Game & Map Screenshots 7

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Mythologix

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@Makio-Kuta

thank you will try that instead.
 
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Makio-Kuta

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@Makio-Kuta You didn't specify which person / map you're referring to. Are you talking about LusianL?
No that was for Mythologix. Was replying on mobile, so didn't know another post happened while I was typing. Sorry for the confusion; I edited my other post. ;/
 
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King Gerar

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[...]

Can anybody guess what my tilesets are inspired by? (hint: a majority of you guys probably use it)
In Windows 10? Haha, I haven't idea.

But is a visual that I like. Some much flat/simplest. I like use this style in designs on work, but never thought to use in game, mainly tiles.
 

Mythologix

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I made some changes to the Library trying my best to follow some if not all the advice you guys gave me I appreciate it guys thank you. This time I tried to stay more consistant with my coloring not to be soo dark. I changed the carpet since removing the 2 rather useless rooms i put in before. Added potted plants, a clock, and two paintings. I also added side side facing bookcases just to add more visual on the bottom sides of the map. They may have use/function if not now maybe something down the road.

My door will cover that white spot in the bottom center, the door is part of MV not directly on my Photoshop, sorry

I did want this Library to have a dark wood type feel.

Thank you guys for the input. I try my best to follow the advice.

( @Makio-Kuta major thanks. Using Crl-U and working from hue/saturation came in handy a lot. On a few things I did still use some soft-light, but a majority was Ctrl-U )

Phase 4 - Photoshop Recoloring.png
 
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Sinweaver

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I am currently working on the lighting and shadows for this room.

I don't have much experience playing with shadows before so I am not sure how to improve it



The image above is the combination of the parallax layer and the overlay layer (Using kaus ultimate overlay, the dimness goes to the <par> layer).

Thanks
 

jonthefox

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Hey, so I really struggle with mapping, but the Ancient Dungeon tiles (converted for MV) really make it seem a whole lot easier to make beautiful looking maps! I'm proud of this, I think it's by far the nicest-looking map I've ever made...hoping others like it too!  Always open to feedback and constructive criticism though of course. :)

I know the path could maybe look better...if there's one thing I really find frustrating is making paths.  Tried my best but every way I try always seems meh.

Was also thinking of adding some rocks in the water on the left side since that looks kind of empty.

(note this is without any lightning /tints / npcs yet)

Map127.png
 
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DustyCat Media

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My team's game is starting to reveal itself bit by bit! :D

Hi guys, JC here. Team lead and Co-founder of DustyCat Media. Here's an early screenshot of our current game in development (up for a Kickstarter campaign in around January or February):



The treasure box, the ghoul, the statue, and that long haired dude at the bottom-right corner of the screen are the only ones which came from the RTP for testing purposes. Everything else (including that orange-haired character) are custom made.

Sprites, especially the main characters, NPCs, and hero battlers will be pre-rendered 3d. The graphics in the parallax map you see on the screenshot is being re-worked to adapt to the style of the sprites (ie more realistic, less painted). I'd like to show a screenshot of the battle screen but that's a screenshot for another day. :)
 

Prescott

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@DustyCat

That looks amazing, I'm a sucker for 3D pre-rendered sprites, especially when they look like that one!

A lot of it looks a little low resolution, like you're zoomed in, though. Namely, the bushes and small plants. They look very blurry compared to the detail in the trees.

@DarknessFalls (I know, it's 2 pages back but had to say this)

It's a massive map, but I agree, it could definitely be cut down to multiple smaller maps. As a player, it looks TOO open from the top-down perspective. I'm sure it would work a lot better than way in an Elder Scrolls game, but with this perspective it's not an appealing sight.

Another thing.... that map is probably going to lag REAL bad. When you have all of the events on it, I can promise you it will lag. That's another reason to condense it to multiple. The only reason you would ever need a map that big is for an overworld, and most of the time there aren't tons of events going on in an overworld. Another reason would be for extremely exploration based games, such as Yume Nikke, but those maps don't have much going on them either, you're just walking most of the time, which is not why people play RPGs.
 

Sinweaver

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After some thinking and some OCD issues, I decided to have 2 versions for the room depending on whether the players checked in during day or night time.

Input/criticism is welcomed.. thanks!

Day / Night

 
 

King Gerar

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Sinweaver, I much apreciate this feature, the map change in relation day/night, mainly, in the illumination. Good point in change the shadows too.

 



 

@King Gerar

You might want to have another look at your lighting effects.  The glow from the fire radiates in a perfect circle - yet the hearth has a ledge (mantle piece in UK English, don't know what it's called in US English) which would block the glow from going upwards.  It also appears to be exactly the same shade/hue and intensity as the light from the torch.

Some of those tables are far too wide.  No one could ever reach the middle of them.

If it's a tavern, where are they serving the drinks from?

There are no windows in the back walls.  Even though taverns aren't noted for bright natural light, I think that it would have at least one.

Would a rustic looking tavern have 2 pieces of carpet like that?  And the lower one is placed oddly anyway.

No tavern keeper would have a barrel of ale/beer right next to the hot fire.  It is unlikely that they would be left for easy public access anyway, but that one in particular is wrongly placed.

You're going to have drunken (or at least a bit tipsy) people going up and down those stairs.  I think a hand rail would be a good idea.
ksjp17, firstly, thanks for feedback.

The illumination, I understood that you has said, including, changed a plugin to light effects and really the result is much better. However, I can't to apply "physics" on the lights (like Awesome Light Effects by Khas allows, in RMVXAce), because the plugin don't makes this. T-T
The tables, errr... I don't think too large, considering the size of character.
You have some idea to the carpets? I made these most simply that I can with some texture.
The barrels in this map are empty, waiting someone leave them to full with wine again.

Handrail added, without barrel near of the fire, and some more things putted.

 

Makio-Kuta

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@GameDevon

Very cool style! I love the very slight texture on the ground and grass tiles and the colours in this are fantastic. The stuff on the bookshelf is my favourite. I always love when bookshelves are cluttered with more than just books. (It feels more lived in that way to me)

 

@Mythologix

That's looking a lot better now. :) The plants sure make the place look cozy. Glad I could help!

 

@jonthefox

That is a nice little map~ I agree that adding something to the water on the left would go a long way, but you wouldn't need to do too much. Nice use of elevation - varried elevation always goes a long way to making maps more interesting to look at.

 

@sinweaver

The lighting looks pretty good on both versions! If you want to really kick it up some though, you could (especially on the dark one) highlight the edge of a few items that are pointed towards the light. Like the right edge of the bed, flower pot, nightstand, picture frame and the left sides of the chair, dresser etc just to add some extra snap to it. You could even cast the very top of the lamp in shadows with just the edges lite, since the light wouldn't shine through the lid and travels mostly straight. Really though, it works as it is.
 

Sinweaver

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@King Gerar

Thank you for your kind words :)

@Makio-Kuta

Definitely. I totally overlooked the fact that the light will get partially blocked by the lid.

I am not going to settle for "good enough" for my game, gonna see what I can do about the shadow from the lid.

Thanks!
 

Luiishu535

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@ESBY: I really like those tiles (just bought them actually, but didn't know snowy version of the tiles were included).

The map is nice, but I can't figure out what the lower building is doing there. It appears to be in the way for the

traffic. I'd suggest you to add a sidewalk to the bottom part of the map and then add that building 1 square

below it.

Trying out at making some maps for my planned Twin Peaks/Lynchian Adventure Game, which will

have time travelling and people getting abducted (by aliens?) to the mysterious Blue Moon



Nothing special, just pure MACK tiles. I'm digging the simplicity of it though, and it fits the

atmosphere/mood I'm aiming for with the game. Is the squarey-ness a big problem here

or does it look fine? I think some parts of the cliffs could be a little more roundish. 
 
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esby

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luiishu - The snowy version of the tiles can be found in the Happy Holidays 2015 thread, there's some freebies available too in the support section (I think). The map is just an altered version of this. The roof tiles are higher than the player, I don't understand why you think it would obstruct traffic.

I'd recommend playing around with the values on line 61 in spriteset_weather, I think how the rain is set up by default looks really bad.

Something like this would work a little better.

Code:
@rain_bitmap = Bitmap.new(7, 14)
 
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SomaelCK

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So, tried making up Wanda in RMMV and here is the result!
This is an extremely early work but I can see the potential MV has! With this, we can make truly authentic, hand-drawn looking game. Any thought?



Original version for scale.
 

Kyuukon

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@SomaelCK: Definitely go for the HD version. Especially if most graphics are hand-drawn.
 

SomaelCK

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@SomaelCK: Definitely go for the HD version. Especially if most graphics are hand-drawn.
The game is already done about 70% now and we have to redo all the artwork (which are made for VXA's tiny resolution) :( . Maybe we will remake it in HD as different version.
 

Kyuukon

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The game is already done about 70% now and we have to redo all the artwork (which are made for VXA's tiny resolution) :( . Maybe we will remake it in HD as different version.
Oh, a shame :/ I thought you drew the maps/sprites in HD and then re-sized them to fit VXA resolution.
 
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