Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 61 of 99 View original ↗
  1. @Kvothe Just a reminder that this thread is for game and map screenshots, not videos about creating your lighting. Think of it as a place to get a critique on the final result, not to view your computer trying out different ways to get to the final result.

    And on the map itself, I still think you need to edit the colour of that tree in the middle of the map. Its neon bright green clashes with the ground and overall tone of the map, and no amount of lighting is going to change that.
  2. @Kvothe Those are door locations! I need to make some arrows and such to make it more obvious and less, well, neon.
  3. Mapping a nice little ruin. Trying out some new things.
    U71tU7F.jpg
  4. After a few months, getting back to RPG Making
    Spoiler
    TEA60.jpg
  5. bleh_screen03.jpg

    So RPGMaker MV is a lot of fun. Anyway, portrait is mockup. It's fun building a glitzy menu when I've done strictly utilitarian things for so long.
  6. @Nicke Other than vines over the door, there's no much that actually says "ruins" to me. Lots of brightly burning torches and braziers, intact pillars, no floating debris on the water etc. As for the vines, they don't connect with the ground, nor go up to e.g. a roof where they could have fallen from, so how do they grow?

    @Davekron Nice map, but the lighting is too harsh, imo. I'd blur those sunrays, which are far too sharp. Also sun is not pure white, which these appear to be. I'd add a touch of peach or similar to warm the colour up a bit.

    @Weremole Good start on your menu. It's difficult to judge its overall impact until all the characters are present.
  7. @Kes you meant something like this?

    Spoiler
    TEA61.jpg
  8. @Davekron That's much better. You might try reducing the opacity a bit as at the moment it detracts a bit by being so strong as to overpower the map itself.
  9. @Kes : True, maybe it is a Temple instead then. Not really sure what I am calling it. But what do you mean with the vines? Should I move them above the roof or closer to the ground?
  10. Okay. I've made the rest of the mockup portraits.
    bleh_screen04.jpg
  11. Weremole said:
    Okay. I've made the rest of the mockup portraits.
    View attachment 99870
    That's so cool, how did you do that menu?
    Sem título.png Any ways to improve this map?
  12. @Milksteeve
    The most obvious would of course be to fix the fifth tree from the top along the left hand border, but I am fairly certain you've already noticed that one.

    Beyond that, I would probably do some color modification to the grasses & the like, to a more yellowish brown to reflect the season better. Because while some bushes & trees maintain their green throughout the winter, grasses don't almost without exception. Even so called "Winter Wheat" doesn't actually stay green & grow during winter.

    Now in more northern climes you do have areas that can have frost, snows, hail, well into the spring, & every once in a very great while into the summer. But such things are a rarity. However, given that you're using barren trees in concert with your green grasses, I am assuming you were going for winter.

    You also might want to trim back the starting point of your structure shadows, on the buildings right side, while extending them further up the L-Point of the structure.

    Consider, most of the shadows cast by your trees have them pointing towards about "1 O'clock". While your structure shadows are pointing towards about "3 O'clock". While it's not very noticeable, the proximity of the trees & the structure make the contrast more pronounced.
  13. Milksteeve said:
    That's so cool, how did you do that menu?
    Time, effort and plugins. What I can say is that SumRandomDudes SuperTools Engine is astounding.
  14. Weremole said:
    Time, effort and plugins. What I can say is that SumRandomDudes SuperTools Engine is astounding.
    thx, man.
    what about now?Sem título.png
  15. @Milksteeve
    I would say that the color shift makes it look more like winter, & the tree is obviously an improvement.

    However, I didn't mean you needed to remove the shadows from the structure completely. With them being at about "1 O'clock" you would still have them come off the structure a bit.

    If you look at the shadows of your trees they are just slightly off center, & only start past a certain point on the trees.

    So for example I would place the start of the shadow for the forward section, probably right at the connection of the L-point. & the shadow for the structure's side section, probably right about where the second sub-branch that overlays the building tiles.

    Because of the sunlights angle, it going to cut into the area where a shadow could be cast, by about the first tile or two. I would only attach it to the structure corners, if I were using some custom shadow assets, that start very narrow & expand out to intersect with the shadow tool's layer, say somewhere between a 45 degree to 65 degree angle that covers one or two tiles.

    There might be those kinds of assets already available in the various resource threads, I honestly haven't looked for them.
  16. 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.


    In the future, if you want to add something after you posted, you use the 'Edit' button. I've told you this before, so please take note of this. I'll merge them together now.
  17. Milksteeve said:
    what about now?
    I prefer the old grass. It makes everything look more cold and the grass itself looks more frosted.
    Also, as far as I'm aware grass only really goes brown during summer when it doesn't get enough water and/or too much sun, not during winter.
    That's here in sweden though, which is a cold climate. Grass in warmer climates might be different I guess?
  18. Working on a map to use for a technical demo for a tactical battle system, so the goal is to start from the bottom center and make it to the broken altar through the course of the battle. The puddles and walk-able stone rubble in the water are there to demonstrate a risk/reward system for the magic system, with these areas having elements do more or less damage/healing depending on where you stand. Specifically, the upper rubble representing a place where you can get in range to attack the static mobs on the altar platform, but are also at risk of having spells like Lightning do more damage to you.

    jxGTpUG.png
  19. That's a neat idea, especially if you can lure enemies into the puddles and zap 'em right back. X3

    Overall the map looks nice though personally I'd make a few less straight lines of the cliffs, but being that this is a TBS I guess it can't be helped. >.<)b
  20. An ancient temple filled with unknown danger and magicial things :)
    4gYZCTL.jpg