Looks awesome. But it is really spacey. But you did say it was a WIP so maybe you were planning on adding more objects in the middle of the room? Either way, it's really cool. I don't see many public restrooms used in RPGMaker games. xP
Here's mine. A couple of events are above the parallax which I still have to fix, but I think I'm finally satisfied with it.
@Mako Star GNU Image Manipulation Program. It's basically like a free version of Photoshop. It probably doesn't have as many features as Photoshop, but it's free and it works, and that's good enough for me!
Ah okay, I knew it sounded familiar! haha Yeah, my PS stays up whenever I have RM open, too. Never know when you're gonna need an impromptu edit!
Aaand to stay on topic, here's a random map from my project!
This is a civilian colony on the moon of a far away planet called Caeli. The name of the moon this colony is on is called Sina.
There is only one other colony on Sina, which is home to the Sina Space Station. Caeli, and it's moon, Sina, are both located in the Caelestra Star System of the Astraeus Galaxy.
...You know...if anyone cares to know all that backstory lmao
Personally I'd shift-map (whatever that's actually called) the tiles so that the edges (circled in red) look like the middle tiles (blue arrow), instead of curving back and then out again.
Didn't know bridges could go up cliff faces like that, lol.
In all seriousness, I'm going to guess that you're using that as a different floor tile. My recommendation for another way to do this:
Fill the map with (1). Then, using (2), draw the border between the areas and fill it in. It should look something like this:
These are both just suggestions, feel free to disregard my two pennies.
Looks awesome. But it is really spacey. But you did say it was a WIP so maybe you were planning on adding more objects in the middle of the room? Either way, it's really cool. I don't see many public restrooms used in RPGMaker games. xP
Here's mine. A couple of events are above the parallax which I still have to fix, but I think I'm finally satisfied with it.
For the windows I'd really suggest not using that light rays brush - it doesn't fit the windows at all. You might wanna try something like this - it'll take you maybe 10-15 minutes but the theme will apply to all windows of the same shape going forward.
Use a polygon lasso to create the tapered shape of the rays, fill it with whatever color you choose (use a gradient tool), and then blur only slightly (I think I did 1px) and pretty much repeat for each stream of light (changing the opacity and the brightness of the color as you go along).
@IAmJakeSauvage Ooh have you considered posting a step-by-step tutorial for that window light effect? I bet plenty of people would find it helpful, especially those of us who don't use the lighting systems scripts.
@IAmJakeSauvage Ooh have you considered posting a step-by-step tutorial for that window light effect? I bet plenty of people would find it helpful, especially those of us who don't use the lighting systems scripts.
@Lustermx I love me some foresty areas! Such a pretty tileset ...
I finally purchased RPG Maker MV a few weeks ago, so I have been taking some time to familiarize myself with the inner workings of the beast. I forbid myself from using paralax mapping to see what I could squeeze out of the vanilla core, and I was pleasantly surprised! What started as a simple development and script testing map has started to take on a life of its own :
[ Without Weather, Tint and Lighting Overlay ]
[ With Weather, Tint, Lighting Overlay, and Placeholder Magic Barrier Images]
Not everything fits perfectly, and there are still many areas which are too open, shadows which would not make sense in night time, and so on ...
I also coded several plugins, one of which rotates dashing characters to make them seem like they are actually hustling along. Looks better when using an actual running sprite, but ...
[ Nod Nod ]
I also had fun incorporating @Iavra 's Animate Everything plugin with a pair of birds in a tree. On the map, the birds activate whenever the player is within eight squares, causing them to fly off the screen.
@Lustermx I've always loved how parallax mapping lets you get that subtle change in grass height, and I love how you did that in your map. By the way, on the bottom right edge on the cliff in the second picture you can see some branches that should probably be behind the cliff.
Here's a picture of a little snowy castle town, its a little big. Ignore the fact that there are no doors, because the save map image doesn't show events. Also, the building above the inn doesn't have even have room for a door for a story-related reason. But other than that stuff, are there ways I can improve it?
Castle Approach.. I'm having a difficult time locating a large Castle gate at the time but that will be filled in. with that said, the top is giving me issues, I just can't seem to locate the right tiles. Any suggestions?
@Emeraq I hate doing castles SO much, I feel your pain. I threw something together for you, I hope you can take something from it (Im not an expert or anything, I just really feel your pain).
Let me know if this helps. Try using the Shift key to copy and paste exact tiles w/o them getting auto-tiled for the roof.
@Emeraq what's up with the autoshadows? Looking super messy
As for the top of your castle, you would paint the tiles on the inside with shift click mapping. Draw that autotile on a blank space on your map (or a different map even) in a formation like this. You should have pretty much every tile you need just by doing this.
Code:
X
XXX
XXX
XXX
XXXXXXX
XXXXXXX
XXXXXXXXXXXXX
XXXXXXXXXXXXXXX
XXXXXXXXXXXXX
XXXXXXX
XXXXXXX
XXX
XXX
XXX
X
The ones you need I have circled in red here:
There's a top piece, which is on the very left, and then two corner pieces, which are the ones right after that.
You'll put in the corner piece on the right of that picture on the left of your map, the corner piece on the left of that picture on the right of your map, and the top piece on the very left of the picture in the middle of the two corner pieces.
@Emeraq You're using wall tiles as roof tiles, that's why the top of the castle looks strange. Take a gander at one of the A4 tilesets, like Outside_A4, and you'll see that the bottom part of each tile is the wall while the top part is the roof that matches it.
Some, like that one, are harder to notice than others, but that's always how they're set up. Hope that helps~
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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