Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 25 of 104 View original ↗
  1. @PhoenixQuest I find your maps nice to look at, though I do have some points that could help improve them.
    First, a little less box-mapping. I recommend adding/expanding some rooms that add shape. For example, you could expand the throne room up a few tiles, or add some tiles to the armoury room so it could hold a little forge on an outer wall! What you did in the new version of the basement was great and got rid of the box-mapping.
    Another point is the carpeting into the entrance of some rooms. I used to do it a lot too, until a few people pointed out carpets are rarely like that. The entrance to the library, for example, try getting rid of that one tile of carpet and see how it looks.
    My final point is smaller and are way more subjective: get rid of the autoshadow on interior maps. Subject to opinion; some people like interior autoshadowing.
    Keep it up; your maps have a good feel to them!

    Now, I have a map of my own to post that I'd like some feedback on. Why I continue to torture myself by putting large mountain areas in my game is beyond me. But here it is, another mountain! It's a small mining town in the desert mountains; their operations have created unstable caverns underground, resulting in chasms and quakes.
    Mountain Town
    Map374.png
    It's still a work in progress; I've yet to add doors (clearly...) but it feels overall a little plain to me. Opinions?
  2. 0.gif
    Just wanted to share a map I've done few days ago.
    It's a choir classroom for characters to practice/learn about music and hymn!
    Hope you guys enjoy! ovo
    *I tried to upload the progress screenshots but it cames to error :(
  3. @Kim_Shyuen Is it normal that you have 2 people sitting on top of their chair?

    If you're nitpicky, make the light coming out of the stained glass window not all white like the others.
    Be careful to be subtle with the colors, though!
  4. @cabfe
    I tried to make the light more colourful but it comes a bit weird (maybe it's bcs of the mural). Thanks for your advice tho! ;)
  5. Cythera said:
    @PhoenixQuest I find your maps nice to look at, though I do have some points that could help improve them.
    First, a little less box-mapping. I recommend adding/expanding some rooms that add shape. For example, you could expand the throne room up a few tiles, or add some tiles to the armoury room so it could hold a little forge on an outer wall! What you did in the new version of the basement was great and got rid of the box-mapping.
    Another point is the carpeting into the entrance of some rooms. I used to do it a lot too, until a few people pointed out carpets are rarely like that. The entrance to the library, for example, try getting rid of that one tile of carpet and see how it looks.
    My final point is smaller and are way more subjective: get rid of the autoshadow on interior maps. Subject to opinion; some people like interior autoshadowing.
    Keep it up; your maps have a good feel to them!

    Now, I have a map of my own to post that I'd like some feedback on. Why I continue to torture myself by putting large mountain areas in my game is beyond me. But here it is, another mountain! It's a small mining town in the desert mountains; their operations have created unstable caverns underground, resulting in chasms and quakes.
    Mountain Town
    View attachment 138752
    It's still a work in progress; I've yet to add doors (clearly...) but it feels overall a little plain to me. Opinions?

    Well, I kinda want things to be a bit boxy. Since it's supposed to be very NES-like, in terms of design, you know? I may take another crack at it though. I did however take your advice about the indoor shadows!

    Here's another map. This one is supposed to be the largest town in the game! Thank god for anti-lag scripts! XD

    nVF1ahd.png
  6. Here are the ruins of an ancient temple in my upcoming game The Lost Art of Innkeeping. But it's not a traditional dungeon with monsters - it's a tourist attraction! And there's also some hidden treasure to be found, with the help of a cowboy hat-wearing archaeologist named Idaho.

    Ruins_small.png
  7. @PhoenixQuest If that's the style you're going for, and are consistent with all your maps being that boxy shape, that's fine too! Ultimately it is your game; design it how you think it should be designed. :)
    Generally speaking, box mapping isn't desirable so I thought I'd mention it.
    Also, you don't have to quote my whole post :p you can quote parts of it, or just do @(name) without the brackets.
    @SeaPhoenix Oh, another phoenix! I like your map; it's full of nature so there's not a lot of dead space. You've added just the right amount of clutter to prevent it being overwhelming.
    Are you thinking of adding weather effects? I really think some floating leaves or even a sunbeam would enhance your map further.
  8. Thanks for the comments and suggestions, @Cythera! I wasn't planning on adding weather effects or sunbeams, partly due to the lack of skill on my part and also because I'm trying to keep my maps as lightweight as possible (since some of them have a lot of events) but I'll keep that in mind!
  9. Hi there.
    After finishing around 90% (currently 326) maps, I had to add some more light effects.

    Screen 1 - Secret/Hidden Woods
    The secret place, setlled by dark elves. Of course, there is always dark, because it is located underground. Only the power of crystals could give you some light.
    There are rumors that near the village stands abandoned cementery and there are souls of cruelest of warriors that lived on this island. Sounds scary? Well, I don't recommend you to explore it.
    screen1.png

    Screen 2 - Spider Hideout
    Some kind of casual giant-spider dungeon. No plot yet.
    screen2.png

    Screen 3 - Cave of Fiery Fury
    Located in depths of deserts, always excited travellers. Some of them said that there lives dragon - the legendary being, heard only in distant tales from times far away.
    screen3.png
  10. I got bored of working on goody, goody areas, so I worked on the first of the madness areas instead. Definitely pleased with the results. :LZSexcite:
    art_madness_swamp_1.jpgart_madness_swamp_2.jpgart_madness_swamp_3.jpg
  11. @SeaPhoenix Nice map. If I could make one suggestion it would be to scruff up the statue in the middle a bit. It is a lot 'brighter' than anything else, so you might want to adjust the brightness and perhaps a touch of desaturation. The same sort of thing for the tops of the tombstones. They look almost new. Maybe chip a bit out, or put a crack in, as well as adjusting the brightness.
  12. Thanks for the suggestion, @Kes! The bright statue had looked incongruous to me too, so I had worked in an explanation within the game for that (the orphan boy whom the player finds living in the ruins cleans it everyday), but I'll try to reduce the brightness of the tops of the stone steles and see if I can put in realistic-looking chip.
  13. @Hasin Your second map is so dark that basically I can see nothing south of the sprite. My guess is that players will not be happy at having to navigate their way round it.

    If you are going to put in light effects, then you need to think what that does to shadows. In your first map you have used the autotile forest unedited. The result is that you have a strong light source falling on the trees and making absolutely no difference to the shadows - they are still as thick and black on the side nearest the light as they are on the side furthest away.

    Your third map is much more successful, imo.
  14. This took so long to do for so little result. But point is I can now create items which spawn usable event nodes. Also showing character animations for this.

    Possible uses include spells such as summoning and necromancy!

    YsL7dx8.gif
  15. I've been working on my parallax mapping recently. Watching tutorials and just generally brushing up on my sprite work. I am far from an artist -- it's my great weakness, in truth -- but I like to think I've done a decent job editing together RTP with resources I've found around the forum.

    ScreenShot1
    Screenshot1.png

    Screenshot2
    Screenshot2.png

    Screenshot3
    Screenshot3.png

    Screenshot4
    Screenshot4.png

    I'm making a Tactical RPG using the SRPG engine, so I'm trying to have a fair amount of open space for the various characters to move around on. I probably will go and add some more fine details, flowers and stuff.
  16. @RaddRadda
    Screenshot #1 I think it would look better if you made the vines growing up the cliff face less uniform. Perhaps one section could stop a bit short of the top (try omitting the bottom tile of the vine in one place). Unless they have been specifically planted, having them repeating exactly ABABABA is not very interesting. Nature has more randomness in it than this.

    Screenshot #2. Why does your vertical path stop short of both the stairs and the horizontal path? Why is there an unworn section between them? It looks most unnatural. Paths merge because people don't jump from one to another, and the very bottom of steps can be more worn than anywhere else, not pristine.
  17. Hi everyone! I didn't know rpg maker web had a screenshot topic!

    I did some graphics for a competition where you had to imagine unseen lands of Dark Souls. This is my depiction of the land of Carim:
    carim_screenshot1.png
    carim_screenshot2.png
    carim_screenshot3.png

    I'll most likely end up using most of these graphics in my own game Fear & Hunger: Termina later on.
  18. Kes said:
    @RaddRadda
    Screenshot #1 I think it would look better if you made the vines growing up the cliff face less uniform. Perhaps one section could stop a bit short of the top (try omitting the bottom tile of the vine in one place). Unless they have been specifically planted, having them repeating exactly ABABABA is not very interesting. Nature has more randomness in it than this.

    Screenshot #2. Why does your vertical path stop short of both the stairs and the horizontal path? Why is there an unworn section between them? It looks most unnatural. Paths merge because people don't jump from one to another, and the very bottom of steps can be more worn than anywhere else, not pristine.

    Went ahead and made some edits to the tune of these suggestions, and they definitely look a lot better. I admit it's fairly dark on this map in-game, so I'm not sure how noticeable the vine edit will be, but the pathway looks much better now. I guess I was going for a sort of "grass growing over old pathways" look, but since it is a well-trod path, it makes sense that it's still fairly visible.
  19. Because of you know what, I've been able to map a lot. I'd appreciate feedback on my maps.
    Cliffs
    Map021.pngMap021 ingame2.png
    Mountain Village
    Map062.pngMap003.png
    Sewers
    Map002.png
    Indoor Maps
    Map006.pngMap012.pngMap011.pngMap013.pngMap014.pngMap015.pngMap017.png
    Capital City
    Capture.PNG
    The park in the middle is actually the only place the player can move in. They can't cross the roads. To give the illusion of a big city, the different areas are like this and the player travels between them by interacting with what is essentially a bus stop, but with carriages. And it's fast as a normal transfer event so it's really just a fancier transfer but hopefully with the effect of giving the illusion of a big city. And there will also be a few carriages running through the roads.
    Oasis Town
    Map005.png

    Actually, here's something I'd appreciate advice in: What do you guys do to make sure the amount of your decorations (trees, flowers, rocks, etc) are just enough. Not too much or too little.
  20. Happy Saturday you beautiful people. Stay happy and healthy! Tomb of Anubis.png