Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 95 of 104 View original ↗
  1. Hello! This is a puzzle room in my game River's Tales.
    The light system is off in this screenshot, because im trying to adjust some conflicts and the chars are just for testing, i need to make specific chars for the mains and monsters (but i will use Time Fantasy for the NPCs) =)

    Screenshot
    1638212906762.png

    =)
  2. I've been messing around with vertical underground caves lately. I'm not used to this mapping style yet, so a single map takes me quite a while haha.
    I took a few progress screenshots
    Base
    Map595-2.png
    Adding ground
    Map595-3.png
    Some decor
    Map595-4.png
    Still feels a little empty in places, so I'll probably put some more decor in it. Also need to add the enemies, lighting effects, and of course, the loot :yswt:
  3. I just wanted to share some maps I've been practicing on. Most are made with RTP/edits and I think there is 1 made with an FSM tileset. These are the first maps I've ever made, any feedback is appreciated. I don't know if I'll ever use these as I'm just trying to get an idea of how to map.

    Pls don't mind the unfinished mountains on one of the world maps and the unfinished trees on another (having trouble figuring out the tree shadows with the FSM tileset)

    EDIT: There is one I can't get to upload it says the file size is too large for the server. Its smaller than a couple I've already attached, so IDK how to get it on here. I've tried using the snipping tool as well.

    Maps
    Map004.png
    Map007.pngMap006.png

    Map010.png
  4. The top trees look a little funky, especially with that messed up shadow spot.

    But I likes em anyway!

    Keep getting that game make human. The world shall soon be yours!
  5. hypnosiix said:
    I just wanted to share some maps I've been practicing on.

    [mod]Merging with Game and Map Screenshots thread[/mod]
  6. Great Diety in the sky, please remind me again why I embarked on a mission to modify/create all new tiles for my project...

    At least it's starting to look like something. Just a few thousand to go.

    screenshot7.jpg
  7. ericv00 said:
    Great Diety in the sky, please remind me again why I embarked on a mission to modify/create all new tiles for my project...

    At least it's starting to look like something. Just a few thousand to go.

    View attachment 208490
    Those are really, really nice looking walls! I also love the drooping plants and the chunks taken out on top. That big rock is also super nice, with how it looks like it's actually part of the ground instead of on top. :kaoluv: (I'm a big sucker for realistic scenery)
  8. cthulhusquid said:
    Those are really, really nice looking walls! I also love the drooping plants and the chunks taken out on top. That big rock is also super nice, with how it looks like it's actually part of the ground instead of on top. :kaoluv: (I'm a big sucker for realistic scenery)
    Thank you!

    Ideally, I don't want the environments to have anything that looks too obviously like a human dev placed them there. Even towns will be constructed organically, and look unplanned. Part of this effort is to make tiles that merge as seamlessly as possible in overlapping layers. And I want some sense of depth. Makes the world feel bigger to me.
  9. I made a new windowskin for Battle Castle, what do you guys think? The backround is supposed to be parchment and leather, like an old book, but the window stretches everything out.

    Screenshot (503).png
  10. cthulhusquid said:
    I made a new windowskin for Battle Castle, what do you guys think? The backround is supposed to be parchment and leather, like an old book, but the window stretches everything out.
    Interesting. Is the stretching intended? I'm using MV and it's tiled. It does look like parchment aside from maybe the large window. But it's not distracting or anything. It looks good!

    That one darker spot in the bottom right corner does make it easier to see that each window is using the same image and stretching it by various dimensions, but honestly, I probably only notice because I know to look for it. Almost no one else is going to see it.
  11. @cthulhusquid I always loved the old parchment look, if that's what you were going for. Btw, have you considered reducing the thickness of your HP/MP bars? Mine used to be exactly like yours, but ever since I reduced it down to 10 pixels, it looked better than ever. Or maybe try something like 12px if you think 10px is too narrow.
  12. Frostorm said:
    @cthulhusquid I always loved the old parchment look, if that's what you were going for. Btw, have you considered reducing the thickness of your HP/MP bars? Mine used to be exactly like yours, but ever since I reduced it down to 10 pixels, it looked better than ever. Or maybe try something like 12px if you think 10px is too narrow.
    How do you change the size? I've never tried, but I assume there's a script that can change it.
  13. @Cythera, I prob wouldn't add any more decorations there! Looks jus' about nicely filled out! :kaoluv: Any more and ya gonna risk lookin' cluttered, I think. Anyway, yo cave lookin' quite nice, and I like it 'cuz it looks like there's gonna be little back-tracking. I hate back-tracking. :biggrin:

    @ericv00, looks suitable ancient and worn, sweetie! At a glance, some of the wall corner tiles, dem that have moss on them, look like they blending with the grass tiles a bit too much... but otherwise you done well! Like @cthulhusquid said, I like 'em hanging bits of moss, too! :kaoluv:

    @cthulhusquid, it does look nice, but I'm not sure I'm seein' the parchment-like quality... :kaoswt: Altho, my main requirement is that menus don't look like they gonna be annoying or sore to the eyes. Your menu looks like it gonna blend in just nice, which is a million bucks in my opinion! :biggrin:
  14. cthulhusquid said:
    How do you change the size? I've never tried, but I assume there's a script that can change it.
    In the plugin options for YEP_CoreEngine (if you have it).
    1638812756520.png
    Edit: Doh, didn't see that you're using VXAce lol. Ignore all that then. XD
  15. alice_gristle said:
    @ericv00, looks suitable ancient and worn, sweetie! At a glance, some of the wall corner tiles, dem that have moss on them, look like they blending with the grass tiles a bit too much... but otherwise you done well! Like @cthulhusquid said, I like 'em hanging bits of moss, too! :kaoluv:
    Thanks. Yeah, I noticed that, too. I'm currently reworking them because I originally made them as a wall tile before I learned a lot more about how A tiles work. Along the way, I'm improving them.

    I need characters to be able to walk on top of these tiles, like the raised ground tiles at the bottom of the "Outside_A5" tileset, so I'm making an edit of these walls in that format. Actually, I'm making two sets. One as is, with a better stone pattern and improved blending with other tile types, and another with variations, breaks, imperfections, and growths that I can sub out to give the ruins a more natural look. I'll use the wall tiles for walls a single tile thick, and I'll use the new set to build dilapidated buildings the characters can climb and enter into.

    Making tiles is hard...
  16. ericv00 said:
    Making tiles is hard...
    Oh honey, yeah. :kaocry:
  17. @ericv00 I really like your fog effect! Can you elaborate on how you went about it?
  18. Frostorm said:
    @ericv00 I really like your fog effect! Can you elaborate on how you went about it?
    ... for now it is a low-opacity static image displayed over the screen when the characters enter the map. For some reason, I thought there was an easy way to set it as a scrolling parallax over the map, but I must be mis-remembering that. That would look AMAZING. As a static image, it does all right. It gets the job done. But I'll mess with it further down in the development process to see if I can do more. As it is, I have probably more than a year to go in simply making the tilesets for my project. I have 11 environment types at least. I've been doing a lot of different things, mind you, but I've been working on just the ruins tileset for almost a couple of months.
  19. Here are some screenshots of my soon-to-be announced game. It's a fishing game with some rpg elements.
  20. Hi! I recently got into rpg maker and I am making a super short game as my first project to learn things and practice, but I want to put in as much effort as I would if I was working on a long term project.

    This map is meant to be a small village/town where the character starts. I still have to add some decor and foliage around but I wanted to get some feedback on what I have so far. Overall I'm proud of my first map!


    I had to cut it in half because the file was too large.
    Spoiler
    trulid (3).jpg
    trulid (2).jpg

    here are some notes that I made myself, but I'm not sure if they're valid points and I'm also not certain how to address them.

    1. The roofs! I'm not sure why but I don't really like these. Maybe they're too flat? Is there a different way I can set them up?

    2. I noticed there's a bit of empty space below the bottom path on the second level. Should I add another house? I could do a little shed and fill it with wood piles, since it's a forest village. I also had an idea of adding a treasure chest in that little corner.
    There's also a bit of space to the right of the path beside the lower right house. What could I fill in here? Maybe a clothes line would look nice? I had a thought of putting a small vegetable garden here but the next area the character will go to is meant to be a farm so I don't think that would be a good idea.

    3. Should I try to edit the stairs a little darker so it better matches with the brown rock walls?

    4. When I started mapping I edited the grass to make it darker but now with everything filled in the lighter grass isn't looking as bad as I thought it would. Which do you prefer, light or dark?
    Spoiler
    dark grass ss.JPG light grass ss.JPG

    Please share any advice or suggests!