Game & Map Screenshots 7

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Prescott

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@Besu to add on to what @jonthefox said, those singular trees on the right (the ones with black around them) look really weird just by themselves. I would make them two or three spaces instead of just one. The reason they are black on the background is to show a dark forest area, and if you only have one tree space it really isn't too dense or dark. May as well just use a bunch of normal trees and cut off the auto-tile.
 

Besu

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Hey guys, it's me again(I'm really tiresome xD), what is your opinion about this two cave maps? What would you add? Thanks for your help!

Map012.png


Map013.png
 

SomaelCK

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@Besu Being a cave, I would remove those pesky auto-shadows and add some ambient light effects. It needs to be darker. And the shadow under the bridge connecting two blocks seems unnatural.


------------
 


The background still need some animation but here is the robots and wobbling blobs :) . Fixed the grassed as many people pointed out. 

 
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Sated

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@Besu: For the first map you posted, you should perhaps use shift-mapping to make some of those holes extend right up against the wall. I think that would make them look a little better. You've also got some shift-mapping errors with the darker ground tile being completely flat against the hole tile; because the hole tile has a light outline, you don't want to shift-map the darker ground tile up against it because it doesn't look good. 


For the second map, you have a piece of railway track that is doing absolutely nothing. What is that there for? What is its purpose? If this is a mine then the track would go outside the mine since the miners would be using it to take coal/ore out of the mine ready for transportation. The track would also extend all the way through the main section of the mine (and also down any major break-out tunnels, but not down minor tunnels) so that coal/ore from deeper in the mine can be easily transported back to the entrance. 


Finally, as with some of your other maps set in natural environments, you have too many areas that are a long sequence of straight tiles. That doesn't look right for a natural environment like a forest or a cave. People have mentioned this for the other maps that you've posted also.
 
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Bura

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@meowchelle I love that kitchen and that yellow wallpaper, do you have a link to your project, even if it's not in the forum yet?


@King Gerar I love how it looks, especially the design of those buildings, even thought they use the same tiles, the look completely different. Good work!


@Strashiner I don't if this is possible, but I think the shadows shouldn't be that blurry. It makes me think more of a drop shadow effect than actual shadows, so it kinda looks like the buildings are floating.


This is the latest screenshot I finished, this time featuring the two main characters:


 

RocketKnight

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@Bura Your project have a very handsome visual aspect, keep going! I love that style.
 

Marquise*

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I used to do traditional 2D anim in the past. :p   It could  almost be on TV.  XD  (Oh wait... not a good standard nowadays... I saw worst on TV in the recent years!)
 

Sinweaver

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@nc02 I might be a little overly critical, but:

  1. The big tree behind the big building is overlapping with that other tree that is supposed to be standing slightly infront of it? (Second picture)
  2. You are using trees with 2 different types of shadows.
  3. The inn looked like a small 2x3 or 3x3 building? the inn looked more like a tiny house/storeroom. I guess this can be overlooked.
  4. Shift mapping (holding shift while placing tile) for the first map will allow you to make the grass towards the sides look better.
  5. Banners on the roof? I am having difficulty trying to wrap my head around this... strictly my own pet peeve.
  6. There is that black gap next to the big tree to the right in the second picture. Is that intentional?
  7. A scarecrow under a tree right next to the forest?

Other than that, I really like the look of the first map, and how it looks like you are standing near a cliff overlooking the sea. Good work.
 
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Koulucky

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Bedroom of the Green Foxes' monster hunting guild:


 

Prescott

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@Koulucky you should get rid of the autoshadow on the left there, there's not anything that would be casting it.


If the left and right sides are indeed the edges of the map, they should probably have ceiling tiles going across them, so that there are walls on the sides.


The black windows look a little bit weird. There is light coming from inside, is there not?


The painting on the right looks a little weird, you shouldn't usually put things on the edges of walls.
 

Koulucky

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@Prescott
 

you should get rid of the autoshadow on the left there, there's not anything that would be casting it.


If the left and right sides are indeed the edges of the map, they should probably have ceiling tiles going across them, so that there are walls on the sides.


There are walls to the left and the right, they just aren't visible in the screenie.




The black windows look a little bit weird. There is light coming from inside, is there not?
No, actually. All the light is coming from outside.

The painting on the right looks a little weird, you shouldn't usually put things on the edges of walls.
Now that you mention it, it looks better without that painting there.


Thanks for the feedback! :)
 
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hadecynn

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Not really a screenshot, but one of the things that have bugged me personally is how... "cute" the default RTP monsters look, and I was wondering if I could make them look more... "real"? menacing? I took the werewolf and played around with it, would love to hear what people think about it. Left is original, Right is after.


Werewolf.png
 

Koulucky

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@hadecynn Although a small edit, it does the job. He looks a lot more menacing than the original, nice work! Looking forward to see more monsters edited that way! :)
 

nc02

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@nc02 I might be a little overly critical, but:

  1. The big tree behind the big building is overlapping with that other tree that is supposed to be standing slightly infront of it? (Second picture)
  2. You are using trees with 2 different types of shadows.
  3. The inn looked like a small 2x3 or 3x3 building? the inn looked more like a tiny house/storeroom. I guess this can be overlooked.
  4. Shift mapping (holding shift while placing tile) for the first map will allow you to make the grass towards the sides look better.
  5. Banners on the roof? I am having difficulty trying to wrap my head around this... strictly my own pet peeve.
  6. There is that black gap next to the big tree to the right in the second picture. Is that intentional?
  7. A scarecrow under a tree right next to the forest?

Other than that, I really like the look of the first map, and how it looks like you are standing near a cliff overlooking the sea. Good work.
Thanks for the second opinion, now that you've pointed them out I can change them. And yes the black gap is intentional, it is a door to an area deeper inside the forest. Also the inn is so small because that is just the top room, the rest of it is underground. That is the overall theme I am going for in this town, underground rooms and tunnels.


Anyways thanks for the second set of eyes!
 
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