Game & Map Screenshots 7

Status
Not open for further replies.

Korten12

Working on, The Border. :)
Veteran
Joined
Apr 25, 2012
Messages
175
Reaction score
22
First Language
English
Primarily Uses
@Kaus That UI in Battle makes me so jelly. :( I tried using Ateliers MOG Battle HUD and after trying to remake the "Commands" I realize my design was horrible...

Well that and the fact that I wasn't sure how to make it work for 1080p so it was all small in one corner.
 
Last edited by a moderator:

Kaus

The Sagittarius Bearer
Veteran
Joined
Mar 22, 2014
Messages
376
Reaction score
949
First Language
Taglish
Primarily Uses
@Korten12 Well the Action Command is my very own plugin so you might find it very different with Mog's BattleHUD but i have mog's battleHud for the face, hp,mp etc. but made a lots of tweak with the codes to make it feel different from the default :3 just try and try until you get your desired design. photoshopping and programming at the same time is required tho. 
 

symmetry-evans

Veteran
Veteran
Joined
Oct 29, 2015
Messages
38
Reaction score
21
First Language
English
-Hey thanks... hmm i might consider the Destiny part.

-making it more slower actually lets you notice graphics glitching as it rotates... I don't know maybe thats just the way they draw it when rotating slower than usual. 

-yeah that one will be updated soon thanks for the critiques.
If you're feeling reluctant to change the fight vs. escape part because of the cool lighting effects, I think you could still keep the effect and just have the light switch from side to side when you switch between fight and escape?

That's a bummer about the glitchiness, I agree it would be better if the stars were moving a bit slower.

Overall it's gorgeous and makes me want to play your game. :)
 

hadecynn

Dreams Circle
Veteran
Joined
Dec 4, 2015
Messages
330
Reaction score
1,049
First Language
English
Primarily Uses
RMMV
@Kaus

Seeing your HUD animated was a real treat. I like it even more than before. I do have one unrelated comment though. I'm really not a fan of the pacing of the animation. Having the sprites move up to their target is kind of nice, but I can already imagine how I would want to skip it if this was my 100th battle. The pause between moving up and the attack animation didn't help either.

I did a some rough timing based on your clip, and right now each "Attack" command takes about 4-5 seconds from start to finish. If each wolf took 2 hits to kill, and assuming everything gets to act once per turn, with players acting first, the fastest I can get through this battle is 7 actions (4 player, 1 wolf, 2 more player), which adds up to ~30 seconds, not taking into account loading/victory screens. That means with 10 encounters you are already looking at more than 5 minutes (and this is just automated, mindless "attack" mashing through each one.) In comparison, if we look at the NES/SNES era Dragon Quests or Final Fantasies, trash mob battles rarely last longer than 10 ~ 15 seconds.

Just wanted to bring that up in case you're not aware. Keep up the awesome work though! =) 
 

GameDevon

Animagical Person
Member
Joined
Dec 12, 2015
Messages
16
Reaction score
20
First Language
English
Primarily Uses
@Kaus

That HUD looks ridiculously good! I'm in the same boat as Hadecynn though - 30 second thrash mobs are a slight turnoff.

On a different note, I'm new to the RPG Maker forums! I got MV a month ago.

Everyone I've met so far has been great and incredibly friendly though. Yay!

I've attached a screenshot of a map from a game I'm working on. All feedback welcome!

I set up a devlog on tumblr today and I'm looking for other RPG Maker devlogs to follow, so please leave me a Tumblr message and a follow if you like the ONE post that I have!
 

The Art of Gaming

Owner of the Green Tunic in Dreamland
Veteran
Joined
Dec 25, 2014
Messages
88
Reaction score
31
First Language
English
Primarily Uses
@gamedevon It looks adorable! I love your style. 
 

Brillenpinguin

Veteran
Veteran
Joined
Nov 26, 2015
Messages
72
Reaction score
52
First Language
German
Primarily Uses
Here's a screenshot of the tileset I'm working on right now (of which I showed a test map earlier this month). Hope to finish it before Christmas!

 

KillaMaaki

Villager
Member
Joined
Nov 29, 2015
Messages
26
Reaction score
24
First Language
English
I think some of the lighting could do with hue variation. Like, rather than just picking lighter or darker colors of the same hue, vary the hue from dark to light across a surface (generally, ranges from closer to blue in shadow to closer to yellow in light). This link deals with color palettes in pixel art, and discusses what I'm talking about: http://opengameart.org/content/chapter-5-color-palettes

Also, another thing that stood out to me, that cracked window could potentially use a few pixels of highlight along the crack, which could make it more obvious that it's a cracked surface rather than looking like something was pasted on top.

And I also notice that the lighting of the tree leaves looks pretty harsh compared to the lighting of everything else.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
@Brillenpinguin

If you're just looking for feedback on your tiles, I think you would be better off posting in the WIP thread.  This thread is very much to do with maps, not specifically tiles you are working on.
 

Brillenpinguin

Veteran
Veteran
Joined
Nov 26, 2015
Messages
72
Reaction score
52
First Language
German
Primarily Uses
@ksjp: Ah, I see, thanks for pointing out :)
And thanks for the advice, Killa!
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,713
First Language
English
Primarily Uses
RMVXA
Also around the well - that is one place you can be sure the flowers would have been trodden down. Also the whole clearing looks like a well maintained lawn. Perhaps som e long grass in places, a few weeds. That, with the path symmetry-evans suggested, will break up the large dollop of green.
 

Ultimak0

Villager
Member
Joined
Dec 9, 2015
Messages
10
Reaction score
18
Primarily Uses
added light and more on the grass and around the well, couldn't get the path to look the way i wanted.... Home.png
 

Strashiner

Ambitious
Veteran
Joined
Aug 21, 2015
Messages
377
Reaction score
313
First Language
English
Primarily Uses
N/A
@Ultimak0

The plant assets are great! but what could really add some power to your map is a variety of grass textures. The grass textures you have are just one shade of color. What I did, with GIMP, is that I look for real pictures of grass, with all different shades of color, and combine them into one. Add some dirt here and there to give off a look of grass.

But that's just my style haha!

good work!
 

Ultimak0

Villager
Member
Joined
Dec 9, 2015
Messages
10
Reaction score
18
Primarily Uses
@Ultimak0

The plant assets are great! but what could really add some power to your map is a variety of different grass textures. The grass textures you have are just one shade of color. What I did, with GIMP, is that I look for real pictures of grass, with all different shades of color, and combine them into one. Add some dirt here and there to give off a look of grass.

But that's just my style haha!

good work!
thanks stashiner I'll get to work on that :)
 

jonthefox

Veteran
Veteran
Joined
Jan 3, 2015
Messages
1,436
Reaction score
596
Primarily Uses
@kengo i like it, cool retro feel to it.  would help if we knew more about what your game was about/like though.
 

KillaMaaki

Villager
Member
Joined
Nov 29, 2015
Messages
26
Reaction score
24
First Language
English
Overall design is nice, but the gradients in the text sort of clash with the hard edges and pixel-art style of everything else. In particular, that blue gem thing's shading is way too soft IMHO. Still, like the logo design.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 9)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,038
Messages
1,018,467
Members
137,821
Latest member
Capterson
Top