Game & Map Screenshots 6

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Erik Holland

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@Erik Holland - Looks pretty good man! I like it, a few things I see first this may just be an opinion but the 2 trees outside of the fence on the right hand side would look a bit more natural if you moved them a little more apart. Secondly- the fences' perspective looks a bit off on the top, you can maybe add just a bit of depth to the top of the fence. Third- the sand garden tiles shading is off, since you used the same tile twice to make it bigger you need to change the color of the sand so they match, it suddenly gets dark when at that area of the sand they should be the same color. and fourth- and this is just my opinion but the grass looks kind of weird to me with the 3 different, imho i would make the mid-green grass go out all the way nearly to the water and only leaving that bright green as a trim right along the water. Other than those things it looks good!
Thanks man!

I have wordked on the details. should be pretty mych all!

on to the next map... :guffaw:
 

gRaViJa

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Some of the trees and the sand patches (?) REALLY look like they were photoshopped on the map.
 

GRIMMJOW

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just a question: can your character pass a diagonal walk?
 

Kes

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@Nicke

You have perspective issues, but it's going to be difficult to describe in words.

You have 3 different tiles giving the impression of walls/ceiling and therefore height.

Ice cliffs and ceiling, top left and top right.  No problem.

Then you have the stone blocks walls and ceilings.  In the upper half of the map, you have steps going up onto the ceiling tiles.  I see that you've blocked all the sides with crystals etc., but this does mean it looks a bit cluttered/messy.  However, the problem comes from the middle bit where the lower block of stone ceiling tiles meets the ice blocks (can't think of a better way to describe them) in the upper half.

Those ice blocks have got walls.  Where you have put one directly next to the stone ceiling, the ice block looks higher and makes the stone ceiling look flat, as if it were at the floor level of the ice block.  But we know from the steps at the bottom that this is not the case.  Similarly with the darker crystals.  Because we can see the full height of them it makes the stone ceiling look like a floor.   In addition, that lower stone wall and ceiling is supposed to be one tile up - therefore the ice cliff wall on the left edge of the map should only be one tile high, because the stone wall should be concealing the lower half, as it is meant to be higher than the ground. 

Maybe if you only used the top half of the crystal and ice block tiles, it might make it look like the stone ceilings were concealing the bottom half, and therefore make it look like it's higher.
 

GRIMMJOW

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If its for a cutscene, its ok I guess. But as a player I hate to walk trough uneccessary zigzagways and I believe I'm not the only one thinking that way.
 
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Clord

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If its for a cutscene, its ok I guess. But as a player I hate to walk trough uneccessary zigzagways and I believe I'm not the only one thinking that way.
I'm so used to mouse script stuff that making me use the keyboard is almost a cardinal sin. Just joking.


Anyway, if game is meant to be played with a mouse for movement, that's fine. Otherwise give me plenty of room to move if the path is not straight (to any of the eight directions if the movement system is eight directional.)
 
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Ghoster

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moogmaster87 - I like your terrain, keep it up!

Hey, some of you may remember me posting some screens long time ago. I've been working a little bit on my project and I want to share it with you. By the way: I don't own the graphics and most of them come from pixeljoint.com - all credits will be given to their authors when I'll make something serious out of these concepts.



There is a bunch of things on this hud: firstly, there's health orb, which shows our hit points in a nice Diablo-like way. There is health bar, which shows how fast our heart beats (which is crucial for the game: heartbeat will affect characters' answers for questions and it will cause them to stop running when they'll be too tired. Also, there will be a character which will be very likely to die due to a heart attack - which, by the way, can happen to all characters in very extreme situations). There is a mental health bar, which will show how well do our characters feel and how sober to they think - it also will change our answers for NPC's questions and it will be very important to keep this one at a low level as well, since some of the characters will have mental illnesses, so it will be player's duty to keep them on a reasonable level of their mentality so that they won't go mad. Besides that there is equipment (which windows aren't ready yet) and our journal (in which player will be able to check his progress in the game and quests he may or may not want to accomplish). And at last there are four slots for our characters (even though the most of the game player will play with one or two of them). I think it's quite good organized. There are the health and mental health bars in action:

Health:



Mentality:



And here are the characters that player will be able to play as (not all of them in one play though).

 
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Erik Holland

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Looks Great Ghoster! ... I'll need yo check out your game when it gets avilable.

A new map. I have tried to listen to you all.

 

Kes

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@Erik Holland

I've seen lots of thatched houses, I've even lived in one, but I have never seen one which mixes thatch and tiles like that.  It can't be done; 2 different roofing techniques and wildly different materials.
 

gRaViJa

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Where's Ultros?

Nice map so far though, I think good lightning will be the secret to the perfect opera-map. I recognize those chandeliers from somewhere.
 

Kes

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@Shuji

A nice map, but I'm having problems with the perspective.  Going by the chairs, the stage is at the top, but the way you've done your stairs, it looks like each level is going up, and they should be going down as they approach the stage.
 

Point08

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This is a house from a game I'm working on. It only uses RTP tiles right now because this is only the 3rd map I've made so I haven't had time to do any custom stuff yet, but it is in the works.

Problems that I am aware of: the left side of the map is far too empty and needs some stuff added; the shadows for the stairs need to be customized to have stepped edges; the curtains look horrible with the wall color; I need to event in some additional stuff or edit to add things to the table, top of the cabinet. etc.; and finally the stairs coming down out of the pantry need to be edited to a custom tile to give the right perspective.

Definitely a WIP, but hopefully it's not too bad for a first attempt at an interior...

House.jpg
Oh, this is also my first post (been lurking for a couple weeks), so hi everyone!
 

Shuji

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@gRaviJa: Ahahah yeah, poor Ultros died long time ago.

Anyway, Those candeliers are from Celianna's Tileset. 

Well, everything in that map is made with her tiles xD ( Thanks Celianna, they are awesome! :3 )

@ksjp17: Aah, yeah, I see your point. You're talking about the sideways, right?

I didn't think of that, I'll edit them later^^
 

Kes

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@Shuji

No, I'm not referring to the sideways ones, but the ordinary straight ones.  They are constructed, and coloured to be stairs going up, and you need stairs going down.
 

Shuji

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Okay, but you're talking about the stairs in the red circles right?

Becaue the other ones are used to get to the top.



Otherwise I didn't undersstand a thing ahah 
 

Kes

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@Shuji

Yes, they are the ones, and I just don't understand the layout of this map.  Those stairs look like they are going up to a higher level which throws a shadow onto the chairs (see left hand side)  But if that's the case, then there is no access to the seating in the front half of the opera house.  However, there appears to be a gap at the top/bottom of the stairs which presumably is the access in.  Clearly that level is meant to the lower than the block of chairs at the bottom of the screen because the back row of chairs is partially hidden by the railings, and in addition, theatres etc are usually raked.  So I'm getting mixed messages about how that block of seating works.  (On a different note, there would normally be a central isle as well so that people can get in and out of their seats more easily.)
 
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Ghoster

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You have problems with understanding the perspective you want to create. Stairs cannot begin at the bottom of the wall and end at its top, that's called ladder.



+ What the others say. And I've never seen candeliers in an opera, It would be distracting to have these shining over your head while you try to listen to the artists - it's best done when dark; I suggest getting rid of them.
 
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