Game & Map Screenshots 5

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lemongreen

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@MISTER BIG T: Try breaking up and staggering that path a bit more; believe me, it can seem like straight lines are the only things you can do with auto-tiles, but it really just takes some time to get used to working with them. If you need some examples here's a quickly made one:

I was making a map in the editor, anyway; I'm gonna go fix it up a lot more now...
 

Tuomo L

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@MISTER BIG T: Try breaking up and staggering that path a bit more; believe me, it can seem like straight lines are the only things you can do with auto-tiles, but it really just takes some time to get used to working with them. If you need some examples here's a quickly made one:

I was making a map in the editor, anyway; I'm gonna go fix it up a lot more now...
Okay I did that but I don't think there's need to make another screenshot for that, instead here's Lamia's cave.

 

Ksi

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Yay for nice tints, simple window skins and good fonts!


It took me forever but I finally got the menu looking mostly how I wanted. ;^;
Miles is a guest character - he's never in battle with you. Instead, he'll keep you stocked up with goods and take all your monies~
I was going to try making it so you could have more than one character and swap between them on the main screen using Page Up/Page Down but I couldn't find a good script that would allow for it so... one character game is a go!


Icons~<3 I been doing some editing (took me a while to settle on red for a colour.)

If I had my way the different icons would be used instead of descriptors but the one script I found that would do that had issues with my other menu script so screw it. This will do. ^.^
 

CobeSlice

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Not to derail this, but I do have a question I could use some advice on. In a previous map I posted, there were dynamic roofs using Mack tiles, and a regular square building using the regular tile-sets.

Someone had suggested making the other building a little less square, but I have to admit I'm not sure what that means? Can you all either explain, or point me in the right direction, of how to create dynamic looking houses/buildings using the simple tile-sets that don't have angled counterparts?

RandomMappers.jpg
 

Alkorri

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@lemongreen - Thanks for demonstrating to Mister Big T. I like how you used grass and other elements to break up the lighter green. I think you already know the flowers in the middle are a bit orderly :)

 

@Mister Big T - There's nothing wrong with your map per se, but it comes off as a little inconsistent. First you see the one stalagmite, then mining elements such as the pickaxe and the crate of ores, then pillars and statues as if it's a ruin. What kind of cave exactly is this? If it's supposed to be a lamia liar, she has rather strange decor. The square room also looks more like it was carved, instead of looking like a natural cave.

 

(Sorry, can't help my Inner Editor. Did you mean "to drown my sorrows"?)

 

@RocketKnight - The room on the right does seem brighter due to the windows, although I think there needs to be more shadows if you were going for a sunlight effect. The solid yellow tiles(?) around the pool also look a bit out of place. Speaking of the pool, that parallax you're using is more suited for outdoors because the lighter parts is meant to simulate the reflection from the sun.

 

@Ksi - Hi there :) Lord I love that tint. Instant atmosphere right there, and I'm digging that windowskin.


Screenshot#1 - Is this a cave where the sunlight comes in? It looks that way judging from the lighter patches on the floor. And it might just be me, but because the animal bones in the bottom right is trapped in that corner, it looks a bit like it's suspended in the air, next to the spiderweb.

 

Screenshot#2 - Was this done through Luna? I hope you do manage to find a way to switch between party members. That would be a neat feature. Out of curiosity, how do you interact with Miles?

 

Screenshot#3 - I adore those icons. What, no little man holding a sword for the Arms slot? ;)



 

@CobeSlice - I don't think it's derailing, this is a map thread after all :)  Lemme refer to ksjp's post here. What I meant was creating houses with a little variety to the shape of the roof. Notice how nearly each house has a different look? You don't have to go all elaborate. Just a wing or even a shed to the side of the building is enough to make it stand out.
 

Hibarist

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@ksi: I like your screens, and also, the "guest member" thingy reminds me of dark cloud 2, where you could have a support member who granted you passives and items

a little cave...emm...too dark  ?

 

Kes

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@Matereo

Not too dark, though I am left wondering where the light source is - it looks like it is from a hole in the ceiling.

However, those edited barrels - the perspective is wrong, they are almost fully top down, not the usual RTP perspective..  That may also be true of the table, I can't quite see.  
 

Alkorri

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@Matereo - I agree, not too dark. I like how the light (presumably from a hole in the cave) falls on the important elements like barrels and the table. (Is that a cute drawing of a skeleton?) I also agree the barrels look a bit top-down. My only other comment is that I wish the pool was a little more rounded.
 

CobeSlice

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@CobeSlice - I don't think it's derailing, this is a map thread after all :)  Lemme refer to ksjp's post here. What I meant was creating houses with a little variety to the shape of the roof. Notice how nearly each house has a different look? You don't have to go all elaborate. Just a wing or even a shed to the side of the building is enough to make it stand out.
I suppose my confusion here stems from only having the original MACK angled roofs. I suppose if I could find, or even figure out how to edit, additional angled roofs it would be easier to accomplish. I'm just not that great with editing something flat to be something angled... I'm terrible with angles. Lol.
 

Hibarist

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@ksjp17  @alkorri : Thanks for the feedback! now, i kinda agree what you say about the barrels, i took that ones, which are from the ds+ pack, and compared them with the ones from the normal ds pack to see which one looks better, what do you think ?



Now, the light source comes from the ceiling, maybe torches or candles, but i dont like to put them on the map.

And regarding the pool, there isn't much space, but i'll see what i can do :)
 
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Kes

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@Metereo

It wouldn't be difficult to edit the RTP barrel to look a little more like the other one using GIMP or similar.  You could highlight/colour the rim and middle band in the same sort of way, if that is what appeals to you about the one on the left.
 

Kes

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@Cobeslice

Candacis has some very nice roof edits that you can use.  You can find them in REStaff Resource release October 2013.  There is also the Junkhunt Roof Generator here  http://junkhunt.net/vx/yane.shtml  It might help you get familiar with these sorts of roofs and what you can do with them.
 

CobeSlice

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@Cobeslice

Candacis has some very nice roof edits that you can use.  You can find them in REStaff Resource release October 2013.  There is also the Junkhunt Roof Generator here  http://junkhunt.net/vx/yane.shtml  It might help you get familiar with these sorts of roofs and what you can do with them.
Thanks! I had seen her tutorial on how to use the tiles, but I had somehow missed that there was a tile set that she created to go with. Apparently I'm selectively blind to all things helpful. I've since downloaded the tiles and am going to put them to use practicing with them. Sadly, having to use events to flesh it all out fills me with the sad.
 

Tuomo L

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@Mister Big T - There's nothing wrong with your map per se, but it comes off as a little inconsistent. First you see the one stalagmite, then mining elements such as the pickaxe and the crate of ores, then pillars and statues as if it's a ruin. What kind of cave exactly is this? If it's supposed to be a lamia liar, she has rather strange decor. The square room also looks more like it was carved, instead of looking like a natural cave.

 
It was a part of the old silver mine that got abandoned when Lamia moved in, as she doesn't care about the stuff many of the things have begun to crumble and break over the years. 
 

Ultimacj

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> Metereo how did you get the tile set dark like that, that's pretty neat.
 

Ksi

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@Ksi - Hi there :) Lord I love that tint. Instant atmosphere right there, and I'm digging that windowskin.

 

Screenshot#1 - Is this a cave where the sunlight comes in? It looks that way judging from the lighter patches on the floor. And it might just be me, but because the animal bones in the bottom right is trapped in that corner, it looks a bit like it's suspended in the air, next to the spiderweb.

 

Screenshot#2 - Was this done through Luna? I hope you do manage to find a way to switch between party members. That would be a neat feature. Out of curiosity, how do you interact with Miles?

 

Screenshot#3 - I adore those icons. What, no little man holding a sword for the Arms slot? ;)
You can find it (and others) in the newly released community pack~ You know, in case you wanted to use it yourself... ;p

#1 - Nah, it's mainly just light/dark flooring. ^.^ Yeah, those bones annoy me a little each time I look at them but then that corner looks empty. Might need to rework it a little. XD

#2 - Actually, I used Fomar1053's one to five person menu script and edited the hell out of it, then added DoctorTodd's Guest member script to work with it. It took a while but I learned quite a bit and I think it looks great. As for Miles... this game is a little different in that you don't really get money. Miles is your shop and he will take all the money your find. In exchange you can purchase items from him that you'll need on your journey and selling monster drops to him will result in unlocking new items and equipment. You never have money on you - hence no gold - as you have to leave the 'shop' with only items. It was an idea that came about through a thread on rmn talking about treasure chests. It's a bit of an experiment.

#3 - I considered it but then I'd have to do one for bow, daggers and staff as well, since they're the weapons you can have in the game. I still might do so, though, come to think of it.

^.^ Thanks~
 

CobeSlice

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Gave another try to some woods. The top left is a crystal formation, the top right is sort of a campground/resting area. Advice? Criticism?

Forest.png

EDIT: I noticed the weirdness in the tree tiles near the pillars, I've fixed it but I havent updated the image.
 
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KaYsEr

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@BustedEd
Wow, pretty good indeed, looks professional. I see you like space art, so do I.
Maybe you'll like some scenes in Koruldia like this one:

Here I move the camera down the clouds and seamlessly go to the directly playable character in top-down view after running through some Everest-sized mountains... Not a single cut, just ONE camera movement from space to the ground.
I'm not done yet, it's going to be my video-presentation INTRO, that's why it's the most ambitious thing I'm doing so far.
 

@KaYsEr - (Man that's a hard username to type, lol) I love the retro look of that screenshot. That home looks warm and inviting thanks to the lamp and fireplace. Does the lower room connect to the upper room? Because I saw the ladder which seems to imply that room is in the attic, so I wasn't sure. I've not heard of many rooms with ladders going into basements ;D
Thank you Alkorri.
Don't worry you can just call me "kayz" (like in my avatar) that's shorter, people call me "kayser" IRL because of my family name (SAUZET) that sounds like in the movie "The Usual Suspects". (could have been worse ^-^)

Lower room? Nope it's the ground level actually, here is the "basement" when you take the ladder: (but I'm glad you remind me that at the beginning this entrance is supposed to be hidden by a carpet. So maybe that's why it looks a little uncommon.)


Well, in this "double screenshot" we can see that sometime the camera "zoom-in" (you see the zoom in-game) to better fill the screen and avoid having too much "useless dark void" around the map.
It's also better to bring some intimacy in special situations. (please note this basement was still "WiP", it's slightly better now)

Speaking of intimacy and zoom... I just put a new screenshot on @koruldia
It's about a special zone in the game, Korulimbo. (remember the first screenshot in space? well we are on the purple/orange little moon here)
In Korulimbo the camera is permanently closer to us like this all the time. And in a ZELDA P.O.V which is very hard to pixel-paint accurately considering this big size.


(bigger/sharp version here)

You can see a test of this Korulimbo-zone animated in this video when I was prototyping with those resources I made:
More resources are already done for this zone, like dungeons and stuff... Zelda perspective is super cool for level-design, which is needed for the special gameplay there.
 

@Kayser
You are doing some ground breaking stuff man, every thing you post gets me excited haha.
Thank you Tsukitsune, this is also very motivating for me to hear that.
I also like what you do, a good overlay mapping where you try to be clever and original, like diagonal walls etc. I know how tricky it is; keep up the good work man.
 
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