Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 69 of 99 View original ↗
  1. Thanks @Kes, that's a good point you make. The idea is, with those clumped together unreachable areas, is to serve as a dense area of forestation to signal to the player that those areas cannot be traversed. If I free up the tree space a bit, how else would you suggest I condense the space?

    And while I'm at it, what do you suggest I do about trees positioned adjacent to cliffs? Should the upper areas of the trees disappear behind the side of the cliff, or should I allow enough room for the trees branches to extend in full laterally?
  2. @thepsyche I don't think you need to worry too much about players thinking they can go through that area. You could easily remove the tree I mentioned without misleading the player. All you need to do is to make it look reasonably dense, but not every pixel occupied with something.

    As for trees adjacent to cliffs, you need to think where the roots are placed. If they are next to a cliff but also e.g. one tile further up than it, then logically some branches could be 'behind' the cliff. If, on the other hand, they are immediately to the side, then any branches on the cliff side would need to show up over the cliff face. As your cliff is, I assume, an autotile, then the B-E tile sheet tree will go over it without a problem.
  3. Redid my title screen; what do you think about font readability for the options?
  4. My equipment scene is probably complete now:
    xBzFxjH.png
  5. @Nicke Looks gorgeous!


  6. Ok, so I've made a realisation of my world of Thorntop... clearly it's a lot bigger than expected, this part is only a small portion of the whole world. Ah well, all fun. Felt like I should share it though! I was just trying to figure out which parts of the world were artic, where I could have a desert etc. and then I realised the world would have to be bigger. lol. Man I must be tired, I am really not making sense!
  7. @Nicke proper nice that mate! really profesh!

    i recently finished my last map for my demo...its suppose to be inside of a truck..need to add couple more NPC's.
    Capture.PNG
  8. Sharing some screenshots of my work-in-progress futuristic dystopia game.
    Dark Days of Rising Sun.

    mini500.png

    More:
    3.png
    9.png 15.png 3.png 10.png
  9. Thanks for all the feedback. I am trying out something at the moment, mapping a room filled with some spikes traps heh. :)
    OFx9NEI.jpg
  10. Been working on mapping recently. It's really excited to draw something new and add them to the game!
    newest_by_dsiver144-dctoxcj.gif
  11. @dsiver144 wow that's a beautiful bright and cheerful map! It looks very good.
    Can I ask, how did you make your hub in the left upper corner? I've been searching for a way to fix time, season, day etc. into a hub but no succes yet. I used HUDmaker but I don't know hoe to let it change the pic/names I'm using for the seasons. What did you use if I may know?
  12. @Kristhor84 Thank you!
    I coded it myself in VXA. I don't know how to do it with HUDmaker but I know there is a plugin of Hudell (Orange HUD if you need) will provide you a similar result. :D
  13. dsiver144 said:
    @Kristhor84 Thank you!
    I coded it myself in VXA. I don't know how to do it with HUDmaker but I know there is a plugin of Hudell (Orange HUD if you need) will provide you a similar result. :D

    Thank you, I'll check that out!
  14. @dsiver144 I love the bright colors and 'summer' feel the map gives me!
    Only the speed at which those birds fly by.... or are they jet-planes? bit fast haha

    @SrOscuro love the gritty feel the map has! only the gargoyle seems a bit out of place to me.
  15. @Finnuval Thank you! xD
    This gif is speeded up a bit, I don't know why lol.
  16. @dsiver144 ah ok haha... Those birds really go like they ate rocket-fuel lol glad that isn't intentional ;)
    one more thing : maybe you could look for/make birds that are actually pointed diagonally? (don't even know if that's possible though) That way the look even better. But, again I really love the colors here!
  17. @Finnuval Yea, thank you. And I can make birds point diagonally. Just need to redraw bird sprite. :D
  18. dsiver144 said:
    Just need to redraw bird sprite
    You make it sound easy! haha
  19. Got my first real dungeon (i.e. first after the tutorial dungeon) finished! :) The blockiness is intentional; the setting is a school for adventurers, so it's an artificially constructed dungeon, complete with bridges and ladders deliberately placed to form a 3D maze, and switches at the opposite end of the room from what they affect. You start at the top-left, and exit under the large arch after pulling the lever in the top-right. The blue door leads to a bonus room. Along the way, there are six stationary, ten ground-based, and two airborne monsters you can either encounter or avoid.

    RPGMaker Dungeon 1.png
  20. @Aoi Ninami Seeing as the blockiness is intentional it's looking good :) Good matching of colors to which makes it easy on the eyes (overlooked often ). I would however put the windows 1 step up so the align with the upper door (which to me makes more sense). Other then that well done!