Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 24 of 104 View original ↗
  1. Currently working on my map scene. It's getting there!
    mPX6dKq.png
  2. I know it's just one screenshot, but I finally finished this dialogue heavy encounter (side quest) that I've been working on for the past 3 days.

    Collector Encounter.png
  3. @dreamfall887 - loving the World Map scene. Very clean, but pretty.


    So here's what happens when you plonk a phpBB bulletin board inside an RPG Maker game.

    Sneaky peak of something bigger

    zjcoXSM.png

    What you don't see is this all scales to the game screen size. Make the game smaller and this (left) happens:

    IGqRelj.png

    Means it perfectly scales to any device. Kinda.

    That's all I'm posting for a while :p
  4. Lumbermill in my game.
    Lumbermill
    LumberMill.png
  5. Mmmm... Seems I forgot to post this bit elsewhere than chats.

    title.png

    Title screen. But the twist is that I creatively made only one limb from scratch in Photoshop. The rest is only my composition. BTW, yeah... I got credits for all I used too and it is or royalty free or owned!
  6. created first map
    1
    a12.JPG
  7. @mechabot I'd delete the fan shadow.
    - It's not the right projection against the desk and looks flat.
    - There is no light source to cast a shadow.

    And why is there a carpet on the left side only?
    What's its purpose?
    It would look better centered on the desk and a bit "below", for the people entering the office.
  8. Posting this here as well for additional visibility. Happy Saturday everyone, stay safe!
  9. My randomly generated maps are starting to look not terrible. :LZSexcite:

    edit: Here's a new and improved version of the same area.

    edit 2: Removed old maps to showcase new maps with the madness engine.

  10. Today is not opposite day and this is not an april's fools joke.
  11. I've been creating apartment room encounters for the big demo push. Only around eleven or so to go!
    apt pic.png
  12. @Ninjakillzu Is that a window with view on the toilet (around the door)?
    Also, the font is barely legible.
  13. @Ninjakillzu I have to agree about the font. I think after a only a few dialogue boxes I'd be inclined to give up.

    The toilet illustrates the problem of default tile location. It looks like it is unconnected to the wall (how does the water get into the cistern?) and wastes space. If you moved the tile up say 30-50% on the tile sheet it would sit more naturally against the wall. The same with the oven etc in the kitchen and cupboards generally. Also your windows overlap the skirting board (don't know if that's what they're called in US English). If you really want them to be that low, then you need to make it look like they cut into the board, not sit on top of it. Their present allignment also serves to emphasise that your sink is not actually against the wall.
  14. Kes said:
    @Ninjakillzu I have to agree about the font. I think after a only a few dialogue boxes I'd be inclined to give up.

    The toilet illustrates the problem of default tile location. It looks like it is unconnected to the wall (how does the water get into the cistern?) and wastes space. If you moved the tile up say 30-50% on the tile sheet it would sit more naturally against the wall. The same with the oven etc in the kitchen and cupboards generally. Also your windows overlap the skirting board (don't know if that's what they're called in US English). If you really want them to be that low, then you need to make it look like they cut into the board, not sit on top of it. Their present allignment also serves to emphasise that your sink is not actually against the wall.
    I'll have to change the font. What about it is hard to read?

    I've been using the default futuristic tileset for the tiles. Looks like I'll have to adjust them.
  15. @Ninjakillzu It's several things combined.
    The outline of the letters appears a bit blurred. As well as that being a general thing, some are more so e.g. look at the bottom left of the lower case t.
    Lower case e - the space in the upper part is so small it's almost not there, making it difficult to see at a quick glance what it is.
    Parts of letters are missing e.g. the top of the upper case O and upper case G.
    Letters have bits omitted e.g. the upper case E has effectively a line through it and the lower case o has a bit missing at about 5 o'clock.
    Some letters are not a solid colour e.g. the y and v, it almost looks like some blue has bled into the letters.

    Put all those together and you have a font which looks messy, and with reduced legibility.
  16. I edited some of my tiles, still much more to do. Is the alignment better?
    Screenshot (23).png
  17. @Ninjakillzu Looks cool. I have no problem with the font (btw I wear glasses) but I can understand why some people would
  18. Nightblade50 said:
    @Ninjakillzu Looks cool. I have no problem with the font (btw I wear glasses) but I can understand why some people would
    I'm trying to use a font that has futuristic/cyberpunk leanings, but still readable. It's kinda difficult to find something that fits the bill.
  19. @Ninjakillzu I think the alignment is much, much better. By visually freeing up some floor space the map looks better balanced.
  20. Would like some feedback on my map, please. So, first of all, my aesthetic for the game is aiming for early NES RPGs, especially Dragon Quest. At least in terms of world design. Graphically it's uh... well, it's the RPG Maker DS resource pack lol. But yeah, in terms of how stuff is set up, I'm aiming for a really retro feel.

    So I've got two versions of this particular map. The original one with multiple floors, and a revised version. I've decided that I don't want towns or castles to have second floors (basements are okay though), purely for aesthetic reasons, so that's why I decided to rework the whole thing. I haven't done shift mapping on the second one yet (probably should have done that before I put all the crap in it... but whatever), but yeah.

    This is the original version of the first castle.

    5aVAX05.jpg

    And here is the revised version. I haven't made the basement yet. Also, before anyone asks, the RTP door that you can see is opened by the game's equivalent of DQ's Magic Key. I feel like it's plain enough to not conflict with the DS resource graphics. You don't think it's a problem, do you?

    Also yes, you can break all the pots and barrels :)

    ojT7meY.png

    What do you think? Please give me any feedback you can! If it sucks, tell me so! :)

    Edit: Here's the basement remade :)

    hzYi2Mp.png