Game & Map Screenshots 7

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Ronove

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Ok, thanks. I followed your suggestions. How's this?


View attachment 33175


Try taking out the arches and just having a straight line across for the bottom parts. I think the arches mess up what you're going for also the two long walls closest to the bottom look a bit cut off because of how the half-arches look. Try seeing if you can have a complete arch like the other parts of the walls (like this example: http://puu.sh/nARMP/8e3f62cb4b.png ). I would also suggest not having those two parts longer than the other walls in the back but that's a personal preference!
 

The Art of Gaming

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It's always the bottom peice that gets me in trouble haha. I'll be sure to fix it later tonight, so thanks for the help.
 

Euphony

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@esby Omg someone actually used one of my RMXP resources whaaaaaaaat.


@The Art of Gaming You could also do something like this, playing off of @Ronove's pretty example~
 
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esby

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@Euphony I wanted a bell tower but could not find any bells  :( so a fancy clock tower it is :D
 
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Candacis

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@esby Nice map! I think the tower could use a bit of shadow at the bottom and where the wall and the top part connects.


But I'm a bit confused, why couldn't you find any bells? I know that Pixel Myth has bells on the C Tileset. Just a matter of cutting them out and insert them into your tower.
 

KanaX

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I would throw in some blue and lessen the red in the tint to make the darkness seem a bit more realistic. The map is parallax right? Can you place a shadow below the bridge? It would make it much easier to understand the structure of the map :).
 

Nicke

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@Kanax: No, the map is not a parallaxed. Yeah, I shall lessen the tint I guess.. maybe throw in some more more darkness or brighten it up a bit. I guess I need to make some sort of shadow for the bridge, thanks for the feedback.
 

Phonantiphon

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Some icons I am currently using in "Shadow Destiny" - mouse, and HUD, and other:




 


@esby: Sepia rocks! :)


@Nicke: I love the lighting in this.  B)  - I don't think it needs blue, it's firelight, not moonlight.
 
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Firgof

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Haven't lost my touch I hope.  Still feel like it's a a bit too dark; probably need to up my saturation and decrease my values for the shadow layer.  Going for a sort of "Silent Hill by-way-of-Lovecraft-and-Giger" feel.  Don't think I've quite hit that mark yet.


 

King Gerar

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Phonantiphon, good work on these icons. I only didn't like the "gradient effect" on the arrows. With flat color would be better, no?

Firgof, I think the darkness is good, but could make the transition from the light more softer. Without this straight delimitation on the floor. By the way, beautiful texture on the ground, cause fear of tetanus, haha.


Here a screen of status scene of my project. I'm still programming other scenes.

 
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Firgof

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What a beautiful menu, King Gerar - it's very professional looking.  And I'll try that.
 

Banquo

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@Firgof


I like how you made the basic MV resources look creepy. That's an impressive feat! :p


Toying around a little more with PV Games resources:


 
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Firgof

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Just you wait; I'm still warming up.  By the time I'm done I should be spinning maps like this one from the old DiM, which was also primarily modified RTP.


 
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Prescott

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@Firgof the first map you posted looks much better than the in-game one. The light in the room looks really unnatural, especially since there's light coming from the window and then another light on top of that.
 

Phonantiphon

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@King Gerar thank you  :)  yeah I am wondering about the gradient but actually in game it looks a bit different...


I really am enjoying doing the icons through.


Love your map and menu by the way.
 

SomaelCK

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Exactly a year ago, we revealed the opening scene for Wanda. Now, we are getting to the end of the road.
This simple and short game took us a long ride!

This is very early version of the opening scene:


Now, one of the recent "end-game" map.
 
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