Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 24 of 99 View original ↗
  1. Amarok said:
    @gigaswardblade im still adding and removing bits of the story, and that got discarded as it doesnt fit in the scenario anymore.
    i dunno, it looked kinda cool.
  2. was messing around with mrpyramid's tiles and some minor edits i made to the rtp, seems easier to make decent looking maps. did this in about 10 minutes. really trying to improve. Map007.png
  3. After not touching rpgmaker since VX i decided to get mv and used time fantasy to go back doing maps, this one is nothing special just did it to try and get back to doing maps i would call this like a base since im often do parallax when im mapping, but im kind of liking this style.


  4. hows this for a tutorial zone?
  5. @gigaswardblade

    What kind of gameplay mechanics are taught in this area? To me that is very important to know in order to find out how good a tutorial area works!
  6. @gigaswardblade to the right of your stairs is a waterfall leading to nowhere and the cliff to the left of the waterfall and right of the stairs looks weird because it doesn't match the other side.
  7. OnslaughtSupply said:
    @gigaswardblade to the right of your stairs is a waterfall leading to nowhere and the cliff to the left of the waterfall and right of the stairs looks weird because it doesn't match the other side.
    the waterfall is supposed to be going off the cliff into the nothingness. it might look like it just stops on the land in front of it, but thats probably just because of the perspective.

    Canini said:
    @gigaswardblade

    What kind of gameplay mechanics are taught in this area? To me that is very important to know in order to find out how good a tutorial area works!
    you're taught the basics in this zone. you're told how to walk around in the grove area. then you go into combat on the pathway. and then you're taught about menu stuff and classes during the battle. you then have to fight a miniboss on the bridge, but not until after you're given a new ally to help.
  8. gigaswardblade said:
    the waterfall is supposed to be going off the cliff into the nothingness. it might look like it just stops on the land in front of it, but thats probably just because of the perspective.

    In that case, you need to change the layout of this section a bit.
    upload_2018-4-13_18-0-1.png
    I suggest that the little block is one tile shorter so that there is a clear and visible gap between it and the cliff face with the waterfall. At the moment it is the same length as the ground which is meeting the cliff where the stairs are. So you have nothing at all to indicate a gap there at the moment.

    As always, you need to think through the logic of why something is on a map. Where do the lights and bench suddenly spring from? This appears to be a bit of a wilderness. How are those lamps powered? As there is no apparent entry or exit point, who gets to sit on that bench? They look like they are there simply to fill in some of the empty space.
  9. -YS- said:
    I just finished The Starting Village for my Project
    Need more work to finish the demo ^^

    View attachment 86576
    Holy god... That screenshot just gave me the inkling "I want to play it." thing lol. :guffaw:
    It looks really great! Good job *Opens RMMV and tries to make his own map*... and it sucks.
  10. gigaswardblade said:
    the waterfall is supposed to be going off the cliff into the nothingness. it might look like it just stops on the land in front of it, but thats probably just because of the perspective.


    you're taught the basics in this zone. you're told how to walk around in the grove area. then you go into combat on the pathway. and then you're taught about menu stuff and classes during the battle. you then have to fight a miniboss on the bridge, but not until after you're given a new ally to help.

    In that case I think it works. It is clear and straightforward and apart from the slight perspective issue with the waterfall I cannot find any fault with it.
  11. @-YS- looks great! Where did you get those trees?
  12. Slight revision to the battle screen.
    bmhRd32.png
  13. Yunan said:
    Holy god... That screenshot just gave me the inkling "I want to play it." thing lol. :guffaw:
    It looks really great! Good job *Opens RMMV and tries to make his own map*... and it sucks.

    Thankyou the game itself is open world. You will free to roam the entire continent. I hope when the demo is coming you will play it.

    jonthefox said:
    @-YS- looks great! Where did you get those trees?

    I buy it from dlc steam store. It's First Materal Seed Tileset, I change the hue saturation to make it brighter.
  14. Few screenshots from my small project. Developed in Polish, although translation will only take a few days once it's done ;)

    7MuKeld.png
    A small shootout between our character (to the right) and bunch of lackeys sent by a particular... person of authority. The shootout mechanics is quite simple, if we press CTRL, player character leaves the cover and aims. We can then shoot the enemies, but we can also be shot.


    O67qXYc.png
    My recreation of University of Chicago. Simple enough, although these buildings did take a good while. Dialogue says "A bunch of loonies, all of them. Professor especially."


    qTzyvFH.png
    Chicago Police Department. I'm going to have to work a bit on the depth of the stairs, but it's pretty much finished anyway. Dialogue: "Foley, my good advice would be to stay away from that case."
  15. @ekhartpl In your first screenshot I have enormous difficulty working out your light sources. The 2 at the top appear to originate from those windows, yet the windows themselves are dark. The light from the top right illuminates not only the area in front of it, but also has found a way to sneak round a wall on the left of it and illuminate that side, yet it is not powerful enough to illuminate an equal amount of space on its right. Or maybe that side of the wall is being illuminated by something at the bottom of the map, I can't tell. I don't recognise what the 2 grey things are which seem to be the source of 2 more lights, but nothing about them is illuminated, so it's all rather confusing.
  16. Kes said:
    @ekhartpl In your first screenshot I have enormous difficulty working out your light sources. The 2 at the top appear to originate from those windows, yet the windows themselves are dark. The light from the top right illuminates not only the area in front of it, but also has found a way to sneak round a wall on the left of it and illuminate that side, yet it is not powerful enough to illuminate an equal amount of space on its right. Or maybe that side of the wall is being illuminated by something at the bottom of the map, I can't tell. I don't recognise what the 2 grey things are which seem to be the source of 2 more lights, but nothing about them is illuminated, so it's all rather confusing.

    I guess it is a bit confusing, I'll have to fix that. Basically, there is some moonlight coming in through the windows (which are dark, so that's one thing to fix). The light on top-right "connects" with Player character's light (Player has a certain radius of light from him, acting as a field of clear view). And the grey lights are industrial*ish* lamps hanging off the ceiling, something like these. Although it does look a bit confusing, I guess!
  17. tumblr_p73w2hILio1w0wc2uo4_1280.png

    The top layer of my games first dungeon (there's also 2 basement floors), reworked it entirely since the demo I released a few months back.
  18. @Visitors looks amazing!