Game & Map Screenshots 7

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ashikai

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[image]


A map made with my interior tiles.

[/image]
[image]

I love your tiles, but I have a hard time with the way you're shading around them. A lot of the furniture looks like it's floating and flat rather than casting a shadow while firmly on the ground. It's especially noticeable with the bed and desk.


Those windows are amazing tho. *A*[/image]
 

Aoi Ninami

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Also, it would look a lot better if you removed the "neck" carpet tiles so you just have two rectangular carpets.
 

KanaX

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@ashikai Well, thankfully, that's only a parallaxing mistake and not a fault with the tiles themselves! I took a lot of time to make a nice variety of different gothic church window traceries, so there's more where that came from.


@Aoi Ninami I'm not sure what a "neck carpet" is.
 

Phonantiphon

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@KanaX - it's the thin section joining the two larger sections, running in front of the stairs.


The carpet looks just lovely, but that section looks awkward.


If it was IRL it would be a carpet runner - (a long, thin, separate section) - it wouldn't be joined to the other two sections, in fact that area might just have a small piece at the very foot of the stairs, but not that long thin section.


You've got some lovely tiles there though. Frankly I'm jealous... :D
 

KanaX

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Ah, yes. It was not originally like that. I had that part of the carpet just naturally extend from the rest of it. But then I decided to add the stairs and as a result, one of the three tile cells used by the carpet was compromised. So I also took away 1 more carper tile from the right, in order to make it look symmetrical (I thought that it would look better that way).
 

Phonantiphon

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Ah, yes. It was not originally like that. I had that part of the carpet just naturally extend from the rest of it. But then I decided to add the stairs and as a result, one of the three tile cells used by the carpet was compromised. So I also took away 1 more carper tile from the right, in order to make it look symmetrical (I thought that it would look better that way).
I see.


In my very humble opinion, I think it would look better without that extension bit between the two. :)
 

Indrah

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Can I get some input on these? There will obviously be npcs wandering around and some very subtle lighting layers, but overall is it too empty? They're a couple maps from merely a introductory cutscene with no exploration but I'm terrible with regular streets with no prominent features OTL







(I just realized I have no idea how to make spoilers in the new forum, halp XD)


AHA I found you. Tryign to hide from me, were you, obvious....button. Um...yeah XD
 
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KanaX

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The interior map seems to be pretty well filled up and I don't think you can do much without it getting difficult to move around (especially when you add the NPCs) You could however, make it a tad smaller/cosier. It is a diner right? Those tend to be very compact and practical, while you let a pretty big space in the center.


As for the exterior, which is also pretty okay, I would suggest that you add some random elements here and there, scattered across the map. (The exterior environments are a bit disorganized, even in cities). I'm not sure what kind of graphics you have, but you could benefit from some lamps, newspaper vends, soda machines, large garbage bins, flowers in the grass bead, etc. I would suggest that you just  use some lamps, though. The map is already packed, and you don't really need it to be hard to see or move around.
 

IAmJakeSauvage

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Really?


I don't think it's that much... (Maybe I've been spending too long looking into the sun though).
It stands out even more due to it being placed with RTP trees etc. The hue is just a tad bit abrasive. The texture is great though!
 

Phonantiphon

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It stands out even more due to it being placed with RTP trees etc. The hue is just a tad bit abrasive. The texture is great though!
Thank you :)


(It's actually a sheepskin rug!)


I totally get what you mean about the trees and it, I'll need to work on that I think...
 

Sturmfels

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@Indrah: I think with this retro tiles the maps are as filled as they have to be. If you really think you have to get it filled then you may ad some kind of jukebox in the cafeteria or a pinball machine or something like that. But I really think it is mapped well. ;)


The outdoor screen: I would ad some lantern as KanaX already said or street signs to the crosswalk.


@RocketKnight: Why are the plants only climbing at the gate? To fill the map and make the scene more interesting i would ad climbing plants to the walls aswell. Maybe some planted trees on the walk way to mix it up a bit and across from the building some lanterns. Just some ideas cause you've written it is an arly version. ;)

I'm trying my best to come along with parallax mapping and of course started with a 60x40 sized map >_<
But i think i did a pretty good job so far.
(I know the stairs are kind of wrong and had to mapped "longer" and the waterfall tiles are placeholders until i find some better oder have the leisure to pixel it myself):





For everyone who wants to see the full parallax:

<img src="http://s16.postimg.org/6966bzegz/Vol_Screen_Par001.jpg" style="width:2880px;height:1920px;">
 
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IAmJakeSauvage

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I'm trying my best to come along with parallax mapping and of course started with a 60x40 sized map >_<
But i think i did a pretty good job so far.
(I know the stairs are kind of wrong and had to mapped "longer" and the waterfall tiles are placeholders until i find some better oder have the leisure to pixel it myself):


For everyone who wants to see the full parallax:

<a href="http://www.directupload.net/file/d/4269/kobe2syt_jpg.htm" target="_blank"><img src="http://fs5.directupload.net/images/160219/temp/kobe2syt.jpg" border="1" title="Kostenlos Bilder und Fotos hochladen"></a>
Really, really cool! There might be a little too much floor clutter though, to be honest. Instead of using so much shrubbery, try using a sponge brush to paint grass etc. on with a pattern brush - it adds lots of flavor without looking too cluttered. Also, the shadow of the tree along the cliff really stands out - it was the first thing that caught my eye, hahaha!
 

Prescott

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@RocketKnight


I actually heavily prefer the previous version. The retro style looks really great. But that's just my opinion.


If you're going to continue with the remade one, I would consider either making the resolution smaller or zooming in a bit, it looks a bit too big right now with all of that empty space.


@Sturmfels


That looks really really good! The only thing I can give you as far as criticism goes, the three tree combo up there, there is a tree cut off on the right at the very top middle of the map. In nature a tree wouldn't look just cut off like that and the rest of your map looks very natural. I would either remove that tree, place it slightly more left, or put it in front of the cliff (although I can't quite make out if it's supposed to be more forward or backward).
 

Phonantiphon

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So the first full map is coming along nicely now, I think:





(With appropriate thanx to CC Simple Lighting and Amaranth's Super Simple Mouse)


I need to work on the tinting, I know, and also the mapping on the path tiles is off somewhat so that needs sorting. The icon for the sign on the mouse event needs changing as well. I've got one, but I haven't figured out that bit yet.


If anyone's interested this is Kell's parents farm, and that there is Kell.


There is going to be a fair amount going on here, eventually; a lot of it dialog, in various areas on it. Kell is glowing because she is holding a Fire-Sprite, her family have a couple that they keep around the place - as they are rich enough to afford them, hence the ones lighting the front gate.


I'm very pleased with my progress thus far. :)


@RocketKnight - I also prefer the more retro of the two, actually, it has a nicer feel to it, I think, and it's busier too...
 
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EternalShadow

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@nithisx: I love it. It may be a bit difficult to see how to move around with those beams, but graphically, I love it.
 

cabfe

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@nithisx:


It has a good start but there are a few things that need to be fixed.


Top right: some elements are blurry, although I don't know why. It's not even an attempt at creating a depth of field since other elements at the same distance look sharp.


Walls height inconsistencies: You have 4 tiles high and 2 tiles high walls at the same height, resulting in a slanted house.


The black parts: how does your building look from the outside?


If you're nitpicky: the fire on the right of the woman is dangerously misplaced. It'll be easy to knock it over and start a fire. Actually, in an interior map, you'd prefer to use light sources that are fixed on the walls to prevent that kind of accident.


Personal taste: I think there are too many "things" above the player (beams, plants, flowers...) resulting in a map where you don't clearly see where you can walk.


Empty is bad, but your map tends to have too much. Try to remove some elements for a better result. Sometimes, less is more ;)
 
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