Game & Map Screenshots 5

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Galenmereth

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@bigillisp: Oh you're right about that. I shared an older version of the image, I notice now. It bothered me too. Here's my current solution:



The secret is tons of shift clicking usage. Tons of it! It's a really powerful tool once you start playing around with it.
 
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bgillisp

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@Galenmereth: Looks better to me too. I've been doing some shift clicking too, though I think my problem at this point is I don't know it is possible in the RTP so I design simple maps to compensate. Maybe as I see more RTP maps the ideas will come together better too.

And, I've started posting my maps on here as I make them (I have one back on page 58 I think it is). Now doing bug testing but will post the next one once it is ready to post!
 

Candacis

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@Galenmereth:

I circled some areas I'm unsure about:

desert_town_screenshot_wip_1.png

First, try shift clicking, but don't make the borders I circled, try it without them.

Second, is this gate connected to the pathways? Because I'm not sure how that could work on the left side. It looks like the house on the left is on the same level as the gate and above the pathway. So how could the cate connect to the pathway?
 

Galenmereth

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@Candacis: I actually had them shift-clicked like that on purpose, but it was originally a different tile. Now that you mentioned it, it does look better without the borders on the middle bit:



Regarding the pathways, think of them as slopes. Due to Ace's perspective, a long slope would effectively not look different from a straight road, which is what I went for here. That's also the reason I put the cliff on the right-hand side, to "anchor" the perspective :)
 

Stridah

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It it is a slope wouldnt a shadow help to demonstrate the proper perspective that the road is higher then the grass.
 

Engr. Adiktuzmiko

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Some new map + one of the wearable wings in GSoD in action

 

Sharm

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Galenmereth:  There would still be some evidence of a slope.  Is the path the only thing that slopes?  If so, there would be shadows.  Is it only the ground, and not the water?  Then you've got the wrong water tile, the one you've got is clearly on top of the ground.  Is the whole thing the same height?  In that case, the bridge would be a dam and block the water in some way and where it comes out would be a waterfall.
 

boldpaste2

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Trying to edit the XP rtp to match or at least come close to matching the VX Ace rtp. I personally like the rtp for XP better due to its style but I like the VX Ace rtp because its a lot more detailed.
 
For the edits I...

  • Increased the color palette.
  • Gave it a bit of definition.
  • Redid some of the coloring.
  • Fixed the static present within the tile sets.
  • Added shadowing where it was mission (not the shadow on the ground).
The Screenshot came straight from GIMP so stuff like events, fogs, shadows, etc. are not present. Other then that, how do these look?

P.S. (I also have RPG Maker XP if anyone was going to point that out :3)

 

Sharm

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@boldpaste2:  The screenshot would have to be at a 1:1 ratio to decide if it blends with Ace's RTP now or not.  Reducing the image size creates anti-aliasing which is the main thing that doesn't match between XP and Ace's RTP.
 

boldpaste2

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@boldpaste2:  The screenshot would have to be at a 1:1 ratio to decide if it blends with Ace's RTP now or not.  Reducing the image size creates anti-aliasing which is the main thing that doesn't match between XP and Ace's RTP.
Good point. I guess having it at its best quality would be vital for this kind of information.

Here it is again on a 1:1 ratio.

 

Sharm

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Hmm.  Still looks a little hard compared with the RTP stuff, especially at the edges but it's at a point now where it's no more extreme a difference than some of the stuff I've seen made for the RTP.  The shadows don't work for me though, they're in a different direction than the lighting on the walls.  I love the floor.
 

Kes

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@Zalett

It's not clear to me if the Inn is a 2-storey building, or whether it's another house close up behind it.  I'm guessing it's meant to be 2-storey as otherwise it's only got a roof one tile high.  The problem arises because of the way you've used the wall autotile.  You've used it unadapted, so of course it starts off with the stone base again.  I suggest you shift-click that upper wall so that it's brick all the way.

Ground always gets very worn at the ends of bridges, because that's where everyone crossing is going to walk.  You're not going to get a flower blooming there as used by the central bridge.  Maybe a bit of worn earth?  Something of a path somewhere?

If you use GIMP or similar, you might like to think about resizing that bucket by at least 25% - to have a bucket the same size as the well always looks odd, imo.  It's one of the drawbacks of the RTP where everything takes up one tile, irrespective of its relative size.

Overall, though, your mapping has improved a lot.
 
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Wow it's been a long time since I've been in this thread. All the maps look so good! Why must you all be so good at this!

I'm having a bit of trouble with these two wood maps. I think there's just something missing, I'm not sure what.  I didn't use the autotile trees because this is a wood and not a forest. I wanted it to look sort of light and airy... Any crit would be most welcome.



 

hiddenone

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@Paladin -  Maybe you could add some bushes and break up to tree clumps a bit more.  That should make it a bit more airy.

I started playing around with the DS tiles.  I'm loving how they look!

 
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