Game & Map Screenshots 6

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RocketKnight

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I think that looks pretty Rocket. Maybe lower the brightness on the window though? Cause we lose the details that are on the window and if you took the time to create that, shouldn't we be able to see the details a little bit?
It depends on the time of play

Actually, I think you've done a very good job. :D I love the looks of this church and the windows especially are very beautiful. The stairs could use some rails or something, though? They look a bit flat at the moment.
Good advice. :D
 

Galenmereth

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@RocketKnight: I agree with Ronove on lowering the brightness a little bit on the window to see more of the details. Perhaps overlay different colored rays from it, based on the color of the patterns on it?

I've been plodding on with the grid inventory, implementing tooltips and more sound effects and item variations:
 

NathanW

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@RocketKnight: I agree with Ronove on lowering the brightness a little bit on the window to see more of the details. Perhaps overlay different colored rays from it, based on the color of the patterns on it?

I've been plodding on with the grid inventory, implementing tooltips and more sound effects and item variations:
How you do this?! D: This would be an awesome script for any game. You have some skillz to pay the bills, man.
 

Galenmereth

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@NathanW: Tearing the house down and rebuilding it, sort of :D It all could still coexist with default scripts though, but I've made a UI framework from the ground up for Ace, to make stuff like this far more feasible and performant. Don't worry, I plan to release some very cool public scripts after The Vendor is done~
 

cosmickitty

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@aces love the castle :)   I would move the cliff behind the town back 1 tile, when i first looked at it it looked like a wall behind the town and maybe some randomly placed flowers/pebbles
 

NathanW

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@NathanW: Tearing the house down and rebuilding it, sort of :D It all could still coexist with default scripts though, but I've made a UI framework from the ground up for Ace, to make stuff like this far more feasible and performant. Don't worry, I plan to release some very cool public scripts after The Vendor is done~
You get a cookie, and you get a cookie, and you get a cookie...

Third Revision:

[IMG]http://forums.rpgmakerweb.com/public/style_images/RPGW_33_Images/attachicon.gif[/IMG]Στιγμιότυπο οθόνης (51).png
You still have a lot of empty space. Are you planning to fill in the empty spots?
 

Myst88

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@AcesOfAces_Mod: Pretty much what cosmickitty suggested. I would also add items such as barrells, crates, carts etc. Since it's a city I would make it more cramped. Obviously not too much as that would be a nightmare to explore, but I think you can add a few more building to make the town look 'fuller'.

Just practicing my parallax mapping:

bOQZYvX.png
 

Kes

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@AceofAces_Mod

My memory is that people have been suggesting that you cut out the big empty spaces on all your maps.  This question of the proportion of empty space to building space is something I think you need to focus on.  If you live in a city, go out and have a look at those proportions.  Unless you live in sprawling suburbs, you will find that generally speaking the proportions are about 75% buildings to 25% public space.  In the centre of cities that proportion can be even more, say 80/20.  You consistently reverse those figures, which is why your maps always look so empty and feel 'unnatural' for towns and cities.

Before the invention of the motor car, things had to be a lot closer.  Even if you had a horse (expensive to keep in a city with no pastures, so not everyone had one) it's a lot of work either saddling it up or hitching it to your carriage, so you walked if possible.  Things, therefore, were very close to each other.  This is even more true if you had to carry your water from a public well.  Water is heavy.  No one wanted to carry it further than necessary.

EDIT

Here is a map I've done using very similar tiles to you.  The houses are, typically, one tile apart vertically.  There is a broad road for story driven reasons, but even so, it more or less conforms to the proportions I mentioned above.  Given the style of tiles you are using - heavily medieval - things should be at least this close together.

Map210_zpsa5hkplya.png
@Mirage88

Nice maps, though I'm not sure how much was done parallax as they could be done in the editor.  What I would suggest is that you tone down/blur the light coming in the windows - it is quite harsh and with unnaturally sharply defined edges.  Light is usually much softer.

@Galenmerth

Did I hear you say public scripts?  You will be the toast of the nation, sir.
 
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esby

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@AcesofAces - I'm agree with ksjp, the layout is closer to how you would map a village than you would a town. I'd try to keep things more structured, I think a long street leading to the castle with smaller streets branching off would look good. Not every building has to accessible so don't be afraid to add in more buildings to make the town look bigger and livelier.

@Mirage - I'd push the kitchen tops further up against the wall, it looks like there's a gap right now.

Made a small map to play around with the new Time Fantasy pack.

TLYdwcr.png
 
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AceOfAces_Mod

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To all who gave feedback, well I'll try. I am better at under-the-hood stuff (inc. Eventing) rather than mapping.

Speaking of spacing, take a look at this:

Στιγμιότυπο οθόνης (52).png

Is it better?

@ʕ•ᴥ•ʔ, nice map, though the back of the house is a little confusing...
 
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Zanfall

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Its been a while since I've posted here or well any forum for that matter. I made a very basic overworld tileset for RM2K3 at 3AM that mostly adheres the NES color palette.

I'm not sure if I should continue working on though.  

Editor View

TropicsArtTest_RMW.PNG


Game View

TropicsArtTest_RMW02.PNG
 

Braydon

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@zanfall

If you want it to look retro you need it to be more pixelated than that. the NES used 8x8 squares.
 

RocketKnight

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How you do this?! D: This would be an awesome script for any game. You have some skillz to pay the bills, man.
It's simple: photoshop + fixed picture

@Celianna I love it! :D
 
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BCj

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So, this is not really a map yet, but I've tried to combine Celianna's Medieval House tiles to make a huge mansion. I think it looks pretty good, but the roof is seriously throwing me off.. Need a little help there.

testmansion_bcj_startide.png


P.s. don't mind the shadowing, I haven't done most of it yet.
 

Candacis

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Nice start, I like it! I think, you know that the roof in the middle is a bit off. As well as the left one. The little height differences (e.g. the left building part standing about 20px more to the top) are weird to me. I'm not on my home computer and I don't have the tilesets in front of me, but why don't you use a pitched roof for the top middle roof as well? And I would either move the left wing on the same line as the rest or make the offset bigger (staying with the 32px steps for instance). Maybe you don't even need the left part - or place a nice big tree or some hedges in front of it for more eye-candy. I really like the right part, well done.
 
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KanaX

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@BCj It really looks good. Mind that the beam on right side of the mansion (where the stairs are) ends up on the inner edge of the stairs and not outer, like the rest. That might be your intention, as the beam could be against the wall. In that case use should darken it. Furthermore, it's difficult to understand how are you sustaining the roses on the windows, since we don't see a visible flower bed.
 
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