Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 84 of 104 View original ↗
  1. Hi all, just playing around testing some tiles I have been working on, just wanted to ask what do you think,
    The last picture with the houses in it, was the older version of my game just to show the difference in the graphics from now to then, mind it was also parallaxed
    New new graphics I turned into tiles but still have some work to do on them as there are a few tears or clipping,
  2. @T3-mith This is very much a question of personal preference, but I do wonder about the relative size of objects.

    On the lower level of the 2nd map you have trees that are only slightly bigger than a character and a milk churn and bucket that are only marginally smaller. I think that the size of the trees on the higher level should be your minimum. The lower level ones can't pass off as shrubs because they have what are clearly tree trunks. I would like to suggest that you edit things like the bucket and milk churn to make them smaller. One way of doing this (assuming that you are using either MV or MZ) would be to make them using the 32x32 size of earlier engines. That way you could keep a consistent scale to things.

    Next is where we really do get fully into personal preference. Your grass is rather 'cheerful'. I find the hue quite glaring.

    Finally, and this is now outside the realm of personal preference, the repeat pattern in your grass is very marked. I think it might look better if you toned down the dark blob you have on each tile.
  3. @Elissiaro For me, 230 is OK, but would probably go lower to be safe. 250 is definitely too dark for me.
  4. Kes said:
    @T3-mith This is very much a question of personal preference, but I do wonder about the relative size of objects.

    On the lower level of the 2nd map you have trees that are only slightly bigger than a character and a milk churn and bucket that are only marginally smaller. I think that the size of the trees on the higher level should be your minimum. The lower level ones can't pass off as shrubs because they have what are clearly tree trunks. I would like to suggest that you edit things like the bucket and milk churn to make them smaller. One way of doing this (assuming that you are using either MV or MZ) would be to make them using the 32x32 size of earlier engines. That way you could keep a consistent scale to things.

    Next is where we really do get fully into personal preference. Your grass is rather 'cheerful'. I find the hue quite glaring.

    Finally, and this is now outside the realm of personal preference, the repeat pattern in your grass is very marked. I think it might look better if you toned down the dark blob you have on each tile.
    Thank you for your comment,
    this was more or less a test run I'm planning on scaling up most of everything as the characters are going to be scaling in size also when I finish my sprites

    In wanted to show the difference in the levels of the map, I can't do this with the characters, but I was thinking I can make the trees smaller on the ground level,

    For the grass I think I'm going to be editing that a little more, drop the hue and make the tone a little more flat, that or make larger grass tiles and have possibly a full page dedicated to just grass, that's problematic also though, as I will lose a full page for grass...

    More or less I'm trying to take the tiles as far as I can without parallax though I was originally going to parallax every map, started to think if I can go without on some maps it will drop the size and open up other options as well

    Btw I use mv,
  5. @T3-mith
    T3-mith said:
    but I was thinking I can make the trees smaller on the ground level
    I don't think this achieves your objective. They don't, in and of themselves, say anything about the differing levels of the map - that is done (perfectly adequately, imo) by your use of cliff tiles. Also, unless you redraw them, it is obvious that they are reduced in size in PhotoShop/GIMP/whatever because of the blurring. The lack of crisp detail that your other tiles have does make them stand out in a negative way.

    I sympathise with your predicament. I myself spend a ridiculous amount of time trying to get tiles to work together to create the impression I want, so I know it's not easy.
  6. Kes said:
    @T3-mith

    Also, unless you redraw them, it is obvious that they are reduced in size in PhotoShop/GIMP/whatever because of the blurring. The lack of crisp detail that your other tiles have does make them stand out in a negative way.
    yeah i resized these for the test though funny enough i only made them bigger, and ran the sharpening tool over them, minor edits just for the test though im planning on making some more edits possibly some new sprites, new sprites would go well as i plan on hand coloring my character sprites,
  7. The WIP of our room for the Reach the Stars Jam :LZSjoy:
    It's fun to work with RPG Maker again, kinda nostalgic if one can call it that. Here's hoping for another IGMC after this jam haha
    Enjoy and stay funky!
    Dez

    L4mdDmE.png
  8. Work in Progress
    mw.png
    mw1b.png
    mw2.png
    Notes: This is one dungeon. Locale is a dream-scapelike place. May upload a walkabout through the various maps. Haven't reworked the lighting of the neon-signage.
  9. Took about 5 hours eventing this title screen, I think it looks pretty good. Put any tips or suggesgions down below.



    [embedded media]
  10. @Takeshi014 I can appreciate the complexity of what you've done, but I'm not sure that you've made it attractive to a potential player, which is one of the prime functions of a title screen. I don't even know the name of the game from looking at that. There is an awkward pause before the command menu comes up, the movement (which I think is linked to moving to a different command) isn't smooth, and the commands are not intuitive.

    Sorry if this sounds so negative, but I think this still needs quite a bit of work.
  11. Kes said:
    @Takeshi014 I can appreciate the complexity of what you've done, but I'm not sure that you've made it attractive to a potential player, which is one of the prime functions of a title screen. I don't event know the name of the game from looking at that. There is an awkward pause before the command menu comes up, the movement (which I think is linked to moving to a different command) isn't smooth, and the commands are not intuitive.

    Sorry if this sounds so negative, but I think this still needs quite a bit of work.
    Ok, thanks for the feedback. I will be sure to implement some of what you said into my title screen
  12. More progress on my Forest dungeon! It just needs some more detailing, then I can put in all the events/battles. (sorry I had to reduce img quality significantly to stay under forum limits)

    Forest.jpeg

    This is forest is actually supposed to be divided into 16 smaller maps (20x11 tiles each). The entire forest is 80x44 tiles. So the "darker" tree clumps serve as edges of those smaller maps. Like so:

    Forest_split.jpeg


    Each of the smaller maps will contain an encounter, well most of them anyway. The exit is around the southeast side of the forest. The small cottage on the northwestern corner will have a bed so the party can heal up.
  13. it looks very natural and beautiful, except those dark tree tops. I always disliked this autotile. I'd edit the tileset to a have a "tight group of trees" instead, assuming you can make it tile properly, to easily make borders.
  14. Just some of what I got so far.

  15. Chompil said:
    it looks very natural and beautiful, except those dark tree tops. I always disliked this autotile. I'd edit the tileset to a have a "tight group of trees" instead, assuming you can make it tile properly, to easily make borders.
    Do you mean like this?

    Forest.jpeg
  16. @Frostorm I'm not sure what Chompil meant, but here is another option

    screenie.png

    I've just started a forest as well. Here is a map (there will be 4 or 5 of these). In a spoiler as it's big.

    Forest map
    Mapshot 162 Index [0, 0].png

    It's a bit boring without the lighting, so here is a video of me running around doing the final check of the passability settings in the data base. Doing this style of mapping (walking behind stuff) without the help of layers means that passabilities get very tricky. And a good thing I did do it, because I found an error.

  17. @Frostorm
    Looking good! I like they way you've detailed the middle area.
    Also I don't mind those dark on the inside tree roofs (or whatever you call them), it depends on what mood you're setting. They work great to make forests a bit claustrophobic.
    Though since your map is wide and open the leafy ones probably work better. Imo it looks good either way.
  18. @Kes what tileset did you use for that forest?
  19. @Finnuval It's an amalgamation of several tilesets, edited to within an inch of their life, with some made by me. The only more or less unaltered ones are the basic grass (not paths or long grass) and cliffs which are from Celianna's Ancient Dungeons, Jungle.
  20. Kes said:
    @Finnuval It's an amalgamation of several tilesets, edited to within an inch of their life, with some made by me. The only more or less unaltered ones are the basic grass and cliffs which are from Celianna's Ancient Dungeons, Jungle.
    Ah ok. Looks good :D