Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 23 of 99 View original ↗
  1. Caitlin said:
    @kovak I really like your menu!

    I am producing a small game and using Celianna's ancient dungeon tiles for the game. I am using RPG Maker MV with Shaz's plugin. I would like some feed back on the darkness, if the map feels full enough without being too full and which character looks right with the maps. One is too small and the other feels "OMG! GIANTS RUN!" So stuck...

    View attachment 86457

    Maybe try rpg maker xp character sprites. The map itself is perfect imo.

    cel.png
  2. @beliziam Thanks for the suggestion. Since I don't own XP, I figure I'll go with FSM VX/VX Ace character sets, since they're pretty close to XP like as it is. =^_^=
  3. @Caitlin If you use taller sprites, you'll have to make the walls 3 tiles high instead of 2, or else the ceiling will be too low.
    Check your doors too, just in case.
  4. kovak said:
    Menu sneak peak, i've been working on it for a year to the point where i gave up on using images.

    unknown.png
    i would like to know what the "love engine" is for.
  5. I'm just a JoJo fan, most of class names doesn't give hints about what the actor does till you read their abilities and you go like "oh, it's so simple".

    Actually the names sounds out of place to give a surprise feeling to the player. So if you find names like "Perfect Parfait" and "Greed Mirror" and you don't get a vibe after fighting or reading their abilities just tell me and i'll fix it...when i release the beta
  6. Thoughts?
    0vaEXmk.png
  7. @Lorenze I dig the 2bit visuals but Im not sure the gradient overlay lends itself well to the aesthetic.
  8. I just finished The Starting Village for my Project
    Need more work to finish the demo ^^

    2018_4_6_8_20_50_906_1488.png
  9. @-YS- Your watermill is linked to nothing, it's pure decoration :(
    And the water depth is too shallow anyway for a watermill to be efficient here (look at the tree trunk in the water, or the rocks), you can cross the river on foot.
  10. @-YS- Where did you get that character?
  11. cabfe said:
    @-YS- Your watermill is linked to nothing, it's pure decoration :(
    And the water depth is too shallow anyway for a watermill to be efficient here (look at the tree trunk in the water, or the rocks), you can cross the river on foot.

    Hmm I just searching about watermill and yes, I think I need to link it to the house. And thank you for the feedback, I will try to make the river deeper.

    Thomas Smith said:
    @-YS- Where did you get that character?

    It's candacis mv sprite+, I got it on his resource threads on this forum.
  12. @-YS- You have a problem with a bit of your cliffs - the rounded section doesn't go to the edge, so we can see the flat section to the side of it.
    upload_2018-4-6_10-36-42.png

    It can't be that it's an overhang, as it doesn't fade into the general rock face, so really it needs to extend all the way down. Otherwise it will just look like it's been plopped onto the cliff.
  13. @Kes Oh yeah, I'll try to make it the cliff is not flat
    Hmm I change the light to -25 on the hanged cliff it's looking how about it?
    Or need more dark to make they are a different shape?


    Screenshot_2.png
  14. Spoiler
    forestPandamaru.png

    So, I decided that in MV I think the trees need to be bigger than the size of the default ones. I liked how PandaMaru's looked, but I wasn't sure how to use them while still having a border to the map - it didn't look right to me with the default RTP tree tiles. So I made the smaller version of panda's tree into the same kind of border tree tile and did a quick test to see how the big trees would look with it. Do you think this kind of style would work well for forests and towns with the other RTP tiles? (Note: obviously i didn't add detail yet to the map)

    I still feel like, overall, the trees look rather small here, but at least there's some size variety compared to the RTP trees.
  15. I've recently started experimenting with resolutions, but I still can't decide if 1920x1080 or lower (for example 1408x792)res is the best.
    1408x792 pics:
    Spoiler
    TEA58.jpg TEA57.jpg
  16. @Davekron Woah the ambiance in there!
  17. DarkHunter said:
    Hello! I'm think so many :(...Now finally...i'm done to make world map. I want to full world map for journery!
    I already tired because i have think so many LOL. i'm really design this map is so done at 4 hours. I'm sorry lol.:kaoswt2::kaojoy:

    How about my world map? ^_^

    View attachment 86477
    generic lava zone could use some more generic lava zoneness
  18. waddup guys, i worked some more on my map, also new map markers, the previous ones were okay but i like this style more.
    I also want to make each location marker unique, but for now just different colors depending on wich faction controls the place will do.
    jZA5bz4.jpg
  19. Amarok said:
    waddup guys, i worked some more on my map, also new map markers, the previous ones were okay but i like this style more.
    I also want to make each location marker unique, but for now just different colors depending on wich faction controls the place will do.
    jZA5bz4.jpg
    what happened to the glubbly stuff in the crater?
  20. @gigaswardblade im still adding and removing bits of the story, and that got discarded as it doesnt fit in the scenario anymore.