Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 68 of 99 View original ↗
  1. @DVisser - Wow, that looks like a really fun map to explore! The only critique I have is that the proportions on the houses seem a little off, I'd increase the size of the roofs and decrease the wall size of the middle red house by a smidge.

    @PHAZE7 - Very atmospheric, but the first screenshot is too dark. Lighten it up a bit and you'll be golden. :)

    Redid the colors for this area, what do you think?
    kKY7NeK.gif
    Also, this got buried on the last page, but here's my newest teaser for my game.
  2. @Lorenze Thank you, that map is dark only at the start, the stairs at at the corner, where the light is coming from lead to a room underneath where the player solves a puzzle to turn on the lights in the room above. I tried to make it as dark as I could while still being hard to navigate, but thanks for the feedback

    Really cool teaser, the combination of game footage, live action footage is really creative.

    EDIT: I had a look at your store page, the aesthetic and the idea are really interesting.


    @PsychicToaster Nice world map, it's very detailed.
  3. Some shots of Metropolis 13. (Being made in MV)

    Started as an idea for last year's IGMC, a year of coding, assets production and polish later I'm about to have a playable alpha.
    I'll most likely start making gifs of it in 720p at some point later in the week to actually display how it looks in action (it's way cooler). But here's some static shots in 1080p in the meantime, since it's probably a good idea to start spreading the word of its existence.

    Still in alpha and some things are WIP and bound to change, like having backgrounds maybe.

    Battle Screen
    yOtVmht.jpg

    Menu Style
    srgErN8.jpg

    Having a chat with Clover (VN style cutscenes)
    kbKOjLK.png
  4. @Saboera, your game looks very interesting. Is it hard to code the card game? It looks very hard.
  5. @Saboera, Your game has a really cool synthwave vibe. Really nice graphics.
  6. @Saboera very nice colors and graphics, very futuristic. As I don't know anything bout the game I can only say that these shots are not in need of A background. The Black makes everything pop even more And adds to the futuristic feel, imo
  7. Kupotepo said:
    @Saboera, your game looks very interesting. Is it hard to code the card game? It looks very hard.

    To be honest, it was pretty hard, yes, given my very rudimentary coding skills and the fact I knew nothing of javascript when I first started.
    It's mostly built via some serious eventing (lots of script calls and stuff) and some basic scripting to incorporate or modify engine features that I needed.

    PHAZE7 said:
    @Saboera, Your game has a really cool synthwave vibe. Really nice graphics.

    Thanks! It's set in a cyberpunk setting, I worked pretty hard to nail the theme and interface.
    While I provided concept art, the final character art is from my contractor, she did a fantastic job on all the characters.
    I also contracted a composer and I got some really awesome music to go with it.
    If anyone is interested, here's a sample from the music used in the game.
    Music Sample


    Finnuval said:
    @Saboera very nice colors and graphics, very futuristic. As I don't know anything bout the game I can only say that these shots are not in need of A background. The Black makes everything pop even more And adds to the futuristic feel, imo

    Thank you, I'm definitely on the fence about backgrounds. I do like the black, but I do think the right background style would bring it a step ahead in some areas, especially the VN styled cutscenes. I was exploring contractors this week but the one guy I reached up to was too expensive. For now it's gonna stay as is or I'll try to get some feedback in here around an alternative I have in mind.
  8. @Saboera as for the cutscenes some background might indeed add some depth (no pun intended) though the Black also adds to it. Perhaps having A partial background but keeping A good Black shadowlike border might be an idea (real hard to explain exactly what I mean haha)

    Anyway it's looking great
  9. Thank you, @Lorenze, I updated the map with your suggestion! I also moved the well slightly to the left and fixed the rooftops ends on the big buildings :kaopride:
    Your map looks great! I love the colors and the leaves effects. Can you walk among the trees?
  10. Santa1.jpg

    Frosty likes the new snowwoman
  11. Heyho, you funky sexy screenshot junkies!

    Here's one from our upcoming IGMC entry 'Pigglet in Mrs. Big Bad Werewolf':



    ▶️ Follow our jam progress here
    , for more juicy rooms you'd find in the typical monster restaurant ;)
  12. trying to get better at making town maps.

    Spoiler
    Map005.png
  13. I have the first town for a game I'm making done, and the world map almost done, so I figured I might as well post them here for feedback.
    (The first town map is actually multiple maps strewn together, the black areas are just areas that don't need maps, as they'll hever be accsesible to the player.)

    Anyways, this is the first town;Map009.png

    and this is the world map; Map002.png
  14. Been working on this room for quite some time. I wanted it to be some sort of academical plant-growing room Quite a lot of story will be happening here, so I wanted to give the room some extra polish:
    LBMqqRA.png
  15. @Dust I'm impressed by your maps tbh. Btw, how did you make light effects for the window tiles back then in XP? Was it fog image?
  16. @callmedan Thank you! Back with RMXP I used an overlay script which could blend in images similar to a fog.
  17. Running some tests in 720p

    T5mjddi.png

    Recorded some gifs but the quality gets destroyed when uploading to image host services.
    So... links to my google drive instead.

    Couple of semi voluminous Gifs (Warning for crappy connections) ~5mb, ~8mb, ~24mb respectively.


  18. @Saboera This looks great! Love seeing unique looking rpg maker games :)
  19. Hi everyone,

    Experimenting with a look for the main "field". The image shown is just after a player comes through a mountain treeline and arrives at the foothills, so the trees should get a little more sparse as they progress further into the map. Just looking for general thoughts, as I'm trying to come up with a method that is a compromise between detail and speed.

    Thanks!

    Spoiler
    82484-77cecf32bc969afd0e7806ff5a4573a9.jpg
  20. @thepsyche That is a very attractive map. However, to speed things up you might want to rethink how you do your dense clumps of trees, for example left central, just above the steps. You have them unrealistically crowded. There isn't enough room for the branches which are meant to be at the back of the tree to exist because of how close the trees behind are. There is simply no way the central tree (the one with the hole in the trunk) could possibly fit in there. The two pines are also unrealistically close together. If you had fewer trees it would be quicker to map and would still look good.