Game & Map Screenshots 10

● ARCHIVED · READ-ONLY
Started by Celianna 1970 posts Page 11 of 99 View original ↗
  1. Number 2 I can do something about.
    Number 1 is too general and I have no idea what your referring to.
  2. @Alexander Hawksmoor The tall rock wall in the back. I avoid doing tall cliffs like that because of the vx tileset. In xp you could do some beautiful cliffs but in vx you're pretty limited. Anyway the point is, no natural cliff is so straight.
  3. Yeah mv is no better when it comes to cliffs. So do you just not bother with them at all then?
  4. @Alexander Hawksmoor Yes I avoid them most of the times or just use them like in the image below if it's really necessary. I ain't saying you should get rid of it completely but you should wait for another member's opinion as well. Maybe someone else can enlighten you more than me.
    P.S. I never heard anyone complaining about the absolute lack of variety in the gameboy advanced games for example. :D
    Spoiler
    test000.png
  5. @Alexander Hawksmoor I think that those back cliffs do need some work. For example, on the right side, they appear to come right up to the back of the house. It's difficult to say exactly because the map is cut off, but it looks very squashed and unnatural in that part.

    Cliffs don't go straight up like that. Try ledges of varying height. I don't have time to do a mock-up, so here is a half-sized version of one of my current maps (so the scale knocks out some of the details). I'm not suggesting the ledges are as wide as these, but the thing I am pointing to is that for the most part the hills reach their maximum height in stages. The clearest example would be the section just to the left of the chest at the bottom.

    Even half size it's big, so in a spoiler.
    Spoiler
    Eastern Hills 3.png
  6. Hello All,

    Fairly new to the community so Hello Everyone ! I have been playing around with MV for a couple of days now and I have decided to go for a Dream Land Tutorial theme.

    I would love your feedback and ideas on how to improve the current look, but please note I still need to fill out the map more and decorate that's why at the moment it is looking quite bare.


    Capture.PNG


    Thank you to all the help I have received so far from @Shaz @Andar @Sauteed_Onion

    Many Many Thanks,

    -FoxBinary-
  7. @FoxBinary I am merging your post with Game & Map Screenshots, which is specifically for giving feedback on maps.
  8. Kes said:
    @FoxBinary I am merging your post with Game & Map Screenshots, which is specifically for giving feedback on maps.

    Sorry for any inconveniences.
  9. Wow @FoxBinary beautiful parallax work there. And I am so glad you got the help you needed. Andar compiled an ultra useful list of links to help get users pointed in a get it and go direction.
    When I first joined it was kes and Andar I think that really helped get pointed in the right direction with basic eventing. And since then we'll just say there is like 90k members here and haven't bumped into one that seemed rude or couldn't give me a point in the right direction. There are professional level critics who will offer feed back not slam your game, and a supportive group of contributors and mods that while they probably get tired of saying some of the same stuff over and over are there to really lend a hand. I owe this place a lot, and it's generally cheerful. The deals they constantly sprinkle in for software is like icing on an already tasty cup cake. Meow.
  10. @FoxBinary : wow, this is very psico. I'm thinking this as a teleport system, where will just change the map with another little effects.




    Well, that is it, folks :v : I need to add the smoke particles effect at all
    Skyrim - Title
    gTrhrvP.png
  11. I'm looking for some feedback on my map below. I think I've got a basic handle on mapping, but I'm sure there's plenty of room for improvement.

    Thanks!

    Spoiler
    Outpost.jpg
  12. scanime said:
    I'm looking for some feedback on my map below. I think I've got a basic handle on mapping, but I'm sure there's plenty of room for improvement.

    Thanks!

    Spoiler
    View attachment 83254


    I like your style nice and clean depending what you want the feel of your game pretty good.
  13. Dear Forum,

    This is my (our) first game. A few months ago I already played around with rpg maker a bit but this time it's far more serious. I think I'm ok at making at decent looking map if it's flat (and no parallaxing). But the first part of our game takes part on a mountain and I find those a bit hard to make so feedback would be highly appreciated.

    Mountain Top (ingame and higher resolution than the game will be)
    1uInwB4.jpg
    Mountain Top Mapshot
    7pJITUH.jpg
    Mountain Middle Mapshot
    Pt3DsWn.jpg
  14. @Phenax i love the tileset used but there is a 1px separation on the iced vines that jumps out at me the more i look at it. it matches the top piece perfectly but the bottom part that is repeated is missing just 1 px

  15. Practice with the PV resources.
  16. @Phenax I the map arrangement is fine as far as i can see right now (i'm on my phone), and the tileset is great but (yap there's a but :D) at the top part, please try and make the left side cliff a little more varied because it's too straight down and also i can't see the curved cliffs in that part (like i can in the right side).
    Overall a good map in my opinion as the problems I mentioned are small and easily corrected.
  17. @scanime Just a small thing - if you look at the placement of your windows (this is especially clear on the top left building) they are higher than your doors. This means that no one inside could look out, and makes the proportions of the walls look odd. I suggest you edit your tile set and move them down several pixels so that the tops are roughly flush with the top of the door. Alternatively, you could use doors which are 1.5 tiles high instead of 1 tiles. That would be my personal preference, but I know it is not a universal preference.

    @BloodletterQ This is me at my nitpicky best, so ignore it if you like. That path which goes up to the door rightly goes flush with the bottom of the door. But who is walking up to the walls on either side of the door that they have managed to wear away the grass? I would narrow the path down where it reaches the door so that the width of it entering the house is a little less than the door width - for example, you won't have a worn bit right to the door frame on the side where the hinges are.

    I'm also wondering whether the fountain is too elaborate for the setting. Going solely from the section of the town that we can see here, you have an elegant, complex fountain in a place that doesn't even have rudimentary paved roads. Those two things clash in terms of world building.
  18. LH0N8cj.jpg
    More PV improvements. It's really an inn along the road more than a town. Someone liked it enough to put a fountain there but I could easily put a well there. It's parallaxed but I have a copy of objects to place easily along with those on the actual map.

    Think i went nuts with the rocks. Felt a bit inspired by Kingdom Come Deliverance too even though of JRPGs the setting should be most like Final Fantasy Tactics.
  19. @BloodletterQ I think a well would be more in keeping. As this is an inn along the road, what they would have in an easily accessible place would be a horse trough. Either or both of those could be where the fountain is. Personally, I'd have both.
  20. Kes said:
    @scanime Just a small thing - if you look at the placement of your windows (this is especially clear on the top left building) they are higher than your doors. This means that no one inside could look out, and makes the proportions of the walls look odd. I suggest you edit your tile set and move them down several pixels so that the tops are roughly flush with the top of the door. Alternatively, you could use doors which are 1.5 tiles high instead of 1 tiles. That would be my personal preference, but I know it is not a universal preference.

    Thanks, @Kes. I played around with the map, and ended up with taller doors last night from Indrah's set. I was a little hesitant at first because I'm trying to keep as close to default art as I can and only using doodads to customize the map. Otherwise I'm afraid I will go down the rabbit hole of building parallax maps and tweaking sprites instead of actually completing something. :)

    But I really like the look of the tall doors! They definitely fit the size of the buildings better.