Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 34 of 99 View original ↗
  1. @Neka Music

    Most of what you've done, the chosen tiles and details, match well, but I'd agree that it does look odd having both the circle and square shapes mixed together.

    If it was me, I would agree to pick one or the other.
  2. Hello, Wow I saw lot of good work/screens in these pages, congratulations to you all !

    A screen of a map interior with lab science/alchemy, always with my own tiles, realised with RPGM MV +Yanfly doodads.
    No npc for now they will come.

    Capture 44.jpg
  3. @Neka Music I think it looks kind of neat. It leans itself to the impression that natural is a bit more random. Not all square and not all circular edges... but it is just a preference thing for me.
  4. @Moo : The tiles look good to me. Though I do think the lab is a tad huge, as most people treat one tile as 3 feet, which makes that a really big room. But that is all I see on it.

    I need an opinion on this. I added a railroad to my overland map, but since the rails are from the Rural Tiles set, which is known to clash a little with the RTP, I need thoughts on if it works having it on the map as I do. Here is the result at the moment:

    Railway_Map.png

    Now, obviously I need to edit it so the rails attach to the town better, but I wanted to see if the rest of it works before I undertake that task. Thoughts?
  5. @bgillisp I feel like the rails are too big compared to the rest of the world map tiles. I think a simple recolour would also help with making it less clashing.
  6. @bgillisp thank you for reply, yes it's my "problem" I want to make lot of things in background and that make big rooms, I try to work on that but it's difficult, as I continue to see the mapping it's not only graphic and geometric work, it need lot of skills to be very good ! I am happy that the tiles are appreciated because it's on this part I work most actually.

    About your screens I think the rails are good with the others tiles, no worry, but I think it will be better perhaps if you can make them more little, I know perhaps you can't because this need to redraw parts but the only thing I see that can be problem is that the rails are too big, good job and map great ;) !
  7. @slimmmeiske2 : I have no idea how to do a simple recolor though, so that's no help. All I can do is change the hue in GIMP and then there's the chance I never hit anything good as I have no idea what I'm looking for there.

    Anyone know if the MV Season pass 3 tiles are better for this?
  8. I think the most important with the rails it's the size, and for the color (for me) it's not very important they are good, perhaps after resize they will be little different on this point also, and sorry for season pass I don't know, bye.
  9. @bgillisp Changing the hue & contrast will do the trick I think.
    Regarding the Season pass: This is going off memory, but you'll run into the same problem as you do here; they'll be too big and need a colour change.
    Anyway, doesn't the RTP come with rails? If so, you would just need to edit them to be smaller. (I don't mind doing that for you, but I'm still without my laptop).
  10. @slimmmeiske2 : It does, but there is none for changing directions unless you want that nice big circle for going in all four directions, which is out of place here, as this is only going North-South. I may still just make it work though, might put a little docking station there to make it work.

    Resizing isn't an issue, that I can do. Would you recommend 2/3 size, or 1/2 size though?

    Edit: Ok, so the ones for turning in the RTP they hid in that circle in the Dungeon Tileset. Got it. I'll just need to resize them down and edit the town so it looks like it attaches more.
  11. @bgillisp Both would work. 1/2 would be more appropriate comparing to trees/houses/etc. 2/3 would be I think around the sizes of the road autotiles, so also passable.

    @Neka Music Stick to one. I always prefer the round style.


  12. Pretty happy with this! I added custom transitions between scenes and it looks so nice :D
  13. @Celianna I like that transition, it does look nice!

    Now, onto my screenshot, It's my WIP of my train interior and there is still parts I don't like...
    Map004.png
  14. @Caitlin I think it's quite good. If you want to keep playing with it, you could try to make the passageway two tiles in length and see if that looks better? Maybe you could make the lower windows brown like the upper ones?
  15. Here's the first "field" area in my game. Still need to add some details to certain parts of the map. The western area events lead to the first town of the game (where the player starts), and the storyline leads them to the east.

    There are a couple of side quests to the north (an optional battlefield to the northeast, and a low level optional boss to the northwest).

    Haven't decided what's going to be beyond the soldier in the southeast area yet, and the purpose of the old guy / shack has changed a few times - and isn't finalized yet.

    The six events across the top are templates for the areas encounters, which aren't random.

    The map is 48x55 - which I'm not sure is a "good" size or not for a field area. Some areas/paths may be a little tight, but I didn't want the map to be too wide open/sparse/redundant

    k_Falls.PNG
  16. I ended up remaking the map that leads to the first dungeon so it could accommodate for sprites (instead of just being frontview/for bust-ups)! :D
    Though I think I need to give the crystals another look-over tomorrow.
    2.png
  17. @Mirpono - Gosh, I love that art style. I think the outline around your character sticks out a slightly too much, but that's just me. Great work!

    @AsuranFish - I really love open maps in that style, seems super fun to explore and looks great.

    Sneak peek of an area called The Forgotten Woods. All save points are dogs, BTW.
    40X19TG.gif
  18. @Lorenze That's looking cool, man. I want to play it just because of the dogs! (not really, but kinda)
  19. Been messing with the default scripts (as in no plug-ins, just butchering code) - to make some changes for combat, like hiding the status bar during attacks - and having characters slide when hit/attacking - direction depending on if they're actor or not.

    I kind of need an opinion on how that kind of looks in game if its not too much trouble - and maybe any tips on how to improve how the fight scene looks?
    Spoiler
    cwixjBR.gif
  20. @AquaDog I love that perspective. you are getting somewhere there!