Game & Map Screenshots 5

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Ultimacj

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What tool allows you to do tinting in RM or do I have to open these and manually edit them?

Edit:  You mean just regular tinting as an event?  That tints the whole screen though this looks like parts of it was tinted and not tinted....curious!
 
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Hibarist

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@ksjp17: you mean the rtp one or the right one from the picture ? do you think the rtp one will look good with the ds characters?

@ultimacj: its a tint and a shadow layer
 

Anorak

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Been a while since I posted any screenshots.


The protagonist's supposed room when the game starts.



I feel as though something is missing with this section in the hospital. Feedback would be greatly appreciated for this image.



Another room which can be accessed via the hallway (the above picture).



A maintenance/storage room.
Once again, feedback is appreciated.
 

Ultimacj

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I'll have to keep the tint event in mind and use the shadow tool other than what it's usually for.

that's neat

thanks :)
 

Kes

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@Matereo

The DS tile sheet 'Exterior_Town_TileD has a barrel with the correct perspective.  And, obviously, it's made to go with the DS sprites.
 

esby

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@Anorak - I think the problem with the corridor is that it's too straight, try offsetting the entrances by a tile and maybe some variation in the floor. Just little bits here and there to break up the monotony will make a difference. For example;

This map by Quigon is a pretty good guideline;

@Ultimacj - Nope, not the shadow tool. Metereo means a picture overlay. There's this simple tutorial and this more in depth one over on RMN.
 

Hibarist

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@ksjp17: the one on that tileset it's just like the one from my picture (the right one) :p

@Ultimacj: yeah, what esbie says, sorry for not being more specific
 

no dur hah

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I'm not sure where to place the windows in my menu, I can't find a way that looks good. Help and feedback is appreciated.

Screenshot_2.png
 

Susan

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Assuming that this is a solo game, perhaps you could re-edit your windows to display more relevant information.

Consider adding in a nice menu background, maybe with some animations.
 

Creative Ed

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@KaYsEr - Nice, looking good ;) Looking forward for that scene :)
 

StrawberrySmiles

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Okay I did that but I don't think there's need to make another screenshot for that, instead here's Lamia's cave.

I'm sad! One of the major parts of my game idea was to have the "heroes" confront a lamia inside of her cave because she's been kidnapping children and eating their hearts. ;_;


I love mapping, so I mapped. Oh, and it's for some game. I hope.


 

Shaz

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@Snoop, merging your thread with Game & Map Screenshots thread, where people go to get feedback and tips for improvement.
 

EternalShadow

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Cobe: Top left is good, the rest of it is a bit square.
 

Ultimacj

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So basically make your map

then make a screenshot of it (I assume full screen mode)

Then add the effects and insert an event as a picture

This looks crazy especially if you have  HUGE map to contend with

I'll try this out but knowing my art skillz suck I'll prob end up using Khaz's Lighting script mod

thanks for the info!
 

Alkorri

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@CobeSlice - I like the colours of this forest map, but there are too many sections that are too square or straight. Curve the clearings a bit more like that crystal clearing to the top left (you were doing so well there!). 


The same goes for the treeline tiles. That thin, straight section south of the broken pillars and that long treeline around the three stumps don't look very good. Make fatter, rounder sections. You might also want to break up the monotony of the forest floor by adding dirt tiles or trees.

 

In the top right corner, try to space out the flowers in a more natural way. Notice how they are all in the same row?



 

@Kayz - Thanks, Kayz! That name is far easier for me to spell. You can zoom in to look at the room? That's awesome. Any particular useful reason (like searching for an item) or is that just for aesthetics? For bringing intimacy, like you said.

 

I love those smudge marks on the walls and the look of the door. My only concern is that because the lower part and legs of the bed are so short, it looks like we're getting a top-down view of the bed. Forgot to say that space art is gorgeous, and that Korulimbo(?) screenshot too.

 

@Anorak - I like the claustrophobic feel of the rooms, which suits what is apparently a horror game.


Screenshot #1 - That being said, for a first room it might be a little cluttered. I'm not sure if there's a story reason for the tank to be there. Personally I would remove the tank and move the cabinet in that corner so it gets out from under that light fixture. Because it's dark, I also can't tell if that left side is just shadow or if there's some kind of furniture there, which is partly why I suggested moving the cabinet against the left wall. That's just my nitpick however.

 

Screenshot #2 - I think esbie is right about using objects to break up the monotony of the space, but I don't particularly feel you need to change the lower wall. I would rather fill up the empty space in front of the sprite eg gurneys, tables etc to add to that claustrophobic feeling. I'm also wondering why the 'broken-up' tiles are close together when you could be spacing them apart or adding more. The walls are also looking a bit empty - no pictures, signs etc?

 

Screenshot #3 - Unlike #1, the bed on the left side helps me distinguish that the dark place against the left wall is shadow. I kinda think that cabinet(?) has an odd design - it doesn't look like a wardrobe or a filing cabinet. It doesn't blend in as well as the green cabinet in #1. I dunno why, but unlike the first room, I feel like I'd want a picture or something else on the wall in the right corner.

 

Screenshot #4 - I like how you made it easy to navigate the room and reach the desk. That being said, perhaps you could fill in the middle section by adding another shelf, crates, other clutter? Is that red thing a firehose box? For some reason it looks like a door for me; would it look better one tile higher?



 

@Snoop and esbie - I think esbie did an excellent menu. Not only is it clean and organised, but has an extra map location functionality. Snoop, you can design your windows however you like, as long as it looks balanced.

 

@Mellipon - No reason why you still can't use your lamia idea :) There's no such thing as an original idea. What makes it different is how you execute it.

 

As for your map, the one thing that stuck out for me is the path tile you used. It doesn't look like earth you'd see in a forest and so doesn't blend well with the grass. I also find the path a bit too straight, and it draws the eye when players should be looking at the rest of your map. Why does the window with the flowers have another window beside it, by the way? I also think you might be using too many different types of trees and plants; sometimes less is more ;) I also think you could break up the forest floor with more grass and dirt tiles, personally. 
 
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CobeSlice

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I guess I just have no idea how to make a forest! Lol.

I'm going to start searching for one, but in the mean time if you guys know of any decent tutorials on mapping, I'd love to know! There's always more to learn when you're a newbie.
 

Alkorri

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Don't be discouraged, CobeSlice. You'll get there :) I've always found that one of the best ways to learn is play RM games and pay attention to their mapping, or just look at other people's maps (which is why I'm so nosy and haunting this map thread ;) )

Here, remember No1434's forest map some pages down? Notice how the forest paths are curved, the clearings always differently shaped, and the middle treeline sections are fat and huge? There's a purpose for nearly everything placed there, and the clutter (logs, grass, flowers) are spaced out well without being too cluttered. I personally think some paths could use some widening, but I hope that gives you some idea?
 
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Hibarist

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Well then, i edited those barrels and here's how they look now:

(Also i added some light sources)
 
And here's a little town:
 

Tuomo L

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Just a little bit of something I done

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