Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 45 of 99 View original ↗
  1. unknown.png
    Just some more features for pokemon essentials rpg maker xp
  2. @Confodere I like your map, but the one point has already been mentioned.

    On to my maps, I have two maps, but they are suppose to be like a dining room... but you go to the second level, you're look down at the dining room like Resident evil...
    Map010.png

    Map011.png
  3. Mister-ABC said:
    Your dungeon... actually the entire game should always start on paper

    This is legit and a fantastic idea that's going to get me through other issues other places I haven't even started to tackle yet. This is a great idea to plan something that's complicated or large (this instance isn't).
    This is actually what I'm going to do for the mine. And probably tower.
    My question though is moreso about asthetics and looks.
    Simply, decoration.
  4. @jweav8705 The maps do seem empty. Add some fungi and smaller plants growing inside the tree. Maybe even other trees, to give some scale. If it is that big.
  5. can i have some feedback on my first town / village in my game i am making please??glimmergrasp .png
  6. @Darkshore1 I think there are too many trees in this and so it doesn't look natural. Also, the area that the ladder leads to seems a bit empty/barren.
  7. @Darkshore1 I dont know a lot of mapping, im newbie in this part, but like @IbroAnw I think there are many trees too. I recommend to use a tileset out of the RTP, maybe u will find more harmony between the components.
  8. IbroAnw said:
    @SomaelCK Thanks for the compliment! Also, yours is much better than mine, so to receive a compliment from a good mapper like you is even better! Quick question, is your screenshot from a cutscene with the elevator going down, or a map where you can move around while the elevator is going down?

    Thank you! It is a cutscene :)
  9. Darkshore1 said:
    can i have some feedback on my first town / village in my game i am making please??

    As other people have said, too many trees. But more importantly, too many of the same tree. You should mix it up a bit with other trees, bushes, rocks, some empty spaces, maybe fallen stumps.
    Things are also very square. The only places I can think of that have perfect rows of trees like that are orchards, and those still aren't set that closely together.
    Since there's that big square of trees in the middle, this also doesn't feel like a village, more like three houses that happen to have been built close to eachother. Maybe put an open space with grass there, or a field, maybe a fountain, or move your pond over there. Ooh or you could extend your water and make a river throgh the village.
    Also the two different types of water you're using are clashing a bit. I'd suggest sticking to the top left water type, since it goes with the grass tiles.

    Oh and, if you're planning on having npcs moving around the village, you need to make sure the player can move around them. So either make the paths 2 tiles wide, or leave some grass between the trees/water/fences and the path.

    Also also, you should add the top of the trees to the bottom of the screen, looks a bit weird when the trees start at the bottom like that.
  10. Added a windmill for my game today. Also made a gif too xD
    Bw10153.gif
  11. Darkshore1 said:
    can i have some feedback on my first town / village in my game i am making please??

    Oh boy, few things wrong... first, the mountain or cliff on the right top , you forgot the corner:
    Corner
    AwJC45c.png

    Second the inn, the double damage tile doesn't look that good. Would be better to mix it up with the damage tile in Outside_A, next to the fence.

    And third, the lake. Well, it doesn't fit, there is a small ugly grass line.

    Fourth, the inn... two shields?

    And the cave.... the entrance doesn't fit, edges are too clean. ansd of course the forest, as mentioned above.

    I recreated your map with few improvements, not perfect by any means but still.... I hope it gives you some ideas:

    Example
    xJNyM8b.png

    And in case someone is somehow interested in the tileset i created for this example:

    Tiles: beware the collision, it's going to be a mess!
    pwvFRQ2.png aESTStm.png

    You don't need snowtiles and palmes for your town, so get rid of them, more room for other things.

    Almost forgot: in event -> select image -> !other2, there are some nice smoke images for the chimney....
  12. Retraux main menu screen for my project, inspired by old Final Fantasy games. I'm calling this the "Chibi menu system."

    Cy4Q35K.png

    Additional screenshots, showing the item screen.
    Spoiler
    hfjq2wY.png

    b2Luuqy.png

    yaBVbUc.png
  13. Crystal Flareon said:
    ....

    I like it but at the same time I wouldn't want to scroll down a load of items and weapons, so if you have more than a dozen of them later in the game it may become a problem, but otherwise it's great. :)
  14. Just got done working on the location of the main warp pad to Saltovi, a location in my game that is connected to Chicago, the game's primary town. I pumped it full of details so it wouldn't look plain, and because it's near the woods, I thought some nice nature-centric scenery would compliment the little area. I think I did a pretty good job!

    X3gmGM5.png
  15. @zacheatscrackers The warp pad itself looks pretty cool. I like how you made the carvings look embedded into the cliff. I think you can make the dress look a little less repetitive and more natural (this is a technique that takes a lot of practice and I'm not good at it myself, but it can make a huge difference aesthetically). I wish there was a place this natural looking and pretty outside of the real Chicago. :yswt:

    @atoms Thanks for the feedback! I had that thought myself when I designed the menu. It was a tradeoff between looking aesthetically uniform and compact or being able to show more items at a time. Having all the categories will mitigate it somewhat, as items and equipment are categorized by their use, so each category won't have too much. It's also not going to be that long of a game (approximately 18-20 hours), and stronger equipment becomes available as the game progresses, so I don't expect the player to be holding onto too much gear.

    Here are the save and skill screens, similarly put in a simplistic style.

    XrvXkDL.png

    5JRB8F1.png

  16. (9 minutes) My apologies to anyone who took the time to view this. I posted it last night while on a high speed connection and didn't realize until later that it was a 9 min video. I try to keep them at 3-5 min most the time and if not, break them up into parts. In future I may just take screenshots for simplicity sake, but I like to show how the map/players interact as well.
  17. @IguanaGuy I haven't watched the full video as I have to go to work now, but one thing I've noticed at first: the absence of shadows on the maps makes them look flat.
  18. @IguanaGuy A video of nearly 10 minutes is not going to be viewed to the finish by many people. If you want to show your maps and get feedback on them, we don't need to sit through dialogue etc. If you do another one, I would like to suggest you make it much more focused.
  19. cabfe said:
    @IguanaGuy I haven't watched the full video as I have to go to work now, but one thing I've noticed at first: the absence of shadows on the maps makes them look flat.

    @cabfe - Thanks for taking some time to view my video. I am sorry for the length of it. Most of my demo ones are shorter - I guess I got carried away on this one. Your suggestion of the shadows is quite valid. I also need to sharpen the edges of the deck as that adds to the flat appearance as well. I may try making a shadow on the water for the right side of the ship to give more depth.
  20. These are three maps I've made and I'd like them to be critiqued by more experienced map makers who might be able to point out a few flaws. Please make sure the criticism is constructive. If it isn't, then you aren't really helping. Also, I am using the original MV tilesets, so please don't complain about the tilesets without offering a new one that blends well with the original.

    This first one is a path leading to a mountain cave system where a ferocious bear lives.

    Mountain Entrance.PNG

    This next one is a bridge where you come face to face with your greatest enemy and have a one on one duel with him. The dragon statue may end up being a secret boss if you fulfil the right conditions before approaching it.

    Bridge.PNG
    And finally, this is an ancient temple where an evil dragon that terrorized the continent was put to rest.

    Dragon Temple.PNG

    So what do you guys think? Can you find anything I could do better? (Other than not using the original tilesets)