Game & Map Screenshots 5

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Candacis

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@boldpaste: Lovely screen, but the perspective is off. The trees make it look weird. I would suggest moving the trees down. It looks a bit like they are growing left and right on top of the pier. It looks to me like the pier has almost the same height as one of your trees, so it doesn't make sense that they would overshadow the pier. At least not that much. I also think that the trunks (logs?) holding - under - the pier could be moved a bit to the top. You shouldn't normally see so much of them.
 

Kes

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@littlepaw

I have finally put my finger on why I find these interior maps odd.  There are no windows anywhere.  How are they lit?
 

RaZzi

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@KaYsEr: Thats very cool. But when making a game like that, what is your reason for using RPG Maker? Why not something like Unity that gives you far more freedom? The results are stunning nevertheless, I just can't figure why you'd be using RPG Maker...
 

esby

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@Candacis - The battlers are little edits of the Chibi DS+ ones and Vexed's from M+.


Starting to focus on a little demo now.


 

Little Paw

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@littlepaw

I have finally put my finger on why I find these interior maps odd.  There are no windows anywhere.  How are they lit?
Good point.

*adds torches*

I mean, they're interior. They're inside the castle, yeah?
 

Hibarist

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@esbie the screens look awesome, can't wait to play the demo

im testing some water tiles i edited with the ds pack, let me now what you think



also, im new and this forum is amazing:)
 

Kes

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@littlepaw

I know a fair few castles, and people rarely lived in totally interior rooms. Yes there were some, often storage, prison, guardhouse, that sort of thing. Servants might have windowless rooms. Those maps are not the rooms of servants. It's true that because of heating and defence issues, windows were small, but they are there.
 

Tsukitsune

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First puzzle in the Ice dungeon, very simple.  Can you figure it out?

*hint*

Water reflects the truth.


Solution



The first puzzle is a super easy one, just there to teach the player that he can pass through things without reflections.  

The main gimmick of this area is that water reflects the truth.  Things without reflections are merely illusions.

2 more puzzles after this one, they get progressively more difficult.
 

Engr. Adiktuzmiko

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Reminds me of pokemon games, especially silver/gold
 

Alkorri

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@esbie - I really like that menu layout! Was that done through Luna? :) This is actually two screens, right?

@Metereo - Hmmm. Are those from the DS+ pack? I tried looking through DS but couldn't find it. I'm not an artist, but the water looks a little dark for a pool and seems more suited to deep water? Shallower pools are lighter.

@Tsukitsune - I like that reflection effect of that screen, although the southwest and southern walls seem a bit too straight to me. I also like the crystalised look of the walls on the north, although I wonder if it goes well with the sprite. Anyway promising looking puzzle :)
 

Hibarist

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@Alkorri: its a tile i edited, its a mix between one from the ds pack and some things i found on the internet. And thanks for the feedback, i will try to make them less dark :)

@tsukitsune: i really like that kind of puzzles and the reflections look great!

 
 

Tsukitsune

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@Shana - Haha, Pokemon is actually where I got the idea.

@Alkorri - Thanks for the feedback!  I'll probably add a little more curve somewhere.  Also just noticed your previous post.  The reason I wanted to make it an ice dungeon is because I already have a giant water village and water themed forest.  So I wanted to do ice for this :<

@Metereo - Thank you!
 

KaYsEr

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@RocketKnight Looks (and sounds) good man! My type of game.
 

@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 searched for your game, is it "Space Insignia"? Looks good indeed, maybe a little more sharpness on the 3D elements to make them "blend" better with 2D, for your next game.
 
And you are right about my camera, actually this video is from when I was still "experimenting" (lighting, camera, texturing etc, are supposed to be different jobs haha, takes time to be OK on all of them as a single man), but I will keep those little scenes (just 3 or 4) in the final game because it reminds me where I come from (and there is good/bad memories linked to their creation).
I improved my skills now, and have better software/hardware too, so hopefully the camera does better today than in this old technical-video.
 

Alkorri said:
I like that bust and look forward to a game where you can seamlessly switch cameras, if I understand you correctly.
 
Thanks! Well the camera will switch automatically to different angles (or zoom levels) depending on the situation, for example in an exploration sequence it's better to be in "top-down" view (like RTPs) to better see what surrounds you, same thing (but very far away from the character) for the world-map. The camera goes to a "3D angle" when there is a special need, which brings me to this other question:
 

@KaYsEr: Thats very cool. But when making a game like that, what is your reason for using RPG Maker? Why not something like Unity that gives you far more freedom? The results are stunning nevertheless, I just can't figure why you'd be using RPG Maker...
 
The main reason is that RPG Maker is still relevant to make a turn based RPG imo ("RPG data-base" already here, yeah!) where the core gameplay is in 2D. It might look 3D sometime, but it still plays like a 2D game in those maps (like in FF7 to 9 to have a comparison).
And of course, "most of the time" (can't know the ratio yet) you are in top-down view more like in FF6.
 

 
The real difficulties are more "outside of RPG Maker" TBH (of course there is also a really big job to do in RM, but we are not talking about graphics creation), in this image you can see I have to do the GFX both in 3D and 2D, the 3D is like a skeleton for the "sprite version" in top-down, I use a Pixel-Painting technic close to Pixel-Art but with "free hand stylus" instead of "dot by dot" with a mouse, 32bits colors with Alpha Channel and modern stuff like that... Always pixel tools, which means always a pencil of maximum 1 pixel square, you get the idea I'm affraid >> titanic struggle.
 
This allows me to have very sharp graphics (pixel-precise) to justify the "limited resolution" of RM by being pretty good when it comes to HD screens.
(I design the game so it's even better in 1080p or 1440p, with the right "full-screen script" of course and not the native "blurry" RM full-screen... Well some screenshots I make are also blurry because of JPG/Resize/Twitter-compression etc, but the game does look sharp don't worry).
 
Hope it does a good job in top-down view too, when sometime it's more appropriate like in this little shop: (click here to see a bigger/sharp version)

(sorry for the confusion, Juna had black hair until recently when I thought it would be better to see her in dark maps if she has silver hair)
 
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Tsukitsune

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@Kayser

You are doing some ground breaking stuff man, every thing you post gets me excited haha.

Working on next area of the ice dungeon

Summoning hall.

 
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Onomotopoeia

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@Tsukitsune

The one thing I forgot to mention when watching your Twitch.tv stream of mapping, was that something still seems a bit off ... at the bottom of those stairs, How the white part curves so much more sharply inward towards the floor. Each "step" could be stretched out a bit more to the right, to extend the curving perspective, ... but may I suggest only by half the whitespace for each of the steps?

The little triangle of wall at the bottom-left of the stairs seems out of place; since you're parallaxing, why not try something that looks a little more like "ice-covered rock", like it was like that naturally?

I find the general layout quite unique, for a non-rectangular room layout; as I said, the stairs/steps down to the chamber will always be part of the problem for that perspective. But I think you've really got a good concept.
 

Kes

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@Lucy Fox

Maybe I'm tired, but it seems to me that you have different perspectives on different tiles.  For example, the very round 'tower' like cliffs/columns/pillars (not sure what to call them) seem to be almost completely top down, whereas other things seem to be much closer to the normal RM perspective (2.5)
 
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