Game & Map Screenshots 6

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reaver

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I'm really late to answer, but i wanted to thank everyone for feedback on my work! Really appreciate it!

And to answer all technical questions - it's not totally real screenshot: i like to do color correction in standalone image editor and i did lighting there too. I wanted to get some feedback and to see if it's worth some sacrifices here and there, and now i think it is.

P.S.:

- the cupboard is really close to the wall, didn't notice that, thanks :)

- the shadow from the table already fixed :) did that after post

- i placed TV that way intentionally, so it would seem like things are packing up, - that is the mood of the scene, which @ksjp17 understood right

- @Miss Nile - i tried to apply some blur, and i liked it better that way! I just started to deal with lighting so some advices are welcome, thanks!

- @Candacis - special thanks, i saw all your works and they all are an inspiration to me!
 

Miss Nile

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Looking good. ^^ My only nitpicks would be the presence of a stone in a man-made water body. I don't think it fits. XD That and there's too much variation in the flowers and plants. Choose 2 or 3 at most and stick to them for better looking maps. ^^
 

Kes

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@Atiel

I think that it's a question of getting the detail right so that the map hangs together better.  For example, it also looks as if your long grass is growing under the arch support on the right.  That wouldn't happen.  I guess you're trying to conceal the chest by the water, but having such a tight bunch of trees so close to houses etc., doesn't really work, imo.  How did that pile of logs get to where it is near the bottom?  Access to it is blocked on all 4 sides.  Someone had to be able to walk to that spot to put them there.
 

cabfe

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@KDS:

It's a little dark but since the rest of the map is just a filler, I guess that's not important and, on the contrary, helps not to lose focus on the action by the 3 "guys" up there.

I like the reflection you added on the floor. Very subtle, just like it should be.

If I wanted to be nitpicky, I'd say "add reflection for the rest of the furniture in the room" but that's not necessary. With this darkness, we might not even see it.
 
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Kes

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@KDS

A very nice map.  Just one point.

You have the reflections from the top wall falling on to the floor.  Nicely done.  I assume that the images on the wall are light emitting, and that's both why we can see them in the dark and why they are throwing reflections.  But the 3 characters are throwing similar reflections.  Should these not be shadows instead?  How do they get reflections when standing in front of the light source?
 

cabfe

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@ksjp17:
I assumed the reflections came from the floor being reflective.
I've found this CGI that has both light in front and a reflective floor:

The objects, even in front of the light, still display a reflection.
However, if it's not the case (and the fact that the other furnitures don't have reflections suggests it) and the light we see at the top is only a projection of this screen's light, then you're right and we should see shadows for the characters.
 
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AceOfAces_Mod

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A new map (still WIP):

Στιγμιότυπο οθόνης (39).png
 

Miss Nile

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@AceofAces_Mod:

Not bad but a couple of things got my attention. First off, the walls around the city to the north-they continue on the same line although there's clearly a change of elevation when they're on the mountain. That creates a big perspective error in my opinion. Also, the pathway-as this is a city, shouldn't it be made man-made? If you'd like to keep it this way though, then make it a little random rather than being on a straight line (though this won't really fit it being a city to be honest. XD)

Not sure if this is the final number of houses you've decided upon but I think there should be a lot more than just these. Seeing the castle in the middle, I'm assuming this is a capital of the kingdom or at least quite the important city, so it should be a lot more crowded.

Finally, I think changing the RTP trees would be better. They really stand out at the moment.
 

NathanW

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Just wanted to drop my idea for my overworld map. Given the overworld is not capable of much in the way of small designing, it might look a bit blocky and cluttered. Anyhow, here it is;

The sign in the center says;

 
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Miss Nile

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I think this world map looks good. ^^ I don't think I have any comments about it but one thing: the village and mountains covered in snow, I'm assuming they're covered in snow because they're in the north, right? In that case, I suggest moving it further north. Right now, it's on the same level as the castle town, which looks normal, so this makes things a bit confusing.
 

Kes

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@AceOfAces_Mod

I'd like to second the point about your buildings being more tightly packed.  But also that style of building does not go with grassy ground tiles.  Have a look at the map in the spoiler in this post.  It's an early WIP, so there are some tile errors, but it gives a clear example of how to arrange houses of this sort.  If you don't want to have a huge number of houses, then shrink your overall map size, but you would still need to move the houses closer together.
 

NathanW

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It is actually in the north, which is why it's snowy. I wanted to make it at the top, but thanks to how square things must be, I couldn't do that. So now the north is in the top-right corner and the south is in the bottom left. Either that, or the world is more askew than the earth is! I dunno.
 

Miss Nile

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You could try moving the left island a little more to the bottom and that would fix things. :)
 

KanaX

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I made a custom save/load menu. Some details you might want to know:

  • The game can only be saved in mirrors.
  • There is one or two mirrors in each area only.
  • When you get in a new area, you cannot easily venture to another, until you complete the tasks of the one you are into.
  • That means that the player will probably need to save multiple times in each area.
  • The game is already quite long and that means a lot of save files.
  • To make the usage of the load and save menu easier, I have included 2 features: 1. By pressing "W" the player can enter a number from 1-99 and he will be transported to that save file. 2. By pressing "X" he/she will be able to write a small note and attach it to the next save file. That way they can distinguish easily each save location/time
 
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NathanW

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@Kanax; That is an incredible feat of coding and engineering well beyond my coding knowledge o_o Do you use your own engine for the graphics of it? Or is it Luna'd up?
 

KanaX

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@NathanW A fellow developer made me a script, which allowed me to load a variable and the time from a save file, to the current game. Everything else is eventing (with some script calls).
I'm not sure what you mean about the graphics, but they are hand-drawn [well, computer-drawn(well, gimp=drawn)].
 
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NathanW

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@Kanax; Aaaah, that makes more sense. Here I had thought that that was a menu of sorts, just reconfigured to look differently. Scripts are powerful things, as are events. Nice work on it, either way!

As for my own work; I've updated the map a bit. Here's the new overworld. I slid the left continent down a bit and added a small island (and re-positioned the Cloud Temple).



But boy do I have some serious issues with trying to make decent city maps -_-"

 
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cosmickitty

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@Nathan the hole/water whatever in the middle looks a little odd, it almost hits the water except for a shore, I'd look at some way to mix the two together.
 
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