Game & Map Screenshots

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Lone Wolf

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@Kaelan: First, it's grey area if you aren't planning on selling your game, but you might want portraits that aren't stolen from Neverwinter Nights. But hey, I'm not a mod.

Second, if you're going for a SRPG battle system, and you're coding yourself, have you tried using Tile Flash Data for highlighting tiles? It's been an unused part of the Tilemap specifications since XP, and it should give your battle system a much neater look than the solid-color squares.
 

Joy

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Working on the rest of the house now, I have the upstairs, with the player's room visible:


And a WIP of the basement, the right room will hold your bonus equipment (like canning, cheesemaking and brewing gear, So I am still working on that region.
 

T.Bit

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@Joy: The house so far is so cozy and nice looking. I want to live there. Only I'd want a bigger bed, because I'm a super bed hog. On a note for realism, most people wouldn't leave bags of grain open anywhere in the house, most especially in a basement. Mice and whatnot would dance around singing "Feast for us!"

EDIT: Also, this seems to be a farmhouse right? If that's the case, having a groundfloor bathroom near the entrance of the house is a good idea for realism's sake because you wouldn't want someone tracking dirt and whatnot through the house when they come in. Just some food for thought.
 
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Kaelan

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@Kaelan: First, it's grey area if you aren't planning on selling your game, but you might want portraits that aren't stolen from Neverwinter Nights. But hey, I'm not a mod.

Second, if you're going for a SRPG battle system, and you're coding yourself, have you tried using Tile Flash Data for highlighting tiles? It's been an unused part of the Tilemap specifications since XP, and it should give your battle system a much neater look than the solid-color squares.
It's not really any different from using music from other games. Especially given a game that intentionally releases its resources so other people can modify them. I'm not worried about that.

The flash_data seems useful though, I didn't know that existed. The flashing itself isn't that big of a deal, I could easily add that to the tiles I'm using. What seems useful to me is that their tiles seem to be a lot more efficient than drawing individual sprites, which is what I'm doing right now (and that it uses Tables...didn't know Ruby arrays were bad for large amounts of data like that either).

I don't really like how flash_data groups all the flashing tiles together though. Makes it hard to see how many tiles are actually flashing:

 

Lone Wolf

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If you're drawing circles like in your other screens, I think it'll be fine. Also, you may want to consider varying the flash color of adjacent tiles, like gradually fading the move range as it gets further from the selected character. I think you'll find flash_data a lot easier to work with, since it's already part of the standard frame refresh.
 

Tuomo L

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Mary's mark 2 sprite walk cycle test.
 

Tuomo L

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@MISTER BIG T:

We have a WIP thread for resources. It's a great place to post and get feedback. It seems more fitting than a screenshot thread, anyway. :)
I actually contemplated on putting it there but wasn't sure if those were resources used in general or resources meant to be put to resource showcase. :)
 

IdkWhatsRc

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Vardah:



Vardah Lake:



Mellow:



Interested in joining my team?

Link soon
 

Hollow

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Wow, ok so my mapping skills are still kind of dinky so forgive me if something looks completely off, but here's my bit of practice with parallax mapping. c':

 

Shaz

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@IdkWhatsRc, the layout is pretty good, but your houses are soooooo tall, and many of them with only one tiny little window way up. The proportions don't look great.

The other thing that's unusual to me is that you've got hills butting up against each other, with no change in level. If you want a variation in height, you should look into shift-click mapping.
 

Usagi

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@Hollow - I think the bed should be moved up closer to the wall.
 

hyde9318

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@IDKWhatsRC, Those buildings.... Whoa... You have got to shrink them. They are enormous. Think about how tall your character is. If you are using the default VX sprites, then each tile is roughly a level tall (sometimes a level is 2 tiles high, depending on mapping style), so your buildings are 5-7 levels high, but with a single window somewhere up on the 5th level or something. You have GOT to put some thought into how large tiles actually are. And I must also point out that not only are your buildings very tall, they are also narrow. They dont really match up very well.

And I agree with what was said before, the elevations in the map are not adding up in some spots.

Take a look at your shadows too. Some places you have them where they shouldn't be and other places you don't have them where they should.
 

vociferocity

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this is one of the main towns in my game, Tanzanite Town. the field ends prematurely on the top right because the bridge is out, so the player won't be going that way anyway hehe

 

hyde9318

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Not a bad concept, but not enough detail. You should probably shrink your areas a bit and add more stuff in. Also, play around with your houses a bit to give them some distinct features. Right now, only their coloring is different. Every building is basically a clone of the last one. And remember that with the dirt pathway, you may not want a continuous line going from one spot to another. Grass gets trampled over time because of a lot of foot traffic, which causes a dirt path where people travel. However, people dont alwyas take the exact same route, causing some spots to become nothing but dirt faster than others, and some spots to not become dirt at all. So, having a continuous path like that pretty much states that every person who walks around takes the EXACT same route every day. If you add a few breaks in the path here and there with some grass, it wont look so much like that is the only place people walk.
 

vociferocity

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yeah, I have a lot of trouble with mapping house exteriors; whenever I try to add on extra bits or make them different, I get a pretty ugly result. I should definitely work on that. and I dunno, I mean, I don't want huge blank areas that aren't fun to walk around in, but I also don't want a cramped town. there's probably a happy medium that I should work on finding, though haha. thanks for the feedback, I'll definitely work on the areas you mentioned :)
 

hyde9318

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Hey, best way to get good at mapping is to just map. Just play around with your maps and learn new ways to make things. Eventually, mapping will become second nature to you and then you can move on to the real hidden evil of RPG Maker... Databasing...
 
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