Game & Map Screenshots 5

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boldpaste2

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@Kaelan

- That font is hard to read, it's too thin and twisty

Hmm, yea. I agree. I was trying to find mono spaced font and I guess this one just doesn't work.

- I'm assuming "out cold" means the character is temporarily unusable, in which case you should darken or grey out his portrait

Ok, I can make that happen :3

- All HP bars should be the same color. Idk what the enemy bar and the red bar on the player's bit of the UI mean, but I'd make HP red or green, MP blue and some other color for the other stuff.

I am showing the HUD all at once. usually the unnecessary bits are hidden when they do not need to be shown. The enemy hp bar is for your standard enemies and the boss is for the boss. The reason the boss HP is red unlike the player and normal enemies is because it consists of two bars. A blue one on the bottom and a red on top. You got to drain the red bar before draining the blue one. I also chose blue for the standard hp bar color because I am a final fantasy fanatic. (the use orange sometimes though).

Edit: That small red bar is the players stamina bar so you don't sprint endlessly or spam attacks like there is no tomorrow.

- The gold should be in the same font as the other labels, or at least a similar looking font. It's kinda distracting right now.

Yea, the font is not working for me either.

Thanks for the feedback, it helps ^^.
 
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phoenix_rossy

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Still very much a work in progress. Mainly details and texture blending to add.

Huge amounts of love to Candacis for letting me use some of her graphics - the thatched rooves are a particular favourite of mine. 
 

TMS

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I can't really comment on the technical aspects of that map, but I like the atmosphere of the scene.
 

bgillisp

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Farming town near the river. This is the marketplace and beach part of the town, where the party will spend most of its time:

I tried a trick with a chopped tree to give it some appearance of height (to simulate the trunk being not viewable), thoughts on that?.
 

phoenix_rossy

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Farming town near the river. This is the marketplace and beach part of the town, where the party will spend most of its time:

I tried a trick with a chopped tree to give it some appearance of height (to simulate the trunk being not viewable), thoughts on that?.
I always wondered about the believability of medieval towns having bright red/white parasols. Nice map though ^.^
 

Kes

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@phoenix_rossy

I like the atmosphere and general shape of the map, but I don't really think that the way you've edited the roof quite works.  Candacis's roof ends at the ridge pole, and you have put in a small piece of the back roof, so that the perspective is slightly altered.  Two things with that.  The first is that nothing else has that perspective, so I think it looks a bit awkward.  

Secondly, you have put in the hint of an extra slope on the vertical roof on the back, so at the back, the roof is double pitched (sort of), whereas on the front it is a single pitch gable end.  Because the gable end ridge pole extends beyond the ridge pole of the main roof, that makes the main roof look flat - but you are trying to say that there is a sloping main roof on the other side of the horizontal ridge pole.

Sorry if that is a bit confused sounding, it's difficult to describe in words.

Finally - houses of that sort tend to be consistent in the wood that is used; it would likely be all the same type of wood, and would generally have aged at the same rate.  There might be the odd replacement, but that's all.  However, the wood you have used for your windows is significantly different from the timber framing, and actually looks a bit garish in comparison to the much darker wood on the building itself.

@bgillisp

Are windows going to be put on the item shop and armory?  I think I'd make the market place much smaller - it feels far too big for 4 small stalls and a balloon seller.  Also, I don't see any houses, it's all commercial buildings.  Are they somewhere else?  I think the chopped trees look fine, and yes, they do give the impression of height.
 

bgillisp

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@Grimmjow - That one big wall going around throws me off the way you used it. I'd consider some kind of cutoff on the top so it doesn't look so odd.

@ksjp17 - I meant to add the windows *smacks forehead*. Yes the houses are elsewhere, that was only part of the town. As for the marketplace, the four stands are the ones I've thought of so far, probably will put a couple more as the map goes more final.
 

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@goatrider

Very nice.  Just one question - is the clock meant to be the main source of light, as that is what it looks like?  If it is, then no problem.  If it's not, then you may need to adjust things a little.
 

Goatrider

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@ksjp17: The light is actually coming from the windows either side of the clock.

I still have a little work on the dark sprite in the chair but I hope all the lighting looks ok.
 

AcosmicDevi

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@heimond - That looks better. The new color complements the rest of the tiles.
 

Evan Finkel

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Potion is the courtesy of Lunarea

A very rough mock-up for the menu screen, the resolution is decided.

But I am not sure how to script my plans, can Luna Engine do it?
 
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PandaMaru

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Not a screenshot and not from a game, but I can't find another place where it would fit. >.< Mods, move it please, if I'm wrong.

Want to wish everybody a merry christmas-time with his beloved and familiy!
 

Engr. Adiktuzmiko

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The light seems to actually be interfering with my view rather than helping it, and the ones made by the window looks kinda off. Btw, you still have an autoshadow near the leftmost candle which is on the lighted part.
 

Candacis

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Ah, yes, thanks @autoshadow.

I would love to see a example of a good dark map+lights that don't interfere with the view. Should I make it darker? Lighter?
 

Engr. Adiktuzmiko

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Given that I'm not much of the artist, I really don't know. It might just be me. Anyway, my guess is the color used together with the ambient color as I didn't have much problem from it with the 2nd pic.


And maybe you could lower the opacity of the lights given that each of them seems to only light up a small area so I think they couldn't be so "bright" as bright lights would cover a larger area (with diminishing brightness of course)
 
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