyone would want to take on the challenge of making a more detailed/interesting character sprite which fits his concept art and also keeps the current dimensions.  At least, not for free.  With the size constraints off, though, I have managed some decent-looking sprite art I guess (thanks to templates I've found).

 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@firgof

I'm impressed with that map, and the second shot is very atmospheric.  Well done.
 

GammaVector

Veteran
Veteran
Joined
Feb 12, 2014
Messages
117
Reaction score
49
First Language
English
Primarily Uses
RMMZ
This is a blacksmith's shop I'm working on. Looks odd to me, but I can't put my finger on what's wrong with it.

 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
797
Reaction score
439
First Language
English
Primarily Uses
GammaVector -The floor doesn't transition to well from the different types imo. Also, It looks like you have more clutter in one part of the room then the other.

I personally hate dealing with interiors with those two factors to be honest. 

Firgof - Wow 0.o you have got to teach me to do that!

monkeyintartan - Looks perfect! The only thing that catches my attention is that some of your grass textures are bleeding in places where it shouldn't be (like the water).

FortheloveofPie - I see a tree that is half cut off. Might want to fix that ^^.
 

GammaVector

Veteran
Veteran
Joined
Feb 12, 2014
Messages
117
Reaction score
49
First Language
English
Primarily Uses
RMMZ
Yeah, the two different floors was a bad idea, I think.
 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
797
Reaction score
439
First Language
English
Primarily Uses
Yeah, the two different floors was a bad idea, I think.
It's not a bad idea, but you just got to figure out how to make it work ;) I usually use a sideways staircase and drop the floor one level or move it up one level to make a nice transition. It doesn't have to be stairs but that is one way to do it.
 

GammaVector

Veteran
Veteran
Joined
Feb 12, 2014
Messages
117
Reaction score
49
First Language
English
Primarily Uses
RMMZ
Still looks kinda wonky with a dropped floor. But I think it's alright with a normal stone floor, maybe.



And then there's this house I've been staring at too long.

 

Firgof

Artist / Designer
Veteran
Joined
Jul 29, 2012
Messages
236
Reaction score
214
First Language
English
Primarily Uses
Firgof - Wow 0.o you have got to teach me to do that!
That can be arranged.  Here's the progress shots showing the progress of this map from start to finish.

http://imgur.com/a/EVcYo#0

Additionally, I'll be doing my regular art stream at 6:30 (it's 6:11 now) to work on the last of my parallax maps for the vertical slice demo of Dim's prologue.

You're free to join me if you'd like to watch me paint and learn my techniques.  It should take me from 2 to 6 hours to complete the ballroom tonight.

It will be at: https://www.picarto.tv/live/channel.php?watch=FirgofDrawsStuff

Edit: I'm live.

Edit 2: Done now.  The result:

 
Last edited by a moderator:

Kyuukon

主人公
Veteran
Joined
Aug 22, 2013
Messages
2,216
Reaction score
1,078
First Language
Spanish
Primarily Uses
RMMV
@GammaVector: I like the house vibe and the HUD :)
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@GammaVector

What strikes me as odd is that there are no windows in the back wall.  This would make both the shop and the house extremely dark.  Also, I would have thought that no windows (or alternatively a chimney) in the armory would make it unbearably hot with the molten metal.  For the house, I don't think that mixing the solid bookcase wall from that set mixes with the RTP bookcases.

@firgoff

another map to swoon over.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,015
Messages
1,018,351
Members
137,801
Latest member
topsan
Top