Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 17 of 104 View original ↗
  1. It's been awhile since I've posted here. Thought I would share the battle-thing I've been working on and off on. It's more sprite based, instead of using a sheet. Right now it's kind of buggy with flickering issues at the start and end.
    Spoiler
    fVLHRFg.gif
    I think the attacking looks OK. But I might go back and try to move the Hit sprite play during the animation instead of after.
  2. @sleepy_sealion I like your carton feel and look in that screenshot.
  3. Here are some screenshots of a map I'm working on and would appreciate feedback on.
    This town is called Calafort, it's the main port of the world. I want to create a commercial district in the south and a resident area in the north. Off the map to the left is where your boat arrives and to the south is a floating raft-village where fishermen fish.
    Map052.png

    Here are some completed maps from my project for reference of style (tilesets are all created by me):

    Screenshots
    Map046.png
    Map026.pngMap020.png
    This last image is in a high-high country so a different style to the others
  4. Woah the city is modern impressible.
  5. @Dust Numina looks beautiful, definitely an inspiration.
    @Lemonrice Amazing atmosphere but I find it a little difficult to see.
    @sleepy_sealion Love the art style, the hit animation looks ok to me, I didn't even notice the flicker.
    @QuikInk Those buildings are so beautiful but I feel like the streets are a little empty for a commercial district.

    Been experimenting with creating non-conventional towns. Here's a town in a crystal cave.
    yRg3M6R.png
  6. @Stiltzkin @Marquise*
    Thank you both for your feedback! I've added more to it since then, but not properly populated with NPCs which should bring more life. I also designed an animated fountain. Stiltzkin I like the way you incorporated the parallax bg into the tileset.
    Map052.pngScreen Shot 2019-12-30 at 21.53.35.png
  7. @QuikInk In your first screen shot you have what appears to be a floating town, in so far as the background looks like sky. If that is correct, then the external town walls on the right cannot throw a shadow - what is the shadow landing on? You will need to use the shadow pen on the editor tool bar and remove them.
  8. No Reputation, no build.

    Currently looking for a different way to display the Reputation Points needed to create a building. Rain is barely visible atm.

    What do you think?

    Unbenannt.png
  9. I wanted to continue working on my graphics, but to get a better feel for what the set already has and what it lacks I made two maps os different locations :3
    Mountainside.png
    city.png
  10. I have been practicing indoor mapping, but cant help thinking it looks... like empty somehow, like something is missing. Would love some recs.
  11. @Juanita Star I agree it looks a bit empty. Two reasons for this I think are :
    it's a little to big for what it needs to be. Especially the bedroom and hallway.

    It's to symetrical. Even if a house/home is symetrical in its base lay-out (which usually it isn't) it is rare to find it being decorated and furnished so symetrical.

    I do like the feel of the interior though, it just needs to be cut to size a little.
    This however is just my personal opinion ad as always we are all wrong anyway xD
  12. I'm really proud of the engine room I finished up! About two straight days of work to get it looking nice haha!

    [Here]

    (It won't insert the gif itself for some reason so I've just included a direct link to the gif!)
  13. @ThyNexus personally I do not like the pathway... It looks a little out of place and doesnt do the room itself any favors.... But that is personal opinion so Just ignore it :) other then that it looks awesome!!! Love the animation on it!
  14. @Finnuval Yeah the white strip does look pretty out of place, but by the time I finished the animations I was quite done with that map haha. I may try to change it in the future when I'm not burned out on maps! :)
  15. @Juanita Star I agree with Finnuval, the rooms are too large. Assuming the bed = 6 feet length, the bedroom alone is about 20 feet long. Measure your own bedroom and see how big that is! I would make that room about half the size it is, and only give it a one tile wide entrance so that it has some privacy. Few people have an open plan bedroom.
    I also think your front hall is wasted space. It also creates the problem of where people get natural light for that room. All walls appear to be internal.
    If you are going for a more realistic look to your maps, you could use the space freed up from the bedroom to drop an internal bathroom between it and the living room.
  16. Kes said:
    @QuikInk In your first screen shot you have what appears to be a floating town, in so far as the background looks like sky. If that is correct, then the external town walls on the right cannot throw a shadow - what is the shadow landing on? You will need to use the shadow pen on the editor tool bar and remove them.
    Thanks for the feedback - it's actually a port town surrounded by the sea. I have a parallax showing through the transparent water tile to look like a reflection. It's more obvious when the map is full size but I take your point, maybe I should up the opacity of the sea tiles.
  17. Finnuval said:
    @Juanita Star I agree it looks a bit empty. Two reasons for this I think are :
    it's a little to big for what it needs to be. Especially the bedroom and hallway.

    It's to symetrical. Even if a house/home is symetrical in its base lay-out (which usually it isn't) it is rare to find it being decorated and furnished so symetrical.

    I do like the feel of the interior though, it just needs to be cut to size a little.
    This however is just my personal opinion ad as always we are all wrong anyway xD
    Kes said:
    @Juanita Star I agree with Finnuval, the rooms are too large. Assuming the bed = 6 feet length, the bedroom alone is about 20 feet long. Measure your own bedroom and see how big that is! I would make that room about half the size it is, and only give it a one tile wide entrance so that it has some privacy. Few people have an open plan bedroom.
    I also think your front hall is wasted space. It also creates the problem of where people get natural light for that room. All walls appear to be internal.
    If you are going for a more realistic look to your maps, you could use the space freed up from the bedroom to drop an internal bathroom between it and the living room.

    Thank you both for your sugestions!

    The symetrical thing was something a friend told me too.

    I also was thinking about that front hall and I agree, is just unnecesary (for light there was two lamps as events and they still are there but still).

    Im going for the fantasy one were there are no bathrooms for some reason xD

    Here is the updated version.
  18. @Juanita Star I do think that this map is an improvement from the previous, though I still think that the shape of the rooms are still a bit strange, especially the front room on the right with the "staircase" looking wall. If you imagine how that would look from the outside of a house, it would be pretty funky. Indented walls like that are typically because another room intersects it, or a closet, so having a corner of the room cut out and ends up feeling strange. Might I suggest reducing the front room to half the size (so a similar size to the other 2 rooms, maybe a bit larger) to create an upside down "L" shaped house? It would create a more dynamic view of the house overall without the symmetry and also make it seem less like there's unnecessary space scattered about!
  19. ThyNexus said:
    @Juanita Star I do think that this map is an improvement from the previous, though I still think that the shape of the rooms are still a bit strange, especially the front room on the right with the "staircase" looking wall. If you imagine how that would look from the outside of a house, it would be pretty funky. Indented walls like that are typically because another room intersects it, or a closet, so having a corner of the room cut out and ends up feeling strange. Might I suggest reducing the front room to half the size (so a similar size to the other 2 rooms, maybe a bit larger) to create an upside down "L" shaped house? It would create a more dynamic view of the house overall without the symmetry and also make it seem less like there's unnecessary space scattered about!

    Sorry, english is my second and I didnt really get the entire sugestion xD In any case, I did cut off more space.
  20. I got tired of square rivers and shores. So here's my first attempt at a parallax world map. But man, that headache I had to go through to get animated water over the rivers. I also need to spruce up the mountains, forests, add beaches, and all that fun stuff, but so far, just glad to look at my world in game. The mountain and makeshift forest textures are a slightly modified tile from either the Ancient Dungeons or the First Seed Material; Caves and Woods tilesets. I forget already. The rest are from the standard RPT, with some textures and bevels thrown over them for good measure. Very bare bones thus far, so I'm open for suggestions.

    You are currently looking upon the northern highlands of Edren, a part of one in 33 countries currently on the map. Probably won't be seeing it in the final game, but its close to your home in the united kingdoms of Falamore directly to the east. To the north, you have Scarlough, and to the south at the tip of the Edrish Peninsula, the tiny kingdom of Tolland. Further north past the northern seas, the Venrir Kingdoms lay scattered across the icy shores. And should you see them stray from home, you better get a weapon ready just in case they need to supplement their coffers for the season. When they aren't pillaging seashore villages, one could bet they're busy mounting their defenses for the winter. For the Ice Elves of Kul'Moris have been looking to drive the Vanard men from the north for centuries. For all lands bathed under the Auroras are theres, according to the Frostwald Psalms. None of this has anything to do with my game's plot of course... Cept that ice elf part.
    Screen Shot 2020-01-04 at 11.16.12 PM copy.png