More-or-less finished "tutorial" boss fight - Royal Sword Arghan. Still needs few tweaks in engine - I'll need to move the text window somewhere else, as it makes the bottom half of screen too busy I think, as well as adjust ATB values for different weapon classes, so using dagger won't leave us immobile for as long as using a zweihander would. But other than that, I think it's mostly okay?
Here's some screenshots of my game! First time here in this thread. The yellowish fog is radiation. I had to show three screenshots to show just one corner of my map because its in-game.
@TakumaGao, lookin' good sweetie! :kaoluv: Got that '89 feeling down pat! Just a nitpick, but I'd maybe do away with one house in the left column, probably the third from the top, and put trees and grass there instead! Just for variation! :wub
@Dungeonmind, maps and UI look so good I cud die! :kaoswt2: Ok well maybe not, but they do look sweet! I really like how you done made it so the maps are super clear, but still look like dung and fan hit it off and places fulla clutter! :wub REAL GOOD JOB!
@TakumaGao, lookin' good sweetie! :kaoluv: Got that '89 feeling down pat! Just a nitpick, but I'd maybe do away with one house in the left column, probably the third from the top, and put trees and grass there instead! Just for variation! :wub
@Dungeonmind, maps and UI look so good I cud die! :kaoswt2: Ok well maybe not, but they do look sweet! I really like how you done made it so the maps are super clear, but still look like dung and fan hit it off and places fulla clutter! :wub REAL GOOD JOB!
I actually redesigned the entire middle and upper section of the map this morning! What do you think of this?
@TakumaGao, I hafta say I like the first map better! :kaoswt: I think the vertical orientation and the water features make it look nice 'n airy! Overall, whichever map you go with, I'd axe about two or three houses. Feels a bit cramped! Overall style on point tho! :wub
@TakumaGao, I hafta say I like the first map better! :kaoswt: I think the vertical orientation and the water features make it look nice 'n airy! Overall, whichever map you go with, I'd axe about two or three houses. Feels a bit cramped! Overall style on point tho! :wub
Thanks for the feedback. I ended up axing the entire map though lol. Decided that it really was too big for a first town.
Anyway, today I've got a cave for you guys. Its supposed to be the first dungeon of the game - mainly a path between two areas of the map. This is actually like... the 5th total revision of this dungeon lol. Does this look good? Any issues?
Thanks for the feedback. I ended up axing the entire map though lol. Decided that it really was too big for a first town.
Anyway, today I've got a cave for you guys. Its supposed to be the first dungeon of the game - mainly a path between two areas of the map. This is actually like... the 5th total revision of this dungeon lol. Does this look good? Any issues?
My only observation is the amount of negative space on your map. The dimensions are huge, and yet the walkable areas make up 20% of the total of it. Your map doesn't seem to be convoluted by events, but in all instances, you should consider performance over everything. My solution to this would be A) You just eliminate the negative space by downsizing the dimensions of the map, or B) you split the map into two different maps. Seems like both are, anyways, disconnected from each other, thus a simple transfer event will suffice so the player can navigate between one level and the other.
For now, I'm gonna leave a screenshot of my IGMC 2022 project (WHICH I'm worried about completing in time X_X).
Juno's Floating Island.
Juno lives on a floating island with Sunny, her best friend, companion, and an actual sun.
My only observation is the amount of negative space on your map. The dimensions are huge, and yet the walkable areas make up 20% of the total of it. Your map doesn't seem to be convoluted by events, but in all instances, you should consider performance over everything. My solution to this would be A) You just eliminate the negative space by downsizing the dimensions of the map, or B) you split the map into two different maps. Seems like both are, anyways, disconnected from each other, thus a simple transfer event will suffice so the player can navigate between one level and the other.
I might just make it two separate floors, yeah. How's the layout look though?
@TakumaGao My comment is based entirely on personal preference, not on some universal law of world map design. Do you really need to have your whole world surrounded by rocks? Might it not be more interesting for the player, and less frustrating, if you reduced the amount of sea that is presently outside the rocks and then made it a scrolling map?
I'm still working on the style for internal maps. Here are two floors of a house. A couple more sprites to go in (when I've done them) which will fill the space a bit more.
EDIT Revised bedrooms - it was only looking at my post that I realised I'd forgotten to put in the second staircase.
@TakumaGao My comment is based entirely on personal preference, not on some universal law of world map design. Do you really need to have your whole world surrounded by rocks? Might it not be more interesting for the player, and less frustrating, if you reduced the amount of sea that is presently outside the rocks and then made it a scrolling map?
Well, originally there were no rocks. The problem is that due to the map's relatively small size, looping around the map feels kind of unnatural. Like... you get around to the other side of the world way too quickly lol. This is especially evident in the airship, and so I first put rocks around everything to keep the ship from going too far out, and then I'm gonna put clouds or something a ways beyond that to keep the airship from looping around the world. Or... does that still sound like a bad idea?
@Cymaiden I don't recall your other maps, so I can only comment on this one as a standalone. It seems large for its purpose. Building something like that takes precious resources - would anyone waste them by building bigger than necessary? Being large, it also feels empty. This empty feeling is compounded by the featureless floor - no steel plates, no rivets, nothing to break it up.
Since I can't upload a mapshot of my post apocalyptic game's starting map, even to Imgur because it's so big (66 megabytes!) I'll just post a few screenshots instead. Even though I want to show some shops, I can't because the item prices aren't finalized.
i am currently workin on my Pokemon TBS concept. The first difficult choice is to choose how the pokemons will be represented on the map as I want to respect 1 pokemon = 1 tile and I want to integrate fakemons. What do you think ?
Since I can't upload a mapshot of my post apocalyptic game's starting map, even to Imgur because it's so big (66 megabytes!) I'll just post a few screenshots instead. Even though I want to show some shops, I can't because the item prices aren't finalized.
Oh I like the green textbox, reminds me of Fallout I think you did a great job with all the cracks in the first two screens to showcase how run down everything is and I especially like the second screen with the exterior view. Very moody!
Oh I like the green textbox, reminds me of Fallout
That's what I was going for, it's the same exact font as Fallout 3 and New Vegas, and pretty much the same color as 3. The text box itself is different, however. The world map, when I'm done with it, will have similarities to Fallout 1/2.
The second screen has a moving dust cloud in the background but you can't really see it in the pic.