Game & Map Screenshots 9

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cabfe

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@Paladin-Cleric of Awesome I honestly had to spend several seconds trying to read the title. A gothic font is not exactly the most legible one.
As for the graphics, the mix of a normal res sprite and a pixelated background kind of clash. Not to mention that the relation between those two elements is unclear at first.
 

pandadodod

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@Kes Thanks for the feedback. I decided to just have the small houses exterior one tile high :) Will probably post the result next time
 

Kes

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@Dusttt It's a good beginning, but I was wondering - on my monitor the water is a rather lurid green, like it's been heavily contaminated with something. Is that the intended effect?
 

Dusttt

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@Dusttt It's a good beginning, but I was wondering - on my monitor the water is a rather lurid green, like it's been heavily contaminated with something. Is that the intended effect?
No the water is not contaminated but i was saying to myself it's ok to have a color like this because it's a backwater. But now that ur saying that it's illogical to get a clear backwater (we can see the rock in the bed), i will change the color. Thank you for your feedback !
 

hyde9318

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Yeah. That’s what I thought. Back to the drawing board!
What I've found to be your best bet when using hard to read fonts like various gothic fonts is you want to make the font color stand out on the background color. What I see there is your bevel, shadow, and font are all that brownish tone, which makes them all kind of blend together and make it harder to read.

The hardest part to read is the lighter part of the gradient on the font, so maybe it could be as simple as darkening the font a bit, but you could also go the route of changing your bevel/shadow/glow a bit too. Depends on how you want it to look.
 

Applesaws

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Oven, I mean death ray.



And the first town

I think it looks very nice and I love the tileset :) (almost used it for my own game before I decided to go custom).
I would, however, suggest using taller door sprites. They look rather odd with the windows... Doing so you'd probably need to raise the height of the buildings a little to make it work so I don't know if it's worth the effort. Maybe use smaller windows instead.
 

Tuomo L

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I think it looks very nice and I love the tileset :) (almost used it for my own game before I decided to go custom).
I would, however, suggest using taller door sprites. They look rather odd with the windows... Doing so you'd probably need to raise the height of the buildings a little to make it work so I don't know if it's worth the effort. Maybe use smaller windows instead.
I tried the ones that were included but their positions were all wonky and they looked weird.
 

pandadodod

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Hello! Right now I jumped to another project that is shorter sort of a short game and here goes...





P.S. Who doesn't love magician toddlers?

I kind of switched my style to one tile height buildings. I hope it isn't wonky this time :)
 

Kes

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@Tuomo L I use that tile set, and have not had a problem with the doors. I wonder if you have set them correctly on the tile sheet.

A couple of things on the town map. First, I would use click+shift mapping to take the paths up to the doors instead of them finishing some distance from them. They would then look much more like real paths that people walked on.

I am surprised that the Inn has no chimney; neither has the bottom left house, but there might be a story reason for that, whereas I can't imagine an Inn with no heating. Personal preference now coming up. Generally speaking, fireplaces are mapped on the back wall, and sometimes on the side. Having the chimneys come out of the front roof implies that the fireplace is probably free-standing, unless your interiors have a horizontal wall across the middle. I think they would look better if they gave the impression of coming out of the back part of the roof that we cannot see, so that they would appear to be 'peeping' out over the top of the roof.

In a town with immaculate grass, an elaborate fountain, and lots of lamp posts, I find it hard to believe that a decaying log would be left lying there, also the dead tree trunk. They are so incongruous that they give the feeling that they have been put there simply to fill up a lot of empty space.
 

Tuomo L

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In a town with immaculate grass, an elaborate fountain, and lots of lamp posts, I find it hard to believe that a decaying log would be left lying there, also the dead tree trunk. They are so incongruous that they give the feeling that they have been put there simply to fill up a lot of empty space.
Because that's what they are, heh. I dunno, I think there's otherwise really empty patches and I don't want to just clutter my town with stones.

As for doors, they take two tiles and I can't have signs above doors and they are so high that they would be hanging partly on the walls of the buildings.
 
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Kes

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@Tuomo L Then could I suggest that you edit the color, saturation and brightness of the doors and wooden signs that you are using so that they harmonize with the wood elements of the tileset? At the moment they leap out of the screen as being from a different tile set. I can see your point about 2 tile high doors, but it would be very simple to edit the doors you are using so that they are 1.5 tiles high. That way the heads of the sprites would not be cut off, and they would be more in keeping with the size and placement of your windows.
 

Davekron

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TEA23.jpg
An infested part of the capital, which is under quarantine because of the undead. It is completely made with parallax technique, so I had to shot the screen manually. The awesome tilesets are made by PVG

TEA44.jpg
Ingame look
 
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Yoraee

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Here's a test map animation I've been working on. I use parallel process events to run such animations, but the 20-page limit in events made it a but tricky to pull this animation off (this one is 38 frames). It worked in the end, but after much trial and error.



@Milk Bar Prophet I tried out the animated pictures plugin you referenced. I found that for this animation (38 frames) the game did not even load to the title screen. For a test 4-frame animation, it worked.
 
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