Game & Map Screenshots 9

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Ndoelicious

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Hi there, I really wanted to ask for an opinion but I guess pictures won't do much since I had a lot of questions..
So, here's a preview from one of my city map,

it is a LOT of maps

and thank you :kaoluv:
 

Sharm

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@Ndoelicious If you post that many at once you'll only get a general review of them. If you want a detailed review you'll want to pick a few key maps and post one at a time. I watched for a minute, you had a rather glaring error will the shadows on your light post. Those are only possible with two very different and somehow not overlapping light sources. Did you show the actual transitions between maps? If so, you get awfully high up awfully fast, the airport was a bit jarring.

@slimeborgi Love it!
 

IAmJakeSauvage

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@Ndoelicious Yeah, the criss-crossing shadows doesn't really work unless it's an indoor map - or a night time map and the light sources are visible. Otherwise it just looks really strange - otherwise though, your maps look really interesting! One piece of feedback would be to watch what you fill your "dead space" with - some of your indoor maps seem really messy.
 

Ndoelicious

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That's what I thought as well. This map wasn't meant to be in Photoshop at all before, unlike the newer maps. Most of the objects were all just an existing tile that I put as an event, that's why it feels like they have a different shadow. Oh, and this world was meant to have 2 suns, like some fictional novel (that's why it has a longer days per month even though it is still the same number of days per year). There is also no season here. The map transition wasn't always that the next map is on the next screen, otherwise there would be way too many stairs. But you're right..should've changed all the light source for this map. Anyway, how should I do the airport? It was an idea that I haven't really put much thought into it..I was still in college when I did this lol.

Thank you very much, I'll be redoing all of the shadows(at least one that I didn't forget). With 'dead space' you mean..the outside layer of an area? The outside wall like the weapon shop indoor map at around 2:17? I realize my indoor mapping seems messy, but for me I did it on purpose(maybe look horrible due to lack of execution), this is because I hate a symmetrical looking map and a clean looking one. But I still put a few symmetrical area here and there for transitional purpose. Is this one of the messy map we're talking about?
3.png
 

Sharm

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@Ndoelicious If you have two light sources then objects will have two shadows. All shadows would also be lighter except for where they cross. The airport just needs an indication of where the height comes from. Showing a cliff edge near the building or putting a lot more stairs or a lift to get there.

@IAmJakeSauvage Pretty! I like how you've done the water, it makes the area seem marshy. It suits the ground cover, which I never thought looked much like grass.
 

Ndoelicious

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@IAmJakeSauvage hmm, I seem to have a habit making a smaller passageway it seems, maybe because my alley fetish lol. Thank you very much, I'll make sure to remember that when I edit it the next time!
Oh, your map is gorgeous..I hope it comes in GIF/animated though..the passing mist/fogs would looks superb! I wish I could see butterflies :kaoluv:
@Sharm Damn...why I didn't think about that..feeling ashamed now :( The easiest way would be making all the map's light came from the top, the first sun came at 11;00 and the other one at 1:00, that way I could have two shadows(but that would be too much editing lol). Corporating lores into mapping sure isn't easy. But if I make the first sun came from the west and the second from the west, it would pass nicely and creates a single line of lighting at 12 o'clock(the sun won't collides since it has different orbits). I'll try to make the airport looks like a more 'established' station than just a random 'bus stop' then. Thank you very much, I have plenty of ideas now~:kaothx:
 

Lithalean

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@Sharm said:
This is done in RPG Maker?
@Lithalean said:
Yup, in MV !


Couple things though:
  • I'm using zero RPG Maker assets, and no tilesets in general.
  • I'm using a plethora of plug-ins, most importantly, ones made by @Quxios.
  • This has enabled me to do full image based mapping, with collision maps and advanced overlays.
  • Total map size = width 56 and height 32. (Pixels = 2668x1500)
  • Resolution, and Player accessible area=1334x750 (Keeps player center)
  • Design area is also currently 1334x750, but later will increase as to not see the edges and feel more open.
  • I deploy using "web browsers" regardless of what platform I'm deploying for.
Opinions

  • Someone shouldn't have to use tilesets, in order to say they use RPG Maker.
  • I don't think highly of tilesets, grid-based movement, or turn based battle.
  • MV is a great engine, and the move to Javascript deserves a standing ovation.
 

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IAmJakeSauvage

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I just made an alternate map for my game because the old one looks too messy :p What do you think?
That looks really good overall! Is this done inside or outside of the editor? I have a few pieces of feedback...
  1. The trees places on the grass autotile look like they're floating on it. If you're doing this in editor - you might want to grid the tree to a 3X3 autotile and edit it into the grass. If you're doing this outside of the editor you can just delete parts of the tree coinciding with the blades of grass so that it looks like the grass kind of covers the base of the tree. (I hope this makes sense)
  2. You have a lot of "dead space" on the right house's deck - you might want to shrink the deck - or find a way to fill it with things that are purposeful to the area.
  3. You're missing shadows - because this map is so bright it looks really strange to not see shadows anywhere. When it comes to outside maps (at least during the day) - your cast shadows will be a bit harsher, so even using the shadow pen looks fine.
Really good job on making your cliffs/greenery look organic though!
 

callmedan

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@IAmJakeSauvage Thanks! This was done in editor and I use XP so there's no shadow pen but I'll try fixing that.
 

Ndoelicious

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I just made an alternate map for my game because the old one looks too messy :p What do you think?
This reminds me of Breath of Fire IV, when Fou-Lu was brought up to Bunyan's mountain hut. As Jake suggested, some more shadows would give a lot more depth to this place. An area beneath the cliffs would be great.
As for me, I would give more variations to the trees. Overlapping trees and all that. Also, an animated clouds would look great. I think there's a script for that on XP if I'm not mistaken.
Overall, I like the look and the vibe of it. Keep up the good work :)
 

thepsyche

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Hey guys, i need some feedback, i made those maps but i kind don't like
Hey, I really like these. I acknowledge that the light seems harsh in the bottom one but it's also not an issue, it's just hyper-stylized and has a bit of an identity. I like! By the way, is this in anyway based on the Metropolis film? Only reason I ask is because the style of the machinery seems to epitomize that, and also the name of your project is "1926 Metropolis" (even though it was released in 1927 =D). Is it a prequel, perhaps?

I love the idea of turning a classic film like that into a little RPG.

Annnnd now for some help! I'm struggling with the layout of my interior horse stable, and it boils down to the height of the actual stable's frame. See here:


The frame of the pen is technically the same height as the room (2 units high), but connecting the frame to the back of the map (so it touches the ceiling) is an issue for me because putting plain planks down vertically just makes the frame look like it's too tall for the room. I'd really like to see some examples of how other people have done interior stables in their games.

Another issue is that because of the placement of the supports, you technically wouldn't be able to see the fence on the left hand side cutting off access for the top 2 tiles of floor. The whole thing on geometric level just doesn't sit right with me. Heeeeelp!
 

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cabfe

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@thepsyche - what about adding a wooden part vertically, to close the stable?

I've just finished working on a light map for my own game so I was in the mood for doing a quick&dirty addition with light and (ugly) shadows, just to show you how to display "hidden" parts like the fence on the side.
 
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