if you can acces to it or use it for a specific event (party, ending, marriage, hidden underground)
or alot of trees, or like above, a big garden.
Game & Map Screenshots 11
● ARCHIVED · READ-ONLY
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@tekiro MV Deployment is for when you have trouble with deploying your game. I've moved your thread and its responses to the Game & Map screenshots.
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@Kich You're probably going to hate me saying this, but...
I like those tiles, and think the colour palette is excellent. But there is something weird about the shadows. To get shadows like that, the light source (which we assume is the sun) would have to be absolutely vertically above the objects. Unless it is permanently high noon in your world, that's going to look odd after a while.
Quite the opposite, it's nice having new points of view and besides I posted it here for critics. :thumbsup-right:
After pondering for a while, I figured it's hard to find a one-size-fits-all solution for this issue. No shadows at all looks pretty flat and if I pick any other angle for a natural light source the tileset shadows would still lie on a fixed position, which only works for a fixed time of day. It would indeed look odd if I use a day & night system or if I place an artificial light source close to the tiles. At first I thought that one way to get around this problem —without some sort of 3D shadow renderer or lighting plugin— would be breaking the tileset objects and shadows into different layers and slightly changing the shadows position and opacity over time, but it's probably unfeasible while using RPG Maker engines and it doesn't solve the problem when there's more than one light source anyway.
I made a video test on After Effects simulating a 24h cycle, but... meh. I'd love to hear any suggestions.
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Title screen animation!!
video[/ネタバレ] -
@ganges This is an English language forum, so all posts need to be in English. If your English isn't good enough, you can always use Google Translate.
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@ganges This is an English language forum, so all posts need to be in English. If your English isn't good enough, you can always use Google Translate.
It seems that the text I translated using DeepL has been retranslated into Japanese.
From now on, I will be careful. -
タイトル画面アニメーション!
video[/ネタバレ]
極めて洗練されたタイトルアニメーションです!静穏な空気感と流れるような音楽。優しく構成された音響効果が素晴らしい調和を実現しています。
タイトル画面のブルーのカーソルが背景の暗いシアン色をした草に溶け込んでしまっているように見受けられます(低コントラスト)。
Very sleek title animation! Serene atmosphere and fluent music. Sound effects are gently composed in harmony.
The blue cursor on title screen looks blended with dark cyan grass in the background. (low contrast) -
極めて洗練されたタイトルアニメーションです!静穏な空気感と流れるような音楽。優しく構成された音響効果が素晴らしい調和を実現しています。
タイトル画面のブルーのカーソルが背景の暗いシアン色をした草に溶け込んでしまっているように見受けられます(低コントラスト)。
Very sleek title animation! Serene atmosphere and fluent music. Sound effects are gently composed in harmony.
The blue cursor on title screen looks blended with dark cyan grass in the background. (low contrast)
Thanks for watching the video!
Nice comments and advice, too!
(And translated into Japanese!)
I made the pixel art and music myself.
I want to use my own resources for the game to give it some originality.
The commands and arrows definitely blend in with the background.
I'd like to try to improve them!
Thank you so much! -
I've been quite a busy bee, Here are two maps that I have been working on. I'm not sure if the contrast is too dark, though it seems alright to me, maybe my eyes have just adjusted to it from looking at it for hours on end. The sprites are from Suikoden, I do plan on making my own eventually. All in all I'm pretty happy with how much progress I've made lately.
Spoiler
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Hi! This is a library that I made with RTP and editions. It is the first time I will finish a project and I am very proud of it. :LZSjoy:
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@superkoopa On the first map, assuming that the player cannot go off to the side but only down the ladder, I'd leave it as it is. The ladder is fully visible, and there is enough detail visible in the background to give the player all the necessary info, plus some eye candy.
For the second one, I'd adjust the lighting a little. There is a lot of light (rightly) coming from the main door, and I would have expected it to show up the building around the door a little more. At the moment it doesn't seem to do that at all. Overall I'd be tempted to lighten the whole thing just a very small amount, because I do think the building would be a tiny bit more visible.
@misterdovah Nice layout, but you have a very common problem with your stairs. At the moment, the stairs are the same number of tiles as the wall. That means that they are not stairs, but a ladder. If you think about stairs, they always start some distance from the wall as they have to get to the top height, but via a slope. To show you what I mean, here is an example of how you can get your stairs in so that they are longer than the height of your wall, and at the same time, you have something which stops people falling over the sides, so no need to worry about banisters. I know it's an outdoor example I did for someone else, but just substitute your interior tiles and you'll see how the idea works.
There is an 'extra' stair tile there. There is room for a second one if you want, and for an interior map that would be better. -
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Hi friends, I'm looking for some help on this map. Mapping is totally one of my weak points, I want it to look full and interesting, with a lot to look at, while also keeping that empty/or "open" feel. I'm struggling with what to add to this map since it's just water. I added some floating things using MOG's weather effects but I feel like it needs a lot more decoration and I'm drawing a blank. -
@VitaliaDi Could you possibly add seaweed and other fish (like fish schools) in? You could also adjust the lighting so that going lower gradually gets darker.
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@VitaliaDi Could you possibly add seaweed and other fish (like fish schools) in? You could also adjust the lighting so that going lower gradually gets darker.
Oh those are good ideas. Different sized schools of fish and a few foreground things like seaweed and the darkness fade would definitely help liven it up. -
You could also add smaller fish in the background and different kinds of schools of fish. :kaopride: I love underwater stuff. Can't wait to see what you do!Oh those are good ideas. Different sized schools of fish and a few foreground things like seaweed and the darkness fade would definitely help liven it up.
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You could also add smaller fish in the background and different kinds of schools of fish. :kaopride: I love underwater stuff. Can't wait to see what you do!
oof thanks so much you are the perfect person to respond to my post! -
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I think this is the perfect thread for me! I'm in need any feedback you can give on these maps.
I have yet to experiment with lighting in RM, so any advice on how lighting could improve them would be particularly useful.
They are for a puzzle-focused game set in a laboratory.
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@Cyril-Splutterworth You need first to decide what your light source(s) will be. At the moment you have none - no wall mounted lights, no windows, no nothing. Therefore it is impossible to determine what the lighting effects could be.
Whatever they are, it is unlikely that they will be compatible with the autoshadows of your walls, which is what you have at the moment, so you would need to get rid of them.
Another reason for removing them (in part at least) can be seen above the head of the female in the bottom map. Your wall is 2 tiles high, so the autoshadow is also 2 tiles. But that wall can be no thicker than the ceiling tile, so 2 tiles looks weird.