Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 61 of 104 View original ↗
  1. TheGentlemanLoser said:
    looks pretty good in terms of overall composition; the buildings lack windows/ornamentation/signage but could be you're doing that on the event layey if at least part of it is dynamic; the barrenness of the surrounding hills is pretty pronounced, maybe they could use some trees and foliage, it depends if you're going for a "minimalist" aesthetic or not, what else...oh, this probably comes to mine because I just discovered the resource in question but PandaMaru's cliff parts could add a lot of verticality and diversity to your cliffs.
    I thought the same thing about the windows when I placed the one, but I felt like I would have to extend the width of some houses to make room for them, and you're absolutely right about the baroness of the cliff parts, I think I wasn't too worried about them because you don't have access to them. But I'll definitely add, at least, some trees! Also, with those cliff parts, I actually already have tiles for making the cliffs more dynamic, I just hadn't really gone that far, being how I challenged myself to make a map quickly! I've seen PandaMaru's Tiles and they're amazing as well though!
  2. @RPGSpirit I merged your thread with the Game Map & Screenshots thread.
  3. mlogan said:
    @RPGSpirit I merged your thread with the Game Map & Screenshots thread.
    Thank you, I wasn't sure where this was supposed to be, so I appreciate that!
  4. Been making MZ action sequence for quite a while. I believe I've improved since my first attempt. Would like to show some of my recent efforts. It's 5 grab skills. Hope you guys can enjoy watching them. ;)

  5. Looking for feedback!
    I'm pretty bad at mapping and I recently put together this room. I'm pretty happy with all other maps so far but this one... I feel like something is wrong. I don't know what though. Maybe the color scheme is weird idk. Please tell me how I can make this map better! I wanted to put a painting on the wall above the bed but I don't have one- I have to go search for a painting tile XD And the window will be a glass door to the balcony, I'll work on that later. Also please ignore the ugly furniture. I'm equally as bad at editing.
    Spoiler
    1609686205364.png
  6. @Hyouryuu-Na : I think the room map is pretty well done actually. Maybe it is the carpet with the 'bright' edges that may look a bit odd as if it is floating. Perhaps if you would make it a bit smaller, not touching the bed and cupboard it would fit in better. But still nice work.
  7. So I changed the colours a bit and added the things I said I would add. And now it looks like this. Seems to be an improvement ^^
    Spoiler
    1609774384294.png

    @Dutchmountain Thanks ^^ I agree the carpet looks a bit weird. I will try to make the edges darker next time I edit stuff. But I made it smaller. Looks better when it's not touching the bed or the closets but I feel like it's too small now... Eh, I'll keep it like this I guess ^^
  8. @Hyouryuu-Na Really like what you've done here. I liked the carpet both big and small, so no complaints on either. The light effects made it feel warmer and more color rich, which I like quite a lot. However, I am left with a few questions as I only have the map, and not the concept.

    Whos room is it? Knowing the character can add the final touch to it.

    I love the light effect that's in the room, but is all the focus gonna happen on the top part of the map?
    There's only a desk at the bottom of the room, does this have any significance? If so, throw a lamp or something to help light it up or drag its attention a bit.

    My last little thought lies on the floor tiles on the balcony. This just nitpicking, so feel free just overlook this one. The floor tiles on the inside and outside are the same, where the outside part might fit with another material, not needed as it looks good, just mentioning this to mention all I see.

    Love the map and hope to see more! :D
  9. @h0tWalker Thanks! ^^ The person this room belongs to is a rather insignificant character (so far. I'll probably make more use of him later) so I don't have a solid personality thought out for him. But I imagine him to be very neat and clean, organized, someone who prefers simple things.
    Thanks for pointing out the lack of light. Yeah, there should be some light near the desk.
    I tried a different tile but it didn't fit. Finding floor tiles has been a nightmare for this game. Not even wall tiles were so hard to match. I've changed floor tiles like 5 times already. Some tiles are too grand and some are too modern and some are too simple. I just went this one for the balcony too. But yes, another one would make more sense. Even in my own house the balcony floor tiles are different than the ones inside.
  10. Haven't gotten that far into RPG Maker again and never really got into it when I used it, but could parallel mapping work to fix it? As every time I come across it I hear mention of Photoshop, and when looking into it back in the day, saw someone used it to get some outstanding light and shadow effects.

    In rpg maker xp I re-call using sprites that lit stuff up, like torches and sunbeams coming through the windows. Can't really think of anything else at the top of my head :(
  11. Here's my latest rework, the first town's Inn in my game project.
    The map is made in photoshop. Every assets are RTP and RTP edits. Some of the edits are home-made while others have been found in this forum.

    After releasing the V2 of my demo, I'll find some time to create a post with some of my edits. Maybe some people will find them useful for their own project.

    Don't mind the empty wall behind the couter, something is evented in game.
    Moonbright-INN_rework.png
  12. This looks very nice ^^ You put that together in photoshop? I find that workflow very tedious. The edits look great too.
  13. @PLUEVNR looks good. I would expect a little more shade here and there but other then that is looks real good.
  14. Hyouryuu-Na said:
    This looks very nice ^^ You put that together in photoshop? I find that workflow very tedious. The edits look great too.
    @Hyouryuu-Na thanks! Yes, with photoshop. It's not really hard but it takes quite some time... But it's worth it in my opinion.

    Finnuval said:
    @PLUEVNR looks good. I would expect a little more shade here and there but other then that is looks real good.
    @Finnuval Thank you! yeah true, I could add some.
  15. After creating images for my classes, skills, and attributes, I am now creating images for my feats!

    ADVCfeat.png
    TWFfeat.png
  16. A small experiment, two weapons in one skill.
  17. cchmaster said:
    A small experiment, two weapons in one skill.
    waw! How did you do that? I have a class using 2 different weapons and I was wondering how I could do the animation of the 2 weapons.
    Is this only with YEP action sequences?

    great job!
  18. PLUEVNR said:
    waw! How did you do that? I have a class using 2 different weapons and I was wondering how I could do the animation of the 2 weapons.
    Is this only with YEP action sequences?

    great job!

    Yes, it's action sequence. I use MZ, so it's Visustella. Not sure if you can do it with YEP.

    This is done by manipuplating the bug(or maybe not) of Battle Core commands and Weapon Animation plugin.

    When making action sequence, if you use the plugin command:
    MOTION: Freeze Motion Frame with Show Weapon True-> it shows the system default weapon.
    MOTION: Motion Type with Show Weapon True -> it shows the custom weapon assigned by Weapon Animation plugin.

    So, the concept is to assign two different weapon pictures to the same weapon, and create the action sequence with the two different commands.

    Use my video as the example.

    1. Make a new "Type" weapon in database. Let's say slot 30, and assign a gun picture to it. You'll need photoshop or similar software for this. For now, when you equip a weapon belonging to type slot 30 and attack, you'll see the gun animation.

    2. Use "Weapon Animation" plugin's notetag to assign a cumtom weapon picture, in this case, a sword, to the gun with type slot 30. For now, if you attack, you should see the sword animation because it's swapped by "Weapon Animation" plugin.

    3. Now you can create an action sequence with the two plugin commands I mentioned above, and having 2 different weapons in one skill.

    As you can find easily, this method has its limit, but with carefully design, you can still have pretty good use of it.
  19. alright I see, thanks for the tip!