Game & Map Screenshots 5

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KaYsEr

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Thanks! I like your screenshots too, bigger sprites means more "intimacy" so it's pretty good for cut scenes.
 

CobeSlice

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@CobeSlice

All Mack roofs, as far as I know, have that problem whereby a small triangle of the shadow under the eaves of the roof is missing, so you might want to do a little editing job on the tile set.  If I could suggest that you carve out a small glade/gap in that solid block of trees to the left.  Drop a couple of grass tiles in there and then use parts from the single tree on the tile sheet to fill in the missing bits of the trees around the glade.  You are missing a section of shadow on the house on the right.  You might like to put a few random patches of longer grass outside of the gardens; at the moment everything is looking ultra neat and tidy.

On a side note, and picking up your unease from a hygiene point of view of having outhouses close to gardens - before mains drainage and sewers, human waste was thrown into rivers, out onto streets or buried in gardens.  Given how clean the river and paths looked in the map you are referring to, that town obviously went for the burying option.  We might feel a bit squeamish about it, but without sewers, what else can you do?
In regards to the Mack roofs, there is a tile that goes there to finish the small triangle, most people just dont notice it. They're all there~
Like I said, it was a test map just trying to put some of your suggestions to use. Overall I was happy with what it was considering I think I only spent 30 minutes on it? I added a few more touches to it now, just to try and get a sense of "naturally chaotic" exteriors but I still think I kinda stink at making things look "natural."

What it came down to, was that I wasn't fully aware of how to use the MACK roof tiles to correct that, but I see now they DO exist, and I was able to correct the problem. Ultimately when I make the maps for my game (and not just mess around to get a handle on the sheets) I'll be able to implement that without having to take everything to photoshop. I really would like to thank you seita for mentioning they do exist. Otherwise I never would have looked.

Anyway, without further ado, here is the edits I've made to the map based on the suggestions. Keep in mind this is just a map I'm using as practice, so don't be too harsh. :)

View attachment 17662
 

Ultimacj

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Using guides off the DLC my first interior building using the DS/DS+ packs

 

cabfe

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@Ultimacj:

The walls are of different height. 1 tile inside and 2 tiles for the upper walls while no elevation can be seen.

And it feels a little void. Try to squeeze the sides 1 or 2 tiles. It should look better.
 

Engr. Adiktuzmiko

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Same as above plus the desk looks like it connects to the ceiling/walls... The candles also look like they're in the walls which looks  a bit weird
 

HevyMonkey - David

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Need some feedback on my game:

Town:





In houses:





World Map: (NOT FINISED, NEED NEW TEXTURES)



World Map idea of all places that will be added in the final product: (Will be changed)



Main Characters:

Some dude named Leo, paladin

Some other dude named Oliver, high leveld knight for some kingdom

can't really think of anyone else...

Game info:

Scripts by: Yanfly, Jet10985, Moghunter

Game Name: Magic & Monsters I

Planned lenght: 2-3 hours

Textures by: a friend, me and can't remember names at the moment.

Music and sound by: McTricky, Kevvviiinnn, and... can't remember names :/

Map design: David Ekberg-Persson (ME :D )

Inpiration: Final Fantasy (Game), William TheUnproPro (helped me alot when I was a nuub), Princess Princess (Game), people at my school (Gave me some feedback on older projects), and alot more people!

Story: David Ekberg-Persson, Chrinata

Please give me some ideas, would really need the feedback!
 
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Ultimacj

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I'll make the walls 1 more thicker to match it.  If you mean the desk by the npc on the other side that's a counter.  Don't want the player to pass over to the inn keeper :)

As for the candles their suppose to be lighting on the walls (similar to going down the hall way).  Making it another tile thicker should fix it.

Thanks :)
 

boldpaste2

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@JaYsEr - Words can't express what I think. Itz amazing! 0.o

 

@CobeSlice - Looks good, missing the shadow on the poorch thing.

 

@Ultimacj - Nice though I think you should keep the one tile high wall to two tile to keep the perspective correct, also, those are not the correct candles for walls :p

 

@HavyMonkey - Big 0.0 looks good to me ^^.

=============================

 

After being told that the interior to my Thunder Temple was total crap and to stay out of the game buz (no worries, nobody on the forums), I agreed that it was not my best work and redesigned the whole dungeon. I also tossed out the system that changes the map perspective due to direction because I think this was not the best place to use it.

 

Original Interior


Original interior





 

So what do you think of the redesigned interior?

 

Little Paw

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Which room style do you think is better? Left or right? I'm leaning towards the left, but I'd like some feedback.
 

Kes

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@HevyMonkey

With a bit more work, these would look a lot better.

Town - break up those large solid lumps of trees by dropping some grass tiles in to make glades.  Use the edges from the single tree to complete any partial trees left by this process.  It will make it much more interesting for the player to see, as well as looking more natural.

          - you have used the wrong autotile for the water.  The one you have used is for the upper edge of water so that it looks like there are underwater cliffs/banks to help give a sense of perspective.  Use the tile to the right of the one you have used for the rest of the water.

Weapon Shop - you have big blank spaces in the center and all the goods where the shopkeepers can't see them, so can't prevent theft.  Make the map smaller and bring the goods into the center open space.  Those wall mounted spears don't look good lying on the floor in the left hand room, neither does the counter mounted sword.  No shopkeeper would leave them lying on the floor like that.  If you had a smaller map, you wouldn't need to do things like that to fill the space.  The same with a lot of the goods in the right hand room.  No shopkeeper would put a helmet on the floor etc.

    -  that crack in the back wall - cliffs may crack like that, wooden walls wouldn't.  

    -  I would have expected windows in the back wall.  Also in the item shop.

@boldpaste

The second version is so much more interesting.  Good call to redo it.
 

gRaViJa

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Happy Halloween everybody!

Here is a VIDEO about this map:



Link: 





Don't hesitate to sub' to the channel so you don't miss the next one... This quick video is just for that special occasion, as a warm-up to check if the capture is OK.

(well, 30fps is not as good compare to the 60fps from VX ACE but it's still OK, I don't like how Youtube compress and "flatten" the contrasts though...)
Looks perfect! Except for the character? Anyway, looks like PS1 era 3d-rendered background games (my favorite era for rpg's) but with more detail. Gonna check out your game because of that video.
 

Alkorri

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@KaYsEr - Love that Halloween map and details like the purple smoke effect from the pumpkin eyes, and the full moon in the sky. Looks like a world I would love to explore. One of the first things that struck me was the sprite, though. I felt as if artstyle-wise she could stand out a bit more? Only nitpick, really.

@Rocketknight - Looks fine. The sprite and the face don't quite match? For instance, different colour hair.

@Cobeslice - Much better, and I like how you put a well and had the paths go around it. I only feel the house on the bottom right is too boxy and needs more definition, like the roofs of the other houses. I feel that house also needs more decoration outside. MOAR ;)

@Ultimacj - Pretty much agree with what everyone said about the candles and the one-tile high wall which should match the two-tile high walls of the back. I like the colours of the room and the amount of space is just nice. I would personally place both tables in the corners to get out of people's (and player's) way. I also feel there should be full curtains connecting the tied curtain tiles, or else the latter would both look cut off. The walls could also use more decoration.

@HevyMonkey - You might want to put all those images in a spoiler next time.

Map #1 - I like the rounded treeline to make it natural-looking, with similar lone trees dotting the town for balance. What I don't like as much is the path tile you've chosen. It looks out of place and I'd prefer something more faded and blends well with the grass. The paths also have too many zigzag sections that appear unnatural. Try to have more straight paths. I like the positioning of the houses and how the inn is in the centre of the town. It's nice to see firewood piles and buckets placed logically, but I would also like to see more decorations. For instance, crates? Barrels? Washing lines? Elements to show living space. 

Map #2 - At this point, I agree with ksjp and would like something to break up the large amount of trees. I also don't see why there should be a lone tree squatting right in the middle of a path and getting in people's way.

Shop#1 - There's too much empty space not being utilised. Either fill them with clutter or make the shop smaller. The walls also look bare.

Shop #2 - Bare walls and too much floor space. I'd prefer to not make the player travel so much to reach the vendor. I like the idea of storage rooms, but what's going on in the left? Is that supposed to be a forge? Indoors? The corners also need more decoration.

World Map #1 - Looks fine. My only comments is that there should be something to break up the monotony of all those mountains. A volcano, perhaps? Since I notice there's one in the second map. There's also a bit of coastline south of the Tower of Power that appears too straight to me, and needs to look more natural.

World Map #2 - You probably have story reasons, but why would anyone build a castle right next to a volcano? Even inactive ones have a risk of becoming active at some point. Overall I like the shape of the islands. The only thing I would add is a line of different looking peaks and/or volcanos on the left side of the island, but that's just me.
@boldpaste2 - That does look so much more interesting. It took me a while to figure out those sections were water, however, until I saw the pillar submerged in water ;D I would personally like to see tiny bubble effects to make it clearer. By the way, is that a sunlight overlay?

@Little Paw - I'm also leaning towards the left, but with the exits of the right map. Those exits just look better for me, without the corridors sticking out like on the left map. I'm also wondering why there's so much white table with nothing on them, especially the left room. That space could have been used to add other furniture or decorations. Personally speaking, I also don't like how the rooms are carpeted. You might have only intended these to be test maps however, so I won't say more.

@Kaelan - I like that window! Lovely detail, and the shopkeeper bust contrasts well with it for immediate impact. I don't know what you mean by 'cutsceney'? Out of curiosity, which artist made that bust?
 
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HevyMonkey - David

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@bolspaste2 - Thanks!

@ksjp17 - I will change the maps.

@Alkorri - I will use spoilers next time I post images (didn't think of them last time lol). And I will change the path texture for something that is more like the paths you described. I will also put more things in the town like barrels and such.

Note To All: I have school to, so 8 hours of my day goes to that. :/ (At least my school don't have homework!) Then I also must sleep, I will sleep 3-6 hours a day with these projects, sometimes even less.

Working on the game right now!
 
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boldpaste2

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@boldpaste2 - That does look so much more interesting. It took me a while to figure out those sections were water, however, until I saw the pillar submerged in water ;D I would personally like to see tiny bubble effects to make it clearer. By the way, is that a sunlight overlay?
Yup, The temple is an interior and an exterior.
 

HevyMonkey - David

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*UPDATED MAP*
Town Map Updated (Not finished)

It was this you guys wanted right? Still going to change the paths, but can't find textures for it. :/
 
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Alkorri

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@HevyMonkey - Those path tiles look much better, although I still think they're too zigzagged :)  

I like that you broke up the trees more and added that well. But now there's this space south of that well that draws the eye and might make people wonder what is there. You could add some purpose to that space, like a memorial or a grave etc.

South of the four barrels is a lone tree that I feel is in the player's way. 

The house closest to the vegetable garden: I feel the roof of the side buildings clash with the perspective of the main building.

Southern side of the biggest lake: You also need to use shift clicking so that it looks like the water goes behind the house.
 

HevyMonkey - David

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@Alkorri - Working on the problems right now...
 

CobeSlice

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I really like the new interior! I would say though, that the branch growing out of the wall on the left: Is it supposed to look like it's growing back into the hole near the bottom? If not, I would either move the hole or remove it all together. It creates a weird visual for my eyes. Other than that, I really like the overall look of the temple. Nice and misty/dark/old.

I think this comes down to preference. I really like the left as well, but the one on the right will show either black or a parallax map/picture (if you have one) so you have to decide what you want going on "indoors." Personally, I think parallax maps as backgrounds create too much and distract the player (unless you've created a cliff/rooftop area).

Thats the thing... The tiles for MACK roofs only come with the green or the red. Not much room for variation. I could just recolor them, if I really wanted to, but I love the different textures of the roof tiles. As such, I run into an issue where I have to try and figure out how to make places look good using just the flatter tiles if I want to use them. Here, I am open to suggestions.

I think this looks even better than the first! I do have one complaint, though. The large fern looking bush near the tree in front of the potion shop (upper left) has a weird pixel or two free floating from it and really creates this odd clipping look. I notice it's on a lot of the ferns used near the top. Perhaps they are not placed correctly in your sprite sheet, and you're getting residual sprites from another piece. I'm not sure. But it looks wonky. I understand what you're trying to do with your paths, because no one in the real world walks in straight lines to get places if a diagonal line is faster. Unfortunately there is no "diagonal" path (yet. I'm sure it's not too hard to edit one up. I might have to look into that). So you either have to just ignore what people say about the zigzag pathing, or accept the limits of the system and create straight lines that run only left/right and up/down.
 
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