Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 43 of 104 View original ↗
  1. Just finished up putting this map together, was having trouble coming up with ideas for lighting for the map wanted to see what you all thought about it.


    Map Screenshot
  2. @Obipandawan We have a thread for showing off game/map screenshots and getting feedback on it. I've merged your thread with it.
  3. @Obipandawan While the map at first glance is an attractive one, I am bothered by the number of inconsistencies which end up giving the impression that you have just bundled together resources to hand, rather than planning the map to be coherent.

    Your footpath leading from bottom right to the cave entrance is cinder grey, which goes well with the colour of the rock face. I am, therefore, at a loss to understand where the sand has come from. It looks incongruous and I can see no reason why it would so quickly transition to the grey foot track. I also find the sheer multiplicity of tree species too much, especially the two in autumnal colours.

    The shadows from the trees are not consistent. Some, e.g. the autumnal trees, fall well beyond the base of the tree. Others, e.g. the fir just on the north edge of the road, have a shadow which is only 'under' the branches with no extension. The tree which is just south of the road and is repeated in the centre and up near the cliff face has a dark shadow, while others have a much lighter one and the tree next to the southern dark shadow tree has no shadow at all. Nor does the one on the foot path with a rock at its base. All the tree shadows fall towards the northeast, except the large tree near the eastern edge and the dark green tree right on the eastern edge have shadows which fall towards the south.

    I am also wondering about the side edges. Will the player find invisible walls to prevent them going east or west?
  4. Kes said:
    @Obipandawan While the map at first glance is an attractive one, I am bothered by the number of inconsistencies which end up giving the impression that you have just bundled together resources to hand, rather than planning the map to be coherent.

    Your footpath leading from bottom right to the cave entrance is cinder grey, which goes well with the colour of the rock face. I am, therefore, at a loss to understand where the sand has come from. It looks incongruous and I can see no reason why it would so quickly transition to the grey foot track. I also find the sheer multiplicity of tree species too much, especially the two in autumnal colours.

    The shadows from the trees are not consistent. Some, e.g. the autumnal trees, fall well beyond the base of the tree. Others, e.g. the fir just on the north edge of the road, have a shadow which is only 'under' the branches with no extension. The tree which is just south of the road and is repeated in the centre and up near the cliff face has a dark shadow, while others have a much lighter one and the tree next to the southern dark shadow tree has no shadow at all. Nor does the one on the foot path with a rock at its base. All the tree shadows fall towards the northeast, except the large tree near the eastern edge and the dark green tree right on the eastern edge have shadows which fall towards the south.

    I am also wondering about the side edges. Will the player find invisible walls to prevent them going east or west?


    Hey,

    1) there will be no side ways they will be able to port to a side area of the map to find a small area that can be explored.

    2) when i designed the map i was thinking about it having a very dark lighting to it, where you could only see a few feet ahead of you and had a dark green or black look to it. I imagined the different shades of trees would be a different shade of black/grey if i had put a dark overlay over top of it, and the sand and road in my test with that lighting at least the color did not look so far apart with the black overlay.

    3) there are still some fine touches i need to do obviously, but i was trying to get an idea on what kind of lighting would work well with a setting like this. My only thoughts has been a dark enviroment if i did do something brighter with more visibility ill change up the colors of my tree and such to make a little better. Like i said when i tested it with black overlay it blended alot better since most of it was a shade of darker grey/black rather then orange here, green there etc..

    I am trying to give the game more of a open world feel, trying not to add a lot of invisible walls or open areas that look like they go somewhere but don't, even if it leads a small map with a few more trees and a hidden chest or something i am trying to make things open.
  5. @Obipandawan In that case, it might be better to post a WIP of your lighting (with perhaps a screen shot in game to give a fuller idea) because it is very difficult to guage a lighting effect 'in theory'. It would also have saved me a lot of time posting about stuff that won't be seen.
  6. slimmmeiske2 said:
    @Obipandawan We have a thread for showing off game/map screenshots and getting feedback on it. I've merged yours thread with it.
    Typo?
  7. @Oddball Yup. That's what happens if you ask me to do stuff in the morning xD
  8. Kes said:
    @Obipandawan In that case, it might be better to post a WIP of your lighting (with perhaps a screen shot in game to give a fuller idea) because it is very difficult to guage a lighting effect 'in theory'. It would also have saved me a lot of time posting about stuff that won't be seen.

    i did not even think of it like that, i was just posting to see what ideas people may have had for lighting.
    but yeah that would have been easier :p
  9. Recently finished the HUD. Next up is enemy graphics. I'm kinda ok with how my testmap currently looks. What do you think?

    lmnmnscreeen.png
  10. Having fun with MZ. Never liked those VX-styled tree autotiles so I edited it :aswt:
    1597960706602.png
  11. @slimmmeiske2 I actually can appreciate that as you did them justice. The original auto trees always looked weird in every maker, the only weird thing about it to me is the fact it sort of looks like it's now 'floating' on the ground if that makes any sense? Any chance of adding a slight shadow manually back in through a photo editor like Photoshop?
  12. Hey Guys, good day!

    I use RM MV to develop RPG games about 2 years and very interesting in making skill animation used in battle.
    So that I am devoted to research how to make more exciting and amazing skill animation to let the battle more fever.:biggrin:

    This is one of my work, let's enjoy!


    After watching my skill animation, you also can share your skill animation on this thread for enjoying.
    Let's amazing!

    If you have any suggestion or comment to my skill animation, you can leave words on this thread or under the video.
    I will appreciate.:wink:
  13. Here's the flagship store at Neuhume Advanced Electronics, in the Northeast Corporate District. They sell most of the cyberware in the game (not counting black market cyberware). On the second floor, you can visit the surgical suite and purchase permanent nanotech and bioware upgrades. So far just the two floors are planned for access. This location is still in progress.

    Untitled.png

    Here's some of the implants being sold.

    implants.png
  14. Haha. Fun.

    That's as elaborate and long as some original FFVII summons (aka very long). Definitely reflects effort. Is there an option to skip the animation in your games (after seeing it a few times, it might feel like a bit of a time sink).
  15. ADMtn said:
    Haha. Fun.

    That's as elaborate and long as some original FFVII summons (aka very long). Definitely reflects effort. Is there an option to skip the animation in your games (after seeing it a few times, it might feel like a bit of a time sink).

    Thank you for enjoying. :)

    Yep, I've worried about the animation may be too long, so there will set an option to skip if this animation style put in games.

    Or...I consider about that this animation style can be designed for ultimate skill, it means the skill need additional conditions to restrict to use often.

    Anyway, it is a good suggestion, thank you. :biggrin:
  16. @WeiHu Since we have a thread for showing off screenshots and videos of your games/maps, I've moved it there.

    @Xane Thanks and you're definitely right about the shadows. I tried adding them to the actual tile, but it either read it as black or as non-existant :aswt: So I used the shadow pen to add them. Here's the result:
    Spoiler
    1598007013905.png
    And yes round(er) water autotiles :wub
  17. Messing with hiding the bottom walls. I especially like this style but found it difficult to implement before. I think I'm getting a better handle of it maybe. But it looks a bit too spacious so I think I'll have to lift the bottom section a little.
    Spoiler
    Hidden Bottom Walls.png
  18. @SoftCloud Have you considered placing a largish rug in the middle of the room? It'd help tie the whole room together, as well as fill up that empty space.
  19. @SoftCloud I agree with @The Stranger, and maybe you could push that 'back wall' up a tile or two? Sometimes a smaller packed room looks way better with a cut away wall like that. But It's totally optional and wouldn't take away the aesthetic if you didn't.
  20. @Xane @The Stranger i pushed it up a couple tiles! I agree, it was too spacious. Thank you two for your comments. That helped quite a bit. :)
    Spoiler
    Shoter.png