Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 86 of 104 View original ↗
  1. Synrec said:
    That's a lot of detail for the mountain cliffsides, looks like a lotta work too
    It was an absurd amount of work. 50+ hours for sure.

    Synrec said:
    Concerning aesthetics, your map is pretty on point but for space and event processing, it looks like it might occupy some room and resources but that's just my foci.
    Each of the maps (there are 7 of them) were running at 30-40 FPS on my laptop in everything but the "prefer maximum performance" power mode and being plugged in. It has a 3rd gen i7 laptop CPU in it and a simple GPU that only activates on those aforementioned settings, so I don't think anything relatively modern should have a problem! Regardless, 30FPS is still a fine point for a single-player RPG if you're playing on weaker hardware or trying to conserve battery life :)

    I wish you luck in the random generation system, it seems complicated but I'm sure you'll be able to get it looking better than it already does, which is certainly a huge step-up from the default random dungeon generator that RPG Maker has already!
  2. Just a piece I'd like to share, more so just concept art, practicing lighting and mood. I can imagine a point and click/survival horror type of game whilst looking at this.

    Spoiler


    Edit- A quick mock up I've made showing how that would look within a game

    Spoiler
  3. Hey, I'm looking for some feedback on my Equipment's stats page.


    Edit: Hmm, looks like I should darken my window background or decrease the opacity.
  4. Frostorm said:
    Hey, I'm looking for some feedback on my Equipment's stats page.


    Edit: Hmm, looks like I should darken my window background or decrease the opacity.


    I'm not sure what to make of it, seems a bit confusing to get into initially
  5. Synrec said:
    I'm not sure what to make of it, seems a bit confusing to get into initially
    Which part are you referring to specifically? Do you mean like menu navigation? Or the contents of the item's stats page?

    Edit: Whoops, looks like I forgot to update the item description for the Bow & Staff...
  6. The Shimmering Hollows - a dark grotto with glowing crystals that shimmer like stars in the night sky.
    This is the first dungeon in Numina (which you can wishlist on Steam now btw)
    screen3.png
  7. @Dust Do you have some sort of rays overlay as well as the shimmer on the crystals? I was trying to make out what the source is of the rays falling from top right to bottom left. They seem a bit excessive on top of all the glitter from the crystals.
  8. Frostorm said:
    Which part are you referring to specifically? Do you mean like menu navigation? Or the contents of the item's stats page?

    Edit: Whoops, looks like I forgot to update the item description for the Bow & Staff...
    The option for weapon data but it could be that the game video recording is too small
  9. hello hello hello again, revised a map that i did taking some suggestions on board wondering what you think,

    note that i have not currently added in doors or windows to most of the houses, though planning on adding them in soon, currently planning on adding in some dead trees, though thinking with the trees that i may be parallaxing them in,

    note that this is a slums area, there is also a underground area that has people in it also, as well as a market,

    thinking about the world tree map, given the world tree is so big, (its meant to be able to hold a castle and city in one of the world trees)
    having some issues with the tree it self as i cant find any assets big enough, though i was about to make, edit one so its big enough, the only way that i can get it into game is parallax or making it into a character sprite and just have it static.
  10. @T3-mith Much improved, though in the map slum 3, you still have a path which is flat even though one end is supposed to be on a much higher/lower level than the other.

    As for your tree, I have a tree (green, brown/bronze, blue and pink versions) which are enormous. I can't give you a link to the original because I can't find it (made by Nyanko Temple, and all I get are links to that place), free for commercial use with credits, but if you are interested, pm me and I can give you a copy. Don't want to hijack this thread with resources.
  11. @T3-mith Nice mapping.

    As far as large trees, I use a combination of sprites/events and map tiles to achieve this. I would say using sprites and events is the easiest way. One advantage of this, if you're insane ambitious enough, you can even animate the trees!



    Really old map/tiles here, but this is a redwood tree example using tiles. I use TileD for mapping which makes tilesets and layering much more versatile, but you could probably pull off something like this with the default mapping system, too.

    EppnVmEWMAALQFz.jpg

    Anyway, I finally made another battle background. Thanks to all who gave feedback about my previous battle screens! Any thoughts on this one?

  12. Featherbrain said:
    @T3-mith Nice mapping.

    As far as large trees, I use a combination of sprites/events and map tiles to achieve this. I would say using sprites and events is the easiest way. One advantage of this, if you're insane ambitious enough, you can even animate the trees!



    Really old map/tiles here, but this is a redwood tree example using tiles. I use TileD for mapping which makes tilesets and layering much more versatile, but you could probably pull off something like this with the default mapping system, too.

    View attachment 197388

    Anyway, I finally made another battle background. Thanks to all who gave feedback about my previous battle screens! Any thoughts on this one?


    thanks lol, yeah i am that insane, already have a animated size demo sprite, and its not even the finished version, lol,
  13. I've been posting the progress of this map recently, I think I'm finished with it now. I'd love to get some feedback, maybe some ideas for which I can add to the scene.






  14. @superkoopa I think you still need to do a bit more work on the animation. It looks like the cat is on something that's causing it to slide from side to side, rather than looking as if it itself is moving.
  15. @Kes You're right, I guess it could work if the cat was ready to pounce, but it isnt! lol I want to add a few more frames to the rain splashing effect as well. Though, the map itself looks fine?

    "@superkoopa The map itself looks fine. What you will need to test is: it works well as an image. Does it work well as a map? How easy is it to navigate? How many steps can the player take before you need another map? That sort of thing. In other words, how good is its functionality? This is always a question with any map."

    @Kes I think it serves it's purpose, this screen is the first map of the game and serves as an introduction to the characters, story and setting. The connecting maps will be much larger in space giving the player a much bigger playing field.
  16. @superkoopa The map itself looks fine. What you will need to test is: it works well as an image. Does it work well as a map? How easy is it to navigate? How many steps can the player take before you need another map? That sort of thing. In other words, how good is its functionality? This is always a question with any map.
  17. I want to get better at making bedroom areas of houses and castles. I struggle at knowing what details to add and where to place them. For instance, I added a couple urns to this map but it still feels kinda "empty", and I'm not sure if they look random and out of place.

    Advice / demonstration would be much appreciated! This is the MV rtp.
  18. jonthefox said:
    I want to get better at making bedroom areas of houses and castles. I struggle at knowing what details to add and where to place them. For instance, I added a couple urns to this map but it still feels kinda "empty", and I'm not sure if they look random and out of place.

    Advice / demonstration would be much appreciated! This is the MV rtp.
    Looks properly placed to me.
  19. FP.png
    I have been working the whole semester with a partner who makes the sound and music on a project that shows off the stuff we do at our campus if you want to get the bachelor degree I have (as part of getting my master xD).
    This is one of the more recent "stages", the obligtory project you have to make. This is going to be something quite different as it is not a playable game, but more a giant cutscene we will use to show what the degree includes on a side what students with that degree can actually make.

    @jonthefox
    There are some things I would adjust:
    First, I would place the whole carpet in an area where I actually step on, as the stone floor looks pretty cold and a bed does not need warm feet ;3
    Second, I never had a single single person bed not placed on the wall, as I only need to enter on one side anyways and save room that way (if more beds are involed like in an inn or we talk about double beds that does not apply)
    And third: The stairs!
    a35a5658c9506a4978ca5ca9deabad6968023121.gif
    This gif by Astarotte and PandaMaru is pure gold to show why stairs never have the same length as the vertical wall they lead up.
    Besides that, it's a neat bedroom you have there^^
  20. @jonthefox In addition to what Avery said, I have a few suggestions.
    First, you have no form of artifical lighting that I can see in the main part of the bedroom. At the moment the occupant would have to go down the stairs, extinquish the torches and then climb the stairs and get into bed in the dark. Unlikely, I think. Also, I'm not convinced that torches would be used in an ordinary house, much more likely to be candles.

    Second, I'd add some curtains to the windows, as very few people go to sleep with no way of cutting out the early morning light.

    And finally - pots and furnishings. Who has pots stored in their bedrooms? Would not a chair for their clothes or for sitting on be more appropriate? They have drawers for small things, but most people would also have a long cupboard for hanging things up. If you put that cupboard against the wall next to the drawers, you could move the table next to the bed so that the occupant could put things on it. Or it could go into the middle of the room and you could have a small bedside cabinet next to the bed.