Game & Map Screenshots 10

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Started by Celianna 1970 posts Page 93 of 99 View original ↗
  1. Blackwolf89 said:
    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

    I think the colors and the style of it is pretty solid, but I'm confused on why its so asymmetrical? It seems like its on purpose, but is there some story reason or anything? because otherwise it just seems odd. Castle forts and big stone walls like that are usually quite planned out so its weird so see one so "messy." maybe just make it more square and have the gate line up.
    Besides that, I'd suggest either making the castle and walls a lot bigger, or making the buildings on the ground smaller. possibly both, because that tall house on the right looks like its about 2/3rds the size of the entire castle, and I'm assuming thats not quite accurate. The castle should be the centerpiece of the map. A big stone castle usually towers over little houses and taverns and stuff like that.
    Also, you should mix up your color pallets a bit. the castle itself can all be stone, but maybe the smaller buildings can have some wood or plants around them. That also makes the castle stand out.

    Again, im quite new, so please correct me if im wrong!
    edit: also the two towers at the bottom are different styles and its driving me mad lmaoo
  2. Blackwolf89 said:
    I finished my first castle-map today.

    I agree with CheekyChelldos that the shape looks weird. But I'd move in the cliff at the left side to make it more realistic that the walls are shaped the way they are rather than make it more square.
    Also yeah that one house is really tall, like, it goes over the walls. That's not very good from a defensive standpoint since it's, right next to the walls. And 8 (9?) tiles is a bit much anyway imo unless you're planning on it having like, 4 floors. Which I don't think you're going for with those windows.
    The size of the main building seems fine to me though, i've been on a historical-architecture-youtube bingewatch for a bit and iirc the walls and everything in them is the castle, and iirc the main building wasn't actually all that large all the time in the medieval period....
    Though if this is supposed to be where the king lives or something, you might wanna make it a bit bigger...

    Edit: ...I dunno why I wrote this much? Maybe all those videos are getting to me a bit much lol.
    Edit2: (The white tower of London was one of the biggest castles in the early/mid medieval period iirc was only 4 floors high. And only had 1 single room for the king and his family.
    Here's a video talking about it, and also about smaller castles and what was in them; and Imma stop making edits to this post now byeee!
    Castle Video
  3. Elissiaro said:
    I agree with CheekyChelldos that the shape looks weird. But I'd move in the cliff at the left side to make it more realistic that the walls are shaped the way they are rather than make it more square.
    Also yeah that one house is really tall, like, it goes over the walls. That's not very good from a defensive standpoint since it's, right next to the walls. And 8 (9?) tiles is a bit much anyway imo unless you're planning on it having like, 4 floors. Which I don't think you're going for with those windows.
    The size of the main building seems fine to me though, i've been on a historical-architecture-youtube bingewatch for a bit and iirc the walls and everything in them is the castle, and iirc the main building wasn't actually all that large all the time in the medieval period....
    Though if this is supposed to be where the king lives or something, you might wanna make it a bit bigger...

    Edit: ...I dunno why I wrote this much? Maybe all those videos are getting to me a bit much lol.
    Edit2: (The white tower of London was one of the biggest castles in the early/mid medieval period iirc was only 4 floors high. And only had 1 single room for the king and his family.
    Here's a video talking about it, and also about smaller castles and what was in them; and Imma stop making edits to this post now byeee!
    Castle Video


    You're right about the size of the building in real life, I was thinking more of the fantasy, RPGs castles i've seen. Its up to OP I suppose.
  4. Screenshots of game I'm helping make. I've put a base saturation to run for each map. Wanting to see if some advice can be given to help spruce up our color scheme and if you have any techniques that could benefit any of the maps below. Thanks

    **Note that we are aiming for a FFIII - FFV look with sharper tilesets. So we cannot get too carried away with parallax and lighting unless in cutscenes. Later in game stages/maps would be more appropriate for that style.

    Architecture
    Abel.jpg

    uHmiVoJ.jpg

    Castle_Entrance.jpg

    Dungeons
    Prison_Camp.jpg

    7OaYJUU.jpg

    2iizuQ2.jpg

    LY8VF1Z.jpg

    Parallax
    DTblAxW.png

    v2pquGf.jpg
  5. Switz said:
    Screenshots of game I'm helping make. I've put a base saturation to run for each map. Wanting to see if some advice can be given to help spruce up our color scheme and if you have any techniques that could benefit any of the maps below. Thanks

    **Note that we are aiming for a FFIII - FFV look with sharper tilesets. So we cannot get too carried away with parallax and lighting unless in cutscenes. Later in game stages/maps would be more appropriate for that style.

    Architecture
    Abel.jpg

    uHmiVoJ.jpg

    Castle_Entrance.jpg

    Dungeons
    Prison_Camp.jpg

    7OaYJUU.jpg

    2iizuQ2.jpg

    LY8VF1Z.jpg

    Parallax
    DTblAxW.png

    v2pquGf.jpg

    The overall tinting is very nice, I like of this low saturation scheme, it's perfect in my opinion.

    All the maps are very pleasing, the balance between details and empty space is a good point.

    I don't like the use of the "editor shadow" in some places, I think you want that clean aspect without much lighting and shadow effects, but it would be better to use some pictures here and there with smooth shadow transitions.
  6. I agree with @miani , these maps are amazing! The use of the "editor shadow" looks a bit weird, though. But they are great.
  7. CheekyChelldos said:
    I think the colors and the style of it is pretty solid, but I'm confused on why its so asymmetrical? It seems like its on purpose, but is there some story reason or anything? because otherwise it just seems odd. Castle forts and big stone walls like that are usually quite planned out so its weird so see one so "messy." maybe just make it more square and have the gate line up.
    Besides that, I'd suggest either making the castle and walls a lot bigger, or making the buildings on the ground smaller. possibly both, because that tall house on the right looks like its about 2/3rds the size of the entire castle, and I'm assuming thats not quite accurate. The castle should be the centerpiece of the map. A big stone castle usually towers over little houses and taverns and stuff like that.
    Also, you should mix up your color pallets a bit. the castle itself can all be stone, but maybe the smaller buildings can have some wood or plants around them. That also makes the castle stand out.

    Again, im quite new, so please correct me if im wrong!
    edit: also the two towers at the bottom are different styles and its driving me mad lmaoo

    to put it in context: this castle is built on a mountain, so the shape of the wall is like that because of the shape of the mountain. (it was quite late last night when I posted, I forgot to mention that and I didn't edit the cliff shapes yet, as Elissario said.). You're right about the "tall building", I wanted to make it 2 floors high, and because I had overall higher walls etc. at first, it looks weird now, because I didn't edit the height of the barracks yet. About the keep, I put it on purpose at the end of the castle, why? Because there its the safest place, it goes down a few hundred meters so its impossible to storm the castle from this side. The floor height of the keep is 3 tiles, so its 3 floors high. You think thats too high? :) I could certainly make it smaller. But I wanted the keep to stand out. However, the "inner" wall, I will make square, because there is no reason to make it assymmetrical.

    Thanks for the helpful feedback!

    Edit:

    Yes, I did the 2 towers on the front on purpose differently ;)

    Also: I will increase the height of the walls and tower by 1-2 tiles, possibly also the height of the keep, and decrease the height of the barracks drastically, then I will start with the details, such as shadows, lightning, decorations, etc. Then each building should look differently. :) I used stone walls on purpose for the castle buildings, because wooden buidings burn easily. :)
  8. @Switz Is it random battles? It sounds like it will be random battles from the FFV comment, but still just asking because the cave and dungeon temple maps are a bit narrow if it's going to be on-screen encounters.
  9. I upgraded my old Screenshot a bit.


    And I made a new Map. A old foggy bathroom.
  10. @miani and @Pamela_Rooseveth

    Thank you for replying. I'm relieved the saturation is not off-putting or out of place for the type of game/look we are going for.

    That is a great recommendation on the shadowing and will definitely make those changes. I had no idea it was that out of place so great to know.

    Please if anyone sees anything else or any other techniques that can be used, we would be very grateful

    @atoms Random battles all the way of course. We have lowered encounter rates a lot to promote searching every nook and cranny without wanting to bash your head on your desk.

    Not to get off topic, but in your opinion, do you feel on screen enemies is held in high enough esteem to implent it. We have some scenerio scenes where if caught or touched a battle initiates, but wondering if it's a popular enough item to increase times we use on screen enemies.
  11. CircleDrain said:
    I upgraded my old Screenshot a bit.


    And I made a new Map. A old foggy bathroom.

    Don't you think that your bathroom is too big? You can put 30 people in there.
    The overall setting is nice, the other map is too big for me too.
  12. miani said:
    Don't you think that your bathroom is too big? You can put 30 people in there.
    The overall setting is nice, the other map is too big for me too.

    Hmm, i definitly need to take a look. But dont forget, there are no rpg maker MV character size. The size of my Character is bigger. And i think if i make it smaller, it feels like a stuffed room. But people always trying not to overcrowed a room. But I will check it out.
  13. [mod]Can I please remind everyone that the OP specifically asks that people do not quote images unless they are in a spoiler. These pages can already be quite slow to load and quoting images makes it worse. In addition people accessing this on their phones have to do a massive amount of unnecessary scrolling.

    If you want to make it clear who you are replying to, please use @ and then their username, selecting from the dropdown list that appears after a few letters.
    Thanks.[/mod]
  14. Prisca.png
    First look at Prsica, upcoming DLC character for Strangers of the Power 2
  15. @Minai @CircleDrain I don't think it's too big, personally. It looks small, but seems the right size for MV characters. I guess, it's nitpicking for me, but I guess the sink/handwash is one tile further away then I'd like, but honestly just as it is it looks fine to me, but that might just be me.
  16. @Nicke: Looks nice with all these light effects but how is it that so much grass and trees grow in this cave? It looks like there is only a very small light source at the top.

    @Switz: The tilesets look very good. I like that. Maybe there are a lot of secrets to discover on these maps. The last screenshot interests me the most. Is this something similar to a castle defense minigame where you have to fend off intruders?

    @CircleDrain: The first screenshot looks very smart and atmospheric with all these light and shadow elements. Must've been a lot of work. The bathroom looks quite scary. Will there even come blood out from the shower?

    @Tuomo L: I like the graphic style and the mapping. The messagebox looks very nice as well. However, I think that there's still plenty of blank space available. Personally, I'd make the room larger. But I think that's a matter of personal taste.

    So, well. Just a few more screens showing some of the features of my game.

    Afraid that you can't provide enough Food for your population? Have you ever thought about leaving that task to some harpy sisters who recently opened a delivery service? Well, why not.

    FoF_Features1.png

    Like ressource collecting quests? Nah? Okay, here they are anyway. The Arcane Collectors give quests to worthy adventurers. It's about collecting as many resources as possible that they can sell across the sea. Maybe they'll give you something valuable in exchange?

    FoF_Features2.png

    Can you go to war, but in a smart way? Of course. Just destroy the empty lots of your opponents before they can build upon them. Or destroy their Forests and Mines before they're able to even purchase them. Lack of resistance makes it easier for you to win.

    FoF_Features4.png

    FoF_Features3.png

    Greetings,
    Tw0Face
  17. I looked at your game @Tw0Face - it looks like a lot of fun! I think I'll give it a go when I get a chance :)
  18. @Tw0Face Looks interesting.
    I am always impressed when someone finds such unconventional uses for the rpg maker, especially if they pull it off with the old generation (2k(3)). Must have been a lot of work.
  19. Hey guys, I adjusted my map a bit, and divided the screenshot into seperate parts, constructive critics would be much appreciated! thank you!

    Thats castle "crowstone", and its located on a mountain, thats why there is also no trench with water...

    Picture #1
    pic #1.jpg

    Picture #2
    pic #1.jpg pic #2.jpg
  20. @Tuomo L I love the lighting in your map