Game & Map Screenshots 6

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Miss Nile

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@GolfHacker: Looking very nice. ^^ I like how you gathered different tiles and made them work together. I would add more plants to the ground, to fill up the empty space a little, but other than that, good work. :D

@Hian: Very impressive and unique-looking. I like the second screenshot the most. XD

@RocketKnight: This is quite adorable. XD But I would have the lightening effects down a bit. Right now, it's a bit too much?
 

hian

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@reaver :


That's really nice. I seldom comment on pictures here, but I really like that. It has a definate "Alundra"-vibe


(if you don't know the game, look it up - it really matches your style). Definately the kind of style and creative mind


I would look for if I was making an Alundra-clone.


One comment though - since the windows are intact, and a door is nowhere in site, and there are no sunbeams


indicating holes in the roof, my question is : where did all the leaves come from?
 
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reaver

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@hian

thanks! I played Alundra, and really liked it! But it was Alundra 2, which was 3D. I plan to add some adventure elements actually, maybe jump and heightmaps, and when i started to search on the mechanics i did actually stumble upon Alundra 1, and as a matter of fact its artstyle was somewhat inspiring to me :)

About leaves: i see this map as an idea to do something finished, so basically it's an abstraction. Actually i thought of the ways they get inside and as one way to put things up: i thought that recently somehow windows were open for awhile, and then someone or something shut them.
 

hian

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@hian

thanks! I played Alundra, and really liked it! But it was Alundra 2, which was 3D.

I plan to add some adventure elements actually, maybe jump and heightmaps,

and when i started to search on the mechanics i did actually stumble upon Alundra 1,

and as a matter of fact its artstyle was somewhat inspiring to me :)
Alundra 2. Nice. Most people who liked the first game, thought the second was pretty bad, but I liked it a lot.

It had real solid game-play, and a pretty fun and light-hearted story. I'd recommend playing the first game though.

It's an excellent game - some say it's a Zelda-clone that's better than Zelda. I agree.

About leaves: i see this map as an idea to do something finished, so basically it's an abstraction. Actually i thought of the ways they get inside and as one way to put things up: i thought that recently somehow windows were open for awhile, and then someone or something shut them.
Yeah, it was just a small note. Nothing serious. Overall, the map is great.

On-topic

Anyway, took my camp map, transfered it into my story-book frame for general events, and added some elements.

Pretty satisfied.

 
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Galenmereth

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Finally got in place drag and drop functionality. Not that dropping works right now, but I got the drop part of drag and drop implemented 45-ish minutes after posting, and since I made most of the code for this today I'm pretty pleased with the progress. In the video I show the inventory for "mule with saddlebags"; you can upgrade from a tiny backpack all the way up to horse and carriage, which changes the shape and size of your inventory.



(video updated to latest version)

It can be any formation. For example:

 
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C-C-C-Cashmere

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@Galenmereth That is super hot firrrrrreee! I really love the way you're tinkering with the UI for The Vendor. It makes me jealous in all sorts of ways.
 

hian

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Still tweaking the art-style, and the map set-ups. So outside of the book set-up I use for battles, and inside scenes,


dungeons, outside "dungeons" like forests, mountains etc. and finally towns will be using these, literally, map-like/boardgame-like


set-ups with a pictures filling out the blanks and helping the imagination along to fill out the image of the places you visit.








I haven't added the fog/overlay yet, so it's still a bit rough, and I haven't found a way to unify the shadow script with


the smaller character script, so shadows remain the same size. Frustrating, but hopefully, I'll get it sorted out in the end.
 
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EternalShadow

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@Galenmereth That is super hot firrrrrreee! I really love the way you're tinkering with the UI for The Vendor. It makes me jealous in all sorts of ways.
I thought you were talking to me for a second o_o

That said, yes, it is lovely. Reminds me of the FF12 license board.
 

mlogan

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hian - Really love the maps and style you've got going on. Very nice. The only thing I notice is that in the camp scene, the text seems really harsh against all the other elements. I like in your second post how the text (name of towns) has shadow behind it - it really softens it up.
 

Galenmereth

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@hian: I love how your map looks! Really nice stuff. I agree with mlogan about the camp scene text, though that'll take modifying the text box rendering script a bit to get to work dynamically with soft shadows.

I made progress on the grid inventory and implemented automagic shuffling if you drag stuff on top of other stuff:



(video updated to latest version)

As a bonus to all you scripters out there; here's the logic module for doing the above. I separate logic/data from rendering, so none of the visual bits, but the actual sorting of items and all of that is part of it. Might be inspirational. Should you find any improvements don't be afraid to share :D https://gist.github.com/TorD/9679a32cac2ef28399d6
 
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EternalShadow

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@Galen: can you prioritize the things moving to the same group they were in?

Good stuff tho.
 

hian

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@hian: I love how your map looks! Really nice stuff. I agree with mlogan about the camp scene text, though that'll take modifying the text box rendering script a bit to get to work dynamically with soft shadows.
Thanks. I'll edit the text for the camp scene later today.


It's a relatively small thing to do, since it's an overlay, and I have all the picture-files


in editable paint.net files ready for quick corrections.
 

Galenmereth

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@Galen: can you prioritize the things moving to the same group they were in?

Good stuff tho.
Yeah, I'm going to see about optimizing the algorithm to do that. If I make it "dumb", it makes for some less pleasing results at times, so I have to make it aware of surrounding grid elements more than it is now. I'm putting that on the "optimization" list, since I'm going to move ahead with more functionality at this point (item details on hover and click etc.)

Edit: Got it solved.  :D
 
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That Bread

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@Jeneeus neato! The rtp battleback really does well with the characters for the battle scene.

@Kanax sometimes even the most modest maps can look amazing. You've done well with that small corridor.

@Hian nice stuff, I like the book like feel your stuff has.


Trying out something new with battlebacks!


That and worked on making some old maps nice and new.

Here's the first one a dried up grove.


and finally the entrance to a crypt located in the above town.
 
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lemongreen

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Haven't posted a map in a while so here's a work in progress:

 
This is just how it looks in photoshop currently; I actually have a few NPCs already placed and would like to add a little bit more dirt/trash along with replacing the flowers near the bottom of the arch... among other things)
 

KanaX

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@lemongreen Looks good! But I think it's a bit too neatly organized, if that makes sense.
 

Miss Nile

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Looking great, lemongreen. ^^ One thing I'd suggest though is to make everything closer to each other, perhaps? It would give a more crowded, packed feeling and I think it would work well in that setting. ^^

@CorneredCosmos: I like your maps as well. Keep up the good work. :D
 
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