Game & Map Screenshots 6

Status
Not open for further replies.

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
@Gui I thought about that too, but it would be messing with the rpg maker look. It would be better looking for sure, but it would lose something, right?
 

literarygoth

Veteran
Veteran
Joined
Jan 22, 2013
Messages
189
Reaction score
136
First Language
English
Primarily Uses
Great suggestions! I was concerned if I put too much details it that it would distract from combat. The sand dunes are supposed to be flat, but I'm sure I can figure something out. :D
 

Simon D. Aelsi

Voice Actor/Composer
Veteran
Joined
Feb 22, 2014
Messages
4,838
Reaction score
1,394
First Language
Hylian
Primarily Uses
RMVXA
@few posts above mine keep in mind, guys, that this is an angle few have ever seen or tried in any RM game. So of course it's gonna look a little strange. And sure you can suggest any ol' thing, but that doesn't necessarily mean she can actually PULL IT OFF. (I mean it may not be possible). 

Still, that angle does look rather sweet for battles. :D
 
Last edited by a moderator:

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Unfortunately, we work with RPGMaker :p We cannot have TOO many details :p Don't worry, it won't be a detriment to the battle. Enhance it really. It's kinda ugly the way it is now, no offense. If you fix at least the plants and plank, it will be just right.

@Iron Croc is not that hard! She just needs to make the plants stand up (like the trees) and give some dimensions to the plank.
 
Last edited by a moderator:

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
By the way, I finished the map I showcased earlier in a video. I made another video, showing the whole puzzle for the room and possible deaths.

There may be some audio unsync for a few secs, but I couldn't do anything about it. After Effects is not kind to audio.

@Iron Croc Nah bud, if you have photoshop, or gimp it's super easy. No pixel art, whatsoever.
 
Last edited by a moderator:

literarygoth

Veteran
Veteran
Joined
Jan 22, 2013
Messages
189
Reaction score
136
First Language
English
Primarily Uses
Okies, rolling with suggestions and editing this map. But due to ~someone~ namely, me >_> not remembering to save her layers, I had to start over from scratch. I've tried to get the plank to pop a bit more, but I'm just not having much luck with that, and my pixel skills aren't so great. I've adjusted some of the vegetation and added a bit more to the ground in general. Again, I didn't want to add so much detail that it distracts during combat, but I want it to be enough eye candy to enjoy while bashing enemies' faces in.

This is a WIP, the big block at the bottom is where the combat HUD goes.

 
Last edited by a moderator:

Gui

Veteran
Veteran
Joined
Jul 19, 2014
Messages
177
Reaction score
64
First Language
French
Primarily Uses
@Gui I thought about that too, but it would be messing with the rpg maker look. It would be better looking for sure, but it would lose something, right?
Well, it depends: the official RM battlebacks don't show such squarish angles so why not in custom ones aswell?

Because I have you under my hand, I'd suggest making the water effect in your video less lit: at the moment, this water flowing into the barrels on the conveyor belt looks very bright IMO...
 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Noted. Also I have no idea what "have you under my hand" means.

As for literarygoth, it's true, they don't show those angles. But I think that she doesn't really go for the RM battleback look. She just tries to give a pseudo-3D look to the background. I could be sorely wrong though.
 
Last edited by a moderator:

Raider

Veteran
Veteran
Joined
Mar 21, 2014
Messages
138
Reaction score
113
First Language
German
Primarily Uses
A little map I did a while ago.

It's a shelter in a dense forest, travelers can rest there to refresh themselves.

Feedback would be really nice, especially about the light and shadows. In the game the shadow and fog overlay are moving to create a mysterious and dense atmosphere :)

 

KanaX

Just being a sleepy
Veteran
Joined
Apr 3, 2013
Messages
1,455
Reaction score
1,297
First Language
Broken English.
Primarily Uses
N/A
Are those mushrooms? I am used to them glowing blue or green light. Think about it! (unless you want a solely creepy atmosphere, in which case keep the light like that)
Also, I like that you have given a tight, closed feeling to the camp area. The narrow exit additionally makes it difficult for the player to anticipate what lies beyond. 
 
Last edited by a moderator:

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,374
Reaction score
8,536
First Language
English
Primarily Uses
RMMV
@Raider - I really like the map - small, simple, yet well done. As far as the light, I do like how the patches make it seem foresty. But in my opinon, it's too dark, especially if there is a fog overlay. However, I don't care for dark screens in the first place, so that may just be my opinion. Personally, I would brighten it up a bit, but again, might just be my opinion.

edit: Oh, the glowing spots are around the mushrooms aren't they? I thought it was just light patches, but you said they move? so maybe it's just coincidence they are on the mushrooms?
 
Last edited by a moderator:

FeaR616

Veteran
Veteran
Joined
Nov 22, 2014
Messages
277
Reaction score
52
First Language
german
Primarily Uses
Oh, a screenshot thread =)
well.. here is a screenshot of my project I am working on:

 

Kes

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

This is just a suggestion for polishing, rather than a necessity.  

It's the problem that the autoshadow does not overlay onto B-E tiles.  This shows up fairly clearly in default lighting, but when it's a darkened screen, it shows up even more as the shadows are that much more dense.  Could I suggest that you make an equivalent shadow and put it somewhere on a B-E tile.  To make it match use black, 50% opacity and half a tile wide.  Then in situations like this, remove the shadow 'underneath' e.g. those barrels using the shadow pen, and then apply your B-E shadow with an event set to 'same as character'.  For the shadow at the entrance, because of the leaves you have applied, do the same thing with the priority setting 'beneath characters'.  It will look so much better.

EDIT

@FeaR616

You posted while I was typing, hence the need to edit.

Nice, though it would probably be more helpful to see the whole map so that one can set this bit in context.

One thing I did notice is you are mixing XP and Ace elements.  e.g. the log behind the tree, the one in the water, and the odd matching bits strewn on the ground.  It shows that they are more pixellated and have a different saturation from the Ace tiles.  I suggest you paint over them to reduce the differences, and adjust saturation and brightness until they match more accurately.  Above all, change the shadows which in XP are blue/purple, and in Ace are black.  If you use GIMP or Photoshop it is the work of moments to select just those areas, delete and while still selected, use bucket fill set to the opacity you want.

I think I would also add more blur to the sun rays and/or increase the zoom and/or reduce the opacity a touch, as they are far too hard-edged, imo.  Although one may often seen rays like that at a distance, and in the sky as it filters through clouds, by the time the rays reach the ground they are much more diffuse.
 
Last edited by a moderator:

Raider

Veteran
Veteran
Joined
Mar 21, 2014
Messages
138
Reaction score
113
First Language
German
Primarily Uses
Thank you all for your feedback :)

@Kanax: There will be also some green and blue glowing mushrooms later on, but not at this point ;)

@mlogan: Yes, the glowing things are mushrooms, you can even pick them up and use them later on ;) I know that the screen is pretty dark, but in this area I did it on purpose. The forest is not "healthy" and everything should look a bit odd and more darker than normal. But also the screenshot looks a bit darker to me than actual in the game itself, that might be because of the moving shadows and lights.

@ksjp17: Nice idea, I don't like the autoshadows too. I'll see what I can do :)

Edit: I changed the shadows. Do they look good, or are they still to dark and square?

 
Last edited by a moderator:

Ultimacj

Cookie Knight
Veteran
Joined
Oct 15, 2013
Messages
406
Reaction score
60
First Language
Englist
Primarily Uses
N/A
People up early checking screenshots today!

I'll have some new screenshots using the mythos tilesets they blend in not so bad with the MC being from the DS.
 

FeaR616

Veteran
Veteran
Joined
Nov 22, 2014
Messages
277
Reaction score
52
First Language
german
Primarily Uses
@ksjp17:

oh, didn't noticed it's from XP, I never worked with RMXP. 

but immediately fixed the shadows, thank you! =)

a bit stupid... but how do I take screenshots of the whole map? I installed a script from tsukihime, but the screenshots are... well... just wrong..
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,374
Reaction score
8,536
First Language
English
Primarily Uses
RMMV
@FeaR616 - I think maybe you are having the same screen resolution issue I have, where RM games are stretched out in full screen, giving things a squashed appearance. To fix it, before opening the game, I right-click on the screen and go to Graphics Options, Panel Fit and select "Maintain Aspect Ratio".

At any rate, while it's a nice feel for the map overall, it seems to be having a dimension issue to me, things seem a bit off perspective wise. Maybe because it seem like some things are missing shadows (trees and such?)
 

FeaR616

Veteran
Veteran
Joined
Nov 22, 2014
Messages
277
Reaction score
52
First Language
german
Primarily Uses
@mlogan:

oh, no, there is no resolution issue, I run the game in 640 x 480 resolution and stretch the window to my 16:9 fullscreen, just because I like to test my game in fullscreen and not the little windows... ^^

I am waiting for the HD dll to finally make it properly.

normally the trees have a shadow, at least the spriteset has them. maybe it's a bit hard to see.

here is a screenshot with fixed shadows (the purple ones) and in proper resolution:

 
Status
Not open for further replies.

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

Latest Threads

Latest Posts

Latest Profile Posts

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.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,456
Members
137,821
Latest member
Capterson
Top