Game & Map Screenshots

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Elements

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@Lone_wolf:

Reminds me a lot of FF7...

And that's a good thing. And yeah definetly, the current illumination is better, the previous one was just too dark imo lol.
 
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Leumas

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@Lone Wolf, that's amazing. Laziness is bad, but so tempting! The map works very well though with both amounts of light but I do prefer being able to see a bit more of the map :)
 

ShinGamix

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Opinions needed for a battle stage area

 

Holder

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To be honest there Shin it looks like there's far too many random tiles.

Solid sharp edge tiles, transition tiles not leading onto the corresponding tiles, not to mention the path tile leading through an object and a priority error.

I personally think you need to try to look over your maps in future for these things and also think how to adapt real landscapes.
 

ShinGamix

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It was more of a battle background but your opinion is noted.
 

gadgetkk

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Hi again everyone,

Here is the Library of my manor. Feedback welcome.



Gadget
 

Chaos17

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Gadgetkk : you may have to change the color of your floor, it is easily confused with the furniture.

Lone Wolf : in the middle of the image visibility is correct unless the hero has to go to the right because it's very dark there.
 
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Celianna

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@gadgetkk: looks cosy! But Chaos is right; the floor blends in with the Steampunk furniture. You could put down a different wooden floor on the second floor, as it's fine on the first floor. Also, something to note: fireplaces need a chimney, or some way to get rid of the smoke and carbon dioxide ... where's yours? ;)
 

paradoxum

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I decided to stop being lazy and try to parallax a map today, I used Celianna's library example from the thread with the tiles in so I could figure out where everything went and this was the result:



However it turned out completely unusable because it wasn't properly aligned to the grid and I had no idea how parts like the top of the bookcases were supposed to end up above the character since it was all a single parallax background.

So I decided to make my own tilesets out of the parallax tilesheet and after 6 hours this is the result:

This is all done completely in the editor with proper layers and passability settings, i'm quite pleased with the end result.

I feel like the floor on the left side of the room is a bit bare, any suggestions on how to fill it up?

Main concern right now is how i'm going to turn that bridge in the middle into a working overpass, I have an idea with some more custom tiles and Eventing the whole thing but is there a simpler way?
 
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Lone Wolf

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Lone Wolf : in the middle of the image visibility is correct unless the hero has to go to the right because it's very dark there.
You wouldn't be wrong going just by the screenshot, but if you check the video I posted a little earlier, you'll see I'm using an overlay that darkens the corners of the screen (and tints them blue!) but lightens the center. It moves with the screen, so the area where the party is walking will always be visible. It's just a really stylized take on that light-circle you see in old 2D RPGs.

The actual rendered map looks like this:



It's the first of many area in the first dungeon. The overlay also masks that solid edge at the end so it's not visible in-game.
 

BulletPlus

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@paradoxum: that map looks really good. but there is a sense of depth lacking in the walls because you failed to add shadows to the staircase.
 

paradoxum

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@paradoxum: that map looks really good. but there is a sense of depth lacking in the walls because you failed to add shadows to the staircase.
How's this?

I think it's just about complete now unless anyone notices a problem
 
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BulletPlus

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much better. the difference is subtle but adds so much depth to the map
 

Acezon

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Still testing out Khas's SAS IV and Mack's Tileset. Gotta love the battle system. :)

 
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Celianna

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@paradoxum: there's a few errors in the map. One is with the double wall (you copied it wrong so that the stone doesn't stack correctly), but one only really notices this when they look for it. Then there there's the windows on the bottom floor; they make no sense, since there's no way they could see outside when there's obviously still a 'room' under that floor. There's also no need for the top ceiling part of the walls on the second floor, since the railing has got it covered (simply move the railing down so that it covers the grey ceiling and it should look correct).

Oh, and an error at the bottom bookcase (bottom left/middle-ish); you copied part of another bookcase with a paper on it, and then you pasted this on the bottom one, which means the bookcase now has 'two' ends on the top.
 
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paradoxum

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@paradoxum: there's a few errors in the map. One is with the double wall (you copied it wrong so that the stone doesn't stack correctly), but one only really notices this when they look for it. Then there there's the windows on the bottom floor; they make no sense, since there's no way they could see outside when there's obviously still a 'room' under that floor. There's also no need for the top ceiling part of the walls on the second floor, since the railing has got it covered (simply move the railing down so that it covers the grey ceiling and it should look correct).

Oh, and an error at the bottom bookcase (bottom left/middle-ish); you copied part of another bookcase with a paper on it, and then you pasted this on the bottom one, which means the bookcase now has 'two' ends on the top.
Thanks.

I knew those windows didn't look right unless the building had some crazy modern design but I wanted to keep them cause they looked nice so I was hoping nobody would notice

There's also no need for the top ceiling part of the walls on the second floor, since the railing has got it covered
I think I got what you mean here but i'm not sure..

 
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Celianna

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@paradoxum: trust me, people will notice :lol:

Anyways, this is what I meant by the ceiling:

Right now, the railing isn't on the edge of the wall; there's still part of the ceiling so it pushes back the railing which I assume is not your intention. If you lower the railing down to cover it up, it should be correct.
 
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paradoxum

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Right now, the railing isn't on the edge of the wall; there's still part of the ceiling so it pushes back the railing which I assume is not your intention. If you lower the railing down to cover it up, it should be correct.

Oh I know what you mean now, but to me that's just a border on the top of the wall, there's no visible ceiling anywhere on the map, it's like the ceiling was sliced off the top to reveal the interior is what I was going for.
 
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Celianna

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Why yes, that would make sense, if it weren't for the fact that you can see the ceiling of the first floor; it's the wooden floor that acts as a ceiling. Basically what you've got is a double ceiling. You don't need to get rid of it at the very top parts of the map, simply at the parts where you also have a railing.
 

paradoxum

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Why yes, that would make sense, if it weren't for the fact that you can see the ceiling of the first floor; it's the wooden floor that acts as a ceiling. Basically what you've got is a double ceiling. You don't need to get rid of it at the very top parts of the map, simply at the parts where you also have a railing.
That's not a ceiling it's the floor to a raised platform, the whole room is 'open', you're not seeing through the floor of the upper level to the lower floor, there simply is no floor/ceiling there at all.

Edit: maybe this will help:



These NPCs can see eachother, there's no invisible ceiling separating them, one is on an overpass, the other on the floor below.
 
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