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mlogan

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@PersuaderGames I really, really like the style of the map and the menu at the top. I don't like the sprite though. It looks maybe you were trying to have taller sprites and simply stretched it? It just looks, odd. If you want taller sprites, I'd look around at the templates for taller sprite bases on the forum, there are at least a couple that I am aware of (hiddenone, and Candacis both have them, though I'm not sure Candacis' is accessible at the moment).

@somenick I can't see the image you posted, not sure if it's just me...
 

Ksi

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@somenick: May I highly recommend making your street much smaller and the houses a bit wider.
 

carbian

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Just a few screenshots from the game I'm working on. I believe I posted a screenshot in one of these threads a while ago.

Obligatory landscape shot:
rpgscreenshot1.png

Graphics are liable to change at some point, but at the moment I'm relatively happy with the direction the Time Fantasy style allows me to take.
rpgscreenshot2.png rpgscreenshot3.png
 

Thortuga

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A worldmap I made a few years ago, and never really used.
 

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Gonor

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Hello everyone, three times is the charm:

Here is the main room of our game Detective Trapu! If you have any feedback, it would be great.

Bonus picture: Our idle animation!!

I like the general style of the graphics. But I feel like the character sprite doesn't really fit in. It looks too "RTP-ish". Maybe you can recreate it in the graphic style of the game.

I should probably add more stuff to populate the rather "empty" areas .

Maybe you can try to make the map itself a bit smaller. You would have less empty areas to fill.
Also, it seems you mixed different tilesets together (like the antenna, which I feel is too small or the doors which don't really blend in).
Can you find something that fits together more naturally?
 

kitabake

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My current style of world map for my game. This is just one of the two world maps I'm gonna want to have, the character having to switch between worlds as the story goes on. Feedback would be nice. Still in early development phase so it can and probably WILL change.

View attachment 68611

In my opinion you should make shallow water follow the coastline more accurately. It will make it look more natural.

Crossroads from castle to south village should go straight because it's made by humans and they would pick the fastest road - unless there is danger, that kingdom can't do anything about, on the way to the castle.

If something is natural like continents/shallow water/mountains is shouldn't look like it was made by hands of a human.

If something is made by human it should look artificial but with reason.

Ice continent seems fine. Both south continents could use more trees to fill up empty space. If there is grass there, plants, trees should follow unless it's lumberjack world. I see no fields so there should be trees.

Sand islands natural barrier shouldn't be barrier between shallow and deep waters. I would make shallow waters go beyond barrier.

Think about how continents were shaped by time - was there pangea state? how it came to be? It will help in the long run :aswt:
 

PersuaderGames

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@Gonor
I like the general style of the graphics. But I feel like the character sprite doesn't really fit in. It looks too "RTP-ish". Maybe you can recreate it in the graphic style of the game.

Thank you for the feedback! Creating unique character sprites is so hard... It is definitely on the list for the final version though.

@PersuaderGames I really, really like the style of the map and the menu at the top. I don't like the sprite though. It looks maybe you were trying to have taller sprites and simply stretched it? It just looks, odd. If you want taller sprites, I'd look around at the templates for taller sprite bases on the forum, there are at least a couple that I am aware of (hiddenone, and Candacis both have them, though I'm not sure Candacis' is accessible at the moment).

Thank for the detailed feedback @mlogan and the tips! The format of the sprites is indeed unique, I went away from the 1:1 format towards a more natural 1:1.5. We are working on our own sprites at the moment, but character creation is really tricky ^^*
 

SoSick.

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@carbian thats sick bro! nicely done!

I just finished another map ( Reception), well I'm hoping it's finished if you guys see anything funky lemme know :thumbsup-right::troll:
it will most probably be last map I post on here for a while to keep maps a surprise to who play my game
comes in three parts as it is quite big...no npc's yet.
ROSP3.PNG Capture.PNG ROSP1.PNG
 

PersuaderGames

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@SoSick. Great maps! That model of the truck is absolutely amazing I am so jealous ^^ Where did you find it?

In general I find your maps a bit too empty and big. I would suggest to never have a space empty that's bigger then 3x3 tiles. If you dont need it, cut it.
 

SoSick.

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@PersuaderGames I love your idle animation! thanks pal! I cant actually remember, I got all the vehicles though, I just had to edit them abit to make them fit. feedback appreciated! I also don't like big spaces of emptiness on maps..but if you look at shinra building esp in crisis core, there so big and empty I have filled it more than they have, and I do want the player to say " hey this shinra building is bloody huge " xD rest of the maps will not be as big tho, well ill try not to now xD oh I think it may look less empty when there are npc's walking around everywhere etc.. OOOhhh one more thing, does anyone know how to make it look like a character set is going up the stairs ( diagonally?)
 
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cabfe

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@SoSick. There is a perspective issue with the truck, as you can only see its side and nothing from its top, whereas everything else shows their top part if only a little.
 

SoSick.

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@cabfe oh my god, thanks! glad I did post it on here! why didn't I see that :guffaw:
 

LightDiviner

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In my opinion you should make shallow water follow the coastline more accurately. It will make it look more natural.

Crossroads from castle to south village should go straight because it's made by humans and they would pick the fastest road - unless there is danger, that kingdom can't do anything about, on the way to the castle.

If something is natural like continents/shallow water/mountains is shouldn't look like it was made by hands of a human.

If something is made by human it should look artificial but with reason.

Ice continent seems fine. Both south continents could use more trees to fill up empty space. If there is grass there, plants, trees should follow unless it's lumberjack world. I see no fields so there should be trees.

Sand islands natural barrier shouldn't be barrier between shallow and deep waters. I would make shallow waters go beyond barrier.

Think about how continents were shaped by time - was there pangea state? how it came to be? It will help in the long run :aswt:
Thank you for the advice. I'm trying to make the player access each area in a natural progression. You start on the grass island, then need a ship to access the ice island. After that, you go to the desert sea with a newly acquired boat so you can go through it while your ship waits outside. Finally, an airship will be needed to access the lava island.
 

Tuomo L

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Town from Strangers of Power

a9bL27V.png
 

SoSick.

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@Tuomo L i like it! But why don't you try using bigger trees , think pandamaru has some lovely big trees that would fill some space too. And to me would look better than the tiny trees. But hey that's just my opinion :D keep up good work.
 
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