@Pix3M This thread is for game and map shots only. If you want feedback on sprites, Resource Support/WIP thread is the place to post.
Game & Map Screenshots 10
● ARCHIVED · READ-ONLY
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I finally had the time to rework my mountain tiles a while back, so here's how my opening map looks with them. I haven't sorted out a good way to deal with shadows yet, but things are finally starting to come together.

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@shadefoundry looking good! Catches the eye and has a real good feel to it :)
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Could someone help with a Perspective Check™ please?
I feel like the left side is okay. I counted the tiles and walls for that.
But I'm having a huge brainfart for the right side of the building, the "library." My vision is that these bookshelves are all on the same wall with a ladder that cuts through. I can't make it look right though >_< -
@fallenlorelei part of the problem (I think) is with this set up that wall with the bookcases would take up 5 squares deep and it's now crammed into 4. That's what my brain says anyway 0.0
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@fallenlorelei I am pretty sure it seems off because the wall is bigger heightwise than the rest of the walls. It looks like the walls are roughly 5/6 squares high, but that library wall looks to be about 8/9 squares high.
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@Finnuval @Arcmagik
Thanks guys! I slept on it and took another look this morning. I was definitely using way too many tiles of height. Although the two-story climb was cool lol, I took one away and added a few other changes. I think I fixed it. It doesn't look so strange to me anymore.
It isn't perfect but I realized the left side isn't perfect either (using 5 and 4 tiles of height, ugh). So now I'm using 5 tiles in the library.
It's fine for now I guess! XP -
@fallenlorelei Looks better now.
Topic:
Gotten more used to the MV and Javascript now and finished Basic Interface, Movement and Attacks for the Warfare System of "War on Christmas":
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This may sound crazy, but that looks somewhat similar to a map in one of my games. Just goes to show that there is nothing truly unique.I finally had the time to rework my mountain tiles a while back, so here's how my opening map looks with them. I haven't sorted out a good way to deal with shadows yet, but things are finally starting to come together.
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Some screenshot of my game Version Fille. It's a french game and I'm working on the last chapter of it.
It's a city built on a cliff.




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I've been spending a lot of time figuring out how I want to do the mapping for my game--tried to stick to default tiles and purchased resource packs, but... I'm a finicky bastard. So I ended up reworking pretty much everything. You can see some bits n pieces from default and medieval packs that remained, but. The rest of it is mine. I've got twelve frames of animation for the river and the willow trees (plus their respective shadows!)
I'm fairly pleased with myself.Screencap Here!
Okay, only 5 more major maps like this to go. Whew. -
@Lihinel:
This looks like a nice unused feature. Wouldn't ever come to the idea to try something like this with RPG Maker(?). I'm curious what will come out of it in the end. I like such technical gimmicks. They're fun for both developers and players.
@Soyer:
Nice interface and the colors go well with each other. However, the maps are still a bit empty and drab while being totally symmetric. In addition, the wall on the last screen is far too high and the torches are placed everywhere but totally out of reach. Personally, I would do some major changes to all of these maps to make them seem more natural. Maybe try to make smaller maps but add more details instead.
@daheji:
Looks like this is going to be an adventure game. I like the art style. However, I don't think the cliff on the first screen is thick enough to hold the house. :)
@AmieLK:
Wow, the mix of these different tiles you use somehow add to an unique overall picture. I like the style of the grass and trees. This is something you don't see everyday. Nice work; I love it. Personally, I would go without the square shadows. Instead, I would customize them to better fit the buildings and trees.
Greetings,
Tw0Face -
@Tw0Face Thank you! There's a lot of the RTP that I quite like--just needed a little colour correction, some shading adjustment, or shifting about. The willows and the grass are all handpainted, though, as are the cliffs and river. I tried to colour correct and adjust terrain tiles so that they looked more storybook-y and gave myself a two week long headache lmaooo. Ended up just tossing out that work and saying "eh, i'm a painter, i can make this" lolll
&& re: the shadowing--Yep, that's the idea! gotta create shadowed versions of the whole map for morning (the one posted), afternoon, evening, and night. shouldn't be too difficult now that I have the base stuff done! Will post up more updates as it gets refined. I realized just as I was going to bed that I forgot the lampposts. SIGH. -
@AmieLK The map itself looks good, even though the styles clash a bit. Another thing to note is that you have shadows for some that look like the light source is in the east, but for others like its in the southeast.
@Tw0Face It's made with MV, and should be a minigame similar to Starcraft/Command&Conquer.
Right now its a project for getting to know Javascript, if the finished game is good I might switch my other project to MV. -
Sketching some animations and making use of Yanfly's Action Sequence plugin to make battles feel more streamlined
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@AmieLK You may have posted these before, in which case, sorry to go back over work you've more or less completed - but those large trees. The light/shading on them clearly indicates a light source directly overhead, but every other light source indication on this map is equally clearly top left. Because of that, they look 2d instead of RM's 2.5, so very flat in comparison with the rest of the map.
I'll be honest and say that I also find some of the scaling a bit odd. Take the house middle left. A couple of crates of apples is virtually enough for them to reach the same height as the beginning of the roof. All the crates, pots etc around that house look far too big. Unless, of course, the house is for small non-human characters. -
I started my game with diagonally aligned trees, but now I wonder if that's actually the better choice. Might seem like a detail to you, but it changes the maps feel quite a lot. -
Always go diagonally. Lines look really bad. I like to take a step further and create some open spaces to break up the sea of trees, so it's not just one massive pattern of the same thing across the edges.
