Discussion in 'General Discussion' started by Celianna, Jul 19, 2015.
I have a new thing I've been doing. I'll create a development thread for it soon
@Myst that looks so great and vibrant.
Trying to get better at mapping...I really suck at it, so I tend to try and just keep things as simplistic as I can since even something like this takes me a really long time to make. Here's a small quiet sleepy forest village.
A couple points I'm already kind of aware of:
-I know there's no tree variety....whenever I tried mixing the wide trees with the smaller ones, I don't know it, it just looked bad to me.
-I know there's no details in the river. Again, when I tried adding lilypads, they felt out of place.
-I know the doors are only one tile - yet again, when I tried adding a half tile more to them, I didn't like how they looked.
Obviously there are going to be NPCs, animals, and I've got a lighting layer ready for it that isn't in the screenshot. Other than the above, what other things can I improve on? Thanks in advance.
For the apartment, might I suggest that if you're not going to use the ceiling tiles that you also put all the other rooms in the apartment as separate maps? An example is what I did here using parallax and Celiannas tiles (this was done in Ace and eventually got turned into a DS-styled project lol). This way, you don't have the awful cut away throughout all the rooms and you can still utilize the fullness of the room spacing. Just a suggestion.
You actually just reminded me that I forgot one of the windows in the hallway, which is why I made such distinct shadows in the doorways. How does this look? I didn't think the lightbeams from the bottom window looked good before so I'm working on them, but I meant to put a window across from the hall light anyway.
Got a couple more screens from Legend of the Sky Ocean.
Made sing the RTP and Kaus's edits.
Edit: @ChaosAvian IT STILL LIVES?! I was hoping you'd keep going with EWC2. Any idea if you're still continuing Ruby Chronicles?
ESBY your screenies are always a treat. Dem cave tiles mmmyessss.
I personally find all that uninterrupted basic green grass a bit bland and uninteresting. I'd put in more variation with flowers, weeds, more long grass, patches of mud, anything to break it up a bit.
Looks better balanced now.
@KSJP Thanks for the input. I'll definitely do that.
I'd suggest to mix in some higher grass patches here and there and maybe some of the cliffs to raise the houses and to give it some more variaty in height. In your screen it all looks a bit plane. The grass patches also break up this plane look a bit. Some flowers here and there and some of the thinner trees might give it a more natural look as well.
Here an example, so that you might get an idea of what I mean:
This is just an example. The differences in height do not have to be that high, maybe just one tile (unless you want to give it a mountainous look).
Btw: The cliffs I used are made by Kaus and edited by me. You can get the original by Kaus in the resource forums.
The trees are made by PandaMaru and are also available in the resource forums.
A couple questions:
Where is the sun?
As it is, it looks like it's both on top and bottom of the map.
What is your time period?
I can see sword and a quill pen, but also what looks like electrical light bulbs (which shouldn't be ON since it's the day and the windows are enough, by the way).
@ ksjp @EternalShadow you both are right.thanks for your advice!
@Squall I think you need to add some bigger tree and more things in it (exp;flowers,grass or some small animals or what
a scene in the library
It's obvious that you have put a lot of work into this, but I think there is a basic flaw. If the shape of your walls is meant to reflect the shape of the building, then the slanted walls in the lower section simply cannot be letting in that amount of light. The amount implies full, unimpeded sunlight, yet the bottom walls of the top section would, in fact, be throwing a significant shadow across them. Furthermore, the shape of the shadows from those windows i.e. where the struts of timber making up the panes of glass throw a cross-shaped shadow on the floor, would require the sun to be shining in at two different angles simultaneously, otherwise they could not be equally strong and distinct.
Even if there was direct sunlight to all those windows (which as pointed out above, doesn't really make sense), I think the lighting effects are far too strong.
Maybe it takes place on Tatooine.
@Kim_Shyuen But in all seriousness, apart from the angle of the sunlight the strength itself is overpowering. Lighting (in my opinion) should be a barely noticeable accent to your map, not a prominent feature. I do really like the design of the interior itself though.
The time period is generic, possibly pseudo industrio-medieval video game time. I'm not super worried about the apparently anachronistic lights. If you think about Chrono Trigger (which I'm heavily inspired by), Truce in 1000 AD has electric lights and refrigerators, but no cars or any other significant signs of technology (Lucca and Taban's machines excluded).
This game is also a parody, so I am satisfied with the lights
As for the sun, I imagined it slightly behind the house and to the left.
If you are asking because I have light coming from both sides, I added the sunbeams to the bottom windows just to signify the windows are there, and the source of the radiant lighting on the bottom of the map.
The light being more intense at the top of the map is actually inconsistent with the outdoor lighting implied by the RTP, but I decided to go this way for aesthetic reasons, and ultimately I don't think that inconsistency is noticeable (nor is it an uncommon choice, as evidenced by most 2D RPGs).
Does that make sense?
I know what you are saying, but I made a conscious decision for it to be that way, and I haven't liked any of my attempts to reconcile those apparent issues.
Kim's map is better then 90% of the stuff posted in here, really nice thought out mapping, just tone it down from the right side window and it will be perfect...The actual effect is not overdone, sun can be extremely strong depending on the time of day.
Hi guys ^^
This is an alchemy store from my game. The player can buy and brew potions here.
Its in the first town, so its not as big.
Edit: wrong pic ^^''
Here's a blacksmith shop I made. There's a crafting area on the right for the player to play around with. I made this several days ago, but I just don't feel like its finished. I'm not going to make the shadows till I feel like the shop is complete. Any suggestions?
no comment. i made a crap ton of maps already....my artstyle isn't even RPG ish...
WHAT AM I? D:
Separate names with a comma.