Game & Map Screenshots 5

Status
Not open for further replies.

Celianna

Tileset artist
Veteran
Joined
Mar 1, 2012
Messages
10,557
Reaction score
5,592
First Language
Dutch
Primarily Uses
RMMV
@Snoop you're not posting any links - I hope you're not trying to drag and drop the actual picture into your post ...
 

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
Wow, lots of great looking maps here!

Just dropped by to say that I really love the parallaxing you did with Celianna's Medieval Buildings, Dalph!

It looks fantastic! (Even if you tried to swallow it up in the second screenshot).

*shudders*
 

Ultimacj

Cookie Knight
Veteran
Joined
Oct 15, 2013
Messages
406
Reaction score
60
First Language
Englist
Primarily Uses
N/A
@ DMI Binding of Issac it's a game very popular amazed you haven't heard of it  Anyways that's what it reminded me anyways, which is very cool keep up the awesomeness

and on side yeah I never read EULAS that much but it does say there can't use beyond maker (why would you really because the resources just wouldn't look "right"), but goes to show that's what eulas are for you purchased the "rights" to use it, you don't own it (even though ironically you purchased it - curse you double edge swords!)
 

Galenmereth

Retired
Veteran
Joined
May 15, 2013
Messages
2,248
Reaction score
2,158
First Language
English
Primarily Uses
N/A
Been working on my interface overhaul for The Vendor. I've got a custom menu system in place with a dynamic submenu system and a cursor that follows your selection, as well as other nice little animations. The video shows this off as well as showing off how you can navigate the menu even while it's "animating", so that you don't have to wait for it to complete if you're in a hurry:




All animations are done using my publicly released Easing Script.
 

DMIgames

Veteran
Veteran
Joined
Nov 18, 2014
Messages
71
Reaction score
26
First Language
english
Primarily Uses
@ultimacj oooh yea I looked it up, looks pretty cool, I will have to give it a go sometime ;)


@ksi try not to make things too bright, it's a cave.


@galenmerith I like it a lot, I think it's missing something though, some sort of animations to make it look more attractive.


No i don't mean the menu animation.
 
Last edited by a moderator:

Galenmereth

Retired
Veteran
Joined
May 15, 2013
Messages
2,248
Reaction score
2,158
First Language
English
Primarily Uses
N/A
@DMIgames: Yeah, I'll add some decorative elements once I've got all the "functional" bits in place (information and whatnot). I added the info window frame/bg today, which also moves away to make room for submenus dynamically. This will display things like:

  • The party of heroes and their current quest, gold, and equipment
  • Your gold
  • Your location and playtime
  • Whatever else that feels relevant without bloating it
It'll be immediately available for a quick gander over important info, and it'll also move out of the way for submenus. I think that'll be good use of the space :)

Here's a wip video:
 
Last edited by a moderator:

Silent Darkness

Robomage
Veteran
Joined
Nov 28, 2013
Messages
2,283
Reaction score
323
First Language
English
Here's me, taking another crack at city maps.....yet again.....*sigh*









I know it needs people roaming around the map, i'm working on that right now. Open to any suggestions.
 

Silent Darkness

Robomage
Veteran
Joined
Nov 28, 2013
Messages
2,283
Reaction score
323
First Language
English
...Bugger. Yeah, I think I see what you mean. Guess the whole map will need to be flattened down then. Else the roadway will be too large.

EDIT: Or are you referring to the roadway? I think the walking area merely needed to be flattened down two rows.
 
Last edited by a moderator:

GRIMMJOW

Veteran
Veteran
Joined
Nov 4, 2014
Messages
60
Reaction score
41
First Language
German
Primarily Uses
@Silent Darkness

I guess he means the roadway. I think 3-4 squares less would be looking better but the walkways could be smaller too tho.
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@silent darkness

To keep things more in proportion you could think about adding another row to the height of the roofs.  Do the houses really need to be that long?  If they do, perhaps another couple of windows to break it up.  The rooms inside would be incredibly dark with just one small window at each end of the building.

Use shift-click mapping to bring your fences up to the walls of the building.  Also use it for the patch of grass behind the house with the green roof so that it looks like it goes under the visible roofline, and so gives more depth.

Overall, I think you could usefully shrink the empty space by at least 50%.  No human settlement that I can think of would have such vast empty walkways and roads, with just nothing filling up the voids except an abundance of lamp posts.
 

Myst88

Veteran
Veteran
Joined
Jul 3, 2012
Messages
95
Reaction score
181
First Language
English
Primarily Uses
@Ksi: I like them, but I think some shadows would really add to them. Also is the top picture an underground hotspring? If so maybe adding a fog effect to the map, a low opacity mist so it will make the room look steamy?

Couple of indoor maps I've been working on.



 

DMIgames

Veteran
Veteran
Joined
Nov 18, 2014
Messages
71
Reaction score
26
First Language
english
Primarily Uses
@galenmareth yea i think the display looks fine, what I mean is sparkly stuff to make it more appealing. It's too... static and un-animated for a custom menu :) Good work on the new updates ;)


@silentdarkness everything on the maps are too big, shrink down time! :p


@mirag88 I think they look good but the corners are far too dark, if sun is beaming into the room it will generally fill a good portion of the room no matter the direction.


Here's some update screenies from Womb to Tomb:


You will be asked upon game launch if you want to play in fullscreen but if you choose not to, you will be taken to the resolution pick area allowing those with bigger monitors to still enjoy the game without having to play in fullscreen.


I am also testing out a dark corner overlay for gameplay as I think it gives the game a more "inside the body" feeling.





I added in the ability to use picked up items on map with a button press, how it works is upon picking up the item the item will display an icon and quantity number under Miss Poopsies bar. Each time you pick up a new Goop blob it will follow you (3 max) and when you press SHIFT you will eat one of the Goops and it will reduce your Goop item quantity, adding the additional MP to Miss Poopsies bar.


This removes the need to pull up the menu each time you need to use an item that is consumable.


 
Last edited by a moderator:

♥SOURCE♥

Too sexy for your party.
Veteran
Joined
Mar 14, 2012
Messages
693
Reaction score
411
Primarily Uses
@Mirage88 That carpet... Pretty... I like the warm-cabin look of those maps!
 

Silent Darkness

Robomage
Veteran
Joined
Nov 28, 2013
Messages
2,283
Reaction score
323
First Language
English
Okay, i'll shrink down the roadways....know what RPG Maker VX Ace needs? Being able to copy and paste map tiles. I can already see that i'm going to be having a lot of fun re-mapping out what I already had.

And as far as the buildings' widths are concerned, my apologies. I guess my perspective of how tall/wide a character is in proportion to the game world is still quite skewed.

Also, @ksjp17 Absolutely correct about the emptiness of the walkways. I'll make sure to add plenty of details, decorations and people events to the walkways to make them more lively. Also, the shift-mapping is done. I'll bring up some updated screenshots when i'm done shrinking the size down further. But if anyone has some idea on how I could move the stuff on the bottom of the map up further without having to redraw everything, i'd sure appreciate it.
 
Last edited by a moderator:

DMIgames

Veteran
Veteran
Joined
Nov 18, 2014
Messages
71
Reaction score
26
First Language
english
Primarily Uses
VX ACE doesn't have that? Huh weird, in VX all I do is right click and drag over the area i want and then left click on a new map and it works ;)
 
Last edited by a moderator:

Stridah

The People's Champion
Veteran
Joined
Dec 14, 2013
Messages
432
Reaction score
214
First Language
English
Primarily Uses
lovely way of doing light mirage.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 3)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

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.

Forum statistics

Threads
106,036
Messages
1,018,461
Members
137,821
Latest member
Capterson
Top