Game & Map Screenshots

Discussion in 'General Discussion' started by Celianna, Mar 5, 2012.

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  1. Celianna

    Celianna Tileset artist Global Mod

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    Game & Map Screenshots

    This thread is meant for showing off screenshots or maps made for your project, and to comment on or give advice to other members. Screenshots of any Maker is welcome.

    In-game screenshots and maps only, please. If you're looking for feedback on your logo/sprites/faces etc. then please post in the WIP thread.

    Other threads:

    Game & Map Screenshots 2

    Please read and abide by these rules before posting and or commenting:

    1. In-game screenshots, maps and videos of gameplay are all welcome. Trailers are also welcome. Walkthroughs and Let's Plays are not.

    2. Please consider putting the image in spoiler tags if it's any larger than 700x500. Ditto if you're posting a lot of images.

    3. Do not quote screenshots, maps or videos in this thread. If you want to comment on someone's screenshot, please refer to them by their name (@membername), or keep the image in spoiler tags.

    4. Please be civil and constructive when handing out feedback. Do not post things such as 'this sucks!'. Point out why a map doesn't look so good, and what they can do to improve it. If you want to compliment someone, point out what you think they did well.

    5. Please refrain from re-posting your work, unless you've made some edits on it since the last time you posted it. If no one has commented on your work, and it has fallen behind by at least 2 pages, feel free to repost it then.

    6. Feel free to ask what tileset someone is using if you're interested, but keep off-topic chatter to a minimum.
     
    Last edited by a moderator: Nov 4, 2012
    #1
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  2. OceansDream

    OceansDream Resident foodmonster Restaff

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    [​IMG]

    A screenshot of Adalyn! The girl isn't animated yet but the bartender is.

    (Oh since I didn't want to post weeks after, yeah I'll go edit it such as the barrel and the stage!)
     
    Last edited by a moderator: Mar 21, 2012
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  3. Celianna

    Celianna Tileset artist Global Mod

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    @OceansDream: love the tiles, and the map itself looks fine, but you're missing the top part of the cash register there.
     
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  4. OceansDream

    OceansDream Resident foodmonster Restaff

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    Thanks, I probably just forgot about that. Will add it later!
     
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  5. IndigoAir

    IndigoAir Veteran Veteran

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    @OceansDream I'm no expert by any means, but I think you've done very well with the overall layout and tile choices and everthing :) One small thing I'd point out is that the stage area looks a little isolated... like it doesn't really fit into the rest of the building. It might just be because the wall behind it has a different tile than the wall behind the bar.

    Also I think it's just the way that the two tiles sit next to each other, but the bar looks like it's actually higher up than the stage. but maybe it's all in my head ^_^;

    Sorry if I'm nitpicking!
     
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  6. Des

    Des timefantasy.net Veteran

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    your outlines are VERY jagged and the effect is jarring! you use a lot of banding all over the place, which creates this effect. your jagged outlines also make some objects stand out in an ugly way (like those round table tops) that creates visual inconsistency. smooth those outlines!

    i've also noticed that you have a very strange tendency to put little highlights along the edges of things when your light source is primarily top-down. it works on some things—depending on material—but it isn't really a habit that you should be getting into. stylistic or not, it's jarring and draw attention to objects in negative ways.

    this is an admittedly (very!) lazy and quick example but i hope it shows what i mean:

    [​IMG]
     
    Last edited by a moderator: Mar 13, 2012
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  7. Knightmare

    Knightmare Knight of the Night Veteran

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    @Oceans - These are pretty cool, reminds me alot of Chrono Trigger. I like the text and name box also.
     
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  8. Shaken_bacon

    Shaken_bacon Villager Member

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    For the most part I think its very good. The only thing really distracting me is that barrel. My eyes keep focusing on it in a bad way. I think Needles may have described the problem the best.

    The layout itself however, is well done and looks like an interesting scene.
     
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  9. TDS

    TDS - T D S - Veteran

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    A video of the last battle system I made. (I am already aware that most people find the pauses disrupting)
     
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  10. bluntsword

    bluntsword Villager Member

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    @TDS

    For your awesome battle system, you get this:

    B)

    Seriously, well done. That looks like a lot of fun! Explanation of how it works? Scripts? PM?
     
    #10
  11. Lone Wolf

    Lone Wolf Tsundere Veteran

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    Little more than a VX tech demo at this point, but here goes:

    [​IMG]

    @TDS:

    The pauses remind me of Tales of Phantasia on the SFC. Nice and retro.
     
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  12. IndigoAir

    IndigoAir Veteran Veteran

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    @tds I agree with bluntsword, that's a very good battle system you have ^_^ I would probably be terrible at it because my reflexes are kind of slow, but it definitely looks like something I would want to try out anyway. Also the area you showed looks nice, from the little bit I saw I am already interested in it. I want to know the story behind that place. Overall well done.
     
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  13. Thalzon

    Thalzon Veteran Veteran

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    @Lone Wolf: Wow... That is incredibly cool! I'd love to hear how you managed that.
     
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  14. Knightmare

    Knightmare Knight of the Night Veteran

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    @TDS - Very well done and unique to RPG Maker. The characters were gynormous and there was a lot going on at the same time so its not my cup of tea but I can really appreciate the work that went into it. Nice job.

    @Wolf - Interesting concept and superb characters! I feel like the map itself could use some work but it looks like you weren't finished yet.
     
    #14
  15. Lunarea

    Lunarea Artist Global Mod

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    RTP is fun. :3

    [​IMG]
     
    Last edited by a moderator: Mar 22, 2012
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  16. Indrah

    Indrah Megane Berserker Veteran

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    @Lunarea: PFFFF. Woman, I'm kinda proud (read arrogantly wahhahaer) of my mapping skills with the rtp, but you put me to shame. dayum your beautiful mapping! D<

    One thing that looks off to me is the roof on the center in the lower screen. I think the normal+slanted roof conbination looks odd, and causes kind of a weird effect.
     
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  17. Des

    Des timefantasy.net Veteran

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    Lone Wolf—sweet bro it reminds me of THE WAY. i don't really get the minimap though. it doesn't seem accurate and doesn't have much of a purpose anyway other than blocking the scenery
     
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  18. Lunarea

    Lunarea Artist Global Mod

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    @Indrah:

    :lol: I'm a big fan of the RTP (pretty!) and mapping is just so much fun.

    Fixed the roof after staring at it for a while. It was bugging me a bit too.
     
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  19. Lone Wolf

    Lone Wolf Tsundere Veteran

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    Ah, The Way. I remember those days. God I feel old. You're right in that it's parallax mapping, but the difference between this and The Way is that I'm not sticking with the grid (also about 5,000 more polygons).

    The minimap makes a lot more sense in motion. It's collision-precise with the environment, and shows a larger view than the screen, which is why it looks inaccurate. It also supports NPC and Event markers, area boundaries, and so forth, but there's not much to show off on this particular map, which is just a natural environment test. I left room for buildings, but decided it was much too... nature-y looking for the game I wanted to make. The real in-game environments will have a more isometric, modern feel.

    The full map looks like this:

    [​IMG]

    Of course, I wouldn't bother with all the extra modeling if I could do beautiful things with the RTP.
     
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  20. AlaiaVee

    AlaiaVee Villager Member

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    @Lone Wolf - Is that a public script you are using? One of the ideas I've had rolling around in my head for a while now is to do something similar with painted backgrounds combined with a color coded passability map. It would require a pixel movement script that checks the passability map. I assume that's what you are doing or something similar?
     
    #20
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