Game & Map Screenshots 6

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Kes

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@oddball

Not Victorian, those cross timber houses were popular in Tudor and Stuart times, so 16th and 17th century.  Also very popular in the rest of Europe for longer than that, but I'm not quite sure of my dates.

Err, I have to guess what a duplex is - but where there are 2 chimneys, it means it's 2 houses sharing a wall.  Is that a duplex?

It's early autumn, so fires would be lit, but also - in that era, how else do you do your cooking?  Wood burning stoves.

The big pile of wood is right beside the blacksmith's furnace and he's making weapons and armor, so needs his supply of fuel.  The smaller pile of wood is for the bow maker.  At the scale of the screen shot you can't really see their shop signs, but it's obvious in game.  
 

That Bread

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All done, here's a preview map for the leaf edits. Credit to celianna and enterbrain, I edited a hay pile to look like a leaf pile and the rake is from her tileset.

Here's the set if anyone wants to use it
 
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Simon D. Aelsi

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@CorneredCosmos Not bad.  If there was some way to autotile it, that'd make it look even better. Just my personal opinion, of course.
 
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That Bread

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@ironcroc Hmm that might be a great idea, I wonder if I could pull it off I know the basic function of an autotile.


Going to try it out now.


I think this was an success for my first autotile edit ever.


Here's a preview in game




And the autotile itself edit it in wherever you want, anyone may use this. You could even put it on the yellowed grass if you like

 
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KanaX

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Here's something I'm working on right now. It's not completely done yet, but I think it's presentable. Any suggestions?

 
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Candacis

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@CorneredCosmos: It looks nice! I really like the house. You could enhance the map a bit more, if you use PandaMaru's autumn tiles, she also made different leaves autotiles and leaveless trees, so those could help you out in adding a bit more variance. I think, it was in the September/October Restaff.
 

Simon D. Aelsi

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@Cosmos, Nice edit!

@Kanax, that is really cool! Will the character get hurt if he touches the grinders? If not, make that a thing please... :D



Alright.  Here's my first MAJOR update for Tale of the Cursed Lantern.  The intro and first gameplay/map testing! 

Known issues:  Sprite lines. (Fixed after the video)

A shadow line on the castle exterior

Two title texts. Title Screen is Temporary!

Alright, here it is!



 I'm rather proud of this, yes I am. :cutesmile:

Edit: *Checks post to make sure it's not invisible*
 
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KanaX

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@Iron Croc, just finished the blood splatter animation! But, I really need to find out a way to create a working conveyor belt, upon which the player can additionally move. For the video I had the movement evented.
 

Luiishu535

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@ksjp17: It's probably those, but I don't really see a difference between those and the RTP. I've really tried to look at them hard, but I guess I just have a poor eyesight. It must be because I've gazed upon those tiles for 5+ years. I truly am sorry if I've offended the artist or mapper. 
 
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Kes

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<snip>

luiishu and I were talking about 2 completely different maps and my comments here referred to the wrong one.
 
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Sharm

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@ksjp17: I think you're getting luiishu535 mixed up with someone else, because what you're describing isn't anything like the screen you were discussing before.
 

Kes

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@Sharm

The right and middle houses are taken from that screen.  Perhaps all 3 of us are getting into a muddle about which screen is being referred to.  I thought that was what Luiishu was referring to, as that is the screen I've been discussing for the last page.
 
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Kes

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@luiishu

In that case, my sincere apologies.  As you only referred to me by name I had no idea it was Candacis's map you were actually talking about, as it's only been my map I've been discussing for the last several posts.  to be honest, I had completely forgotten about Candacis's map.

I'll edit out my post as it is now completely irrelevant.
 

Gui

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@Kanax

I really like your work in this vid: nice mood and a pretty good use of space and details; it also reminds me of an end of level in Quake II where you had to go onto a conveyor belt, between some crates to exit the map...

Anyway, my main gripe concerns the background wall which does look rather empty at the moment: some details to dress it up would be welcome IMO, such as some windows maybe, to give a better sense of depth and to suggest a more open environment – unless you're going for some sort of claustrophobic atmosphere here...

Oh, and be careful with this little pipe right next to the ladder the character uses to exit the conveyor: pipes which go out of a wall to go back into it one yard farther usually serves no purpose – give a try to another detail instead.
 

literarygoth

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@Iron Croc = looking good, you have a decent balance going on so far. Visually, I feel your maps are a wee bit too big, that may cause problems if you put lots of events in them. Aesthetically there's a few things that bother me about your layout, but you can chalk that up to my personal preferences, rather than there being any problems with your maps. Keep up the good work mate!

Here's one of my favorite screenshots from my current project, Dacian (alpha demo available for download!). A large portion (most) of the introduction of the game is played inside the main characters dreams. Yes, it's supposed to be dark, I apologize if it's hard on your eyes, given the white background of the page.

 

Nanaki_Fan

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So I just  brought a couple of the DLC Resource packs and I am experimenting with a new port-side town.

I currently have my  basic layout ready to transfer over to Paint.net to start using as a Parallax and adding detail.

 

Kes

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@Nanaki_Fan

Until there's more detail it's difficult to comment sensibly.  The only thing that struck me was your central section of the jetty/pier.  It's stone, so is unlikely to be floating up and down with the tide, so there is no obvious reason why it's so much shallower in depth than the rest of the pier.  Everything else has at least 2 more tiles height than this part.
 

Nanaki_Fan

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@Nanaki_Fan

Until there's more detail it's difficult to comment sensibly.  The only thing that struck me was your central section of the jetty/pier.  It's stone, so is unlikely to be floating up and down with the tide, so there is no obvious reason why it's so much shallower in depth than the rest of the pier.  Everything else has at least 2 more tiles height than this part.
That bit is having some Parallax mapping done to it, so for the time being it is not having the stone tiles put in just yet.

I know its a very early concept of the town and hard to grasp what might change/be added but I just wanted show some of what I was working on and hopefully, as more screenshots come, you guys can see the development and offer advice/tips.
 

NathanW

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So I have been in the process of making some parallax maps and have decided to post them here for input. I am entirely new to photoshop, parallaxing and artistry in general, so please forgive me if they are horrendous x3

Anyhow, here is what I have so far:

The Coastline


This map is supposed to be one of those 'wake up on the beach' dealies that some games start off with. I took inspiration from Final Fantasy 10 for this idea, but in no way did that end up helping me make this map. It took me about 8 hours to create, and I feel as though the beach is a bit sparse.
More to come, I hope! A quarter of my awake time a day is not bad for a parallax!
 
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