Game & Map Screenshots 9

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cabfe

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@Caitlin - On the "fruits" side, some items are dangerously on the edge of the tables. Also, why are there knives in that area? If they are utensils, maybe putting them in the "vegetables" section would be more relevant.
Middle section - the table is in the way. When you move from one side to the other, you have to walk around it, making it a less natural flow.
 

Caitlin

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I had considered the table to be more of a break area, but yeah, I think I might remove it. As for the shadow, they're staying, because I think they add depth to the map that is sorely needed. As for the knives, I might place them at the front area with the shop keeper, which might be a little more realistic.
 

Nutty171

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@Caitlin Okay, the shadows thing is my opinion, but there is some objectivity to why they're ugly. (Note that I'm still biased against MV shadows, I'm just trying to get you to get rid of them. I hate them THAT much. Keep in mind that this isn't a blind hatred, and please, listen well to what I have to say.) First of all, they make no sense at all. Shadows are cast by objects between the ground and the light source. These MV shadows here are supposedly shadows of the walls, right? Meaning the walls cast a shadow on the floor that doesn't cover the whole floor, implying that there is no ceiling. Also, those shadows are cast on the floor, yes, but not the shelves and sacks. So they make no sense as shadows. What are they then? Dark parts of the floor next to the walls. Which also have no reason to exist. You're saying that they add depth to the map, eh? I believe it's safe to assume that you mean that the shadows help to distinguish between the floor and the walls and give the illusion that the wall is higher than the floor. And I agree with you, that without the shadows some depth is lost. But it doesn't really do well when it's only up against one wall. Thus when you're on the right side of the room, it still has that flat feel. Am I suggesting that you add shadows all the way around? Absolutely not. The shadows are way too big for that purpose. I propose an alternate solution. Instead of this autotile, for example: ExampleB1.png You use an edit similar to this: ExampleB2.png That way the illusion of depth is achieved, and you don't have to use those hideous shadows.

This may seem rant-y, and sorry about that. MV's default shadows are, however, horrible. You shouldn't use them under any circumstances.
 

kovak

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Well, logo almost done and i'm impressed by the fact that i needed almost 2 years to reach what i wanted in terms of design D:


remnant.jpg
 

Nutty171

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@kovak I hope those stars move around, because it's a bit hard to read that last letter in "Elsarth." Other than that, it's really good! :)
 

Nutty171

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@Caitlin It looks much better now! :) Though I would recommend adding those shadows on the right walls as well. ;)
 

Tuomo L

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(>_<)p I decided to craft my own shadows. Now, with tint and lighting... No Plugins!
Lovely, only thing I'd do is add a bit of a tint to the different colors; the fireplace could have a bit of more reddish/orange tint to differiate from the lamps. It doesn't have to be much but adding just a bit of more to it can make a huge difference. This way you'll have subtle color differences and light values in your game and it'll look a lot better and richer in colors and more natural.

Keep up the great work.
 

Aurawhisperer

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upload_2017-7-31_10-31-22.png

So how about this? A tad bit better? Was able to fix and adjust the benches from hiddenresources because they were too close to one another where when you try using the entire tileset, it also cuts part of another bench onto that one. Downside is that it contains 3 tilesets, which means I am unable to blockade the back end with X's. So the benches will have to be assigned near impossible objects
 

Nutty171

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@Aurawhisperer There are still shadows, but I'm assuming that you just forgot to get rid of them yet. You still have an autotile error here:
Error5.png
Also this roof:
Bad roof.png
isn't very good; you should change it to be more like this one:
Better roof.png
P.S. You don't have to set the benches against walls. In the database, you can set the directional passability for tiles, so you can make only the back of the bench impassible. :p
P.P.S. It would be easier to look at your map if you had it in tile editing mode rather than event editing mode.
 

Aurawhisperer

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That first error, the house is suppose to be halfway behind that other house. Not sure how else to fix that, other than shift and it looks horrid if I do so. As for shadows, I don't know what else to do shadow replacement wise. Would've never thought I needed to replace the shadows for looking that bad. The roof, okay, that's fixable and will do so. Also need to start researching more on roofs and different colors of roofs.
As for the bench part, that I did not know. I'll adjust that real quick!
 

Nisshoku

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@drwho10 It is looking much better now, however I still can see two blurry objects that still stick out to me. First is in the second image, on the long brown table downstairs, the white bowl is still a little blurry, and the second one is on the desk in the red carpeted room also in the second image. The paper, ink well and quill all look blurry as well, still about as blurry as it was before the edit. Not sure if that's how you wanted it, but thought I'd mention it in case you missed it. So far good job :D Cheers!
 

drwho10

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@drwho10 It is looking much better now, however I still can see two blurry objects that still stick out to me. First is in the second image, on the long brown table downstairs, the white bowl is still a little blurry, and the second one is on the desk in the red carpeted room also in the second image. The paper, ink well and quill all look blurry as well, still about as blurry as it was before the edit. Not sure if that's how you wanted it, but thought I'd mention it in case you missed it. So far good job :D Cheers!
Thanks! :kaojoy:And yeah, those were some of the resized tiles that had been made for VXAce, at least most of the other ones didn't stick out.
 

Nisshoku

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@drwho10 I'm not much of a graphics expert, or even graphics beginner :p but you could possibly use a program (Photoshop/GIMP) to redraw the tile so that it still has the look of the VXA tile, but isn't blurry. Sadly I cannot give a tutorial or anything as I have no idea how to accomplish this :p but good luck to ya.
 

Kes

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@callmedan A couple of very small things.
You have a rock on the left side next to the cliff. Such a rock should be similar in colour and texture to the cliff. However, it's not, and so ends up looking like an alien rock which has just landed there. I think you need to edit its colour to match the cliffs more and maybe make it a little less shiny.
I think the man selling fish would have his goods under an awning as well - fish goes off very fast in the sun.
And you are right about the XP shadow, it's a different colour to later versions. However, if the trees are throwing such distinct shadows, shouldn't the awnings be doing the same?
 
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