Game & Map Screenshots

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@Raven: Thanks. I'll go with the softer affect.

@Luchino: Cool, I'll check out your tutorial and the temple tileset. But how do you convert it to a regular tileset, and what does it change? Because I've just been using Celianna's tiles as a regular tilest... :p
 

Celianna

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@pxlgraphic: I have two topics, one for my tileset, which is ready to be used for the editor, and one for my parallax tiles, which cannot be used directly in the editor. Luchino took some of my parallax tiles and converted them into a tileset so she could use them in the editor.
 
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Oh, okay. I guess I just got the normal tileset. But does that mean I can't use the temple tiles? (Because I can't parallax)
 

Celianna

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You can arrange them into a tileset yourself, or learn how to parallax. But let's not get too off topic here.
 

VindictivePersonality

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So the following is a what I call a "template" something I exported to take into photoshop and use Celiannas and Lunareas tiles to paint on top of, Im bad with just starting from nothing.

What I am concerned with, is the houses. How do I make them have depth?



Again this is a template I am brining into photoshop, where I will add paths, water, grass, trees and so on.
 

Based MG

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Shadows would be a good start, I believe.
 

Shaz

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windows, chimneys, put a few plants around. Other things that show depth themselves will help to give your houses depth. All of that you can do within RM itself. Why are you using it to parallax? If the only reason IS "to parallax", then you're missing something.
 

Based MG

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I think the purpose of it is to have a "shadow" to draw over for places that have the same structure. Sort of like an onion skin in animation.
 

VindictivePersonality

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Thanks guys. I have cleaned up and redone the map :D

I only added the "skeleton" to have something to work with in Photoshop.
 
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Solistra

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I actually like the idea of creating a simple map to base your parallax mapping off of -- but no one plays Tetris with houses (that Z-shaped house makes no sense to me).
 

VindictivePersonality

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I actually like the idea of creating a simple map to base your parallax mapping off of -- but no one plays Tetris with houses (that Z-shaped house makes no sense to me).
Thats the problem - the basic house shapes. if any one knows of any tutorials where the houses are not flat that would be awesome My current design does add some new variety, but alas the houses do not look like typical american houses that we see going all the back the 1600's (that square look)
 

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Putting in more work on my TBS-style combat system. Things are finally starting to come together and feel like an actual game now. Just implemented status effects and a myriad of D&D-style combat actions, like Disarming, Trip Attacks, Aid Another and Coup de Grace.







Now I'm starting to run into other problems - The more stuff I add, the weirder the combat looks without any special animations or poses for the actual sprites, lol (the character on the first shot is Prone, but I don't actually have any "lying on the ground" poses yet <_< )
 
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Your game never ceases to amaze me. I can't wait until a demo is released.
 

Based MG

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@VP: There's no tutorial that I know of, but try using a separate ground tile and outlining a "foundation" for your house; make it sort of random and keep it sort of square-like, but don't make it just a mess of shapes or too rigid of a square.

@Kaelan: That looks awesome so far; keep up the good work. :) Also, those portraits look like something from Baldur's Gate or Icewind Dale, am I right?
 

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@Kaelan: Looks like a very interesting battle system! Are you looking into getting some custom sprite animations if that's something you're worried about?

As for me, these are my first two parallax maps. The backstory of the place is it's a tiny, run down Inn in the middle of a city foreign to the lead character. He arrives in town having been promised the best accommodation possible by his employers, and this is where he ends up:



Not so luxurious! As this is my first parallax map I'm pretty pleased with it, but am really looking for some feedback. What have I done well? More importantly, what needs improvement? If anyone can give me a few pointers I'd really appreciate it. Look forward to seeing everyone else's maps, too.
 

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It looks pretty nice but I would add shadows under the stairs.
 
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I like it. I'm not a parallaxer, so I can't tell you what needs improvement or anything, but it's a very good map. I like all the shadows and dirt across the floor. The only thing that's a bit weird is that the shadow under the crate behind the desk makes it look like it's floating. :p
 

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@Virgil

how about making an improvement to make that screenshoot bcome more sense, like bartender table such as how to get out from that table? :D

and, where that beer is stored..

but, its already good imo.. :D

sorry for my bad english..
 

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@Virgil

how about making an improvement to make that screenshoot bcome more sense, like bartender table such as how to get out from that table? :D
Clearly, he somersaults over the counter, like all good bartenders should do!

I like the screens, Virgil, but it's so gray! I'd add a bit more color if it were me. Though I do agree the stairs for sure need a shadow underneath them. Since you have shadows everywhere else, you should have it there too. I question why the wall with the scrap of paper on it is like darker than the one spot at the top. And also why don't you have shadows in the inn room? If you're going to do shadows the way you did it in the bar, you should make sure to stay consistent.
 

Des

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probably the only rmvx tiles parallax map that has actually impressed me. props for keeping it simple and efficient. nice atmosphere.
 
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