Knew it about the moss. Will probably just remove it as I didnt think it worked anyway. In answer to your other question, the actual map is actually 50×60 with 3 smaller caves which the player must go through to get down the mountain and a much larger series of caves for the players first main quest. Its hard to show the entire map because the whole thing is doodaded so I can only show small portions at a time. Then there's another 50×60 map below this one which leads to the bottom of the mountain. I'd like to see a player try and get through it in 3 seconds ;)
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@Alexander Hawksmoor Your mapping is superb! Can't wait for you to apply those shadows and lighting effects for finishing touch.
I have been on RMXP RTP, with few edits and modifications. Well, I'm kinda dusting off my old mapping skills.
Here's a castle town.
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Somethings in the room need polish, that's include Dorothy's dress. -
Nothing flashy and semi-optional: Remember the path across the ice-sheet. The player only really needs to do this if he doesn't solve the sokoban puzzle on his first, second or maybe third attempt. Which 95 % of the players won't mwuahaha (in Dragon's Hope you can only push boulders after consuming these mushrooms and only for 30 seconds). After completing this puzzle-dungeon pushing boulders becomes a permanent ability for the young dragon.
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I made a forest clearing - though I wish the "dense trees" were bigger. However, our boss hates the auto-tiles. *shrugs*

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A quick "test shot" I did for a temp position on a team; only instructions I had was "make a snow village". Wasn't getting paid for this so there is about a 75% effort here. Still thought it turned out decent.
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@flashbax First thing that comes to mind, is you should try and get rid of the S paved road. Nobody makes a road like that , since as far as i can see, it is a paved road and not a path someone made while walking through the snow. Even then that person would have to be drunk as hell at the very least. Now, jokes asside, my suggestion, make it straugh and fill the future empty space with 2 more houses or some "happy" trees.
EDIT: I think the 3 wooden houses would look better with some windows on this side and for the top wooden house try and use the 1x2 windows (not the 1x1) since you used them everywhere else.In my opinion 1x1 windows fit the 1x1 doors better. -
@flashbax Also consider the height of your windows. You have them right up close to the roof. The people inside would either have to be giants or stand on something to see out of them.
@StrawberrySmiles This is a forest clearing, obviously miles from anywhere, so I would suggest you find something other than an urban lamp post to provide external lighting. There are some simple wooden ones, like an inverted L, kicking around in Resources, with a lantern hanging from the horizontal piece. That would be much more in keeping. No door? I like your washing lines, a nice touch. -
@RocketKnight Excellent, the character seems to me a bit shifted, maybe by the outline, but nothing that hinders.
@Phenax To be honest, these ice tiles make me a little dizzy. Both the ceiling and the ground have very similar details, but it seems interesting. I would ask for a video, but that would be a spoiler. :)
@StrawberrySmiles There's a door there, right? As Kes said, this lamp did not fit very well. Over the trees, you could vary them a little more, including the larger ones among the smaller ones etc. The well stands out a lot in relation to the house because it is the only element so old in the scene.
@flashbax The shape of the constructions is a bit strange. Particularly I do not much like constructions with more than two tiles in height with RTP. Smaller houses are easier to detail and generally match the characters better.
Well, I started to play around here a little. At first I usually focus on the systems, but I could not take it and created a small map using @Sharm tiles:
In fact, I would love for that package to be bigger. It will probably be a commercial project.Spoiler
I use it to show one of the edited RM 2k3 tracks. All project songs are editions like this:
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@Skyquake the "s" road was supposed to be diagonal path, not something so much as a literal path; but I hear ya
@Kes I was figuring those would be second story windows; if I put them one level down they would be midget windows;
@Faherya in the same vein I see what you mean (fits in a bit with what @Kes mentioned).
I do appreciate all the feedback :)
Again, this was a test sheet done to see if a guy wanted to pay me for my services, something he has not followed through on; on top of that I think he may be fishing maps from multiple people, screen capping them and using them as photobackdrops, not sure. -
@flashbax About the windows, one easy solution (if you don't parallax) is to arrange them in your tilesheet using a 2 tiles area and putting them in the middle of them. That way, the height is correct without too much hassle.
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Finally got MV and decided to test out the RTP and practice my exteriors a bit. Kinda sad I can't use the Ancient Dungeons stuff from Celiana (Mostly due to being lazy and unwilling to do all the conversion work) but I'm mostly glad since now I can use all the features I've been missing out on. I like being able to do multiple layers without prebuilding them into a tileset, using paralaxing or using my 'make the tiles into events' method.

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I added lighting to my ice-themed puzzle dungeon:
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@Phenax The lightning is pretty. The map would be prettier if you could do something about those walls that are so straight for such a long distance, since it is a natural cave and not a human built construction.
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@Skyquake This Sokoban requires the wall to be straight for so long. What I could do is add a dent and fill it with ice and crystals and I guess I could really do something about the area close to the left tunnel. Unfortunately there's a problem if the player enters it within 30 frames after placing the boulder of the circle which is why I didn't really want to place it any more to the left. Thank you for the feedback.
Made the changes:
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Here I am, working on that 4Runes game that may never be finished... Ah well... its been about a year now, so I may as well post something.
Here is an attempt at trying to figure out how Parallax Mapping works:
SpoilerOriginal Image:
With planned parallax:
Note this is how it looks in photoshop at the moment, as I have no idea how to port the changes properly over to RPGMaker. I bought the Parallax Mapping guide by Celianna not too long ago, so hopefully I can get this figured out.
I am basically planning on redoing my entire story of 4Runes from scratch, and changing out of RTP entirely. Which means I gotta nuke all of my old RTP maps in order to compensate for the VX Ace Ancient Dungeons maps I wanna use... also means I've had to make a new spriteset for overworld characters to try and match the ancient dungeon tiles, but... I did that a year ago and it didn't work out well... but gonna try again now that I hit a spark of inspiration. -
The new Warrior in Strangers of the Power 2. -
The new Warrior in Strangers of the Power 2.
She looks terrifying/awesome. -
Made a short term memory puzzle (I'm not happy with the boulder moving instantly after solving I'll change that)
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