Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 20 of 104 View original ↗
  1. Mordridakon said:
    Map 1 from Orphan of Time:
    Spoiler
    View attachment 131808
    This is a map of lizard village. Since I'm using time fantasy, its a tile best for open and uncluttered maps. The logs on the side is how I represent "door" on "open" maps. Though its not always the case. I may make a road instead if that'll look better.
    Map 2:
    Spoiler
    View attachment 131812
    This is the town hub. In this game, instead of having potion and weapon/armor shops in every village, there is one hub map where the potion and weapon/armor shops will update after every major dungeon. Instead of the dual logs, I put in a fence with gaps. And yes, you can walk behind the roofs.
    Map 3:
    Spoiler
    View attachment 131814
    And this how I do interiors, in this case, the potion shop from the last map. Simple open and uncluttered. The way out is the break in the wall.
    What do you think of these? Any tips, tricks, improvements?

    One thing a lot of new mappers tend to do is add a bit too much empty space. I recommend really thinking about how much space a character aactually needs, and keeping that. Shift click mapping will help you move your walls faster (copy/pastes it). It all just feels a bit too big? Try adding more decorational objects too. Do people in your city need light sources like lamps? Does anyone have their wares shown outside? What are some common areas townspeople may hang out at? This should help you out.
  2. There's no denying that these will look way better with the proper atmosphere (weather etc.) in place, and that said atmosphere will smooth over any mapping errors I made, but I'm surprisingly unashamed of these. (Unashamed is usually about as proud as I get of my mapping but I do like these.)

    train train.png
    This is the Praja Carriagetrain Depot ("train station"). While Train Depots and Train Carriages are real things, "Carriagetrains" are something I totally made up. This one begs some explication of what the fudge is going on, because w/o that I'm scared it might look like gibberish. The thing that look like bastard children of hansom cabs and train cars are in fact exactly that: "first class" is up top with the "horsedrawn coach" "experience", and even a seat with exposure to the open air (trains are still slow enough that that is safe...ish) is available, while "steerage" class is in the boring old normal train part of the cars.

    The tracks passing over the map are (obviously, I hope?) above it. IRL there's probably a gazillion engineering reasons why you'd never want to have your north/south tracks passing vertically OVER your east/west tracks like that, but I decided what the fudge, it's a fantasy game, might as well be a little fanciful. The track-switchy thing serves not just as a turn-table but as an elevator that can actually move trains from the lower to the upper tracks. I'm not ever going to actually animate this, there's just gonna be like an NPC that tells you lol.

    The coffins travelling by train probably have something to do with vampires but I'm not sure if that will actually be an in-game quest or story element or just a random background fact that only I (and now you, dear reader!) know.

    purty.png
    Grand Hall of the Inquisition w/ the Chapel of the Inquisition on the right (the parapet on the lower right actually belongs to the I-Haven't-Thought-Of-A-Name-For-It-Yet Praja royal palace). Less explanation needed here, just some credits: the super talented Celianna released a bunch of whole intact buildings for ReStaff 2014 and the gorgeous large winter trees are PandaMaru's work. This map will likely only be seen from the outside as an "establishing shot" rather than having walking chars on the map and worrying about how they scale relative to the buildings (I think they'll be rather too big).
  3. I've not posted here in a while, but I've come back to finish this town after taking a break.
  4. @Paladin-Cleric of Awesome Your post would be better in Resource Support which is specifically for giving the type of feedback you're looking for.
  5. Stats Screen.PNG
    Finished reworking my stats screen. Don't know if I ever use all 10 elements I've created.
    I have a few more states, but they can never be resisted. I removed the luck stat, because I don't want it and
    added a power stat, which I need in my damage formulas.
  6. Some screenshots from my hobby-project:
    Character Creation
    640145aa60b827e6c45faf11202f75e3.png
    Dialogue
    90744832c23f78f2c7d8d39243143807.png
    Spell Menu/Dungeon Battles
    5a72d4a2fe139698b7f3744925e58c24.png
    Overworld Battles
    5d29d6916b4c84a16a220dbfc09b1422.png
  7. @Kes
    Cool, thank you. I don't tend to search the forums overmuch so I didn't know that. lol. But thank you for letting me know!
  8. The Mighty Palm said:
    Some screenshots from my hobby-project:
    Character Creation
    640145aa60b827e6c45faf11202f75e3.png
    Dialogue
    90744832c23f78f2c7d8d39243143807.png
    Spell Menu/Dungeon Battles
    5a72d4a2fe139698b7f3744925e58c24.png
    Overworld Battles
    5d29d6916b4c84a16a220dbfc09b1422.png
    Reminds me of DQ so much I am scream! <3
  9. The Mighty Palm said:
    Some screenshots from my hobby-project:
    Character Creation
    640145aa60b827e6c45faf11202f75e3.png
    Dialogue
    90744832c23f78f2c7d8d39243143807.png
    Spell Menu/Dungeon Battles
    5a72d4a2fe139698b7f3744925e58c24.png
    Overworld Battles
    5d29d6916b4c84a16a220dbfc09b1422.png
    Did you make those sprites yourself? The artwork looks great!
  10. Hello everyone!
    So this is my first time posting here, but its easy to see that you have a great community.

    Sooooo this is my first attempt in building a village for a random story (only started 2 weeks ago).
    I´ve read some tips along the pages and in other threads, but I also find extremely helpful straight opinions so here I am.
    Thank you in advance! :D


    The Village:

    Spoiler
    Some "inside" examples:
    Map002.png
    Map003.png
    Map004.png
    Map005.png
    Map006.png
  11. @Messena Please edit your post to put the screenshots into a spoiler. We ask people to do this as otherwise an image heavy thread such as this takes a long time to load for many people. It's also a nightmare for those Members who access this site on their phones to scroll down all that.

    Just a heads up on using imgur - for me and for many others with even minimal ad blockers the images don't show.
  12. @Messena I quite like the way you use the clutter assets, especially in the interiors. There's a lot of simple touches that do a good job at selling that people live in, or at least frequently use the areas. And the exterior village likewise makes it pretty easy to tell which areas are... not being used. The note on the door of that house on the peak at the bottom right is a pretty good touch, and other subtle signs of environmental story telling let me know what I'm looking at right away.

    I do like how it maintains a rectangular arrangement with the other shops and markets. That's pretty useful, since those are the ones players are going to be frequenting. And by the placement of the stone road, it seems that that's the main way tradesmen come into town, so the armor and weapons shop does seem rather advantageously placed, despite feeling like a very niche location by it's size.

    Nice use of the RTP. And welcome to the site!
  13. @Kes sorry for that, I tough just using a single spoiler was enough! I´ve edited the post and uploaded all the pictures apart from the village ( to big).

    @Chocopyro thank you! Yes the stone road supposdly it´s the main road that connects the village to the rest of the world, build specially for trade porpuses.
    The "armor and weapons shop supposdly is a guard point for the entrance of the village x) but I didn´t know how to identifie it, thats why it was so litlle. Guess I need to change that signal. Even so I´m glad I´m doing well on my first try.

    Btw i´m using a personal rule of 3 squares(dont know how to call it) for the interior, per 1 on the exterior, do you think is enough? Personally I like to mantain an order and respect the visual transition to the incide, even if its bigger it doesnt change the perspective the eyes catch that much.
    I dont know if its the right place to ask or if i´ve been clear enough with my explanations skills. If not I´m sorry in advance!
  14. JDevain said:
    Hello. First time posting a screenshot anywhere. This is just a single screenshot of a post-apoc game I've been working on for about 300 years. I feel like it's finally starting to really come together.

    SCREENSHOT
    View attachment 131604

    I'm sure I'll be making changes to the UI, but otherwise I consider this a pretty much finished map. The characters (the guy on the horse, the horse itself, the other guy, and the werewolf) were created by others (Hiddenone, Whitedragon, Bis, and Whitedragon respectively), all other graphics by yours truly. The guy on the horse is the player (he can get off the horse, he just happens to be on it at the moment).

    The terrain graphic style (i.e. my graphic style) is NOT pixel art, while the characters obviously are, but I think it works. It actually kind of makes the characters stand out a little, and not get lost in the background. But that's just, like, my opinion, man... feel free to tell me if you disagree. Or if you agree. Or whatever.

    Obviously I'm using a parallax background, but several items (the trees, the sign, the diner, etc.) are actually events so that the player can walk in front of them and obscure them and walk behind them and be obscured by them.

    This is a 40x22 map, with a resolution of 1920x1056 (which should also be the size of the screenshot itself if you click it (I encourage you to click it)).

    That's all I can think to say about it.

    Thanks for looking!

    EDIT: Oh, woops. I forgot to mention that the graphics for the buttons at the bottom are from game-icons.net. Didn't want to not give credit where it's due.
    Cool, I'm making a post apocalyptic game as well!
  15. Just been testing some new animated Knight Base battle animations. Trying to get consistency between Old, new and newest battlers.
    Image2.png
  16. New tropical/jungle map for post apoc game:

    Forum_jungle_full.jpg

    Full Size (4 images)
    Please click images if you want to see full sized as you would in-game.
    Forum_jungle_NW.jpg

    Forum_jungle_NE.jpg

    Forum_jungle_SW.jpg

    Forum_jungle_SE.jpg

    The zone is 60x35 tiles, with a resolution of 1920x1080, so the four full-size maps show what you would see from each corner of the map. Most items will actually be events, so that you can go behind them, and also so you can interact with them (mine rocks, cut down trees, etc.).

    Thanks for looking!
  17. JDevain said:
    New tropical/jungle map for post apoc game:

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    Full Size (4 images)
    Please click images if you want to see full sized as you would in-game.

    NLKYqzhpmfzwK3RVGkzgvMtmMei_217kZBQjkbo6xYOKc49ZZsC-qi7J6w0s0lNY2XzPrqbwJDhF_U9RXdrJDmD03rYuCKcykXlaUuDxkbWoKxljJbARxQ0pqEzZ-h1U47FVO_eyv4unZ8OdbTGLuiDgrANj1H8ii9aDt9nQqQ-7T9BaJYk8QyJd4zqNN7w9X4tSDVMt5xwTIPPEwbnbLqFzUimPHyYfjoS2d4fpXIJoVplux5BvSjxjruyN2N5BTsjxzK8_DfP90qdAQxKaxgMxArIHg5JirVnvZZwJ0ntJJA7_0RaQubJKU0HVP5KerXMydBuxjQDQ5yCXDrM8jw5AG4iuX9WOdljjZDS_0QF9EUe4XFdYXVrCVwdhkgkw_GjXXifrq6hBHvb28DHnjyJZdehCPYSSfGBPZfGMDdnN46CVDD_XxaxgQnPBne-29hwMba0C-wUNCdLndVEoDTWVrWpF5qTU9c-xM4Qtos-pxFJPbvMm_3IgRRqN-eBSAekfzNQlUIPiMBuz_N95XT1dhHoOPy_4qVXRxfw3VmmoghQgXtsSE0r3PQB6ckOkYWUOHviZrN-TTrtM6UUuRGYS1fe1UZjNef3rJO611sM5mD44Qk5Otz78fqnJiO0qf79yxJ4gn16xcpdel-nYaqOPCJWJBmOG8jWsRHCn6SVdWqZfIE_2LA=w1744-h981-no
    XrjsddjKEukvD4mkLJOpBHvQ1eqbTCzu4-yxa3LvgRY47u5lQpoHyHdPb1QiIu8eEC6qkbxkdyr9NiwhkZWCbrNHEFshTPY-JiBHqsf7ec0xuHribdxBSpTQIXFgP-rinHJnMzQna9aY5mxXwKkrC2zLtI2Lf1MIdveYnxraPvBKQesFOiLp6vfK-iVAZeZ35j10arIEwjE7G38ruB66eD5el997n9CuzwQDBMGdRJV6Rw5jNlpWg0mf1y3ISt1S01a7YB-cSGtV78ivgKTE-XzCh2z0qOYvBOpi8kLVIwUO6izZFZ-3lccWq0DUupQXf4b03Zmwuhr3NuW_Vu90bdwSHhrV8hmU7n5TGw3Fi4euW70LtlN45G7_cRngrngeywQuf_Su5Yf1abtgHVVvPj8YLNsJrmvdZieTX6oFvVrLt9OOfGNXmpA9uTplGHLF0QpnC8txmCNaSz929YSMULNZfSjDHksSZA70QZAe0Eeo55W53E9R9V58fbAOnqm7DGb_92AQ17p0s3WdkMSsmqY97SI8cFjGhVEucKJK3Tgd2IOkxLZtsLoaYEe1HmLZbv0EikBdew6QbNseoc4GpNzJIGjYTGD6g8yfrz4zP-5K85gsk5dg4iDaQgfAaHXtCoEn76WL5NF218zBV7E6B1IAb8MAWPEXcrclAZ3cBrVC3tYG399Z-Q=w1744-h981-no

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    The zone is 60x35 tiles, with a resolution of 1920x1080, so the four full-size maps show what you would see from each corner of the map. Most items will actually be events, so that you can go behind them, and also so you can interact with them (mine rocks, cut down trees, etc.).

    Thanks for looking!
    None of your images work.
  18. @cthulhusquid Thanks for alerting me that my image links were messed up! I was trying to use Google Photos to host the images, but apparently that didn't work.
  19. Just a good old fashioned NPC house I made. I think there's beauty in simplicity, however I feel like I could work a bit more on the lighting.

    4.png