Game & Map Screenshots 6

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Ossra

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It is, therefore, difficult to comment on it as a map.  As concept art it's interesting, but I'm not sure that anyone can have a clear idea of it as a map at this stage.
More than likely a side-scrolling game. I can imagine the path the player would be taking is behind the foreground trees and rock but in front of or sharing the region of the log.


I like the sketchiness! (Also the usage of black and white. I'm a sucker for low-color or monochrome.)
 
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Miss Nile

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@Black Goat:

One thing I noticed is the small size of the furniture compared to the walls. Specifically, the chairs and the statues. The furniture inside the bedroom is slightly better, but overall, I'd shrink down the walls a little or try to make the furniture a little bigger. ^^

Other than that, there's a slight clash between the styles of the walls/roofs and the rest of the things and all. I am guessing this is because they resize so they look 'smoother?'

Just my two cents. ^^
 

cabfe

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@Black Goat:

I don't know if it's my eyes or picture compression or anything, but the walls and floor tiles look blurry for me.
As Miss Nile said, the walls are very high. 4 tiles gives a very large scale to buildings, especially when playing. Unless you're using a Hi-res mod, the wall alone takes about 1/3 of the screen.
What is the size of your sprites?
If they are XP size, making the walls 3 tiles high should be OK. If they are VX size, they are way too high.

About the shadows: you did well on the side, as the corner of the wall would indeed cast a shadow. But don't forget the central part too! It can't be a straight shadow in the passage leading to the bedroom, more likely to be a V shape.

I like the light you added in the bedroom, but this makes me wonder.
It looks like this is a high sized tower, but there are no windows on the wall (except for the bedroom). It would be more realistic and prettier with windows, and capturing the light from this height is better than using torchlight.

What are those two orange shapes on the wall leading to the bedroom? Are they reflections of the lights south to them? That kind of stone wall wouldn't reflect light like that.

Also, do you plan on adding items on the white table? It looks bare as it is.
 

KanaX

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@Teasol I appreciate the rare style of artwork. I don't see art-style like that often. The lighting is exquisite and the falling sakura leaves in the background are a very nice detail. The chairs, having a random placement, is also appreciated. The only thing that throws me off are the shadows, that seem to have a larger Y offset than needed. Try to place them near the furniture a bit more.

Is this going to be in a game or, is it just a solitary map?
 

Black Goat

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One thing I noticed is the small size of the furniture compared to the walls. Specifically, the chairs and the statues. The furniture inside the bedroom is slightly better, but overall, I'd shrink down the walls a little or try to make the furniture a little bigger. ^^
I'll probably do the latter, comes from mixing tilesets I suppose. Like wise the source of the "clashing" the walls and floor are all default tiles, while most of the furniture and decor are not. I might not change anything there just yet, as I don't have anything suitable with which to replace it right now.

I don't know if it's my eyes or picture compression or anything, but the walls and floor tiles look blurry for me.As Miss Nile said, the walls are very high. 4 tiles gives a very large scale to buildings, especially when playing. Unless you're using a Hi-res mod, the wall alone takes about 1/3 of the screen.

What is the size of your sprites?

If they are XP size, making the walls 3 tiles high should be OK. If they are VX size, they are way too high.
I noticed the blurriness too, but I'm not sure how to fix it. It might also be from the overlay of the colored lighting effects.

The walls I'm probably going to keep as is, I'm using mack sized sprites, but also I like the sense of height it brings in game (plus if I reduced the wall size on the outer walls, the walls in her room would only be 2 high!)

About the shadows: you did well on the side, as the corner of the wall would indeed cast a shadow. But don't forget the central part too! It can't be a straight shadow in the passage leading to the bedroom, more likely to be a V shape.

I like the light you added in the bedroom, but this makes me wonder.

It looks like this is a high sized tower, but there are no windows on the wall (except for the bedroom). It would be more realistic and prettier with windows, and capturing the light from this height is better than using torchlight.

What are those two orange shapes on the wall leading to the bedroom? Are they reflections of the lights south to them? That kind of stone wall wouldn't reflect light like that.

Also, do you plan on adding items on the white table? It looks bare as it is.
I agree, I thought it looked wrong ( and I forgot to removed the shadow when I designed the base in RMVA) I thought about adding in/implying  windows on the front and sides of the tower, but wasn't sure if I could pull it off convincingly. 

The orange shapes are for flickering wall torches, but in retrospect, since the other lights aren't animated, I might replace all of them or just put static ones up instead (since I have a larger selection of static ones to choose from), same thing for the table, there's a book to pick up along with some gold, and later a necklace will be there.

Thanks a lot fo the input folks, it's very helpful!
 

cabfe

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@Teasol:

I like the contrast that your shadows add to the scene. The light tint looks very real.

Since you're parallaxing your shadows, you can add these little touches:
-Add a shadow to the bin, since it's behind the desk.
-Add a very small blur effect to the shadows of the chairs/tables, like you did for the windows. I insist on a very small value, as they are closer to the ground.
-Use an alpha mask to put the general shadows in a gradient, so the shadows on the bottom of the map are less visible than those near the windows.
-The top wall itself does not cast a shadow?
 

RocketKnight

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@Black Goat Nice map, but why sooo blurred?

@Teasol For a small details, the trees on the background gives more life, sometimes small details are more important than big details. Amazing map.

 
 
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Black Goat

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@RocketKnight - I honestly have no idea, some parts I know it's from the color overlay for the lights, but other places I'm just not sure. If anyone knows why it ends up like that or how to fix it I'm all ears.
 

Stridah

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mirage and kaipi the maps look nice! Really dig the new tile set!
 

Miss Nile

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Nice little map, kaipi. ^^ I don't have much feedback on it but one thing I noticed was the deer's head's horns going through the ceiling. XD I am not sure how to fix that though as moving it one tile wouldn't really look good either so you may just ignore it, I suppose. XD
 

churry

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Thanks for the kind feedback you guys :') 

@cabfe, I readjusted opacities of the different rows of chairs and desks (creating the gradient), and added blur! 

I don't think the wall casts a shadow that needs to be shown?? It's already indicated with the way the light is shaped like the windows, I think.



@KanaX Readjusted the shadows so they make more sense haha. I'm planning for it to be a game! This is my very first map so I'm just learning and seeing what RPG Maker can do -- ...would people be interested in a game with this sort of map/art?

@RocketKnight Beautiful improvements!!

@Mirage88, @kaipi, lookin' good  B)
 

cabfe

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I don't think the wall casts a shadow that needs to be shown?? It's already indicated with the way the light is shaped like the windows, I think.
What I meant is that the light coming from the windows starts just at the bottom of the wall, whereas the windows are almost 1 tile higher.

Since the sun is rather low (the long shadows) the floor next to the wall cannot be lit like this.

Yeah, nitpicking again, sorry.  >_>  
 

kaipi

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thanks for the nice feedback.

@Miss Nile: personally I dont think its that bad. And like you said without a higher wall its difficult to change. (the deers horns going through the ceiling)

@RocketKnight i really like the statues.

 
 

andrechan

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@KaYsEr: Wow..... looking pretty good so far. Bit empty though. How about adding some grass? And since it's some ruins some debris?


Forest I'm currently finishing up. Any more suggestion on improving it are welcome. :D


And this is one of the beginning scenes. It's a forbidden library, but I'm not really sure what else to add to the map.
How do you do the tree shadows thing it looks awesome! :D



Here's mine, I guess. Bought Germania from the Summer sale. XD 
 
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