Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 88 of 104 View original ↗
  1. @AssumedPseudonym That can work, as long as you have them in the A2 slot with the correct passabilities set.

    I notice that there are no chimneys - how do people cook and keep warm? The other thing I wondered was: if you are surrounded on 3 sides by water, would you make a water feature the centerpiece of the town? I think in those circumstances people might prefer to make the place 'special' by exotic flowers or a couple of trees, not more water.
  2. @Kes — Nope, the only changes I’ve made are adding the B and C set from Inside as D and E (which is where the tables in front of the inn came from). The ground tiles are on A4. I did test it, though, and it does work. Apparently shift-click can work minor miracles.

    The city itself is more of an island seaside resort and tourist port without the beach — I’d be playing Costa del Sol from FFVII for the map if I could get away with it. Water sort of is the focus of the place, but I did make an effort to add some greenery here and there around the town. (Trees are actually the main focus of most of the rest of the island.) I’m sort of handwaving the cooking part on the chimneys in favor of emphasizing a lack of need for heating. This was a conscious decision; most of my other towns do have chimneys and fireplaces.
  3. So I'm trying to make the battles look better since they use character sprites and this is something I've come up with:
    Battle Screenshot
    2021_8_12_19_28_57_573_2379.png
    I figured if it looks like a cool idea then I'll further spruce up the battlefields from there.
    Be honest, does it look good or bad?
  4. @overlordmikey i do love the idea of using overworld sprites instead of battle sprites. it’s a lot more flexible and tbh it looks almost as good as the normal sprites to me. i kinda just think they look way too small? like there’s a ton of empty space, especially horizontally

    maybe you could like shrink the window size a little? or maybe have a smaller frame in the middle of the screen where the battle can take place.. but also maybe sprucing up the map a little as you mentioned might do the trick..
  5. @overlordmikey I'll be honest and say that I really don't think that map works as a battleback. Picking up on what spillycup suggested, one way forward would be to make the battle scene more 'abstracted'.

    Here is an example of what I mean, using your graphics. Doing the battleback itself took less than 3 minutes, and most of that was actually fiddling around getting your graphics. I used the snipping tool for speed, rather than proper screenshots, so sorry if it is a bit blurred.

    1628888882396.png

    You could play around with all sorts of different ways of abstracting the battle scene, while still keeping it reasonably anchored in a particular location, just by using the ground tile and the perspective tool in GIMP.
  6. Thank you both.
    @spillycup I think you may be right about the window size. It makes the battles look awkwardly far away. I may switch back to the original screen size.

    @Kes It's a little thing, but I love what you did with the green smudges in the dark area, how did you go about adding that detail (I doubt it was complex, I'm just curious what method you did).
    I will say it feels a bit barren, but that could be a side effect of the size issue. Plus there is no reason I can't throw in some decorative elements. Maybe leave the decorative element in the same perspective as the player so they pop out. I'll mess with things and see how it works out.

    I will try out various ideas and post them here.
  7. overlordmikey said:
    how did you go about adding that detail
    It's actually a special image I have made for putting behind other images. I have often used it as a parallax background for small interior maps which take up less than a full screen, rather than have the dead black you would otherwise get in game. It involved making a green fog and then putting it on a new layer over a black background, adjusting the opacity and tone until I got what I wanted, which was something that wasn't so subtle you couldn't see anything but also not so blatant as to take attention away from the map itself.
  8. Heheh, I think this is a far better improvement. I made the screen smaller and I lined the enemies up so they are like the party. When you attack your character moves to the enemy when they attack (although the effect is glitched in reverse so I'm still working on it).
    May or may not add some decorative elements. Sometimes simple is better.
    Battle Screenshot
    2021_8_14_17_42_4_227_2179.png
  9. A residential area:

    Map048d.png

    Original
    Map048b.png
  10. I'm trying to make an overworld map with Kokoro Reflections' tileset. I've never tried that before though, so I'm not too good at it. It's still very early on, but does anyone have criticism/advice?
  11. Subway car for part of the intro sequence to 'This Life is a Dream'. (MV using Ultra Mode 7, Grid Free Doodads, KNT Editor & Filter Controller plugins by Blizzard, Yanfly, Kaelan and Tsukimi)

    2021-08-20T15-10-20-050Z.pngCouple More Pics:
    [ISPOILER]2021-08-20T15-22-57-884Z.png2021-08-20T15-21-44-165Z.png[/ISPOILER]
  12. ShiningPhoibe said:
    I'm trying to make an overworld map with Kokoro Reflections' tileset. I've never tried that before though, so I'm not too good at it. It's still very early on, but does anyone have criticism/advice?
    I'll be the first to say it but it kinda (really) looks like something you might not want it to look like. The more I look the more it becomes almost uncanny.

    Other than that it's a pretty solid beginnings of a world map.
  13. @ShiningPhoibe I think that part of the problem is the way that you have done your rivers.

    You have a river arising in the mountains (that's appropriate) which flows east and then north into the sea, but just before it gets there, a huge chunk of it veers off and goes south and successfully gets through an entire large desert before reaching the sea. I would like to suggest that you put another mountain range somewhere on the border of the green/desert areas with a separate river arising there. Maybe that river doesn't go very far before getting to the sea, because it would have to be enormous to go the entire length of a desert.

    Does that desert need an oasis here and there?

    You have a mountain range, but what about hills scattered around? The whole map is very flat. The mountain range itself is strangely geometric. Would it not be more irregular? Would it really go from coast to coast?

    Is it really the case that forests/woods only grow on those couple of islands? Could you have forest patches on the main island?

    At this scale I couldn't work out what the dark area is southwest of the mountains. I thought at first it might be another mountain range, but peering more closely I can see it's not.

    I think it would help a lot if you broke up that large expanse of green with something, even if not the things I have suggested.
  14. Kes said:
    @ShiningPhoibe I think that part of the problem is the way that you have done your rivers.

    You have a river arising in the mountains (that's appropriate) which flows east and then north into the sea, but just before it gets there, a huge chunk of it veers off and goes south and successfully gets through an entire large desert before reaching the sea. I would like to suggest that you put another mountain range somewhere on the border of the green/desert areas with a separate river arising there. Maybe that river doesn't go very far before getting to the sea, because it would have to be enormous to go the entire length of a desert.

    Does that desert need an oasis here and there?

    You have a mountain range, but what about hills scattered around? The whole map is very flat. The mountain range itself is strangely geometric. Would it not be more irregular? Would it really go from coast to coast?

    Is it really the case that forests/woods only grow on those couple of islands? Could you have forest patches on the main island?

    At this scale I couldn't work out what the dark area is southwest of the mountains. I thought at first it might be another mountain range, but peering more closely I can see it's not.

    I think it would help a lot if you broke up that large expanse of green with something, even if not the things I have suggested.
    Thanks for the feedback! I tried to follow your advice, hopefully it's better now.
  15. ShiningPhoibe said:
    Thanks for the feedback! I tried to follow your advice, hopefully it's better now.
    I'm sorry if this is immature of me, but is the phallic shape of that big island on right on purpose?
  16. @ShiningPhoibe My wife took one look and had the same reaction as me. So I'll be the third to ask "Why is the island shaped like THAT?" Unless the answer is "Because that's Hung Low Island, the main setting in my H-game Legend of Big Zucchini," you may want to tweak the shape a bit! :mrsatan:
  17. Tuomo L said:
    I'm sorry if this is immature of me, but is the phallic shape of that big island on right on purpose?
    It's not meant to be phallic. I didn't see it that way, though i guess it could be.
    Edit: since other comments mentioned it, I broke it up.
  18. Pretty happy with this newer map. Wondering what I could do to give it some lighting effects.
    Map
    IntroOutCave.jpg
    My world map is shaping up pretty well, trying to decide a good way for encounters for it though. In game there are on screen encounters, so I'm trying to decide how I'd like to have map encounters. Atm, I have it so it is region encounters to trigger an event that will tell you that you're being ambushed, and you have a choice to try to escape or not. Escape has a 40% chance atm just to skip the encounter. I just really don't know a more effective way to make it not annoying, but still present some form of monster presence.
    World Map
    wmap.jpg

    I've since changed how the fog looks, but here is roughly what the completed map looks like:
  19. KawaiiKid said:
    Pretty happy with this newer map. Wondering what I could do to give it some lighting effects.
    Map
    View attachment 199660
    My world map is shaping up pretty well, trying to decide a good way for encounters for it though. In game there are on screen encounters, so I'm trying to decide how I'd like to have map encounters. Atm, I have it so it is region encounters to trigger an event that will tell you that you're being ambushed, and you have a choice to try to escape or not. Escape has a 40% chance atm just to skip the encounter. I just really don't know a more effective way to make it not annoying, but still present some form of monster presence.
    World Map
    View attachment 199661

    I've since changed how the fog looks, but here is roughly what the completed map looks like:

    I like your maps! The first one looks detailed enough, not cluttered but not too empty either. I like the tileset too, did you make it yourself?
    The world map has an interesting style. The clouds and mountains give it 3D, the forests are 2D. I'm guessing it's a parallax? It looks good, and now I'm curious to see the rest of it.

    I made a village (with FSM Town of Beginnings, I'm not an artist so I can't make my own tiles). It's not perfect but I'm hoping to make it better with feedback. What do you think?
  20. I created a walkway map. On this map, you walked from town to get to the community center. Along with this, I created monster areas around the map with three paths:

    - Training ground
    - World map
    - Druid Kingdom

    I included a mark-up of one image to show where everything is.

    Any feedback or suggestions are welcomed.