Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 37 of 104 View original ↗
  1. Kes said:
    @Willibab For the actor sprite you use in the Menu, I'd definitely remove the shadow underneath it. It looks quite messy. My next thought depends entirely on how the equipment works. If that actor can indeed equip all those weapons, then fair enough. If he can't, I think that it would look much better if they weren't all listed, particularly as that would free up horizontal space for those line of extra information showing at the bottom. At the moment that block of info looks quite squashed.

    I didnt even notice their shadow tbh ^^ I might change that, not sure if i dislike it or not tbh. Equipment is like octopath type of system so they can change back and forth in battle. All the weapon slots is indeed abit much but It certainly helps to fill the screen as it looked very barren before i added that stuff. I will need to check the plugin closer to see whats possible. The block info looks fine in-game ill try another screenshot with a different method. (i dont like all the decimals tho, trying to find how to change that atm)

    vEe2kgQ.png

    Frostorm said:
    @Willibab I hope you aren't going to release this for mobile lol. Running such a high-resolution w/ such a small font size, eeek. I mean your HP/MP bars are already like 1mm thick on my desktop monitor, I can't imagine it on a phone screen. It does look sleek tho, which is at least what you were going for. What did you use for your window skins btw? The modern-looking UI actually looks pretty cool juxtaposed against the retro game art.

    I forgot you could even play these on phones xD So thats prolly a no, not even sure if im gonna release it or not, depends on how satisfied i am.

    I can always adjust font size, i am actually looking to find a plugin to change font size in game (already have font change). Will prolly adjust the battle ui as im not satisfied yet.

    I think the window technically is from the Mighty Pack but i have heavily edited it to the point where none of the original colors or borders are left xD


    Sorry for double posting yet again, ffs i cant seem to shake this habit xD
  2. @Willibab I merged your posts, if you want to quote multiple people you can use the '+Quote' option found on the lower right of the post (or just @ them).
  3. @Kes , Too true.. water autotiles are a bit jarring to look at when banks/shores/etc, are 90degree corners. Hah! That's not a problem with your mapping so much as it is a problem with the 'norm' of water autotiles. :p

    -MIA
  4. 1593466794315.png
    I haven't still finished this, but I'm trying my best to avoid making square caves :kaoswt:
  5. I've been working hard on designing the status menu.
    Using MOG_SceneStatus.

    Menu_status_ss
    status.png
  6. @ganges That's got to be the cleanest Japanese font I've ever seen, the numbers as well. What is that font called?
  7. Frostorm said:
    @ganges That's got to be the cleanest Japanese font I've ever seen, the numbers as well. What is that font called?

    It's a font called New Rodin-M.
    It's also used in Final Fantasy 15 and other games.
    It's subscription-based, and it costs about 5000 yen a year!
  8. Screenshots of the starting village, currently named Kuldahar. I've actually recreated this same village three times in three different styles: first in Medieval style, then RTP, and finally in FSM, which is featured below.

    First screenshot is of the longhouse, the Green, graveyard and a snap of the wizards tower. Second screenshot features the quaint market, and the third is the prominent farmers home. The interior screenshots are of the local longhouse/tavern in the starting town and a small local mine.

    Still need to create and place harvest-able ore veins in the mine. Also want to fix The Green next to the Longhouse so that it is a more shaded gradual sloping hill than rough.

    Kuldahar1.PNGKuldahar2.PNGKuldahar3.PNG



    Longhouse.PNG
    Caverns.PNG
  9. @Guardinthena Where did you get the tileset for the grassy roofs? It looks really nice!
  10. Thank you for saying so! I made those actually, using photoshop and overlaying the FSM grass land on top of the roofs. Then using some transparency, adjusting the angle when needed, and the burn/sponge tool I was able to create the turf roofs seen in the screenshots. I am not completely satisfied with them. I need to define the edges of the roofs better as they tend to blend with the ground and that irks me. Once that's done I'd be satisfied.

    I would also love to share some the edits I have made or will end up making with the community, but I am not sure the FSM allows edits of its resources to be shared. I will need to go ask about that.
  11. Those screenshots look amazing, @Guardinthena! Have you thought about adding some darker patches of earth to the mine floor? Looks a bit too uniform to me at the moment.
  12. @The Stranger - I hadn't thought of that but it sounds like just what I needed! The mine looked off to me but I wasn't sure what to do. When I get the chance I'll go toy around with the darker earth patches.
  13. I had an urge to fill in a gap with missing megalithic statues of an ancient empire, so I began sketching some figures out two days ago and did some coloring today. The first screenshot is an example of one such. I feel like it needs heavier shading for the outline to make it blend in with the FSM style better.

    The second screenshot is my cavern system again, with some alternate floor covering to break up the monotony, per @The Stranger suggestion. I think it looks much better, but not sure about the moss patches around the water source...

    handStone Ruin.PNGKuldahar Caverns.PNG
  14. @Guardinthena I love the hand statue but yes a stronger outline would definetly help.
    As for the patches around the cave water I would try making them a bit more transparent to have them blend in more.

    Other then that : Looking mighty fine :)
  15. @Guardinthena As well as transparency, I wonder if adjusting the hue a bit might help. It's a somewhat bright colour. The other thing is a problem with the fact that the autotiles by definition won't go in a natural way towards the water's edge; take the bottom right inverted T as an example. It might be a bit of a faff, and maybe you don't have any spare spaces on your B-E tile sheets, but having a few carefully constructed shapes which you could overlay on top of the autotile to bring the moss nearer the water would make a big visual difference.
  16. @Guardinthena To make the statue blend in more, I would use the pixelise tool found in krita, maybe sharpen it a tad bit too.
  17. Okay, because of @Frostorm's interest in my turf roofs, it got me off my lazy butt to fix up the sloppy editing and finalize them. So, the first screenshot is the major npc housing for my starting village. Touched up the roofs, cleaned the edges, fixed the roof on the side house, created the open roof window things, and edited the gondola boats in the FSM tilesets for roof decor for the side house.

    All that aside, I think I need to replace the stone gardenpath with just the large stone paths seen leading up to the houses.

    @superkoopa - Thank you for your advice! I don't know why I never considered looking for a pixelate function in Photoshop (the program I use). I located the tool, watched a quick video and pixelated the hand statue. It blends in much better, especially after I added darker shading. My only concern now is that when I zoom in too close it is much more pixelated than FSM o_O


    Kuldahar Village.PNGMap050.png
  18. Guys, It's me again. I need your help.
    I've been completing my new tilesets in the past few weeks.
    But I'm still can't decide the building style I'll be using for the outdoor map.

    So I created two experimental styles:

    The "Style 1" has more compact size and better nature-to-buildings scale sense. It looks more dynamic and flexible, and has better aesthetics. However, to apply The Golden Ratio towards all building designs, most (well, technically all) of the buildings are forced to be symmetric. However, this style has much lower compatibility with several RPG Maker MV default mechanics. Plugins and modifications to the standard engine is required to make this map works well.
    Style 1
    Map003.png

    The "Style 2" is bigger, but more make sense for character-to-buildings scale - and this affects gameplay heavily. Due to its size, it is also fix the the "map size vs gameplay" problem in widescreen resolution. This style seems more rigid and boxy, but it is actually more simple and gives that "Pokemon RPG Style" feeling. The problem is, it is so big it takes the entire of Tileset D just for one building style with only four building variants.
    Style 2
    Map021.png

    Suggestion and opinion, please :)
  19. @Raith What tileset is that? It looks super clean. I think the style would depend on how tall your character sprite is. If its the tiny chibi size then I'd say Style 1, if it's a taller sprite, then Style 2.