Game & Map Screenshots

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Apollo

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@Kaizerblitz: Assuming you want my honest opinion, no i do not get that vibe. The areas are too squarish, makes it look like some old factory in a 1993 game. If that is the intent, you hit it dead on. Also the lava (i think it's lava) is killed by having the walls of the platform be made from a similar red substance, it makes it look very unrealistic. Overall it needs a lot more detail to get the correct feel you want, and make some better lighting, having a glow come off the lava and little other light in the room. If what you're using is unable to make that, then sorry i cant help you in the lighting respect.
 

Clord

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@Clord

...BBut ...There's Blood! :o

On a serious note, the floor under flour bags is different (kitchen).
SolarGale: "On a serious note, the floor under flour bags is..."

*Clord puts money on the table while not looking at it*

SolarGale: "...fantastic work!"

On a serious note, gotta fix that for the upcoming release. :)
 
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The JJ

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Is it just me, or is the floor a wall or a roof? If so it would be best to change that as that may cause problems.
 

Genii Benedict

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After long last, much of my custom tile work is finally put into a small entryway to test...

 

Ronove

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Looks like a good start, Genii, but the tops of your cylinders are really fuzzy compared to the floor and doors and the like. I think you might have to sharpen them a bit to fit the rest.
 

RyanA

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Aye I noticed that too, it looks nice! I'd perhaps have the bottom tank half behind the wall, if that makes sense? :3 I think it looks a little strange to have it like that.
 

Genii Benedict

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Looks like a good start, Genii, but the tops of your cylinders are really fuzzy compared to the floor and doors and the like. I think you might have to sharpen them a bit to fit the rest.
Darn it, you're right. That was on my list - don't know how I missed it. Thanks!

Same remark as Ronove, the floor looks nice though. ;)
Thanks! Truth be told - I created the floor fro a photo of some bathroom floor tile I had lying around my house. Not to give away ALL of my tricks, but it's quite amazing what you can do with a 4MP file when you shrink it down to 32px. ;)

Aye I noticed that too, it looks nice! I'd perhaps have the bottom tank half behind the wall, if that makes sense? :3 I think it looks a little strange to have it like that.
Totally makes sense. I think I was looking to show the words a bit - but you're absolutely right... They need to be obscured more than a bit behind that wall.

Thanks for the comments, everyone!

GB
 

Carillon Nightmares

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Preview1.png

Do these stairs look like they'd work? Also, this is the preview of the first town, Terraven (Incomplete). This is just a small snippet of it. xD
 

Shablo5

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@Rimmintine it's hard to say what you're asking, it's hard to tell what is a stair and what's not (Referring to the light colored and the dark colored)

Any ideas on how to improve this? It's an old man's research basement where his spends long nights.



Here's what it looks like without the beams:

 
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punram

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Any ideas on how to improve this? It's an old man's research basement where his spends long nights.
I get what you're going for with the overhead beams, but I'd probably just take them out - they look unnatural when compared to the simple effects RTP-style graphics use. Perhaps you could make a few of the floorboards cluttered or cracked instead, to fill up the space a bit if you were to remove the beams, or maybe you could place a large carpet in the centre of the room instead.
 
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Shablo5

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@Lord Updated with a pic of the carpet. Opinions?

Dimmed the light in image#2 a little as well. I'm contemplating turning it to a black and white map, it may fit the scene better.
 
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Celianna

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@Shablo5: scrolls, quills, old stuffy books ... and a very modern spirit level? :) you might want to remove that. I also recommend adding shadows, mostly cast from the walls, and bookshelves. It otherwise looks pretty disconnected from each other.
 

Shablo5

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@Celianna I don't understand what you mean by spirit level. I'm assuming you're trying to say the books/ink/etc don't match a theme, but what do you mean by modern spirit level? Thanks in advance for explaining it.

I hope you're not referring to the one different rug. That dayum thing has been in my mind ever since I put it there, thinking it doesn't belong but never taking it out.
 
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Shaz

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The spirit level is the yellow thing sitting on the table.
 

Shablo5

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I didn't even know what that was, I thought it was something used in excavation. >.<

You know, I worked in residential construction for 4 years after highschool and during college, you'd think i'd recognise a level when I see it. I guess not.
 

Ksi

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Carpets and rugs do not work like that. >.<; Keep it square or rectangular. One large throw rug in the middle of the room would help, but what would help more is making the room smaller, even if it's only by one or two tiles. That makes less room to fill up and won't look quite so empty.
 

Shablo5

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I appreciate your suggestion Liberty, and you're entirely right. I don't know what I thought that worked. I think I was extending the carpet pixel by pixel (Well not so much) and I thought "You know what would be a great idea? If these went into the paths to the bookcases".

You're entirely right. I think i'll put some throw rugs in each "Isle" so to speak, and then the big one in the middle.

I don't know why I thought that was a good idea. Oh well, live and learn.
 

Ksi

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We all learn tips and tricks as we go along. Here's a small tip: Holding shift on an autotile will let you copy that exact tile and if you hold shift when placing it, it will paste that exact tile; so say you want to grab the corner piece of an autotile and place it in a spot where it'd normally mess up the other tiles, make a small square - enough to get the tile you want to show - then shift-copy the part you want and shift-paste it where you want. It won't mess up any adjoining tiles and is a very handy way to improve mapping. Good luck~
 

Shablo5

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I actually parallax everything, I don't do anything in the editor anymore. Thanks though, I remember the shift auto tile tip from VX though, i'm sure someone here can make use of it :D Here's my current progress



I need shadows. That's a good idea. I'll mess with that. Anyways, if anyone has any other opinions, please raise them i'm open to suggestions.
 
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