Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 46 of 99 View original ↗
  1. Hi there!
    Okay let's see... Let me first mention that I look for logic and semi-realism in my games and maps so keep that in mind when reading my advice/feedback/critique :cutesmile:

    Map 1) I really like the overall design, simple but feels like a dense forest...
    However I see some fields growing crop near the cave...If this bear you speak of has been living it that cave for a longer time there is no way anyone would go near it to tend the fields...They would be more abandoned by now.
    A second thing is the road leading to the west... It leads the player directly to the treasure and seems to have no other function... I would personally have it turn south and disappear into the woods so as to guide the player to the vicinity of the chest but not directly to it.

    Map 2) Again liking this one...a lot. Simple, basic but (due to coloring) very atmospheric. Throw in an epic battle-tune there and it'll stick into the player's mind :D Only point I can make is perhaps have a few tree-tops or mountain faces just pup-in on the bottom of the screen to make it just that tad bit more visually appealing as now it does seem a bit barren.

    Map 3) I'll be brutally honest... I like this one the least. The robustness of the building and color does not fit the surroundings in my opinion. It kinda sticks out like a soar thumb (unless this is your intention then; great job) Slightly changing the color by changing the lighting could already fix this and adding some fallen leaves or branches on the pavement. a banner on both sides of the door would help too.

    All in all though these map-designs are not bad in any event and you should take everything I've said with a grain of salt cause I'm no expert either :cutesmile:
    And if you think they are good and are satisfied with them then they are and you should ignore anyone else's opinion all together :)
  2. @Awesomejr44 : I merged your thread over here, as we already have a spot for that.
  3. Thank you for responding!

    Finnuval said:
    Map 1) I really like the overall design, simple but feels like a dense forest...
    However I see some fields growing crop near the cave...If this bear you speak of has been living it that cave for a longer time there is no way anyone would go near it to tend the fields...They would be more abandoned by now.

    I didn't think of that as the bear lives very high up the mountain, but now that I'm thinking about it, I wouldn't leave my crops there if I was a farmer, so I might move those or just remove them completely.

    Finnuval said:
    A second thing is the road leading to the west... It leads the player directly to the treasure and seems to have no other function... I would personally have it turn south and disappear into the woods so as to guide the player to the vicinity of the chest but not directly to it.

    I like this idea a lot. I'm probably gonna do that. Maybe a fallen tree is blocking the south exit on that road so you can't leave that way.

    Finnuval said:
    Map 2) Again liking this one...a lot. Simple, basic but (due to coloring) very atmospheric. Throw in an epic battle-tune there and it'll stick into the player's mind :D Only point I can make is perhaps have a few tree-tops or mountain faces just pup-in on the bottom of the screen to make it just that tad bit more visually appealing as now it does seem a bit barren.

    The bridge is rather high up and is in a wasteland area, so I probably won't make any trees. I should have given a little more context.

    Finnuval said:
    Map 3) I'll be brutally honest... I like this one the least. The robustness of the building and color does not fit the surroundings in my opinion. It kinda sticks out like a sore thumb (unless this is your intention then; great job) Slightly changing the color by changing the lighting could already fix this and adding some fallen leaves or branches on the pavement. a banner on both sides of the door would help too.

    I had figured that the land, through erosion and weathering, would have absorbed the back of the temple, leaving part of it sticking out. It does look rather odd though. What do mean with the lighting? Do you mean the shading tool? Also, I like the idea of some banners near the door and maybe at either side at the bottom of the stairs.

    Thank you for the feedback! This will help a lot! :)



    bgillisp said:
    @Awesomejr44 : I merged your thread over here, as we already have a spot for that.

    I kind of wanted a thread where I could read just my feedback, but this is ok too.
  4. @Awesomejr44

    1. Avoid putting trees on the corners of cliffs, because it looks really awkward and trees don't really grow on rocks. There's a mapping error with one of the cliff walls on the top left where you used the wrong tile, just go over it again and it should fix itself. Be consistent with your auto shadows. Either use them everywhere, or don't use them at all. I prefer not using them at all because I think it looks a little bit cheap but it can add some needed depth to your game if you decide to use them. You managed to make the foliage appear decently natural, and despite you not using the 3 tile rule it looks pretty good still. In case you didn't know, the 3 tile rule means that you should never use the same 3 tiles in a row, and it is normally used for more natural-looking cave/cliff walls. Basically, make a lot of variation. It is already pretty good-looking though and I don't think anyone would notice unless they were looking at it while also understanding that rule, and even then they might not care, like me. A little bit can go a long way, though.

    2. It looks like the pillars on top are taller than the pillars on the bottom because they poke up a bit more. It does look a bit empty and I think maybe putting some torches along the walls or a couple more outcroppings could help break up the monotony a bit.

    3. I don't have too much to say about this one than what I've already said. If I were you I would change the color of the brown parts on the building. It also looks a little weird where it's at right now. Try experimenting with extending those brick wall tiles on the sides out by one or moving the whole building down by one. You also need to realize that they would likely have flattened the earth before building something there unless it was meant to be temporary, so consider doing that instead of expecting that they would just build around what was already there.

    All in all, the mapping is pretty good for an RM game using RTP so keep it up!
  5. Awesomejr44 said:
    Thank you for responding!
    You're welcome :D

    Awesomejr44 said:
    The bridge is rather high up and is in a wasteland area, so I probably won't make any trees. I should have given a little more context.
    Ah okay, yes that does change it a bit... but perhaps a banner of sorts decorating the wall itself would break it up just that little bit... then again wasteland is barren so this would do pretty well.

    Awesomejr44 said:
    What do mean with the lighting?
    I mean by using the tint screen event. Should've clarified that :)

    @Awesomejr44 Prescott makes a good point about the bridge-towers, they do look different sizes (missed that one lol)
  6. Finnuval said:
    A second thing is the road leading to the west... It leads the player directly to the treasure and seems to have no other function... I would personally have it turn south and disappear into the woods so as to guide the player to the vicinity of the chest but not directly to it.

    Just remembered why the road leads to a chest. There's actually a second one in the forest and the first one has a bad item that's mean to trick the player into thinking that's the only thing over there. The second chest is a reward for observant players who pay attention to the surroundings
  7. Awesomejr44 said:
    Just remembered why the road leads to a chest. There's actually a second one in the forest and the first one has a bad item that's mean to trick the player into thinking that's the only thing over there. The second chest is a reward for observant players who pay attention to the surroundings
    Lol okay well then it would work as charm I guess :D
  8. qimjCxf.png

    This got popular on my twitter account so I thought I'd post it here too :kaohi:

    (Everything except the player sprite and font is a placeholder)
  9. My tileset and the characters on testing.

    Z4imaov.png
  10. So I tried my hand at a desert themed watering hole/settlement using only basic RTP resources...
    tumblr_pcypv13WV91xvoorpo1_640.png
    Upper part : The large building functions as a makeshift Inn, trade hub and tavern, the other buildings are storage/temp. sleeping accommodations.

    tumblr_pcypv13WV91xvoorpo2_640.png
    Lower part : some housing and a shop.

    Found it real difficult to create the barren feel of a desert and yet make it not look like a blank canvas so any feedback would be hugely appreciated!
  11. @Finnuval very minor thing, but the building that is facing upwards instead of down, the path should go into it. so, instead of using an ending piece just replace it with a middle piece. perspective-wise, it makes more sense since the door is technically a tile lower. otherwise, it looks great imo.

    edit: also, with the first screenshot, the autoshadows from the wall on the left shouldn't be on top of the buildings because the buildings are 2 tiles and the wall is only 1 tile high.
  12. @Prescott Yeah I see what you mean. I kinda was struggling with it 'cause all the other paths stop just clear of the building and I wasn't sure if that would break the look of it all or not but you are right perspective wise it should be a tile lower. Thanks for pointing that out :cutesmile:

    (unfortunately when I make it connect which I know of doing no other then using shift-click it fills the whole tile losing the ragged edges)

    And thanks for the compliment :D
  13. Finnuval said:
    @Prescott
    (unfortunately when I make it connect which I know of doing no other then using shift-click it fills the whole tile losing the ragged edges)

    If you select the path from the palette on the left, it'll fill the entire tile in, but if you right click a tile on the map with a straight path (Like the one leading into town and hold shift, you can place a copy of the straight path.

    Desert Path.PNG

    See? I right clicked on a middle portion of the path and held shift to put it somewhere else in the exact shape.
  14. @Awesomejr44 Thankx!
    I couldn't figure it out on my own for the life of me lol
    I knew I saw it in a tutorial somewhere ages ago but completely forgot about it >_>
  15. I also recommend a few edits to help it pop a bit more, as well as a slight tint to give a more sun-bright feel. Also, making buildings closer together (no need for a yard in the desert after all, but houses can provide shade and thus cool areas down a bit). Here's something I did for one of my projects to give you an idea.

    nZ5eNix.png

    v9ImRNt.png

    XXj3zTf.png


    @Awesomejr44 :: The third map has some height issues. On one side the wall is 4 tiles high while on the other it's only two, however they're both only two cliffs high. This would create a pretty big issue with regards to flat land for the building to be built on. Keep an eye on your heights. >.<)b
  16. @Ksi Thank you for your feedback!
    I haven't come around to lighting and stuff yet (planned to though) but thanks for the pointer.
    And the large open space serves a purpose for an event (at least at the upper map), though you are right I should probably make it just a bit more compressed and pull it more together in the lower map.

    And thanx for showing your maps, this will greatly help
  17. @Finnuval I would also suggest that in the upper map you pull the houses away from the city wall. No one builds a house that backs straight onto a town wall. It needs some distance so that light (windows at the back and sides) and air can circulate. That alone will reduce some of that empty space.
  18. @Kes thank's for your advice (though I know of a few medieval towns that actually do have houses build straight up to the wall) you're probably right in general terms.

    Also they aren't really houses more like storerooms converted to accommodate guests
    Maybe removing the windows might actually convey that better?
  19. @Finnuval True for more than a few medieval towns (buildings packed tightly, though, with narrow streets etc. so very different from the sort of town you have in mind) but not, I think in desert towns where keeping cool is of the utmost importance.