@Kes
1: i made them so close because i didnt want the player to be able to walk behind the houses. i was gonna find a plugin that allows you to walk behind solid tiles, so i put the houses close to the cliff. also it just looks better that way in my opinion.
2: i wanted to make a log roof, but i dont think that was the right tile to use.
3: fiiiiiiiiiiine.
4: same as number 1
5: this game takes place in modern times, so most houses would have heaters and such.
6: there are no sideways cars in the default tileset, so thats why its parked like that. ill fix it when im finally able to make my own tilesets.
7: i completely forgot about that detail. ill fix it next time.
Game & Map Screenshots 10
● ARCHIVED · READ-ONLY
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@GuanyuMaker i think it looks good! it reminds me of Will from Illusion of Gaia
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@jonthefox , @Thomas Smith Smith , @CleanWater . Thanks guys! But the merits arent all mine. Its based on FinalBossBlues works and tips( the Time Fantasy author) with a higher res approach.
@cabfe . Thanks for your feedback. I will look into tunning the colors to better suit the RTP colors. -
@gigaswardblade Plugins which allow you to walk behind walls would require you to mark the tiles where you can do that. So if you don't mark those particular tiles on that particular map, the player can't walk behind them. You therefore do not need to slam them up against the cliffs. As for whether or not they look better that way, clearly our opinions differ on that, but be aware that it is a criticism that is often raised by others about maps, so it is not just my opinion about this particular way of mapping.
As for your log roof, no, that won't work with that tile. That tile is for a slanted roof. It looks like you might have been wanting to make a flat roof, but for that you will need a completely different tile, one which does not have a roof ridge at one end and foreshortened ends at the other. But actually, you wouldn't make a flat roof with logs, because the small 'valleys' between the individual logs would hold the rain and cause the logs to rot very fast. -
I just made a trailer for Strangers of the Power 2
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@Tuomo L Hmm...I...I LIKE YOUR VIDEO :D:D. Did you ready for that full version (Ur game) on us?
I would like play what kind of your game :)
We are trying to play your game :) -
@Tuomo L Hmm...I...I LIKE YOUR VIDEO :D:D. Did you ready for that full version (Ur game) on us?
I would like play what kind of your game :)
We are trying to play your game :)
It's a dungeon crawler with RPG elements.
I made the trailer better. -
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@DarkHunter The side views of the bench are fine, but the front view gives the impression that there are no legs to it, that it is flat on the ground. The fountain looks blurred - have you resized it?
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I was messing around with the Show/Move Picture commands and Photoshop the other day, and I ended up making these cool cut-in animations for my game. Inspired by Danganronpa.

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I'm not yet to make for this game. But i think this better big fountain and chair...i'm forget lol....
I'm confuse if this look so fine?
If you need tell me for add this better than me :D :kaothx:
View attachment 88182
It looks fine to me, but I am wondering why the stone tiles are asymetrical only on one side?
I was messing around with the Show/Move Picture commands and Photoshop the other day, and I ended up making these cool cut-in animations for my game. Inspired by Danganronpa.
Looks real cool! Well done. -
@DarkHunter I can try to help with the blurring on the fountain if you send me the link...
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It looks fine to me, but I am wondering why the stone tiles are asymetrical only on one side?
@Canini Why the stone tiles are asymetrical only on one side?
Answer : I want to make that thing for castle at outside. Outside need stone tiles for follow the path straight like as (NPC and animal)
@Kes Yes, it's my create and copy in photoshop. But i cant make that big fountain is so blurred like said as (The fountain looks blurred) by Kes. Can you give me tip for good resize it? This fountain is so resize (480 pixel x 384 pixel )...
Look this my thing.
@Thomas Smith This is my thing here. I need big fountain is so look good (No blurred)...Thank you sir :)
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@DarkHunter and @Thomas Smith If you need to do any more with these tiles, please use pm. This thread is not for posting resources to one another.
Thanks. -
I will :LZSsmile:@DarkHunter and @Thomas Smith If you need to do any more with these tiles, please use pm. This thread is not for posting resources to one another.
Thanks. -
@Tuomo L
It's a dungeon crawler with RPG elements.
I made the trailer better.
Ill give you a few pointers here since I actually make this stuff for a living because this trailer is a microcosm of problems I see constantly from RPG Maker trailers.
First of all the text in the opening shot is left align instead of centre aligned. This is a trailer not a novel or a speech window in a game, left aligning is not something you ever want in a video as its awkward to read in that context. Its also on screen for 6 seconds. This means the opening of your trailer which is where you most need to hook your audience has nothing going on to get the attention of your audience. You could easily have had "The castle within the town of Cloudfall has been taken over by an evil demon" and "It is your task as as an adventurer to help defeat this demon" come up split into 2 3 second intervals. Id also recommend putting some game footage behind it to make it visually interesting, footage related to that part of the game, this is a trailer, show DONT tell. Video is a VISUAL medium, people are here to watch, not to read. Also the line "It is your task as as an adventurer to help defeat this demon" has absolutely no gravity or agency behind it. Something like "only you can help defeat this demon!" reads a lot better.
Moving on to the second shot, make sure your text is always legible! This trailer is full of white text over in game text on a black background. This makes the trailers text incredibly hard to read. The text currently sits over the characters portraits and stats, you cant make out the characters or the text, its an illegible mess. Honestly the fact you can make a party of 4 from 8 characters is a pretty standard feature in this genre and i'm sort of baffled why its included in the first place? If it was introducing each character with their own stand alone screen, that I could understand, especially if they changed in time with the music, at the moment all its really doing is showing off a dull radial wheel which looks like it would be more cumbersome to use than a typical vertical list. Its also worth bringing up that there also appears to be absolutely zero thought put into the fonts used. They don't match the fonts in the game so there's no sense of cohesive branding for the title.
Next up we finally get to some gameplay, only its not gameplay, its static footage with a text heading. Which one of the two am I supposed to be paying attention too? I can't read them both at once. "Each character has their own motivations and storylines". Well yeah, so does almost every character in every piece of media ever... that's not a feature. You mean "8 unique stories" because there's one for each playable character? If that's the case it can certainly be worded a lot better. I can see your trying to show this visually by cutting from one character to the next but this would be better achieved if it was done over the characters walking (something I employed in the Soma Spirits Rebalanced trailer) or something else dynamic. How can I as a viewer tell these are all unique stories if I am seeing all this text without any sort of context?
Then we had "Introducing the rival system for more variety of playthroughs". I think I get what this is trying to imply... that depending on choices you make different characters will react differently to you? But what does that mean, will they have battle encounters with you that wouldn't happen otherwise? Do they set traps, do they make life harder or do they just say different things because that's all the trailer seems to imply. Once again, show, don't tell, this scene currently tells the viewer nothing.
Then we have "Fast paced challenging combat". There is really no need for this scene, shots of the combat system could be sprinkled between the talking shots. Its an dungeon crawling RPG, of course it has combat.
Then it just fades out. No fade to a logo (there's no logo for you as a developer or the games title in this trailer at all which is insane) or release date, or available soon on Steam or anything at all. Just fades out... if you want people to forget about your game as soon as they are done with the trailer then I cant think of a better way of doing it.
If you don't know how to make trailers learn, if you don't have time then find someone who knows what they are doing to make them for you even if it means paying them. This is your 5th commercial release correct? There's no excuse for this sort of quality at this point (especially for commercial releases). There's a lot of reasons why RPG Maker Games get a bad rep on steam and trailers like this are right up there as one of them. -
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Hello, I just felt like mapping something out of the assets from Japanese blogs.
I felt like there's something off about it. But I can't pinpoint what.
Any suggestions to make my mapping better is appreciated.

I tried my hardest(?) in shift-mapping?
Here is the bottom part

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Click on the person's avatar. A small screen comes up. In the middle you will see a button "Start a conversation". Click that and it will take you to your conversations part of your profile. pm = private message. So pm and conversation are the same thing with this forum software.where is pm?