Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 60 of 99 View original ↗
  1. Hey guys, it's me again. I've just finished my graveyard for my little village, but I'm unsure about some spots (black circles). I want to add something to theses to spots since they look very empty for me. Any ideas or feedback? General feedbacks or more ideas are welcome too :)

    upload_2018-10-2_18-46-14.png
  2. @dupedful Empty space isn't a bad thing, if you use it well. Personally I don't think you need anything in the smaller circle. For the bigger circle, if people still enter that building you could have a small path. And if it's completely abandoned? Then an overgrown path or a makeshift barrier to keep people out of the building would work well.
  3. working on interiors
    244wbb8.jpg
  4. Hey, it's my first interior mapping, could someone give me some tips about how to make it better? (it's a little tavern)Sem título.png
  5. @Milksteeve That's a nice start, you have a good size and layout, but I think it could do with a bit of tweaking.

    I'd move the right hand table further to the right so that there is a clearer path for the customer to get to the bar. If you also move the top left table up and over a tile, you would have room to move the middle table up and left as well, so making a proper path to the bar.

    You have gone for a basically rustic place, with simple tables and stools etc. However, you appear to have 3 rather elaborate tables forming the bar itself. The finely turned legs, and the inlay in the top indicate that these are good quality, probably expensive, items. No way would they be the bar in a tavern. I suggest you use a wooden/slated counter tile for that. For the same reason the expensive looking banner seems out of place here. Finally, given the amount of beer that's likely to get spilled from the tankards, I don't think any tavern keeper would put an animal skin on the floor next to the bar.

    @kaine That interior is excellent - apart from one thing which initially caused me some confusion.
    Top left section appears to have an L-shaped cupboard with various items on it. It took me a while to work out that the carpet wasn't also on top of it as well, and that it was L-shaped and not rectangular. I think all it needs is for you to shift click the carpet so that it too looks like it runs on to meet the 'real' bottom of that cupboard out of the viewer's sight.
  6. <--snip--> content removed by Moderator.

    Released a little teaser scene for my game. It's an early look into one of the cutscenes, which means it's subject to change eventually.
  7. Last month I finally finished my "lore world map", so I have a visual representation of where everything is that isn't happening, has happened, or will happen "on screen" as it were, positions relative to each other as well as to the setting of the first game.

    However, I forgot to put it up on the monthly progress thread, so I'll post it here since September is already over. Especially since I decided to turn it into the title screen, complete with image scrolling "east to west" to simulate planetary rotation, & a secondary "weather layer" about eight times the size, that scrolls at a different rate "west to east", to simulate changing weather patterns; using one of moghunters plugins.

    Here is my "Lore World Map" as it were. As well as where the actual story take place in the world, in my current project, note the red marker.


    "Lore Map" of World of Earas, Island of Iara marked out.
    upload_2018-10-3_22-34-34.png


    Here it is changed into a title screen.


    Title screen variation of "Lore Map" for World of Earas.
    upload_2018-10-3_22-35-6.png

    I think I am going to replace the usual drawn on title with something that has a bit more personality though. I am just not certain what style I want though, I'll probably have to experiment with different text fonts, color schemes, & detailing, until I get what I need.
  8. x28OBPF.png
    It's not the best lighting I've ever done but for an event game I think it will do... unless you guys see something that stands out super badly?


    wDXlGzd.png
    Might as well post another of my DQ-inspired game.
  9. @Ksi The light source being almost at ground level, the shadows from the "stools" should be longer. And consequently, the bottom-left stool cannot have light behind it.
    Also, the shadow angle for the left tent (top-left shadow) doesn't match the position of the light source.
    And if you want to be even more accurate (at the cost of more work) the shadows for the ropes of the bridge should let bits of light between them, instead of a solid shadow. Given the distance and the small size of the ropes, the shadow should be less opaque than the wooden pillar of the bridge.
    Finally, there cannot be shadows cast for the lower part of the bridge, since the light source is at the same Y position.
  10. @Kes Oh yes!
    I forgot to fix it :rswt
  11. Any tips of how can i improve it?rigby.png
  12. WhatsApp Image 2018-10-04 at 23.58.25.jpeg closer look in one of the areas.
  13. Just at a quick glance, I would work on that shore line. It's going to look like a near straight line ingame as it is.
  14. Milksteeve, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

  15. holy crap yall have amazing stuff going...
    I've been editing the RTP as I go in mine, so far mostly bits and pieces of wall decor.

    iGZECqF.png
  16. tumblr_pg69ww48vH1w0wc2uo1_1280.png

    I have been making some alternate costumes for the main character in my game Shooty and the Catfish. You can unlock them by finding tokens in treasure chests hidden around the game world. From left to right we have Heart and Soul from Soma Spirits, Elmer from Lone Star, The Batter from Off, Edmund from Three Ghostly Roses, Phillip from Space Funeral, Lime from Flatwoods and Hazmat from... well Hazmat. I thought having hidden costumes would be a neat collectable to help encourage exploration!
  17. @sleepy_sealion : cute tiles xD

    @kaine : gorgeous tileset! WOW, I love it, it is pretty professional.

    @Milksteeve : I have to say that you need to change the U.I, take a attention on colors.

    @zacheatscrackers : Kind of reminds me GTA, but well, I liked... but I in my opinion this need something more... more off standard.

    @XIIIthHarbinger : Huge work dude, I like it.

    @Ksi : I like of the shadow, but the light is very artificial.

    @seryphi : what is it about these blue neon circles?

    @visitorfromdreams : snes-cute-chars- and funny xD

    @GustavoBR : You are brave to do some game with these graphics, it is pretty hard to make something harmonic. I'll look after to play the game when it was released!


    ~

    Making some weird stuff with pixi-light, well... I need to stay off procrastination to make the editor more practical and more beautiful... and addon stuff as well..


  18. @Kvothe
    Thank you,

    I am a bit of a lore junkie, & very inclined to nit picking mistakes, especially my own. So I wanted to put in some work regarding the world "off screen" as it were, so any time I am writing lore about those areas, I have an actual visual representation that I am going off of. Rather than just a vague idea.

    Granted given the magnification level there is a lot of detail missing, as each "tile" represents a portion of the surface area of Earas approximately 85.056 km by 85.056 km, or approximately 7234 km2. It's just slightly smaller than earth in overall dimensions.

    But now I have guidelines for the total landmass of various continents, their points of intersections with various oceans, icesheleves, & other continents; as well as rough coordinates of various planetary biomes areas, major mountains (Earas' equivalents to Everest, Kilimanjaro, Fuji, Rainer, etcetera), primary rivers (Earas' equivalent of the Mississippi, the Nile, the Amazon, etcetera); & generalized ideas regarding predominate terrain features of about 62,500 regions.

    Not to mention when I get around to placing major points of civilization, capitals of empires, holy cities of religions, etcetera; I can have a general estimate of distance between them down to the hundred kilometer range. Not what I would call accurate, but certainly better than having a vague idea in my head of anythings relative positional relationship to everything else.

    Best of all when I make the next game, I can just carry all of the work over, so all of the lore I am building now, I will already have ready to go.

    What are you planning to do with the light system you're working on?

    It seems like it would work fairly well in a dungeon or cave system for concentrated pools of light, but when you were testing it in the video, the concentration seemed a little too intense for an open outdoor area. Unless you're thinking the whole light that peeks through the clouds, illuminating the protagonist, epic moment kind of thing. Then I suppose it could work, though RPG maker's usual camera angel isn't very conducive to that kind of a shot, cinematically speaking.

    I suppose if you had a bit of a cloudy background parallax, to illustrate that it's overcast, the player/audience would recognize the visual cue.