Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 42 of 99 View original ↗
  1. My game for the RPG Maker jam is coming along nicely! It's gonna be short by necessity, but hopefully sweet! Decided to make things miles more difficult for myself by trying to use as little RTP resources as I could, and I tell you, I wouldn't have been able to do it without Sharm's Tiny 16 tileset. Absolute genius, so it is.

    TiB6BLu.png
    5PYaYvF
  2. ib9kd2Q.png

    Battle layout for my personal project. Nothing too fancy but it has the classic feel that I was going for.
  3. I just finished and submitted my entry for the RPG Maker Jam#3. Used all my own assets. Im exhausted.

    Spoiler
    tumblr_pc9iwzPquv1w0wc2uo1_500.png]
    tumblr_pc9iwzPquv1w0wc2uo2_500.png
    tumblr_pc9iwzPquv1w0wc2uo3_500.png
    tumblr_pc9iwzPquv1w0wc2uo4_500.png
  4. @Canini Just so you get another opinion, I also prefer the large version. I feel the small verison limits the player from seeing the whole world, which is what I'd prefer to be seeing. If I have a map, I'd prefer to know what the whole world looks like on it.

    If you want to hide certain locations of your world until later then perhaps remove the name labels of those locations at the beginning and update the map image to include them later on? Just an alternative idea.

    @Raynar

    The map looks fine to me, for VX RTP. You've got a good number of locations, and that sort of thing would work well in an exploring type of game. I'm glad you've got a clear path to each area of the game.

    Off topic a little, but I like your idea of having different islands in your game, hope it turns out well. I'll be curious to see your game once it's finished to know how you handle it.

    @TheObermotz1

    I like how you have different pathways in your maps. So can the player can choose to go up, down, in door A or Door B, that sort of thing once they reach the map? Or are things locked, or a mixture of both?

    If the first or last option, then I think the small-size maps fit well with that type of gameplay.

    I'm glad you're mixing a few of Mack tiles with the RTP, they mix well in my opinion.

    @Crystal Flareon

    Having every action you can choose to do clear on the screen without having to scroll down or up to see the other options is nice! Well done! :)
  5. atoms said:
    The map looks fine to me, for VX RTP. You've got a good number of locations, and that sort of thing would work well in an exploring type of game. I'm glad you've got a clear path to each area of the game.

    Off topic a little, but I like your idea of having different islands in your game, hope it turns out well. I'll be curious to see your game once it's finished to know how you handle it.

    Thank you ^_^ I've been figuring out how to approach the story and thought having four separate islands for each plot element would be a fun idea. Hopefully once I manage to finish the island off including the story elements of it, I can release a playable demo :)
  6. VisitorsFromDreams said:
    I just finished and submitted my entry for the RPG Maker Jam#3. Used all my own assets. Im exhausted.

    Spoiler
    tumblr_pc9iwzPquv1w0wc2uo1_500.png]
    tumblr_pc9iwzPquv1w0wc2uo2_500.png
    tumblr_pc9iwzPquv1w0wc2uo3_500.png
    tumblr_pc9iwzPquv1w0wc2uo4_500.png

    This looks absolutely sick, loving all the assets you've made, the pallette choices and the writing seems nicely snarky too. Can't wait to play your entry once I'm done with mine! (PS the geometric lines for the water are just such a neat idea)
  7. @atoms

    It's a mix of the both, but most are unlocked. Of course most doors eventually lead to a dead end, backstory or treasure.
    Exploration is supposed to be a big theme in my game and the player shouldn't be able to anticipate what's around the next corner or where the next treasure could be, by looking 'too far ahead'.
  8. onipunk said:
    This looks absolutely sick, loving all the assets you've made, the pallette choices and the writing seems nicely snarky too. Can't wait to play your entry once I'm done with mine! (PS the geometric lines for the water are just such a neat idea)

    Thanks! :D
    Your games looking really interesting mechanically, im looking forward to giving it a go!
  9. (=^_^=) Ah, there's been a lot of activity today and since I want to share a screenshot I'll have to give feedback. I am only warning you, because (=-.-=) I'm one tuckered out Cait right now and I want to make sure my thoughts make sense. So if they don't, sum it up to the little gal in my head switching my bedtime switch early. lol
    @IguanaGuy I like your video, really does show off the system and such. =^_^=

    Actually, I like all the maps on this page, looks nice. My map that's for one my games, the mystery one. Anyway, not every chatty tonight, but working hard to keep my brain for putting stupid things in this post. Harder than it sounds, honestly. I'd go to sleep, but that would mess up my sleeping schedule. lol

    NOTE: I am not sure about the trees on the side, so feel free to state if they work or not... *yawn*
    Map003.png
  10. @Caitlin Are there sleeping bags outside the house? Why did they not get inside? I suppose it's plot related, but it looks odd. Like someone who's lost his home keys and have to sleep outside of his own house.
  11. @VisitorsFromDreams - That looks simply fantastic. I'd love to play your game!

    Battle screen in motion. What do you think about the gauge colors? I'm thinking of changing them.

    Part of a winter suburban town.
  12. Lorenze said:
    @VisitorsFromDreams - That looks simply fantastic. I'd love to play your game!

    Battle screen in motion. What do you think about the gauge colors? I'm thinking of changing them.

    Part of a winter suburban town.


    Aw shucks, its sitting right there waiting (ill have a fancier release with a trailer when im finished 1.0).

    Your games looking better and better everytime I see it! The UI is so much nicer then most I see in the engine.
  13. TheObermotz1 said:
    @Canini I'd prefer the zoomed in version, but only because I enjoy exploration and don't want the map to spoil what's over the horizon.

    atoms said:
    @Canini Just so you get another opinion, I also prefer the large version. I feel the small verison limits the player from seeing the whole world, which is what I'd prefer to be seeing. If I have a map, I'd prefer to know what the whole world looks like on it.

    If you want to hide certain locations of your world until later then perhaps remove the name labels of those locations at the beginning and update the map image to include them later on? Just an alternative idea.

    Thanks for the thoughts, guys. Since the majority seems to prefer the larger map I think i will go with that for the time being. To make it look better I think I will present the map without any names. Since all icons on the map are unique and corresponds with the levels themselves it should be enough for the player to orient themselves.
  14. TheObermotz1 said:
    @atoms

    It's a mix of the both, but most are unlocked. Of course most doors eventually lead to a dead end, backstory or treasure.
    Exploration is supposed to be a big theme in my game and the player shouldn't be able to anticipate what's around the next corner or where the next treasure could be, by looking 'too far ahead'.

    That sounds good game design in my opinion, having a good exploration feature in a RPG Maker game on here will be great, and I do like your mapping style so far! Best of luck with it! :)

    Caitlin said:
    (=^_^=) Ah, there's been a lot of activity today and since I want to share a screenshot I'll have to give feedback. I am only warning you, because (=-.-=) I'm one tuckered out Cait right now and I want to make sure my thoughts make sense. So if they don't, sum it up to the little gal in my head switching my bedtime switch early. lol
    @IguanaGuy I like your video, really does show off the system and such. =^_^=

    Actually, I like all the maps on this page, looks nice. My map that's for one my games, the mystery one. Anyway, not every chatty tonight, but working hard to keep my brain for putting stupid things in this post. Harder than it sounds, honestly. I'd go to sleep, but that would mess up my sleeping schedule. lol

    NOTE: I am not sure about the trees on the side, so feel free to state if they work or not... *yawn*
    View attachment 94921

    I also feel something slightly off with the trees to the side. I think like the back two trees, you could make the front two trees align more to the far side, left and right, so they are slightly off-screen like the back two trees? I think it'll look a bit more natural but can't guarantee it for certain.

    Otherwise I think it's a great looking map, except I agree with cabfe that sleeping bags won't normally be outside unless you have a very good reason for it in your game.

    Lorenze said:
    @VisitorsFromDreams - That looks simply fantastic. I'd love to play your game!

    Battle screen in motion. What do you think about the gauge colors? I'm thinking of changing them.

    Part of a winter suburban town.


    I like all of the flashing and pattern design on the battle map a lot! It fits well with the on-screen tileset and colour effects you have going on.
  15. @Caitlin I don't mind the trees. What struck me, though, is the fact that the back wall of your house is slam up against the perimeter wall. There's obviously no space behind that house at all. I think it very unlikely that a house would be built like that, and (imo) it looks very odd. I'd move the house down a tile, or preferably two.
  16. Okay, some explaining about my map...I'll do some edits with the back and the stone wall. The house isn't in the town, sits on edge in the midst of the woods and hasn't actually been lived in for awhile. It's kept up, but no one lives there. The sleeping bags are actually from people who had slept there and suppose to be sign that something isn't quite right with the house. That's my thought.

    UPDATED MAP: I am thankful that I was able to keep on track with that post, as sometimes I go back to read something I wrote, only for it not to make sense. Anyway, here's the newest map. Note: There's going to be a back yard area, which I am trying to make apparent, but not sure I am successful other than a huge mess at the top.. .lol.
    Map003.png
  17. Boss Battle in Progress.
    Spoiler
    475i9qW.png
  18. So i've heard that you wanted to equip armor in your armor so you'd get better bonuses
    Mass Effect in a nutshell

    Jokes aside what i did here was to give the option to opmize your current armor by replacing or adding new pieces to it.

    37737614_10209512662853557_5930574989316063232_n.png
  19. @Luke•° *whistle* Woah almost feel ISO 3D here but... I look the lights (great nice touch and attention BTW) and I did drawn myself a path in my mind and I thought it was a mouth pulling the tongue out. :p
  20. @Luke•°
    Easy boss. With this helmet, he can't see much. You just have to wait a few hours for the candles to die and he really won't see anything. Sneak or use a missile weapon, and voilà! Oneshot! :guffaw: