Game & Map Screenshots

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Todd

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Thanks, I'll add some more detail to it. My original plan for the trees wasn't to make it very dense,
 

Shiro

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Busted out a battle system Fomar made for me a while back, I love this thing so much <3

What worries me is that is it a big deal that the players face up away from the screen?
 

Milkdud

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@Shiro - In my opinion, no it doesn't bother me at all.
 

Shaz

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I prefer them facing away. It would be silly to have your back to someone you're about to fight.
 

Todd

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I didn't touch the market much but I added a lot more trees and flowers.

Town.png
 

Shablo5

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@AK - That is a VERY COOL world map. Would love to know how to do that. Is it just an overview or is it interactive? I like the map too, it seems a little bare though.

Here's my evented skill point system D: Rather than having a seperate scene for it I decided a map would be a good idea because of story related reasons, was just wondering if everything was nice and balanced in terms of the HUD & map!



(Ignore the two women too >.< )
Wouldn't the torch be lighting the shadow to it's left?
 

Quigon

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@dangaiho - The maps look quite retro, I like it :)

Ever get a feeling there's just something completely wrong with a map and you have no idea what it is?

*weeps*

 

sabao

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It's just me being nitpicky, I think, but what looks odd is for an encampment they looked pretty settled in.

The rocks are I assume to be cobblestones or medieval pavements, which seems odd to have in the frontier. If it's not that and just a lot of rocks, that looks like a really uncomfortable spot to pitch a tent in.

The lamp posts look like temporary installations, so they're fine, but again, a stone well and sign posts are things you'd more likely find in a permanent settlement than in a camp.

The pine tree's in a different shade, but I think the rest of the map is pretty well done. Plant and grass placement look naturally distributed, and all that.
 

Lorenze

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The new title screen. Cursor is a placeholder.



Redone world map. :3
 
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Shablo5

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The new title screen. Cursor is a placeholder.

Redone world map. :3



This always gets on my nerves. Does it really go snow - dirt - snow? I mean, is this how it would be at a normal bridge? I'd touch this up if I were you.

The rest looks A-OK good job.
 
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Fafnir

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This always gets on my nerves. Does it really go snow - dirt - snow? I mean, is this how it would be at a normal bridge? I'd touch this up if I were you.The rest looks A-OK good job.
Seconded. The map is good, but some shift-mapping would be nice.
 

Jeneeus Guruman

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This is my first time posting in this part.

Are my maps okay for a default VX tilesets?

Are these the most ugliest map you have ever seen?

Are these okay for a decent map?

Anything to say about this?

A cemetery



The first dungeon for my game.



The 2nd? dungeon:

 
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Fafnir

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I'll be blunt: these look TERRIBLY boring.
 

Genii Benedict

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This my trailer of my game Dragon Slayer Gaiden (DSG) in 2k3
I do not speak a word of Spanish, but can tell you that nothing is lost in not being able to read the words in your video. It is breathtaking, and I only hope to be able to create something as nice!
 

SOC

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The first dungeon for my game.

The 2nd? dungeon:
I like dungeons that reward the player for exploring every inch. These seem very confusing to navigate and seems like it would be pretty easy to get lost in them, and get frustrated in. They seem to do anything but reward you for exploring. :(
 

Vanitas

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Nice use of the random dungeon generator 8|

Try drawing out a dungeon path on a piece of paper. Include wrong and right routes, point the player in the right direction, but then reward the player for taking the time to go down wrong routes (or make them feel less angry about getting lost).

Repetitive, mindless dungeons are only going to make people quit playing :c
 

Jeneeus Guruman

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I'll be blunt: these look TERRIBLY boring.
OUCH! But thanks for the feedback anyway.

I like dungeons that reward the player for exploring every inch. These seem very confusing to navigate and seems like it would be pretty easy to get lost in them, and get frustrated in. They seem to do anything but reward you for exploring. :(
Try drawing out a dungeon path on a piece of paper. Include wrong and right routes, point the player in the right direction, but then reward the player for taking the time to go down wrong routes (or make them feel less angry about getting lost).

Repetitive, mindless dungeons are only going to make people quit playing :c
These are still incomplete though (except for the cemetery).

Is the treasure with an item good enough for a reward for wrong direction? What I mean is these's a treasure in dead end portions of the map.

Nice use of the random dungeon generator 8|
Thanks for the compliment.
 
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SOC

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These are still incomplete though (except for the cemetery).Is the treasure with an item good enough for a reward for wrong direction? What I mean is these's a treasure in dead end portions of the map.
Yeah! Treasure chests, recovery springs, save points... stuff like that!
 
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