Game & Map Screenshots 11

● ARCHIVED · READ-ONLY
Started by Celianna 2067 posts Page 46 of 104 View original ↗
  1. @Candacis
    You can only effectively see as far up as the hotel neon signs, except on the right side. But yeah, I can make the narrow sections wider, and put some more trees in the tileset. Glad you like it!
    If you think this map is big, you should see my 150x125 city map.
  2. @cthulhusquid
    Another thing about the tree placement: You have placed them very uniform, but it will look more natural, if you have sometimes a clumping of trees standing close together (and overlapping) and at other times a more open space.
  3. @cthulhusquid There is one thing that bothers me, and maybe it shouldn't, but it does.

    The parked cars in the section at the bottom of the map. Every single one of them extends beyond the parking section into the next one. I suspect it's a result of the way the car is placed on the tile sheet. I'd move the image a fraction so that they fit in their own space and not encroach onto the next one.
  4. @Kes It might be because those cars come as characters, not as tiles. I know I had the same problem when using them in the past.
  5. @The Stranger Would it work to copy them onto a tile sheet, just for the purposes of showing a parked car?
  6. @Kes They'd definitely work better as tiles. Not only do they jut forward, but both the front and rear of the car are always passable when used as an event. I guess a script could be used to change the size of the event itself, I believe YF had such a plug-in for MV, which should prevent the player from phasing through larger objects.
  7. 1a_Shot_Shopping.png
    First person view. Outside a shopping mall in one of the planets in Galactic 123 (web game). Using RPGM MV with the MV3D plugin.
  8. This is a small town from my first title "The Great Gaias"

    Andragus.png



    This is a prison from my upcoming title "Gjallarhorn":

    SS_Warden-Keep.png
  9. @Pots Talos woah that's pretty crazy! There's something very realistic in the way you've laid out your maps. Reminds me of old-school western rpgs for some reason. Really liking it.

    A brief video showing new additions to Fear & Hunger. I haven't shown much about this game on this topic, so I'm interested hearing how this game looks to new audience...
  10. @Pots Talos It is certainly an attractive map, but I do have some queries about it.

    That's an awful lot of trees there. I simply don't believe that a town of that nature would have so many, especially at the bottom section. There is an implied depth to those big fir trees, and some are so close together than there isn't room for the 'backs' of some of them.

    This is clearly an affluent town. They can afford a bit of space, unlike, say, a slum where everything is crammed together as tightly as possible. But at the top, you have 3 buildings which are so close to the buildings behind them that they are effectively blocking all light from the windows which we can just see. In fact, the one on the left (under the word Gaias) appears to be touching the building behind it.

    You have the buildings throwing some shadow, however, the large turret on the imposing building on the right doesn't have one.
  11. @Kes Those are some great points.
    The trees are just used to block the player, while I'm sure there is a way to do that and make it more realistic sometimes you just want to get through a map because there are hundreds more to go. :)

    The cramped buildings have to do with us making the game with RTP and then going back to parallax everything to make it look nicer while not messing up any events. So really just a lack of planning on our part but to be fair this was our first game we ever made.

    Good catch on the tower shadow I will definitely put that on our trello list for a future patch fix, can't believe we never noticed that!
    Thanks!

    While I'm here responding I might as well throw up some other maps.

    A small section of the treetop city, Solstice:

    Tree-Top.png

    Oslen Tavern in our upcoming title Gjallarhorn:

    SS_Oslen-Tavern.png
  12. @Pots Talos
    Great treetop city! I like the trees and the atmosphere of it.
    A few pointers:
    There are no shadows under the platforms. They would throw a shadow, so I would make the tree section under the platform darker to give it more depth. The same goes for the branch under the bottom right platform.

    Those crystals give a nice contrast, but you could integrate them better into the treebark. If they are supposed to be sticking out, put a bit of shadow under them. Also, make the crystals on the right side of trees darker. If they are supposed to be nestled deep into the bark, put a bit of white highlight on the treebark, directly under and on the right of the crystal.

    I don't know if it is possible, but I would break up this wall of leaves in the background. I would put some darker trees in there as well to give it the illusion of depths.
  13. I need some feedback on this level-design! I do like it myself, but something is off...
    Map001.png
  14. Zquence said:
    I need some feedback on this level-design! I do like it myself, but something is off...

    One thing that catches my eye is that it's uneven, there's empty 1 square bellow flowers but not at the top with the chairs taking that top squares too.
  15. @Zquence
    I think, this is a very interesting room, but you might want to rework the carpet placement. I would shift-map the carpet, so that you don't see the border at the bottom. That border of the carpet wouldn't be visible since the bottom wall would cover it.
  16. @Tuomo L, that was on purpose to try some variations of asymmetric level-design! But indeed, it is a somewhat "sore" for the eye... I'll try to play around with more space, and other alternatives!

    @Candacis, the room itself is very intriguing! The goal is to create a mysterious vibe, with some "never-before-seen" machinery... When it comes to the carpet, yeah... I should go do that straight away! Maybe play around with other colors! :)
  17. @Zquence If the machine is the focal point of the map, I would actually make the carpet skinnier and just go down the middle of the room than fit it to the side under the chairs/plants. That way, the player's eyes will follow the carpet to the machine and go "ooh what's that".
  18. @Ronove, ah! Actually I didn't think of that... Back to the drawing board! :)
  19. 1599070863783.png

    Hey guys, I made a little market place and I want opinions! :D

    @somenick what a different approach, but I hope it will be good, looking forward for more :D

    @Pots Talos I really liked your village!

    @orange~ OMG I CAN'T BELIEVE THAT YOU MADE THAT GAME, I WAS LOOKING FOR SOME COOL GAMES OF RPG MAKER AND I FOUND YOURS AND I REALLY ENJOYED YOUR PROPOSAL! So so so so good, I hope you get a lot of players!Really liked your dark vibe!
  20. @gabrieldiastche, I quite like the maps layout! From my perspective, I would say that there is too much "free" space. Maybe populating your map with more decorative stuff, could help improve it! In the end, I don't know what you are planning to do with this, but I like it! :)))