Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 102 of 104 View original ↗
  1. Finally got around to adding arrows to the skill trees. Also redid a bunch of skill trees in general by rearranging nodes and creating several guidelines for myself. Here's the Arbalist's tree:

    1645928498793.png

    The structure/design is based on classic/vanilla WoW's talent trees. However, I noticed that WoW's trees have far fewer "arrows" than I do. So I wanted to ask...do you guys think the nodes in my above example are too "interconnected"?
  2. @Frostorm, I can't really say... Do the numbers mean that each skill has like, levels? Like I can take "Tofu Making" three times so I'm a Level 3 Tofu Master? And if so, how many levels do I need to progress up (down?) the tree? Like, if there's a lot of skills I have to check before I can get to the ones that interest me, then all the skills down the line should be useful and interesting right? :kaoswt:

    Like suppose I wanna make a real good Tofu Master, and there's this sweet "Frying" skill down the line that I want? But there's a random skill in between that I can't find a use for, summat like "Scrubber". So I just check "Scrubber" 'cuz I need it to get to "Frying" so I can realise my Tofu Master build... but then I got that "Scrubber" skill that I never want to use. :kaocry:

    Not having played WoW ever I don't know how it all works, but Imma hazard a guess: they prob didn't have that many arrows 'cuz they didn't want me to end up with "Scrubber" that I got no use for.
  3. alice_gristle said:
    @Frostorm, I can't really say... Do the numbers mean that each skill has like, levels? Like I can take "Tofu Making" three times so I'm a Level 3 Tofu Master? And if so, how many levels do I need to progress up (down?) the tree? Like, if there's a lot of skills I have to check before I can get to the ones that interest me, then all the skills down the line should be useful and interesting right? :kaoswt:
    Haha yes, the numbers mean they have levels. And each row requires 5 rows spent in the tree. So the 1st row has no requirements, but the 2nd row needs 5pts spent, and the 3rd row needs 10 pts, etc...

    And I hear ya regarding the "Scrubber" issue. So I make it a mission to make everything useful. Also, the nodes connected by arrows always build off the same mechanic. So if a node increases +Crit %, the node below would increase Crit Multiplier, for example. Basically, stuff connected by arrows are synergistic.
  4. @Frostorm, I don't think I see any issue then! Be a sweetheart and get us a char builder demo soonish? :biggrin: :wub :wub
  5. alice_gristle said:
    @Frostorm, I don't think I see any issue then! Be a sweetheart and get us a char builder demo soonish? :biggrin: :wub :wub
    Oh, if it's just the char builder is enough for a demo, then I could whip that up in like a week! I'm going to make that my new near-term goal, lol.
  6. I've long thought that map-making is the most underappreciated art in the world of RPG Maker. Lately I have been trying out new ideas for how maps might look, just to see if I can land on a style that helps make up for my lack of natural ability as far as map-making goes. To that end, I'll post a few attempts here, and I would love to see others post their maps if they are willing to share.

    1645987602220.png
    1645987685999.png

    1645987730238.png
  7. I LOVE how you did the church map! The transition from stone wall up to arch ceiling is fantastic, and I love the subtle color variations of the floor too. Definitely my favorite of these three!
  8. Thanks, that's probably my favorite experiment so far too -- will try other room types with that technique. Maybe a library?
  9. I'm not really a confident mapper, but once I get started with one element it seems like the others sort of fall into place. Sometimes the best motivation is knowing that you will need to do it eventually, and even though it might not be perfect it's better than nothing and can always be revised later.

    Spoiler
    1645989687766.png1645989732116.png1645989773350.png1645989804896.png1645989828300.png1645989856478.png
  10. Every now and then, I make a random map just because I want to :3
    This has been lying around as wip forever, but today I tied the loose ends up^^
    Castle_Avery.png
    Resources by: Avery, Candacis, Guardinthena, Hiddeone, PandaMaru, Vix90, Wecoc
    All avaiable on this board ;3
  11. A library would be incredible with a technique like that! Anything that benefits from the grandeur of a vaulted ceiling--a castle throne room or great hall, perhaps? Or maybe in a wood building with a loft on one side and open rafters around a grand fireplace on the other?
    I suppose it might lose its dramatic punch if it appeared in too many places, but brainstorming is great fun.
  12. 1645993718059.png

    This is a great example of a little thing that I would never think to do that produces a great result! And in general I really like the sense of depth and separateness in the rooms of your buildings -- thank you for sharing! Also, your second map has such a natural feel in the way the beaches have different depth depending on their relative locations -- adds so much realism with such a small detail.
  13. @Avery

    Looks great!

    I do notice the top of the stone platform tiles blend in with surface ones. I would suggest editing the top to have a stronger border to help differentiate the different levels on the top sides.
  14. Looking really nice, all of you. I'm pretty bad at filling up my maps. My only real saving grace is nice effects and that I can hand draw a lot of stuff.

    eienno house.png
    This is one of my favourite maps, using entirely XP graphics with my personal touch.

    Screenshot (778).png
    Just threw in a library map because the lighting looked cool, LOL.

    Screenshot (1260).png
    This one is entirely drawn by me, excluding the character.
  15. @Starbird_Resources We have a thread for showing off your maps. I've merged yours with the Game Map & Screenshot thread.

  16. Hey everyone, looking for feedback on my battle screen. I know its a lil empty, planning on potentially adding more, that aside I'm having trouble deciding what looks better as far as the battle background. Does using a map as a background work better or using artwork battlebacks to go with the chibi style?

    Attached photos of the two (first pic is with the default rtp, second is the custom map).

    Credit: Yota's Pop Fantasy DLC, Visustella Tilesets, Avery Iconset, MV + MZ RTP

    PS: I believe this was the correct place to post since its not resources but battle feedback, If i am wrong please let me know!
  17. I know this isn't helpful, but those are the CUTEST portraits!

    I made an (accidental boring) peanut butter factory map. It was supposed to be a dungeon, but I have no idea what to add or whatever.

    Boring Factory.png
  18. antega34 said:
    Hey everyone, looking for feedback on my battle screen. I know its a lil empty, planning on potentially adding more, that aside I'm having trouble deciding what looks better as far as the battle background. Does using a map as a background work better or using artwork battlebacks to go with the chibi style?

    Attached photos of the two (first pic is with the default rtp, second is the custom map).

    Credit: Yota's Pop Fantasy DLC, Visustella Tilesets, Avery Iconset, MV + MZ RTP

    PS: I believe this was the correct place to post since its not resources but battle feedback, If i am wrong please let me know!
    I prefer the first
  19. @antega34, I usually don't like maps as battlebacks, I'm more into proper artwork battlebacks... BUT, your map battleback fits soooo well! :wub I dunno if it fits better than the artwork battleback, but if ya wanted to stick with maps as battlebacks, ya covered! :kaoluv:

    @StrawberryFlower, mebbe put some accumulated junk in the main factory area, esp. to the right? I got zero idea about what all a peanut butter factory s'posta have, and I know a neat and tidy place wudn't have junk, but, like, for the sake of a nicer map, maybe summat to fill up the area around the conveyors a bit? :kaoswt:
  20. Thanks for some feedback. I've updated the map and added a box-y maze based on a Doom level. :D The factory's interior is only visited at night.

    Not as boring factory.png