Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 92 of 99 View original ↗
  1. Okay, so, your maps are way too big and empty. Condense them down. Don't make a ton of room and then struggle to fill them up. Even that town is incredibly huge. Cut those maps in half and they'd still fit most of the stuff in them without trouble. The castle map, for example, doesn't need a billion long hallways. It also needs more structure. Check out some actual maps of castles.
  2. I can never escape the square longness of doom for some reason... I had a previous town that used to look Squarish, but i have fixed it using feedback. So I'll post a picture after I change the castle interior.
  3. @Yougotsomechocolate : One thing that I find helps is to figure out your scale in your game. For instance, since the beds in the game are 2 x 1 squares, and most beds are 6 feet long in real life, I use one square = 3 feet (or 1 meter if you use metric). That has helped me to keep my map scale down a lot for interior maps.

    And don't feel too bad. When I started out I had a 90 x 90 tile mansion in my game. Needless to say that is no more, the final map was 36 x 28 tiles in the end.
  4. Good to see Time Fantasy getting more use!

    Anyway. Long time no see, guys!

    I don't have the time to make games any more so I'm just tinkering with things really. This isn't a serious project and almost certainly won't be released (it's a "fangame" anyway so I don't wanna get C&D'd to hell and back).

    I'm trying to create a Final Fantasy VII testbed, like Dargor's for FFVI but nowhwere near as complex, nor is it as true to the original. Nonetheless I'm trying to be as accurate as possible.

    Here's my progress on the battle system. I only started this yesterday so haven't got all that far. Like I said, just tinkering.

    I've used various plugins to achieve this, including DoubleX's battle system and Mog's battle cameras. Plus lots of dirty hacks of my own.

    Heres the link as it's a big gif (think they turn it into a webm anyway)

    https://tinyurl.com/yyjdxvqn

    I want to try and do ambient camera movement if I can, and to refine the camera moves a lot as it's quite jerky.

    The music is all there of course, and all timed perfectly with the fanfare and battle report and such. I'm just missing the sound effects.

    Edit: I'll tinyurl the link as the forum is messing it up.
  5. I'm having some trouble figuring out water levels in my brain because I'm not so sharp on the isometric geography.

    Here's what I've got:

    upload_2019-5-4_18-9-31.png

    You'll notice before the drop, the water is "one" tile deep.

    Then it hits a cliff, and becomes five tiles deep. However, because the ground layer also changes here, the rest of the water is four tiles deep - and this is about the part that I've utterly confused myself. Do water levels have to be consistent with the terrain around them or can the layout under water be completely different - provided its deeper than the surrounding land?

    Furthermore, does water level when it travels over a cliff face have to be consistent from the depth it was previously? I don't think so, but I've accidentally done too much mental gymnastics and now I've lost all perspective.
  6. Water fills the space it finds, it just has to be lower than the source, doesn't need to have any relation to the land around it. It'll just flow to the next lowest land.

    The next spot can be shallower if it's also wider.
  7. thepsyche said:
    I'm having some trouble figuring out water levels in my brain because I'm not so sharp on the isometric geography.

    Unless you're planning on adding a waterfall, the water should be level. So since the water in the upper section is one tile high, and the water in the lower section is 4 tiles high, the underwater cliff should only be 3 tiles.
    Or if you wanna keep the underwater cliff the same, the walls for the bottom section needs to be 6 tiles deep. (Unless my math skills is even worse than I thought...)
  8. Hi. I'm trying to do an school cafeteria, but something doesn't feel right. I'm still not satisfied, does someone have any suggestion?
    Spoiler
    Screenshot - 04_05_2019 , 23_27_58.png
  9. Pamela_Rooseveth said:
    Hi. I'm trying to do an school cafeteria, but something doesn't feel right. I'm still not satisfied, does someone have any suggestion?
    Spoiler
    View attachment 114946

    Longish response incoming :kaoswt2: hope thats ok
    Spoiler
    Hi! I'm very new at this, so feel free to completely ignore this, but my opinion as more of an artist is that its very unbalanced. what should often be the center of gravity (the doorway) is far away from the busiest part of the scene (the lunch counter.) it's really good that you gave the room shape, as boring, square rooms rarely look great, but you just need to balance it so that it looks more like a big open space, and less like the state of New York.
    It also feels very small and cramped in places, especially near walls and furniture, and the tables look like they only seat 40 people max, which didnt seem big enough for a typical school. It's also quite overdecorated, which adds to it feeling cramped. you could just tone down the wall tiles and space thing out a bit more. Adding doors and windows also help make the room feel a bit more open, and like the lunchman isnt trapped there. Having a mirror in a cafeteria just felt kinda weird, so I just made it a shelf or smtg.
    These are just suggestions again, but I made a couple of VERY SLOPPY edits in paint just to illustrate what I'm getting at. It's quite similar to the original, just following my own suggestions to balance it out.
    caf.PNG
    and the second is a larger version, because I felt it was still too small and narrow.
    caf2.PNG
    I hope this doesn't come off as rude or anything! feel free to correct me on anything.
  10. Actually, I really like your idea. I decided not to put windows and to make it more rounded. What do you think?
    Spoiler
    Sin nombre.png
    Also, it was a good idea to include some bathrooms because I already had the tiles for it. (and, yes, the doors can be opened).
    Girls
    Screenshot - 05_05_2019 , 16_11_34.png
    Boys
    Screenshot - 05_05_2019 , 16_10_44.png
  11. The boys should also have toilets. They're usually half and half.

    I quite like that. Looks sizeable for a 500-700 kid school.
  12. Pamela_Rooseveth said:
    Also, it was a good idea to include some bathrooms because I already had the tiles for it. (and, yes, the doors can be opened).

    I don't exactly go into mens bathrooms, but I don't think urinals are in stalls usually. Also they need toilets too.
  13. Pamela_Rooseveth said:
    Actually, I really like your idea. I decided not to put windows and to make it more rounded. What do you think?
    Spoiler
    View attachment 114996
    Also, it was a good idea to include some bathrooms because I already had the tiles for it. (and, yes, the doors can be opened).
    Girls
    View attachment 114998
    Boys
    View attachment 114997

    Awesome! yeah that looks pretty good to me :)
    maybe you could just move down the rows of tables by one so theres more room to move? other wise thats cool
  14. Ryisunique said:
    The boys should also have toilets. They're usually half and half.

    I quite like that. Looks sizeable for a 500-700 kid school.
    Actually, I didn't even think about that. :kaoswt2:
    But you are right, I will fix that, even if it's not that important.
  15. @Pamela_Rooseveth The cafeteria/canteen : I would move the two lower tables on either sides to be level with the central ones (as is more common in RL and looks less chaotic) leaving a larger space between the top tables and the lower ones as a walk-way. I'm also missing trash-cans in the bottom part of the room if you're aiming for realism ;) Other then that it looks pretty convincing.

    As for the restrooms : The girl's looks fine (yet missing a bin). The boy's is as some already mentioned : urinals are usually not in stalls (they may or may not have a partition though) and they would also need toilets not just urinals. about 50% of each'll do fine. I would also consider using tiles as a floor as in RL.
  16. @Pamela_Rooseveth They look great. I agree when everyone says, boys' restrooms have less stalls for their toilets. Also, growing up in a jungle high school I can definitely vouch that School boys' restrooms are NEVER clean! They've always grossed me out so much to the point where I almost considered using the girls'. So maybe adding in some trash on the ground in the boys' room will make the map feel even more alive. But other than that, it looks cute!
  17. @Pamela_Rooseveth I'm going to be the dissenting voice here. I do not think that you should have a staggered wall at the bottom of the canteen map. Buildings are very seldom constructed like that (just think of what you'd have to have on the other side to conform with the shape) and schools are fairly utilitarian in their design. I know that it can be good to avoid box shaped rooms - but only where that is an appropriate choice. I don't believe that is the case here.
  18. Right now I've been working on a previous map and improving it. I feel like this version is a better one:
    OVgatkf.png
  19. Kes said:
    @Pamela_Rooseveth I'm going to be the dissenting voice here. I do not think that you should have a staggered wall at the bottom of the canteen map. Buildings are very seldom constructed like that (just think of what you'd have to have on the other side to conform with the shape) and schools are fairly utilitarian in their design. I know that it can be good to avoid box shaped rooms - but only where that is an appropriate choice. I don't believe that is the case here.

    I agree. Save that for more elegant builds. I imagined my own example continuing on for maybe one more row and then having 2 entrance/exits in the blank space between the tables.
    Consider how the player will move through the space. its much better to have open space at an entrance than be walking straight into a long table and have to walk all the way around. Entrances should never be blocked off like that except in some specific case. Thanks for pointing that out Kes!
  20. I finished my first castle-map today. still missing are details like banners, decorations, etc. but i would be interested, what you guys think about the general design of the map, before I go into details. thank you! :)

    https://ibb.co/THTzFPn
    THTzFPn