@h0tWalker
Thanks! :D
I was mostly worried about the difference in monitors. Like, does it look pitch black outside the circle of light, or do you kinda see the other rooms a bit?
It's supposed to be spooky and a bit dangerous, but still... Like, navigatable.
Adding a lantern would work to make it brighter, but would change the whole atmosphere.
(maybe if I have time later I can add a lantern that also makes monsters more likely to spawn >: ) since my idea right now is monsters only live in the darkness.)
Game & Map Screenshots 11
● ARCHIVED · READ-ONLY
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While I tend to like little video snippets for my game's previews, I do have some maps too? Here y'go.
Intro Dungeon, Mosswood
Triune Temple at Dawn's Light
Hub Town, Dawn's Light -
Across my two monitors, the IPS has a light shade of warm white I'd say, which clearly displays everything on screen. On the other monitor, TN, things are darker outside the circle. The circle has more of a cold white color. So easy to forget when you primarily use one monitor, so I totally see where your coming from. IPS and VA are pretty good on colors and contrasts, while TN lacks that, hence the cold white compared to my IPS warm white I guess : oI was mostly worried about the difference in monitors. Like, does it look pitch black outside the circle of light, or do you kinda see the other rooms a bit?
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@RachelTheSeeker
So Moswood - its a bit empty feeling for my taste. Could use some Stones, twigs, longgrass etc to break up the monotomy of the walkable area.
Temple - its a little Bright but i like it. Had a very nostalgic feel to it aswell.
Hubtown - i like the general lay-out however it suffers a bit from the same emptyness as the forest. It doesn't look like anyone lives there. Also the Windows seem to small for the buildings.
Ofc all of this is Just my opinnion and im Just a single old fool who doesn't know better either xD -
Fair enough on the emptiness! To be honest, this isn't the first time I've heard that for my maps. I just worry about making it claustrophobic with irrelevant set pieces, but I get ya there. If anything, the town map didn't have any NPCs when I took the screenshot?@RachelTheSeeker
So Moswood - its a bit empty feeling for my taste. Could use some Stones, twigs, longgrass etc to break up the monotomy of the walkable area.
Temple - its a little Bright but i like it. Had a very nostalgic feel to it aswell.
Hubtown - i like the general lay-out however it suffers a bit from the same emptyness as the forest. It doesn't look like anyone lives there. Also the Windows seem to small for the buildings.
Ofc all of this is Just my opinnion and im Just a single old fool who doesn't know better either xD -
That's why you shouldnt put in Many large set-pieces. However things like small rocks, pebbles, twigs, etc arent set-pieces. See Them more as a way to add texture to your canvas.Fair enough on the emptiness! To be honest, this isn't the first time I've heard that for my maps. I just worry about making it claustrophobic with irrelevant set pieces, but I get ya there.
Nope xDIf anything, the town map didn't have any NPCs when I took the screenshot?
However what i am reffering to is 'proof of life'. Disturbances, oddities, etc. Ppl leave in their wake as they live somewhere...
This van be things like :
Litter
A Parked bike
Gardening tools left outside
A bucket next to a well
Crates, bags, etc waiting to be used
Footprints or scoffmarks in the ground
Things that are there because ppl live there. 'mindless' things to show ppl have been there and are active there - if that makes any sense lol -
@Elissiaro I have a good, solid mid-range laptop and on my monitor it's virtually impossible to see anything beyond the player. This is on a bright sunny morning, so I imagine it would be more difficult still in poorer lighting. If I peer closely at the monitor I can make out a bit of an outline, but my belief is that many players could struggle to navigate those maps.
@RachelTheSeeker I'm with Finnuval on the desirability of a bit of floor clutter on that first map. Without it things look a bit clinical, with the grass looking more like what you'd find in a municipal public park than the ground in a forest. I think I would also be tempted to edit what looks like black as the shading in the trees. A warmer, softer dark brown maybe? Don't know which engine you are using, but there are edits kicking around (Pandamaru, iirc) which have an edit hinting at the shape of trees further in. Even if the tiles don't fit your engine they could be a useful reference point.
For your town - paths would look more natural if they went up to the door, rather than stopping some way off. It's not as if people jump the last bit, so the grass would be worn away. Same with paths going to and from the stairs - a bit of shift-click mapping would do it. There are houses here, presumably with some sort of kitchen and heating, but I don't see any chimneys. Also, I am puzzled about why there is a camp fire in the middle of a town. Again the grass is somewhat over perfect, perhaps the odd weed in a corner, a scuffed up patch where children have played, that sort of thing.
For the Temple - 3 different mats in front of the statues? I think it would look better with just one stretch of carpet. I assume that they are different because the 3 represent 3 different 'beings' (goddesses, spirits, whatever), but personally I don't think it quite works. -
@Elissiaro, really nice work sweetie! Yo mountains look tons better now! Ladders great. :biggrin:
Cave design looks nice, got no complaint. 'Cept maybe the floaty bits, dunno if they are necessary? Personally I'd just eliminate them, buuut... that's me. :biggrin: Also I'm with @Kes, cave too dark! But then my preference with dark maps is always, well, less dark! -
I've been working a lot on the atmosphere of my small game over the past 2 weeks~ I just enjoy parallax mapping so, so much. Can't wait to get back to making more maps... but rn I'm stuck with pixeling sprites, haha.
and some gifs :3
I wish everyone a lovely day! :3 -
@Plueschkatze You have very good atmosphere there, and the amount of darkness/obscurity is enough to give the atmosphere while still leaving the player able to navigate the map.
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Ok since some people thought the caves were too dark...
So here's 4 pics to compare. Imo 250 or 230 opacity looks best. I can kinda barely see the 3 healergirl events i used to change the dark level for these.
190 is way too bright imo.
What does everyone else think looks best? @alice_gristle @Kes @h0tWalker
Cave pics -
@Elissiaro My eyesight isnt the best so 210 is dark enough for me.
230 is where i begin to strain to see what is what. -
@Elissiaro, 210 looks nice, maybe also 230! But always err on the bright side in life, so Imma vote for 210!
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@Elissiaro 210 to 230 works, but if you hope that people make videos of your game, 210 for sure, as encoding often isn't friendly to dark areas and makes them even darker.
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@Elissiaro I'd go for 210 myself, not only for the reasons already mentioned but also because the player can see the exit. That gives an anchor point for exploring, as without it I think it would be quite difficult for a player to know where they are in relation to where they have already been. No one enjoys aimlessly wandering around lost.
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@Elissiaro
I think 210 looks the best, it's dark enough to make it seem like a cave but still is light enough so the player has an idea of where to go. -
So many people saying 210... But I really like darker better.... But streamers/youtubers and people with low vision... TTATT
You know what, I'm just gonna give the player a Light Option selection at the start... And an item to change it later if they want. That way I don't have worry about this all over again later when I maybe make some night maps.
Speaking of maps...
I'll probably edit the chicken coop to fit in better later... But right now it's like, 2:40 am here and I need sleeeeep...Here's a small farm
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Squeezed in a little puzzle to reach a Shrine (side quest hidden areas) -
Hello everyone,
I'm making the inside of the house in parallax and I have my first problems.
I'm trying to make a sideview stairs to walk on and tried to block all around it with empty events so the player can't get off but it doesn't work, the program doesn't find the path. I'm using diagonal mouvement plugin.
I found that topic with some script but it gives me an error when I modify the code. Topic
Does someone knows a solution ?
EDIT : I managed to make the script work with the keyboard directions but it doesn't with mouse clicking. -
Don't expect to get help trouble shooting things on this thread as it's a screenshot / map showcase. To properly get help sorting out scripts and other problems, you should go to the appropriate forum and create a thread there. That way you'll get proper and faster help from people who knows things related to this. I can't speak for everyone, but others like myself don't know coding, and can't really provide a solution for this, thus, you should create a new thread as stated by Shaz, a moderator in the very same post you linked to :)Hello everyone,
I'm making the inside of the house in parallax and I have my first problems.
Does someone knows a solution ?