Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 78 of 104 View original ↗
  1. Cathy said:
    Hello everyone,

    I decided to learn rpg maker a few weeks ago after seeing a youtube video. I know nothing about programing and design, but I feel I can manage to do something decent with this engine.

    I followed rmz built-in tutorial and some video lessons on basic techniques and I decided to have a go for parallax mapping. I start to understand how photoshop works, but there's always something that disturbs my eyes and leave me unsatisfied.

    I've been working on a house for a few days now, it's my first project and no matter what I change i'm not happy with it.

    Maybe an outside eye could lead me in the right direction?

    View attachment 192104
    For a first try I’d say that’s pretty impressive.
    A few suggestions though:
    -the shadow under the roof on the bottom right of the house is too big, looks like the roof probably only sticks out a few pixels from the edge of the house so the shadow shouldn’t be that big
    -the part of the roof in the top right where the horizontal and vertical sections meet doesn’t match up in terms of height. The /\ shape of the vertical section should be taller so that it reaches to the top of the horizontal roof. Hope that makes sense - can provide an illustration if not
    -the grass texture doesn’t match the house in terms of colour saturation. Should be darker / less saturated. Also make sure you add shadows on the grass around the house as the building would naturally block light
    -if you’re not planning to already, add some variation to the grass, eg a path, different grass colours, plants, trees
  2. @Ninjakillzu I'm so glad you're still working on the Collector. New screenshot is looking great! :)
  3. Thank you very much for your feedback.

    Ophiucus Games said:
    For a first try I’d say that’s pretty impressive.
    A few suggestions though:
    -the shadow under the roof on the bottom right of the house is too big, looks like the roof probably only sticks out a few pixels from the edge of the house so the shadow shouldn’t be that big

    You're right, that shadow in front is not logical with the roof, i'll correct that.

    Ophiucus Games said:
    -the part of the roof in the top right where the horizontal and vertical sections meet doesn’t match up in terms of height. The /\ shape of the vertical section should be taller so that it reaches to the top of the horizontal roof. Hope that makes sense - can provide an illustration if not
    I understand what you mean, I did that at the beggining but the roof was really pointy. I'll try to do it again.

    Ophiucus Games said:
    -the grass texture doesn’t match the house in terms of colour saturation. Should be darker / less saturated. Also make sure you add shadows on the grass around the house as the building would naturally block light
    -if you’re not planning to already, add some variation to the grass, eg a path, different grass colours, plants, trees
    True but for my discharge, I only worked on the house at the moment :smile: The little soldier sprite is not from me either, I found it on google and I use it as reference for dimensions.

    When this house won't make my eyes bleed anymore I'll try to make some 6 frame grass animation.

    I feel that the stones around the windows and door are not good too. What do you think ?
  4. Cathy said:
    Thank you very much for your feedback.



    You're right, that shadow in front is not logical with the roof, i'll correct that.


    I understand what you mean, I did that at the beggining but the roof was really pointy. I'll try to do it again.


    True but for my discharge, I only worked on the house at the moment :smile: The little soldier sprite is not from me either, I found it on google and I use it as reference for dimensions.

    When this house won't make my eyes bleed anymore I'll try to make some 6 frame grass animation.

    I feel that the stones around the windows and door are not good too. What do you think ?
    The stones actually look ok although if you wanted you could tweak the colour so they match the exposed brick on other parts of the wall.
    Good luck with completing your map!
  5. Ophiucus Games said:
    The stones actually look ok although if you wanted you could tweak the colour so they match the exposed brick on other parts of the wall.
    Good luck with completing your map!
    Good idea, they are too clean compared to the rest of the house. I think my brain is tired and can't see obvious things like that anymore.
  6. The Stranger said:
    @Ninjakillzu I'm so glad you're still working on the Collector. New screenshot is looking great! :)
    I'm not going to abandon it, but I do take breaks from time to time depending on my motivation and ideas. The screenshot is from one of the new oriental themed districts.
    I'll keep posting screenshots as development continues, but you won't be able to go to any of the new districts until the game is done.
  7. A summery beach screen from my game NUMINA :cutesmile: The actual map fades into a edited background from the RTP to create this horizon panorama.
    1002729_461650983925881_49414264_n.png
  8. Some progress on my ruin map. :)


    ruin.jpg
  9. Hello everyone;

    I corrected the house, not sure it's good yet. Does something disturb your eyes now?

    Sans titre-3.png

    I'm also trying to do an 8 frame waterfall animation with galv's plugins for 2 days, but I can't figure out how to make it work properly. I hope it will be worth the effort.
  10. The bricks next to the door and window really stand out, as if the style/color doesn't fit with the rest.
  11. @Cathy Yeah, as BCj has said, the masonry around the windows and door look out of place. It's probably because the other bricks are a lot darker and are covered in moss or something, whereas the windows and door look pristine.
  12. Thank you, I'm going to work on that :thumbsup-right:
  13. First post in this thread for a long time (RL!!!)
    I've just been finishing some catacombs, so mainly lots of small rooms linked by corridors, and obviously underground.

    Here's me running around checking lighting. More in the spoiler.
    Screenie 1.png
    More screenshots
    Screenie 2.png
    Screenie 3.png

    Screenie 4.png

    Screenie 5.png
  14. @Kes 1st map:
    On the left, if the south light is lighting the upper wall, the north light should also light the south wall. You have a projected shadow at the south angle, and not at the north angle.

    3rd map: the white stone color for the base of the sarcophagus seems too bright for the rest of the color tone. I'd recolor it more like the rest, or at least darker.

    5th map: Above the party, there's a light. Above that light, against the top of the wall, there is a strange shadow that look like a bug.

    I like the tone and intensity of your lighting!
    And having those arches using the top tiles is a good idea.
  15. @Kes overall it looks good and has a good atmosphere. My biggest issue tho is that the light comming from the lamps is brighter then the lamps themselves which looks a little off to me.
  16. @cabfe and @Finnuval
    Thank you both for your feedback, very helpful.
    I'll get on to these right away.
  17. Hello everyone,

    I modified the house again in different ways, learned a lot of new stuffs on photoshop o_O

    I feel it's a bit better now but I'm not sure.

    Anything you think I could improve ?

    Sans titre-1.png
  18. @Cathy Looks much better. However, the glass also needs to look a little dirtier.
  19. Thank you, all the advices I got helped me go further in my training.

    At the moment, the glass are transparent, I'll try to do a dirty moving reflexion on them with parallax when i'll get to the surroundings. Not sure if should reflect the sky or the ground since real perspective is not used here.