Game & Map Screenshots 7

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Chaos17

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@Tuomo L : need more detail on your grass.
 

Shuji

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@°•Luke•° Welcome to the forum!


I must say your map looks gorgeous. 


What resources did you use? 
 

Phonantiphon

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So anyway I thought I might post up some things that I have been doing...


I'm now starting on my actual game, but I'm literally *just* starting, so I thought that I would post up, initially, some work I did on my First Ever Dungeon in my learning game :)


These are using RTP tiles - (though tweaked for saturation and such) - but also I'm using some of my own homemade tiles, made from photographs that I've taken of various textures around the place...

Design page:





Section in play:





Another section from the second level:





And here's a section using some of my own textures - (yes I know it's very simplistic-looking, it's just a test though):





And here...



I'm, personally, quite pleased with how they've turned out - given they are my very first ever textures and forth. I'm also using CC Simple Lighting, which I really like as well...


Anyway, just thought that I would share.
 

Luke•°

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@Shuji Thank you. Well.. i've mixed it up many features in this map, some things edited by me, other things edited by other people, then.. it is hard to say the original source of each resource. =)
 

Prescott

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@Phonantiphon wow those look pretty good man!


Is it a horror game? Because the maps with the tiles you made look really ominous and scary with all that red going around.


I would suggest touching up your lighting a bit, a few of the light go into the walls which doesn't make much sense ;)
 

Phonantiphon

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@Prescott: Thank you, I was quite pleased. :)


It's not a horror game, but I just think that dungeons and underground areas should look dark, and creepy, and dimly lit - I need to fiddle with the tone somewhat and take some of the red out if I'm honest!


Not sure what you mean about the light going into the walls? If you could give me an example that would be great as like I say I'm still very much learning and any advice is welcomed! :)
 

GRIMMJOW

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Hi guys,


It's been a while since my last post, so I decided to post something new again :)

 

Prescott

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@Prescott: Thank you, I was quite pleased. :)


It's not a horror game, but I just think that dungeons and underground areas should look dark, and creepy, and dimly lit - I need to fiddle with the tone somewhat and take some of the red out if I'm honest!


Not sure what you mean about the light going into the walls? If you could give me an example that would be great as like I say I'm still very much learning and any advice is welcomed! :)
@Phonantiphon


Easiest example to show you what I mean is the top right flame of your third image. See how it's going onto the top of the ceiling there? Just make it so it only projects onto the wall and the floor tiles instead of going on top of the ceiling. Turn it into more of a semi circle than a full circle and cut if off where the wall ends and the ceiling begins.
 

Phonantiphon

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@Phonantiphon


Easiest example to show you what I mean is the top right flame of your third image. See how it's going onto the top of the ceiling there? Just make it so it only projects onto the wall and the floor tiles instead of going on top of the ceiling. Turn it into more of a semi circle than a full circle and cut if off where the wall ends and the ceiling begins.
@Prescott: I take your point completely. Thing is, CC Simple Light does not distinguish between surface space so it involves a little more "creative editing and placement" which is sometimes not necessarily possible! I use it rather than, say, Khas as I prefer its relative simplicity and it's a lot more script-light.


Meanwhile, here is a development shot from the first map of "Shadow Destiny". I'm rather pleased with the grass... :)


 

Ace VII

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I tried my best doing that reflections...


Tell me, did I do that right?




\




And this one as well, I'm a little hesitant about adding this map building to the map :/


 

cabfe

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@Ace VII:


The floor seems too reflective in my opinion. Either add a lot more transparency or shorten the length of the reflections on it. It's too much like a mirror right now.


Also, it's strange to have different light sources since I presume it's the sun lighting the scene. One more thing, if you can, try to lighten the rounded pillar to make it white like the rest of the wall. It's quite OK in the 2nd pic, for example.


2nd pic: the light shafts cannot have two different sources for the same reason. If you're parallaxing, try to bend the light shaft in a common angle. And the corridors look very wide. It can happen in real life, but only for special places meant to have many people inside, like Versailles' hall of mirrors:


3rd pic: is this the moonlight that provide this intense light shafts? That's too much, in my opinion. Even the shadows shouldn't be that visible if you aim for a realistic night lighting scene.
 

IAmJakeSauvage

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@Prescott: I take your point completely. Thing is, CC Simple Light does not distinguish between surface space so it involves a little more "creative editing and placement" which is sometimes not necessarily possible! I use it rather than, say, Khas as I prefer its relative simplicity and it's a lot more script-light.


Meanwhile, here is a development shot from the first map of "Shadow Destiny". I'm rather pleased with the grass... :)
The saturation on that grass hurts my eyes to be really honest.
 
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