Game & Map Screenshots 7

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Engr. Adiktuzmiko

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I've been trying to remove as much data as possible from the UI... I actually removed quite a lot of things already and made a lot of the windows to be toggle-able in-game by hotkeys (like that target info, it is hidden by default). The action/order list is also removable actually.


As for the turn-order/action list, I can't seem to be able to minimize it further without actually removing the display for what Actions each battler will be doing next... Some of the command names are actually long so I need that space.


Hmmm... So like reverse the stack order? Most games that I played which has order gauges have it move from down to up or right to left, so I did it the same way (down to up).


As for the command window, it's actually made to show based on where the sprite is to make it easier to see who are you choosing the action for, even if you don't look at the top of the order gauge (or in case you disabled it). I'm still looking for alternatives to this one though, possibly a fixed location or something.


At it's most minimal state (with everything disabled by the player), only the battlers are actually shown. Plus ofc the command window when you're selecting commands.
 
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Tuomo L

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@Tuomo L:  Why doesn't the fire give off any illumination?
What? But it does?

Each torch is already 225 in their opacity. :|

EDIT: I made them 255 now

 
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Sharm

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Opacity has nothing to do with it.  The thing with the brightest luminosity in that room should be the torches, instead it's the foam on the mugs and that liquid in the barrel.  I see a slight tint around the flames but really I should be seeing things brighter and more clearly.  I think you've got the concepts of additive color and subtractive color switched.  Either that or you don't know the difference and are trying to apply the wrong one here.
 

Tuomo L

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Opacity has nothing to do with it.  The thing with the brightest luminosity in that room should be the torches, instead it's the foam on the mugs and that liquid in the barrel.  I see a slight tint around the flames but really I should be seeing things brighter and more clearly.  I think you've got the concepts of additive color and subtractive color switched.  Either that or you don't know the difference and are trying to apply the wrong one here.
Better?

 
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Sharm

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No.  Do you know what I mean by luminosity?  Here, I did an edit:
 


Hmm, I should have done the edit on the new one.  The ambient lighting is better on that one.

Edit:  I'm sorry, I'm sounding pretty rude.  I don't mean to be, I'm not asking things in a "why don't you know this?" way but in a "do you know about this?  Because if you don't I can teach you and I think it'll help a lot" sort of way.
 
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Zyphli

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@zyphli - Very nice maps! I would be really intrigued to see the transfer effect in action, to get a better understanding of it.
Here's a quick youtube walkthrough of the house.

Thanks for the extra feedback on the beach.  It will probably get re-designed if I take Banquo's suggestions to try to animate the water.

Though at this point, I'm kind of winding down and waiting for MV to come out to see if I want to restart there.
 

mlogan

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I love that! Great effect from room to room! I wish I could be more helpful on the beach but I'm not sure how to put it into words.
 

Tuomo L

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This is Trix. She's one of the strongest enemies you face in the game. This is where we first see a glimpse of her and her powers.

EDIT: Removed the white pixels.
 
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SOC

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Still loving the RTP, and trying to work more now before MV comes out. Haven't had any luck with fog scripts in VX Ace, so I used this guy's post for much better success.

Shaz was able to help me with his fog script, so now I got this going!
 

 
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GrandmaDeb

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@SOC - second map is so much easier to see!


Here is my edit (thanks so much to those who made suggestions!!!)


FWIW this is for a cutscene early in my game - you see a car drive down the road and stop in front of the house and you talk to the person. Yes, another thrilling game!!!


I cannot decide if I should have the backs of houses peeking out at the bottom of the screen. (houses across the street.)





RPG Maker MV Modern Exterior Suburban Map
 
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StrawberrySmiles

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@GrandmaDeb: I think the street should be wider, it looks like only one car can drive through. XD
 

mlogan

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@GrandmaDeb - I agree about the street for sure. And if not the backs of houses, load that space up with trees and such! Oooh, you could even have the top of tree partially covering the street with star passability set.
 
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Sharm

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Ooh, that is looking really nice!  I agree, a wider road and houses and trees on the other side is a must.  The fun thing is, this is the first time I've looked at one of these sorts of maps and gotten such a firm sense of what the climate is like there.  Good choice of trees and arrangement.  I'm excited to see it finished.
 

mlogan

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Oh, I just noticed Deb, what is the gray wall looking thing in the back?
 

Sharm

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That's a retaining wall, isn't it?  That's part of what gave me such a sense of location, you have to have a certain type of typography to have those in the middle of town.
 

GrandmaDeb

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Suburban homes have really well defined borders (privacy fences and picket fences, sound barriers where they border freeways...)


But it was supposed to be a lattice wall - like a privacy fence except for RPG Maker, with a top edge.


Along these lines:





But I like the idea of a retaining wall. =] Maybe they will work better along those lines, anyways. It is just that endless trees at the back make it seem like the woods encompass this suburb, and that isn't really the way tract housing looks. So I was trying to hint at back wall for the property.


Thanks so much for the encouragement - I really have struggled with this stuff. It's nice to make progress.
 
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KaYsEr

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@KaYsEr:

This is beautiful! I love the tiles, especially the ground, the seamless transistion of grass, dirt and stone! The background is excellent, too! Maybe you can turn up the immersion even more with a darker screen, so the lights effects are a bit more clear?

Edit: Tiles? I can't really recognize tiles anymore, so good job with this!
Thank you. (sorry, little late)

Well, I made really big "tiles" for some stuff so that might be why it feels so seamless. (having "big" textures is a good thing for when the camera goes 3D sometime, so you don't have a blurry result)

 

Sure the screenshot is pretty bright, I create a hand-crafted light-map for each map but when I have to make a screenshot for forums like here (where the background is usually white) I go easy on its opacity to keep the screenshot bright, the final render in-game (aiming for full screen) is more generous when it comes to atmospheric lights and ambience.

 

Maybe a little more like in that scene:



Even if I still have to finish some work here...

(sorry for the quality, this screenshot was made in a hurry, so it's a little blurry and in the middle of a 3D camera movement... Here the cam goes to the top of a cliff on the right to show something "story relevant" in details)
 

mlogan

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Oh no, I see it now Deb. I think maybe make it a little more brown (at least, it looks gray to me, but i think my monitor's color might be off) and it will be more obvious. I also probably would not make any taller than 2 tiles high anywhere, but that might just be me.
 

AcosmicDevi

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@Grandma Deb - I agree with the others. Unless it's a one-way street, you'll want to make it wider. It should be wide enough to allow a car to park in front of the homes without blocking traffic or you'll need to make some type of driveway next to the homes where the vehicle can park out of the way of traffic.
 

Marquise*

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Maybe a little more like in that scene:





Even if I still have to finish some work here...


(sorry for the quality, this screenshot was made in a hurry, so it's a little blurry and in the middle of a 3D camera movement... Here the cam goes to the top of a cliff on the right to show something "story relevant" in details)
It almost feels made in another engine! Good ambiance btw!


@Grandma Deb


Your maps always looks kinda cozy! I like it! ^^
 
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