Game & Map Screenshots

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ShinGamix

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@Ooda should share them.
 
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Milkdud

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Just finally started playing with the mapping in RMVX Ace. I think it turned out ok. This is just a small portion of the map. It's 100x100, but I'm thinking of making it a little bigger.

 
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Indrah

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Oh hey, I see the same house elevation system I use! cool XD

As for the map: The overall structure is good, but the decor is a bit chaotic (farm fields under the tomb...I see what you were looking for, but it feels strange XD). Have you tried to dor a dirt road from the stone main road to the side of the house? Dirt roads are great for giving some sense of direction and it's easier to decorate since you have the hint of doing it AROUND the road (and that makes deciding what to do with the decor so much easier).

The right side of the maps feels cluttered and a bit confusing (I would have a hard time deciding if the mess is passable or not).

Even with all that, not a bad starting point at all.
 

Sam T. Eagle

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Here's an area in my game, an environmental train wreck evil swamp in the middle of the wilderness.

 

RyGuy60

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@Zachfoss,

While your map looks great, what is your plan for the rest of your game? Since these tiles are UN finished and nothing else matches this style, I dont know how you could use the same graphical style for the whole game.

I really enjoyed what you were doing with Oblivion Remnant before.
 
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Elements

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And NOW this is starting shape up I think! houses need garages.
 

Celianna

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@Elements: the way the RTP style works, is that flat things (such as the floor and rooftops) will be the brightest part. Anything vertical standing, such as the walls, will be much darker. Hence why your garage door looks like it's a floor instead of a wall. You should darken it, by a lot.
 

Elements

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@Celianna thanks, I actually discovered I should work on the contrast and brightness of quite a few things, good advice
 

Indrah

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@nemau: Looks good. Simple but effective. Is it a parallax?

If I stop to watch the trees it seems you went a bit far with them (tthey are placed so thickly it's a bit hard to tell them apart, you may want to sparse them out a bit in the clumps).
 

Milkdud

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Oh hey, I see the same house elevation system I use! cool XD

As for the map: The overall structure is good, but the decor is a bit chaotic (farm fields under the tomb...I see what you were looking for, but it feels strange XD). Have you tried to dor a dirt road from the stone main road to the side of the house? Dirt roads are great for giving some sense of direction and it's easier to decorate since you have the hint of doing it AROUND the road (and that makes deciding what to do with the decor so much easier).

The right side of the maps feels cluttered and a bit confusing (I would have a hard time deciding if the mess is passable or not).

Even with all that, not a bad starting point at all.
Yeah, I saw your map and was interested in trying something similar with it (which normally something I don't do, but props to you). The house isn't staying though since it wouldn't flow well with the rest of the map. Dirt roads are going to replace much of the stone roads since much of the map is going to look a lot more wasteland-ish. But yeah, thanks for the comments.

@Nemau - I like it, though I do have to agree with Indrah on this. Otherwise, a nice effective map.
 
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Nemau

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@nemau: Looks good. Simple but effective. Is it a parallax?
Thanks! We can say it's a parallax, cause it's a map only made for the screen. ^^

If I stop to watch the trees it seems you went a bit far with them (tthey are placed so thickly it's a bit hard to tell them apart, you may want to sparse them out a bit in the clumps).
I agree. It's one of the first times I made a map like that so I'm not tried to put nature elements, I will try to improve that for my futur maps. ^^@Confederacy: thanks too!
 
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Bird Eater

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As a player, you have to connect the numbers (so 12 to 12 and 7 to 7 and so on).
 
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Quigon

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@Elements - that's really shaping up!

@Nemau - it's nice but SO WHITE. Maybe breaking up the trees a little would be good, or adding some other colour dotted around.

@Bird Eater - THAT LOOKS REALLY COOL. Did you event that yeah? It reminds me of that one decent puzzly bit in Resi 5.
 

Indrah

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@Nemau: The danger with parallaxing is overclutter. Since it's so EASY to decorate in parallaxing, the joy of being able to tell that horrible, restricting grid to go Frick itself may bring you to the other, darker side of mapping: overdecorating OTL

At those points you want to step back or a get a second opinion for when it's simply TOO MUCH. This goes double for "large" items like trees or big furniture, since they tend to stick out so much more when you pack them tightly and dimensions and perception start getting jacked up. (but hey, this is what the screenshot thread is FOR XD)

As a recommendation, I'd say scrap the parallaxing as a whole, if it's only for particular maps, and make some tile edits of your own (those little herb clumps can be made tiles, and tree mixes too). In the LONG RUN it can be a timesaver, unless you want to go into full out parallax mode (but be warned, it's a long and tiring process and It can be HARDER to map while parallaxing).

But enough rants. Yeah. :x
 

Gailbraithe

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This is a screenshot of the first scene in my game, Warrior's Destiny. Thanks to some tips about shift-clicking I was able to get the fence to work (when you run the fence along the edge of the map, it wants to connect to non-existent fence tiles off-map, very annoying), as well as the roof tiles. After combining tiles from the Interior set with the Exterior set, I tweaked some of the tiles - I wanted the inside windows to fit in one tile so I could have one tile high walls (don't like how two tile high walls look, makes the chibi characters look even tinier to me). That left me with some free space on the tile sheet, so I added some of Celianna's elements (the well and outhouse) to complete this little rustic house on the edge of a forest.


I'm still very new at this, so any advice is greatly appreciated.
 

Lorenze

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@Gailbraithe: I absolutely love it! It's simple, yet effective. You might wanna add some

more details on the outside of the fence.

Some screens for a contest:



 
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Des

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Bird Eater—mad cool bro, but can you do something other than numbers? i mean now that you've got the puzzle made you can replace them with icons or symbols or something. seems weird that there are numbers written on the ground in a cave.

also maybe change the graphic for the beam of light? the single-pixel green line doesn't look so hot. it's great for design and testing but now that it works you should spice that **** up bro!
 

BulletPlus

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@BirdEater - that is badass. is it evented or scripted?
 

Bird Eater

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@BulletPlus: Thanks. It's evented.

@needles: Yeah, I should probably do something other than numbers and badly pixelated lightbeams... I'll see what I can do, thanks for the advice, man.

@quigonkeichy: Thanks, I don't know that puzzle though, I'll try to look it up.
 
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