Game & Map Screenshots 6

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Valkyriet

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@Schlangan

Credit for fixing the bridge and water autotiles goes purely to Candacis; she's awesome! -^3^- It was an easy job for me to fix the look of the map after that, and remove unnecessary clutter. You're right about the shadow though; nicely noticed! I'll fix that, but the two sprites on the benches are just there for show. They won't be there in-game ;3 I might instead add a rug or something beneath the sleeping guy. Laying on the snow might give him pneumonia.

@RocketKnight

Wow, that's a nice match, haha. It's surprising because I'm seeing that map for the first time, and yet it's the sort of look I was going for (those trees with light decor were actually meant to be cherry blossom trees).

Moving on, not sure what to say about the HUD except that I like the pattern accompanying the face display. Other than that, your map looks really cute! Just one thing though : the dirt patch that's holding the tree trunk looks like it has invaded the wall just behind it. Maybe lower it down and align the edges?
 

AceOfAces_Mod

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2nd version:

Στιγμιότυπο οθόνης (11).png

I can't recall the exact reason, but I think it was to separate the rich people from the rest.

Also, the map was originally designed with RTP (forgot to mention this, sorry).
 

Kes

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@AceofAces-Mod

You need to use shift-click mapping on the roof top right corner - we can see the lines going down where you have dropped the next floor on top.

I cannot sort out the perspective/what's going on with the building in the middle top.  It actually looks like a somewhat strange building with 2 smaller buildings behind it.  I think it's meant to be one big building of several floors.

The first reason why it looks as if those 2 top floors are separate houses is that you have not sat them onto a roof the way you have with e.g. the building bottom left.  If you look there, you will see that the main roof extends up beyond the base of the upper part.  That gives the impression that the upper part is sitting on the roof.

Another reason (and this, in fact, applies to all the upper parts that you have added to buildings) is that you have not used shift-click mapping for the walls.  Therefore we have the stone base of the wall which should be on the ground.  These upper parts do not need that, and indeed to have such a heavy foundation base stuck on to a roof would probably cause that roof to collapse.

I also can't work out what is meant to be happening with the building between the top right corner and the top middle buildings (the second brown one).  Is that bit behind meant to be part of a separate building on the left of the front bit, so that in fact it's 2 buildings overlapping?  Or is it meant to be the upper floor of one big building?

The tree on the left of the door of the top middle building has cut off the lower part of your lamp post.

You might also want to think about proportions and placement of windows.  Take the door of that top middle house.  Think about a door anywhere that you know.  Now try to imagine a window next to it that is twice its height.  You can have windows like that - but in a different sort of building than this one appears to be.  Then you switch to tiny windows, and on the ground level floor you stick them right in the outer corners up under the roof where no one living in a house would want them.  Windows are usually in the middle so that the whole room is illuminated.  
 
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Valkyriet

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I'm drooling over that water tile *Q* Nicely designed, but I'm thinking that (maybe) there's a tad too many lampposts in one map? Does it need that many and so close together?
 

cabfe

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@RocketKnight:

What is the purpose of the HUD, actually?

As you said, it's not a fighting game, nor a survival one. It seems to only display the name of the protagonist which, I assume, never changes.

Why did you need a HUD? When we know that, we can help you saying if it looks all right for what you have in mind.
 

Bourgeoise

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@RocketKnight Not a comment about your HUD, but your map. It's wonderful! However do you do that? Your maps are always magnificent and lovely to look at!
 

LeeOccleshaw

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@RocketKnight Some nice looking graphics! Somebody mentioned there being too many lamp posts and I'd agree - I'd remove them from busy areas of the map, like when they're in front of the trees etc, get some more space around things so it's easier on the eyes. :)

My first game is coming along - just got Khas Awesome Lighting Effects in my sewers - really love the scripts that people share in this community! :)

 

Vox Novus

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Something I've been working on for my game using the Winter Wonderland Tiles. This is without any events placed yet.

 

Banquo

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 @LeeOccleshaw:

That looks interesting! Do you have a presentation thread for your game somewhere?

"He pushed a hidden lever hidden between the ornaments of the wall. The floor opened up and revealed a sturdy ladder leading further underground, into the canalization of Elstad.

>>After you<< said the thief Rafael with a wide smirk on his face, pointing downwards."

">>Forgive me, it's very dark down here<< Rafael removed the brass lantern from his belt. >>There should be a few unused torches around here. Let me light 'em up, M'lady.<<

>>That won't be necessary<< She said, raising he left hand above her hand and whispered some words in the language of old - suddenly a small flame appeared a few inches above the palm of her hand. >>Spread!<< she said - and the flame broke into several smaller flames shooting through the dark room. Like arrows they shot towards the torches, hidden in the shadows, and engulfed them with a series of short bright flashes."

">>This will serve. Tell me, how did you find this place?<<

>>Group of thieves from Mortham tried to establish an outpost 'ere, M'lady. But me men sniffed 'em out - we send 'em back running. Wanted to interfere with me business, bloody freeloaders.

But the place's yours now ."

 

Schlangan

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@Vox Novus


Nice mapping. One thing bother me though; the ice surrounding the water is too much in contrast with the snow. One would expect a smoother transition between snow and ice, here it feels too rectangular. The same remark applies for the transition stairs/snow. One last comment is about the trees close to the ramparts. I'm not sure tree could grow that close to them.


@dayhjawk


Your map feels somehow empty, which means that you should be able to reduce its size by shrinking down corridors and rooms. The best example is the room with only a single chair in it. Why would a room be that big, with nothing inside it but a chair ? In contrast, the room with the table and the furnace is much better, it doesn't feel empty. Nevertheless, it's good for the world map in terms of emptiness, that is expected in a world map.


@Macbeth10


Your maps are beautiful. However, the lighting sort of bothers me concerning the first map. If the lights are at the top, the shadows should be more pronounced behind the columns, and should not take the shape you've chosen. Since you have three light sources on every side, the shadow should be more linear, with maybe a little accentuation towards the middle, but not Guassian parabolic as you chose.


Concerning the second map, same problem with the lighting on the columns. Positioned as such, it should not illuminate the opposite side of the column. For example the left part of the left column should be dark whereas the right part of the right column should be in shadows too. Currently, it gives a wrong idea of perspective for the columns, due to the strange lighting. Apart from that, it is really well done.
 

dayhjawk

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thank you for the comments, both of those screenshots, are of test areas for testing out added changes, modification, and what have yet to the tileset before making those changes to the actually game itself. On another note, they are both outdated, compared to the current work. Just wanted to post the style and a glimpse of what it looks like.
 

Sharm

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What's the point of sharing if you don't want or need feedback on the map you're sharing?
 

Vox Novus

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Made some edits to my Winter map to address the points that Schlangan brought up:

 

dayhjawk

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What's the point of sharing if you don't want or need feedback on the map you're sharing?
Didn't say I didn't need feedback, need or want it. I do know I need to work on my shading some. 

Just stated that things are a little updated, as in I haven't made an updated photo of it in a day or so. For the most part you see the tileset, the style, and overall how it looks and feels. That is a lot of stuff to get feedback and thoughts on. Even if it's a test map.
 

Banquo

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@Schlangan:
Thanks for your feedback! Good point, that doesn't look right. I fixed it.

@Vox Novus:

Nice atmosphere!

Perhaps you can give the house on the top left an additional row of roof (add another line of roof on top of the existing one). It's bigger than most other houses, but still looks so narrow.

Edit: If you do that, move the entire house 1 tiles down, so it doesn't look like the back is colliding with the wall.
 
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Black Goat

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@Macbeth10

Love the underground sewer feel of your maps! Very atmospheric <3

@Vox Novus

The newest version of your map is great, but that row of towers/walls in the very back feels off. The ledge that it's on moves but all the towers are the same height even though they should be offset.


Oh forgot to add mine in:



This was the previous one, for comparison:
Hopefully it's an improvement, this is still my very first parallax map so I'm kind of just bumbling through, trying to figure out what works and what doesn't!
 
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Schlangan

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@Vox Novus


That's much better. In addition to what Black Goat said, there is a shadow problem on the igloo on the top left. Since the ramparts cast shadow, it should also cast a shadow on the igloo itself.


@Black Goat


The shading seems more appropriate from the new map, indeed. It's overall nicely done, but the stairs fell somehow off. I can't feel the perspective from them, I can only deduce it from the height of the walls. Maybe the bottom part of the stairs should be shadowed, since the outside light should not reach them. Doing so, we'd get a better representation of the perspective.
 
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Banquo

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@Black Goat:
Thanks! I'm still fairly new to painting shadow and light layers for parallax maps.

The lighting on the new map is better. It looks much smoother now and feels more consistent altogether.
 
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