Game & Map Screenshots 6

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Galenmereth

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@Pikachu: I just have to throw my hat in here and say that while I get what you're trying to show, particularly with the bottom waterfall it doesn't work; the water "falls" far further than the incline. If it was more water flowing over some rocks/obstacles underwater, it could work, but the water animation is too clearly a waterfall to make that work for this use.

@Ansreng: I like the mood here, very nice. Other than that I just have to ditto what ksjp17 said.

---

Been working on my my main menus and item lists, as well as incorporating the animated item "toast" windows with the default editor. Progress being made and all that:
 

Bourgeoise

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@Ansreng I have nothing to say, for all I wanted to say has been said before - I am strangely in love with the atmosphere of your map. If your project is ever to be completed and released as a playable game, do let me know. I love the look, and for some reason, I am anticipating a similar odd euphoria-sort of feeling from any other similar themed maps you may make for your project. Great work!
 

KanaX

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In the honor (and great lust) of Bloodborne. I don't know if I should add anything more. Sigh... I cannot seem to be able to regulate my artwork size.


Added the fog version, since I got it to work.
 

EliteZeon

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I took ksjp17's suggestion and looked into Pandamaru's resources.

Welp... I think I am set for trees for now. Thanks for the recommendation!

There is a downside to the tree autotiles however, and that is... well it seems they need to be completely straight in formation or half a trunk will be made to the connecting sides. Is that going to be a problem?

I also decided to try out if I could photoshop a shadow and light overlay on this map, for my first try, I think I did ok... now I just need to find one of those scripts...

 
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Kes

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@EliteZeon

You need to treat auto tile trees a bit like cliffs - if you alter the height of the top tile, you need to move the bottom one up as well to keep the perspective.  Those trees on the left look very odd where you've got them with the trunks getting longer and longer.  Move the base of the trunks up in line with the canopy and I think they will look a lot better.
 

EliteZeon

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Alright I fixed it. I'm still slightly bothered a little bit by the half trees that kinda show up if I have them layered a certain way however. Anyways, I'm not going to post that one up again for awhile. So here's like 2 more that I edited with their before and afters:

Entrance

Before



After



Area 1

Before



After



This waterfall really bothers me... and I think my lighting is off for both of them...
Edit:

Augh dang photobucket file movement problems.
 
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Dream3r

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@Galenmereth The menus look awesome.  Very slick and the sound effects are perfecto.  Awesome job!
 
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Ksi

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A problem with your trees. The ones on the lower ground are 2 tiles high while the ones on the higher ground are 4. That would be fine if their canopies weren't connected, thus making them the same height (the canopy, that is). This means that there's an offset of 4 tiles between them. To make up for it the lower trees would need to be 6 tiles high instead. Or you could just make the top lot 2 tiles and the bottom ones 4. Or even cut up the canopies so that they're not merged and thus the same height.

You also have the same issue with your cliffs. The top is all the same height, yet you have 4 tile cliffage next to 2 tile cliffage. It throws off perspective like whoa.
 
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Dream3r

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Gif time, eating blackberries

Need to readjust where the icons are so that they don't cover her face, and also center some of the pictures more so within their icons, but the inventory system works and that was the goal.

Also fun fact: Currently eating herbs will reduce your sickness level into the negatives, so cram as many as you can down your throat and never be sick again!  (I'll likely fix this bug tomorrow so don't actually expect to do this in the game)
 

Galenmereth

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I've been pondering how to solve the "long lists of items" problem for a while; while my first solution was a scrollable list, there are a few problems with this:

  • Mouse wheel scrolling in Ace is really problematic to get working properly and reliably.
  • Scrolling long lists vertically using a controller and keyboard is usually annoying
The best solution was to go for a simple pagination system, like I've implemented in the video below. I'm building in both mouse support (clicking the page numbers, as seen in the video), and controller/keyboard support by utilizing left/right, since these are not used for anything else while perusing these lists. The controller bumpers will change the category, as will likely A/S by default on the keyboard, and a button will sort the lists.
 

seita

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Looks great Galenmereth, you should really consider providing your menu's to other people, because I'm sure they're more than interested in using them <_<  >.>
 
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Galenmereth

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@seita: It is actually something I've been considering a lot. I've been playing with the idea of making a very high quality menu system that's all visual configuration (no scripting and config files required unless you want to extend it further), but if I do I'd probably opt to make it free for personal use only, and charge for commercial licenses, since it would require a lot of time and effort on my part to develop and maintain.

The way it is currently it's very easy for me to use my menu system, but it requires quite a bit of programming knowledge :)
 

StrawberrySmiles

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^^^ I'm kind of more interested in the help/description pop-up that appears when the cursor is on an item.
 

Luiishu535

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Those shift clicked autotiles kind of breaks the roundness and connectivity that the other tiles have. It feels like a mash up of different art styles that don't get together that well. Otherwise, it looks really neat and exotic. Reminds me of an area from one of my games. ^^


EDIT: The bridge would look/fit better with the rest of the area if you used the wooden one. Those dead bushes and leaves also look a bit off too, but hey, games are usually MAGICAL. ;) Also, I remember that a lot of people didn't like that I used that little oasis graphic in my game (just like you do now, in the left part of the map). So I would suggest removing that one, just in case. ;)
 
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Galenmereth

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Implemented subsections for screens too, which also remember your pagination choices between both subsections and main menu sections. Please note that you will not be carrying that many individual dates in the real game; I'm just messing about seeing how the system handles it. The little red dots indicate the amount of space something requires in your inventory, which is finite this time around :)
 

Simon D. Aelsi

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@EliteZeon    You're doing much better! Just fix the height issues with the tree autotiles and your forest will be fine. :D
 

Dream3r

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@Galenmereth, Go ahead and charge for it for commercial.  It makes sense and it's high quality.  Just if you're going to do that please provide detailed instructions.  I've looked at licensed scripts before that I would buy only to find the instructions were lacking and I'm not going to pay for something I don't understand how to use.

It's an interesting system and I like the layout and the icons for it.  Currently my goal for my game is to not have any menus at all but if that ever changes I would hop on this right away.

Any idea what the price would be?
 

Galenmereth

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Dream3r: I hear you. I've seen the same a lot. If I were to do this, the documentation would be a big focus of the project; I use a lot of different software libraries both professionally and for my hobbies, and one thing that's a huge factor in what I'll use and what I won't is the documentation. It's really super duper important.
 
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