Game & Map Screenshots 5

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Galenmereth

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Today I implemented my Active Help System. I'm very pleased with it :D




Explanation:

One problem with low resolution games (or big interfaces) is that there's a severe limit to the amount of information you can put on the screen. You can get around this to some degree using icons and abbreviations, as well as clever interfaces with manuals that explain these specific terms. But I wanted to keep everything in the game, so I got inspired by the help system in games like FF:Tactics and Tactics Ogre: We Cling Together, and made this.

When you hit the help button (D by default), the interface freezes and you can move your cursor to all the elements on the page, and view information about them. I'll extend this to also show weapon and armor attributes for the Heroes' inventory, but the above is a great start.

To make this work I had to create some new, namespace specific side-overwrites of the Sprite class. What I made was a "Display Object Hierarchy", where you can "put" Sprites inside Sprites, and have them be aware of their local and global coordinates. I then added an Interactive_Sprite which you can attach tooltips to, and this all automatically enables the help overlay for you.
 

nio kasgami

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tried  some mapping to xp......I feel really shameful... be surprise but YES this took me almost 20 minutes for just succeed to do that ;_;

 
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Engr. Adiktuzmiko

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It looks nice nio, it's just that I find it weird to see those blocks floating in the water


@silent - it seems to have too much empty space. And I find the grass area on the 2nd pic's lower right part weird. Also, one of your houses have a shadow on the left side when all other buildings only have shadows on the right.
 
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EternalShadow

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To put things into perspective for size: a car needs a road that is 3 wide, before the white line divider, which is 1 block. Then the car needs another 3 wide for the other side of the road. That is a potential 7-wide road out of a 13(?) wide screen. However, it looks better horizontally - just remember that this means a modern road is no more than half of the width of the screen.

Plus, pathways are narrower. Probably 3 wide at most?

When you play your game and look at your map, try to put it into perspective from your character size. If there is a lot of empty space, imagine the map in real life. Do people need more than 3-block wide streets to walk through? (Well, yes - if it is a crowded area, otherwise no.)
 

Silent Darkness

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tried  some mapping to xp......I feel really shameful... be surprise but YES this took me almost 20 minutes for just succeed to do that ;_;

Honestly, it's not that bad. Really. Still needs some more detail in places, but otherwise, you're fine.

Also, thanks to Steam being.....well.....Steam, I lost that map I showed you. I'll try to recreate it as best I can from the screenshots and take a closer look at the walkways.
 
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DMIgames

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@nio thus why you should not be using XP :D


@galenmereth looking good :)
 

Galenmereth

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Implemented dynamic tooltips based on context of highlighted UI element. Equipment gets its own window with relevant, quick-look stat summaries and skill-addition listings. Teasing new The Vendor mechanics in the process :D
 

RocketKnight

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Metropolis interface
 

djDarkX

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Something I'm working on.  Using straight DS tiles (not DS+) and utilizing the DS game font (English letters and numbers, of course) with some custom stuff, this is what I have to show.  Some tiles are edited, such as the doorway on the outside of the house so it would fit with the actual tiles.

Inside the starter home:



Small view outside of starter home (still unfinished):



Home with custom message box and bust (in actual DS game style) and utilizing a smaller screen size to act like a DS game:



Outside, same deal as above image:


This is gonna be an adventure game, non-combat.  Any feedback is appreciated!
 

Susan

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@ nio :

Your mapping looks good. It was a well spent 20 minutes.

@Metereo :

Nice interior mapping. I like the lighting effect coming through the window.

One thing that seems to mess with my depth perception is the red bottle and brown basket near the microwave. It appears like the microwave is currently on top of them.

It may be just me, though.

@Galenmereth :

Really cool menu system.

@Cluly :

Good exterior map. Looks inviting from the outside. And I like the garden shed at the back.

If I'm not mistaken, you used a kind of sunbeam or cloud overlay on your map, which is a nice touch.

@DjDarkX :

Looking good. I'd love to stay in a house like that, way out in the countryside.

Seeing the rustic house is making me hungry. Maybe you can add some food on the kitchen counter or the table (I love food). ^^

I love that brown dog in the exterior map! (Did we have that in the DS pack?)

See if you can add a small bucket by the well, and some tiled earth for growing fruits and vegetables, or a fruit tree.

@Kaelen :

Can't see your image file.
 

Cluly

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@Susan Just a shadow layer.
 

Kes

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@djDarkX

basically a very nice set of maps.  However, for the interior map, some of your wall shadows have slanted beginnings and some do not.  I think you will probably need to be consistent about this, unless you are doing something with a lighting overlay.  Also the shadow for the doorway goes up too high - the wall will be quite thin there, not much thicker than the door itself, so only one tile, not 2, and going all the way across the opening.

Shift-click mapping of the pink carpet so that it runs behind the wall would help the perspective.  Would a house like that have a small'ish dining table and a much larger ordinary table so close to one another?  The disparity between the sizes of the chairs next to the tables is also very marked.  Who keeps a pile of barrels in the house?  Maybe they are only there as a way of filling in some of the empty space.  As an alternative, do you need the space second from the left at the top?  Eliminate that, make the house smaller, and you will have less void space at the front part of the house to fill up.

For the outside map, I think it unlikely that there would be a well right next to a substantial pond - one or the other would be more likely.  You are trying to give the impression of a porch over the door, yet you have put the 2 supporting pillars flat against the wall, thereby eliminating all depth.  Set them a tile down.
 

djDarkX

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@Susan, thanks.  I'll look into some of those changes and re-post when they are ready.

@ksjp17, for the slanted shadows, I actually fixed that RIGHT after I posted the images. lol

The doorways I totally see your point, however I was using the shadows that came directly from the DS pack.  I'll have to make new tiles for these shadows and try to match them as best as possible.  Shouldn't be difficult at all.  As for the rug, I actually meant for it to end there, but to get that idea across, I could actually make it end one tile sooner, closer to the table and chair.  Thanks for that idea, even though you were going for something else. lol

For the barrels, it is a ranch house, so they'd keep things like that close by, but I suppose I could remove them and add something else, and I think I know what to put in there instead.  For the tables, you're right. I'll fix that, but for the chairs, the idea behind that is that the large table and chair is meant like an office or meeting room, but of course, that obviously doesn't go.  Experimentation at it's finest...lol

For the well and pond, you're right.  I think removing the well might be better since the pond would make a better source of water in a lush, green area.  For the doorway, that's almost the way it is in the DS set, but it was a bit messed up.  I would show a screenshot from the actual game, but against the rules, so I won't.  Still, I can edit it to make it more realistic, or just remove the pillars...or I have another idea!

Thanks for the feedback.  Really helps. ;)
 

Hibarist

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@Susan: Thank you! The bottle and the brown thing (a potato or a bread i don't know) are aside the microwave.
 

mlogan

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I blame palladinthug that I've spent too much time messing with this this afternoon. I realized I hadn't really seen any interior maps made with the Pixel Myth pack, so I had to play around. (Not saying they don't exist, I've just not seen them.) My only complaint is that Sharm needs to make more!!! I really love these tiles!!

 

Susan

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Wow, that looks great, mlogan!

Even though they weren't meant to, but the RTP actors seem to fit right in with the tiles.
 
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