@Ryisunique apart from what Kes suggested I would make the windows more varied. There are 4 variations of those windows. The standard one (which you used) , the closed? one, and two of them with plants. Try and use all of them. That's whay your outer sides are missing.
Game & Map Screenshots 10
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@Lorenze Very cool. I love the hard shadows combined with the bright pop of color. It's a very simple yet visually interesting style.
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@Kvothe I think Yanfly had a script for VX Ace which did something similar as what you have in your project. It was actually something I was thinking about testing out, but just haven't gotten around to it :)
I've been trying to make an underwater map where the player is transferred from one edge of the map to the other via a transit. Still have this annoying event jittering problem with the transit but hopefully I'll get it fixed somehow.
Mostly used tiles and characters from @whtdragon and @Cyanide -
@huubz Good stuff! A map well detailed and varied. You just have some straight cliffs at the beggining of the video with could use a little more detail ( yeah i have something with straight cliffs, sorry >.<) but that's pretty much it from my point of view.
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@huubz : oh, of this, I don't know. I never see one of this type. Beutiful map, very unique for a subwater map. I like it :)
[Testing the realtime behavior action]
Setup of Peter
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I haven't posted here in a while, but here's what I've been working on. I'm in the process of swapping over to Dragonbones, so the actor's sprite-sheet is completely defunct and needs to be remade in DB. The guards are also missing an attack animation and all the sounds/music are still stock, but I'm happy with how this is starting to look. o/
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@Phenax oh, sudoku! That's pretty cool you made it like that :D though this kind of puzzle would probably work best with mouse input, instead of navigating your sprite onto the event directly.
And I've got updated screenshots of my own game!
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@Error_Code503 At the moment it does not look like your pillars and arch are standing in the water. Instead they look as if they are standing on it.
The way round that is to take the bottom of tile each of them and in an image program (e.g. GIMP or Photoshop) reduce their transparency to, say, 50%. You'll have to experiment to find the exact percentage you want. Put them on a B-E tile sheet and use those instead of the normal ones. The water will come through and make it look like they are covered with it.
Here is where I did something similar with bridge supports. Taken straight from the editor, so no additional effect of the animated water, but it still gives a reasonable idea of what I mean.
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Just a little test c: I sometimes passby these details even though I shouldn't. Thank you for the help <3@Error_Code503 At the moment it does not look like your pillars and arch are standing in the water. Instead they look as if they are standing on it.
The way round that is to take the bottom of tile each of them and in an image program (e.g. GIMP or Photoshop) reduce their transparency to, say, 50%. You'll have to experiment to find the exact percentage you want. Put them on a B-E tile sheet and use those instead of the normal ones. The water will come through and make it look like they are covered with it.
Here is where I did something similar with bridge supports. Taken straight from the editor, so no additional effect of the animated water, but it still gives a reasonable idea of what I mean.
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@Alexander Hawksmoor : If the rightmost bridge is ok, the vertical ones are... well, they're not bridges anymore. I suppose you intended them to be stairs? It's not working, visually.
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Glad you noticed it aswell, I've left them as they are for the time been till I find something better. But in the editor, they are both called bridges lol.
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@Alexander Hawksmoor It did pay off and looks better than the first time you posted a mountain screenshot. I would place more detail on the bottom wall since it looks pretty barren (like moss and stuff like that)
Here the ground tiles abruptly end in a straight line. Is this normal for the tileset you're using, or can you do something about it?
Finally, maybe it's just me but I feel the small elevation tiles are part of a different tileset.Spoiler -
Nope, the small elevation tiles are part of the E section of the Fsm tileset. And yes the ground tiles all end that way sadly. Tbh though I thought they did in most tilesets unless they were custom made?
And finally, glad to hear Im on the right track, Im still decorating the map atm so I will be adding things as I everntually get to it. -
@Alexander Hawksmoor What you do is ensure that the cliff wall at the back which is being joined to has the base tile again, not the middle tile. Like this
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@Alexander Hawksmoor I think this looks a lot better now compared to when you had bridges as stairs. Does the player have a reason to explore the upper left side of the map? Right now it seems to me a pity if the player just rushes through the map within 3 seconds because the path between the bridge and the stair isn't so long.
Your moss looks a bit too sharp in my opinion. Maybe try to have the moss as an event, then set a movement route for your moss and turn down the opacity of the moss to something that fits better.