Game & Map Screenshots 6

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Kes

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@BCj

I understand why you've put 'Example' across your image (though I personally think it is quite unnecessary), but it does mean that it is more difficult to see the tiny details that can make all the difference.

First, the left hand wing - it looks as if the grey stone wall ends where it meets the next section with a shadow, as if it were the end of the whole house.  It's not, and it causes a false impression.  You will need to use the same lighter tiles as further left.  

For your central section, with the ordinary A3 roof tiles, simply extending them down does not give the impression that the section is further forward.  I know that a ton of people do this, but that doesn't make it work.  All it really does is make it look like the roof comes down further, and therefore the wall should be lower.  I strongly agree with the earlier suggestion that you use a pitched roof if you want it to look like it juts forward of the main building.

Those flowers are, I think, hanging baskets not flower boxes (are they called 'planters' in the US?)

Your right wing should come forward at least 2 tiles (this section is difficult to see because of the 'example').  However, it doesn't look like it does.  It looks like it might come forward one tile, but if it came forward as much as the roof suggests, then its wall would be at least as far forward as the central section, and it's not.  Your stairs would then be further forward than the central section, and they aren't.  And that is why the whole perspective of the house is off.
 

Galenmereth

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@Celianna: Hnnngh. That is absolutely amazingly pretty pixel art. Awaiting your pack with great anticipation!

I decided that seeing any skills acquired by equipping or using items should be listed in the tooltip; this also shows a sneaky peek at some of the simpler skills which you can expect to build strategies around in The Vendor:




In case you just want an image:

 
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fofay

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First time posting here and looking forward to some info to get some skill on this part ! 
 

http://imgur.com/k8U1Cyj

here's my first parallax town and I think it seems a bit empty (needs some more green or flowers).
which ones would you suggest?
and overall thoughts of the town? :)
 
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Miss Nile

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Not bad for a start, fofay. :) I can see a couple of things that would make it look better though. First off, the river and the cliffs-right now, they are looking quite straight and not really pretty, right? I just having the river more random and the cliffs also. Add some elevations, perhaps, some twists and turns to make it look more lively. ^^

I also agree about the town feeling empty at the moment. I suggest cutting down its size a little, or increasing the number of the houses, add more trees. Also, one thing I'd suggest is to have a structure for your town. Right now, it's a bit random. Like put the shops together and make it the town square. The inn is probably closer to the entrance for travelers to find easily-you get the point. ^^

Good luck. :)
 

fofay

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thank you a lot for the first comment ! 
aaaah ! 
I forgot to add the waterfall for the river to give it elevation of the entire region !!
gonna work on it ^^
 

Kes

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@fofay

I'd echo the points already made, but I have a much more fundamental one.  Why is this a parallax?  At the moment there is nothing there that could not be done in the editor at twice the speed.  Perhaps you might want to think about doing this level of detail in the editor to fix your basic structure (it's a lot, lot quicker to change things around there until you're happy with it), import a screen shot into whatever image program you are using and do the final touches which actually need parallaxing there.
 

esby

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Yeah, I think it would actually look better if it was made in the editor. The way you're parralaxing right now is removing details from the tiles when it should be used to add to the map.
 
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fofay

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mostly is parallax cos of the freedom that I'm able to give to the movement of the player.
but I'll work on it in the editor and see what happens.
I'm (semi) new to parallax and wish to give more freedom to the player.
 

Miss Nile

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I never tried parallax mapping, so I may not really understand the meaning of giving more freedom to the player, but if you're talking about passabilities and certain tiles, you can always use the event layer to add and adjust all the details you want of the areas you wish to give the player more freedom in using the editor. :)
 

fofay

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I'll rework the map in the editor and hope that I'll get prettier results.
thank you for all the comments and hints.
if anyone else has any extra ideas, feel free to add :3
 

GolfHacker

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My first attempt at a town. This is the starting village, located at the intersection of two main "roads" out in the country. I zoomed out a bit to show the layout of the town. I tried to position everything where I thought it would make sense: the inn and blacksmith shop are on the corners, with a couple of smaller stores down the roads to the north and west. Plus a few small homes for folks who work in town, and a nearby river that provides water.



It still needs a lot of little scenic details, and some villagers and animals. Plus some door events for the buildings. But first I wanted to make sure the town layout made sense.

Is there anything I've overlooked? Or anything that doesn't look right?
 
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mlogan

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GolfHacker, that looks really nice for a start! I think the layout looks great! Add some details - patches of long grass, more flowers or whatever scattered, and it's be doing pretty darn good! One tiny thing I see is that the house on the lower right is missing it's shadow.
 

GolfHacker

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Oops! You're right. I'd like to think I would have noticed that eventually...
 

KaYsEr

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Get ready for a little madness! ;)


(almost done... looks better in-game/video, because this animated fog and "high tree leafs shadow" are a little confusing on a simple screenshot, same for the fire... well you can already see how the fire moves in this old video, to get the idea)
 
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seita

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@Anorak the sprites reaction seems about right for that room haha. Puddles of blood and general craziness. It looks like you're parallaxing, so I think you sould add patches of dirt and grime to all of the surfaces to emphasize the neglect. As it is right now, it looks as if it's normally clean, but something violent happened very recently. If that's the case then it looks pretty good~

@KaYsEr Always a pleasure on the eyes seeing your screenies~ When will we be able to test out that bad boy?
 

Bourgeoise

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@KaYsEr I second what Seita has said. It's always very pleasant to see your maps. I, too, would like to know if this project will ever be out as a playable? Lovely work as always!
 

Kes

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@Anorak

You have given your pools of blood so much of an edging that you have made them look slightly more 3D than I think blood could ever be.  

Is your ceiling lamp meant to be swaying?  If it is, fine, if not, the cord is not straight.  

How long has this place been so neglected?  It's had time for a window to be damaged, boarded up and left unrepaired, which speaks of significant neglect when coupled with the cracked tiles etc.  In which case, where did the fresh food come from?  I find it hard to put that level of neglect in a medical facility alongside the continued production of food, unless this is a severely disfunctional society/facility.
 
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