Game & Map Screenshots 10

● ARCHIVED · READ-ONLY
Started by Celianna 1970 posts Page 20 of 99 View original ↗
  1. callmedan said:
    @Tuomo L I agree with what @Kes has pointed out and there's one more thing, maybe it's just me but I think the roof you're using for wall around the town is for interior map :kaoswt2:

    Yes.

    But it's the best looking wall tile in the set for a wall around the map. The small picket fence just didn't look nice.
  2. @Kes More along these lines? Thinking about lowering the wall trim to make the walls look larger.
  3. @Veltra The joys of an international website include having to 'translate' terms. If by "wall trim" you mean what I know as the "skirting board" i.e. that section of wood at the bottom of the wall, then I think it's fine as it is. High skirting boards are a feature of older mansions. Also, you have sorted out the ceiling tiles well.

    However, I still wonder about your floor. Those floor boards look very bright and modern, not in keeping with the more gothic feel given by your walls and ceiling. If you want to stick with the default tiles, perhaps you could import that one into e.g. GIMP or similar and darken them, take some of the brightness out, change the colour balance a bit. At the moment the floor clashes with the wood of the wall. You might also try out the grey carpet next to the red one on the A2 tab. At the moment the red also clashes, though again you might try and edit the hue.
  4. Thanks for the feedback, I remade the UI and I think it looks a bit better now. I cheated a bit by increasing the resolution, but I feel like it looks a lot better now (and it gives me more space to work with, too - with only one screen per location, no scrolling, it was getting tough to fit everything on the screen). Any thoughts? It's 4/9 tiles, height wise, but it feels like it's less thanks to the width. (The map is just a placeholder, was messing around with fences)
    Spoiler
    Area_Sample.png
    Also, I made some plain world tiles that would go well with POP Packs. I wanted to recreate the modern map feel, like a Google Maps look. Basic, but easily understood. I tried making some location icons, but ended up discarding them all. Any thoughts on the "tileset"? The different colours are supposed to be biomes, different player speed, enemies, etc. Naturally not to scale in the prototype, would need to be a lot bigger.
    Spoiler
    Map_Sample.png
  5. @Kes I altered it to be much more birch or mahogany style and I deepened the shading on the carpet to be more aged.
    newroom2.PNG
  6. @CrazyCrab Gotta say, love the style of your game.
  7. Fair mention, I darkened the used tilesets. Everything is much more ambient.
  8. @CrazyCrab Loving the look of this. Looking forward to seeing what direction the game goes in.
  9. [dpost]Veltra[/dpost]
    If you want to add something, just edit your earlier post and include it there.

    I think the hue on the floor is much less harsh on the eyes. I notice, however, that you have no lamps/candles/whatever showing, so I am wondering about how this room is lighted.
  10. @Kes Good question. It's a primarily blind game, so the player illuminates, and moon light comes in through the window. In rooms without windows, alternative forms of light (candles, murals, etc) are placed.
  11. @Veltra Yes, but the inhabitants would need to be able to see so you still need unlit candles or lamps showing.
  12. I started working on a weapon upgrade system. This is a first mock up screenshot. The background is a placeholder

    Screenshot
    ei7ZA54.png
  13. I think this is my first post ever(!) in the screenshot thread! :kaohi: Wow, why haven't I done this before?

    Anyway, yesterday I got inspired to make a spooky abandoned factory so I made one outside map as well as one (of presumably many) inside map(s) that would be part of this "modern dungeon". BUT, I didn't make them for any specific project or game so I don't know what I should doooo with them?
    Maybe just archive them and move on? I'd welcome ideas on improvements and such of course, but I'm even more curious about ideas of what kinda game/story I could use them for? What does it look like to you? ...I don't even know what kind of factory it's supposed to have been! :kaoswt:

    Anyway, here's the first parallax map, it's the outside of the factory where the players enter: https://i.imgur.com/fXZvFBL.jpg
    Pandas Spooky Factory (outside map)
    fXZvFBL.jpg

    And here is the second map, meant to be connected to that open door on that first map (you enter from the south): https://i.imgur.com/iXFlzJo.png
    Pandas Spooky Factory (inside map 1/???)
    iXFlzJo.png

    Note: They're not finished and still lack details, especially on the ground but most obviously shadows and lightning (I won't bother with it unless I decide to actually use them in a game though since details takes too much time). I would probably tint the screen to night time and add some stormy weather effects (and a thunderstorm!) too... IF, they are to ever be used in an game that is...
  14. @Parallax Panda When you post an image hosted in imgur, you have to pick a particular type of link - I don't use that site, so I'm not sure of the details, but it has to end in .png
    What's happened is that just [ IMG ] shows up here, so to see it you have to right-click and select view image. Unfortunately that opens up imgur on the same browser tab as this page, so it's not possible to look at the map and comment about it without constantly having to lose one to get the other. Any chance that you could edit your post and try again?
    If you can't find the right type of link, then maybe use the 'upload a file' option?
    Anyway, from what I remember seeing before I began typing, they looked like a good solid start.
  15. @Kes Thank you! I've had problems with IMGUR links before on this site and never quite undestood what the problem was.
    I guess I can finally fix the picture in my signature too!

    Anyway, I fixed my post (and put the images within spoilers), so now it should be easy to look and comment. Thanks again though, and feel free to make any suggestions. I too think it's a good start, but I've no idea where to proceed from here on. If I can't figure it out I guess I'll just file them away in my ever growing library of unused maps! :kaocry:
  16. @beliziam I've always been a big fan of upgradable / modular / evolving weapons, so I'm always happy to see other people use the mechanic. That said, as you're working with High-Res, it's a shame that so much of the screen is empty, unless you're planning to have the background image relate to the process somehow. Maybe an animated forge map or something like that would be nice, depending on the theme / style of your game, of course.

    @Parallax Panda I like them, they're well executed and conceptually they make sense. Looks more like a warehouse than a factory to me, at least from the two screens - like a retail centre warehouse, where trucks would pick up pallets and then drive out. At least thats what they make me think of. But yeah, overall, nicely executed. Interesting building shapes, too.

    Personally, I'm getting closer to making that prototype work. I've loaded up on plugins, reworked some of the events, bought / made new sprites and characters and made a sample town high street - not a big fan of some of the UI, I feel like I need to rework the "Current Situation" icons as they clash with the rest of the UI. Would love to hear some feedback.
    Spoiler
    progress.png
  17. @CrazyCrab Now that you say it, it DOES look more like a warehouse, doesn't it? Haha, Aw shoot! I wanted a factory but I made a warehouse! :D
    And thanks for the critic. I'm usually careful about structuring my maps so they make sense so in this case the first inside room and the doors are exactly where they ought to be (and connect) to what you see on the outside. Although I always double the size so one tile outside equals two tiles inside if that makes sense? I believe that even if people don't take notice on that level they still "feel" it and then interpret that feeling as "this map makes sense"... if that makes any sense to you :D

    And then regarding your screenshot! In general I think it looks very nice. The overall composition is pretty good and the tiles and sprites look really nice!
    Two things though. Maybe the bright blue background is too... saturated? Since the rest of the tiles and sprites are very grey:ish... maybe try lowering the saturation and/or changing color of the background slightly and see how that looks? Also, I think there might be a horizon(?) in the background, but I can barely see it. If there's supposed to be a horizon, make it more clear. And if not, make it so it doesn't look like there might be one! :D

    [EDIT; Hm... The flowers on the roof might look a little weird?]
  18. @Parallax Panda I'm amazed at the realism of your maps. They're designed to look like real environments! The interior looks very industrial to me, but the exterior could suit a variety of buildings, like a factory or a warehouse as was mentioned before, any industrial space. Even the back of a hospital.

    I imagine these fitting in a modern-world game, and maybe in a near, futuristic setting. If they had less lighting they could fit in horror too (kinda Silent-Hill like.)

    But your attention to detail is impressive. Well done. (...Now I'm extremely curious about what else you've been hiding all this time :p)

    @CrazyCrab I really liked your world map that you posted earlier in this thread. Nice concept for that and for the game overall. In the new screenshot the bottom right icons are too bright and colorful but I assume that's what you described as the "current situation" icons?
    But great work so far.
  19. Working on a big map. This is the first version of it. Pretty much done on the rough part now its time for details.

    Map
    SPOILER]
  20. beliziam said:
    Working on a big map. This is the first version of it. Pretty much done on the rough part now its time for details.

    Map
    SPOILER]

    This is nice map and also tower is fine. There are priest in that place? or castle?. I dont know lol. How capture this big map? ^^