Feedback on this dungeon layout would be appreciated.
The dungeon is in a waterfall, and it's got an ice theme.
It loops around at the end. The door to the right at the beginning is locked.
Upon entering you're introduced to a very simple slip and slide puzzle. The gimmick with this area is that water reflects the true nature of things. So a rock without a reflection is just an illusion and you can pass through it.
The blue marks on the map are illusions. Red marks are where onscreen enemy encounters will happen. They won't go near the puzzle areas.
How does this look? Same room. I was thinking of keeping the outer walls, but to make it look a little better, I made the outer ceilings a tile thicker.
And uh, the room as you saw it before wasn't quite done yet, but this is more-or-less the final product. It's fully carpeted because it's the Princess' room.
The problem with doing the walls like that is that it looks like it's a stand-alone house, rather than a room within a larger building. That was one advantage of the other style. Perhaps some way of adding to the wall outlines that suggests other rooms or corridors or something
I've got quite a few things I probably should've posted awhile ago...
This probably obviously isn't the map in-editor; it's a saved version of trying to get the shading and lighting done in photoshop (though I just noticed I forgot to turn the Chandelier's shadow layer back on...) Here's a screenshot of it actually in game;
and also from the same game, is a screenshot of the menu (I'm not sure if I completely like it, yet; some things may still be changed or removed)
Also, more unrelated here's a screenshot of me trying to do a bit of a visual novel style (I think I might actually use this... with a bit more tweaking)
The problem with doing the walls like that is that it looks like it's a stand-alone house, rather than a room within a larger building. That was one advantage of the other style. Perhaps some way of adding to the wall outlines that suggests other rooms or corridors or something
@Little Paw: Those carpets. You need to use the shift clicking technique to fix the borders around the carpets. I know we talk about this a lot, but seriously, changing that little thing can really fix up a whole room.
I love this, the battle is so cool and appealing. My only issue is the monster not having a shadow. Without one, I feel he is just sitting above the map and not actually IN the map. Such a giant creature is bound to have a large shadow.
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...)
This looks fantastic, so awesome work on it! You did a great job here, looks very professional. My only major issue with it is the character size. You have a perspective going on with the map where things in the back look smaller than the things in the front, which is all cool except for the fact that the character does not get smaller or larger wherever they go. The problem is that the character is the size of the door of the house when standing by it, but then shrinks to be the size of a pumpkin when closer to the front.
This looks fantastic, so awesome work on it! You did a great job here, looks very professional. My only major issue with it is the character size. You have a perspective going on with the map where things in the back look smaller than the things in the front, which is all cool except for the fact that the character does not get smaller or larger wherever they go. The problem is that the character is the size of the door of the house when standing by it, but then shrinks to be the size of a pumpkin when closer to the front.
Well, the chara gets smaller (and slows down) when you go in depth and I will probably accentuate this effect a little bit, you are right she is too much like the door's size. I'm working on a 200% version of the sprite, it will be better for this kind of map where you expect to have a bigger sized character if you are close to the camera. (still have many views to do, it takes so much time I prefer to make 1 view/frame when I feel like it, it's kind of boring haha)
I could have done that zoom already with the regular sprite but it gets pixellated if you zoom it, better wait to use the double resolution version.
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.
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.
Thanks a lot; I'm glad you guys (and some other here) like it.
I guess I will have time from the beginning of the game to introduce the character in a good way, while taking time to slowly set everything. (impossible to do this in a video, even in a very long trailer)
It's possible to have a pretty good level of detail/zoom when my camera moves like this.
And of course the "faceset" or bigger things like this artwork (visible when it's her turn to attack in the fight-system), can help when it comes to better know about Juna or anybody else:
(a little bit like Final Fantasy 7, 8 and 9 when the FMVs help to see more details and emotions on the characters)
Another screenshot like this:
The camera can go "classic top-down view" (like the RTPs or FF6) [SIZE=14.3999996185303px]seamlessly[/SIZE] too on some maps when needed, have a look on this tech-video to get the idea:
[SIZE=14.3999996185303px](sorry in advance if I'm very busy to participate too much on Forums, I'll be back with a proper presentation as soon as everything is ok. It's good to see many talented people on this topic, plenty of good things to get motivation.)[/SIZE]
@KaYsEr - Loving to see someone is going beyond RPG Maker's normal use, those screens and videos look gorgeous. I myself work with 3D aswell, and have some animation too. On a critic note, have your cameras go slower on the 3D scenes. They're really fast with too much movement. Try to render everything out with at least double length and it should be good. Otherwise, even though it's beautifully crafted and rendered, those 3D scenes will look amateur as they don't have good camera direction. Adding to that, give some dynamic to the camera, by having it slowing down on the late frames of the close ups and pannings, while keeping it fast with travelings. Give it a better pace
I didnt even notice a path, because it looks pretty straight forward as to where you'd be heading.
That aside, the water does look a little shallow for such a large ship to be arriving at a port, or even attempting to set sail from a port. Perhaps that's a game play mechanic though, or a plot point of some kind?
@Tsukitsune - I like that layout, and thanks for the explanations. If the dungeon is in a waterfall however, why not stick to a water theme instead of an ice theme? (Unless the waterfall happens to be in icy weather). Nonetheless I like the illusionary elements of the dungeon. The only thing I'm not that clear about is how to access the room in the middle, but I imagine you already got that covered. In the room before the boss, I see a number of illusions there - what kind of puzzle is going on there?
@lemongreen
Screenshot #1 - Really like the colours, but I can't figure out the purpose of the upper level. Is that landing supposed to lead to other rooms? If so, it's not as clear to me as it was on the lower level, where the corridors lead left and right.
Screenshot #2 - Ahh, a door. Makes more sense. I'm not sure how I feel about the chandelier's shadow. Right now the size of the shadow and the position of the chandelier makes it look like it is very close to the sprite's head.
Screenshot #3 (menu) - I like the menu background and the background of the bust, but I think the shape of the windows clash a bit. For instance, the rounded 'Items/Load' etc window and the 'Current Selection' window don't match very well with the rectangular 'Information' window. Also, perhaps the 'Medical Issues' and 'Current Section' windows could be more to the right to make the menu more balanced?
Screenshot #4 - I like that look. The fonts for the name box and the text clash, however. I also feel it would look better if the name box was on the far right?
@Little Paw - Regarding your screenshot here, that room looks fine. My only comment would be the carpet. Setting aside the fact I prefer carpets to not follow every little contour of a room, I feel that in real life you don't see carpets under statues.
@HevyMonkey - Much more improved maps. I would still prefer less steps needed to get from the entrance to the merchants, but it looks better with decorations on the walls. There are still some corners that look empty. In Shop #2, I like the plants, but why are they blocking access to the barrels? Or are the plants part of the merchandise? Town map - Good job filling up the space south of the well, and fixing the lake to go behind the house. That little tree is still in the way though, and the path still zigzaggy.
@boldpaste - Lord, that screenshot is huge. (Does no one read the rules anymore? ;P) Lovely map with nice colours, but there's something about it I can't put my finger on. Maybe it's because the trees (without visible trunks) and the boardwalk give the illusion of a bird's eye view, which tends to clash with the ship's perspective?
@KaYsEr - A spoiler or two really would have been appreciated here I like that bust and look forward to a game where you can seamlessly switch cameras, if I understand you correctly.
@boldpaste - Lord, that screenshot is huge. (Does no one read the rules anymore? ;P) Lovely map with nice colours, but there's something about it I can't put my finger on. Maybe it's because the trees (without visible trunks) and the boardwalk give the illusion of a bird's eye view, which tends to clash with the ship's perspective?
Ah, sorry about that. Big screens make these images appear smaller to me. I stuck it in a spoiler .
Your probably getting that birds eye view illusion because that shot is the whole map rather then what you normally would be seeing. Also, I give the trees a drop shadow because sometimes when they overlap, the trunks are completely hidden.
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.
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