@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?
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."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~
Left for sure.Which room style do you think is better? Left or right? I'm leaning towards the left, but I'd like some feedback.
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.Happy Halloween everybody!
Here is a VIDEO about this map:
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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...)
Yup, The temple is an interior and an exterior.@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?
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./edit
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)./edit
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./edit
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./edit