Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 58 of 104 View original ↗
  1. @Deckiller the tileset looks so cool and nostalgic! Also great job on the map

    @Ninjakillzu That looks like a very extensive class system :) I would separate the paragraphs by a full empty line in the second screen (like you do for the individual levels in the third screen), I think that'll make it a bit easier to read.
  2. Dust said:
    @Deckiller the tileset looks so cool and nostalgic! Also great job on the map

    @Ninjakillzu That looks like a very extensive class system :) I would separate the paragraphs by a full empty line in the second screen (like you do for the individual levels in the third screen), I think that'll make it a bit easier to read.
    Yeah, it's definitely extensive. Better?

    class select 4 SW.png
  3. @Ninjakillzu Much better.

    @Topic
    Overhauled my title screen and redrew the header.
  4. @Frostorm, looks okay, love! :biggrin: Tip: a way to save dem precious words in your flavour text is to cut out vague words like "rather" and "quite". Jus' drop 'em, nobody will miss 'em! Also, please please don't make weapons with tin blades... :biggrin: :biggrin:
  5. alice_gristle said:
    @Frostorm, looks okay, love! :biggrin: Tip: a way to save dem precious words in your flavour text is to cut out vague words like "rather" and "quite". Jus' drop 'em, nobody will miss 'em! Also, please please don't make weapons with tin blades... :biggrin: :biggrin:
    Thanks for the tip! I'm aware Tin is soft and unviable, but that's why its the crappiest tier lol. It's just there for lv1-5 and so the Tin can be used to make Bronze.
  6. For a good 6 months now I've been working on my game project in RMMV in 3D. Here you can see the main character strolling through a harbor area of the main city. Noticed the birds flying too low after making the gif, so i got that fixed now. I'm happy with the results!

    Oh, game is called Eniko: Ghosts Of Grace, you can find more info on it through the links in my signature.

  7. Perhaps it was a bad idea to use white window and black texts?
    Window
    Untitled2.jpg

    I can't change the colors of those texts. It's tied to the default text color, which is black. I have Visustella's core menu. I don't think there's any way to change those text colors separately. T_T

    @Wyrde Something looks strange about those trees on the top left. You have those two bush and flowerpot blocking the campsite, which look bad. Also, it doesn't make sense to have a tree stump and a log in the campsite, either. Are they used as seats? Still very odd to my eyes, so maybe use wooden chairs instead, or put more logs around the campfire.
  8. Mr. Detective said:
    I can't change the colors of those texts. It's tied to the default text color, which is black. I have Visustella's core menu. I don't think there's any way to change those text colors separately. T_T
    Are you able to give it a white outline perhaps? Or another light color?
  9. @Frostorm There is already a faint white outline around the texts, but it still isn't enough to make those two numbers easier to see. Can't use another color besides white or the texts in dialogue will look weird, too.
  10. @gRaViJa, looks cool, totally 90s! :biggrin: I dig it. But what happens when you go behind houses? Can you see your character at all? Also, those boats floating in the harbour, man, I'm sorry to say but they just look weird!
  11. @alice_gristle 90's is what I was going for! :) At some parts you will see your characters outline. it won't be implemented on every single tile, but on big buildings etc. it will. Some stuff might look weird because of changed perspective from 2d to 3d, but you recognised it as a boat floating in the harbor, so for now that's enough :) At some point I will replace objects like that with my own version with correct perspective, but my focus for graphics is elsewhere now.
  12. Been on this forum forever and never did it occur to me to post here, so gonna give it a try :)

    First a lovely autumn forest.



    And now what perhaps may be a hot take lol (I personally prefer on map encounters)


    For the record, I don't hate random encounters. Plenty of games and classics I love use them. I just prefer the less disruptive nature of on map encounters.
  13. masterlobo said:
    First a lovely autumn forest.
    Lovely map, what did you use for the falling leaves effect btw?
  14. So... due to reasons of lack of ability making a crossover story, and other reasons in general, I've decided to completely shift my Mario RPG game into something more traditional and somewhat rougelike, while also giving the extra third spotlight to my favorite WarioWare character. :)

    newer title screen.png

    (Battle screenshots will come later)
  15. Apologies in advance, this post is gonna take up some space. I wanted to get an opinion on which style of mapping is better. The 1st type is basically a giant map cut up into smaller sections w/ continuity between each map/section. The 2nd type is made of 4 maps I recently commissioned which don't really have continuity but are connected by 1-tile wide pathways.

    1st Style
    Rawr.jpg
    *Note: I had to reduce the img quality of Style 1's maps since it was too large to post. It's actually 6 maps, but I pasted it into 1 large img. The black lines denote the edges of the maps.
    2nd Style
    1608174543235.png
    1608174595497.png
    1608174655020.png
    1608174656123.png
  16. You can tell they were made by different people lol. The 1st Style definitely looks more natural/organic. The 2nd Style looks more like a cave that only exists in video games. What I mean is, real caves don't have large boxy rooms that get pinched into a "1-tile wide passage" as you described. So I vote for Style #1, the large 6 section map.

    Plus, I imagine it would be easier to get lost in the 2nd Style since there's no visible continuity. Players would have to memorize where each map is in relation to each other, whereas the 1st Style looks much easier to navigate.
  17. @Frostorm : I agree with @Pootscooter Version 1 seems better, both in terms of overall looks as well as gameplay.

    @Topic
    Made my first real map since XP times:
    intro1.png
    No parallax, no pictures, no doodads, just tile edits.

    I really missed having multiple layers and manual layer selection.
  18. Here's a map for a game I'm making as a video game version of one of the companies board games. If I could get some feedback on it, that'd be amazing as well :) 1608311497217.png

    Long story short, this game will have some pokemon-ish gameplay mechanics, so the flowers are essentially tall grass. You will find Pixa's in them. fox-600_.gif <- such as Foxii over here :)

    That being said, how is the map for this?
  19. @Lihinel If XP did one thing right it was definitely the rtp style and mapping system.

    A Shrine and place of workship in my game, Eniko: Ghosts Of Grace: