@Guardinthena - I love the Mushroom Village!! Where did you get those mushroom houses!?
Game & Map Screenshots 12
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Thank you @Kanori24 and @StrawberryFlower for your kindness.
To answer your question, StrawberryFlower, the mushroom houses are from the FSM tilesets. I personally editted the brown mushroom to get the red and blue however. -
@Guardinthena Those maps are well thought out, and lots of nice detailing. I too love the mushroom village, but also I like the secret hide out. I think you're right to want more crops in there, but I was also wondering about access to clean water. I assume the swamp water is too contaminated, so might anyone living in the tree house need a well?
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Oh shoot, totally forgot I got something to share on this finally.
they don't line up perfectly, but should be unnoticeable in game.
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@SGHarlekin -I am a huge fan of the FSM tilesets, so instant like from me with the screenshots. That aside, I love the sprawling scenery shots that transition from the riverfront/farmland, to the outskirts of the city, to the inner heart itself. Nicely done! Are these separate maps? Is that why you commented that the player is unlikely to notice during gameplay? I ask because I create crazy sprawling town maps and am generally curious. Also, really love your use of roof tops and especially how, in the city, there are those houses pressed right up against the wall. It all feels very organic.
@Kes thank you for spending the time to comment. As for your question, not to worry about the clean water situation. If you notice there is a clean river running at the top left corner. I tried to have it run off into the forest, and hint that it does where the ranger's have channeled some of it to run to the crops. The reason there is this secret hideout with clean water is that the swamps are divided into Higher and Lower levels due to rugged mountainous terrain. The toxic swamps are at the bottom and the higher levels are boggy, but have clean water. -
Thanks for the high level of praise! They are indeed 3 separate maps. The "Inner city", the "Residential Area" and the "Rural outskirts". I tried to give each map it's own identity while still being connected as one city. (Residential has mostly stone buildings unlike the outskirts, and the inner city... well, that's obvious.)@SGHarlekin -I am a huge fan of the FSM tilesets, so instant like from me with the screenshots. That aside, I love the sprawling scenery shots that transition from the riverfront/farmland, to the outskirts of the city, to the inner heart itself. Nicely done! Are these separate maps? Is that why you commented that the player is unlikely to notice during gameplay? I ask because I create crazy sprawling town maps and am generally curious. Also, really love your use of roof tops and especially how, in the city, there are those houses pressed right up against the wall. It all feels very organic.
The player will spend most of the time in the inner city, accepting guild quests, visiting the crafters, reading lore in the library and such. Small quest in the beginning will probably take the player to the Residential and Outskirts areas for small errands before heading out into Dungeons.
i Also have interior maps for almost every house, if anyone wants to see those as well. (And speed-mapping videos of some on my youtube channel.)
I try to develop Dungeon Rummage - Origins with only the FSM tileset, so it's gonna be somewhat of a challenge. (What can I say? I too love this set!) -
I've been working on an enemy airship area! Still quite unfinished but coming along.
AirshipHow to escape an airship.
Step one: break out of jail.
Step two: do a bunch of stuff [not pictured] to unlock a door to the engine room...
Step three: cut through the engine room. (Ignore the cat, it's to remind me to event a cutscene there lol.)
Step four: steal an escape pod.
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@fob - I am loving the airship interior and that sprite. Zooming in it looks like a very pixelized style that I see a lot recently. That new retro look. Did you create those assets yourself?
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@Guardinthena Thanks so much! The sprite is my own work but everything else is just mixed and mashed tilesets with my own edits to them. It's considered kind of a sin in the rpgmaker world to mix tilesets of different styles, but I don't have the time to make my own assets so I just try to make do with what's available.
edit: forgot to mention that there's some distortion in the screenshots bc I have in-game zoom effects that distort the pixels. -
Just a simple pub / tavern ... Harold is an NPC.
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@Eden019 The map feels a bit on the large side. Could you possibly condense it a bit? That way you could get rid of all those shelves with what appears to be bottles of alcohol on them - I doubt any pub keeper would leave them where the customers could grab them. I'm also wondering why the bottom left corner is the shape it is. It seems an odd feature.
Generally speaking I am doubtful that a pub would put down a bit of carpeting alongside the bar where drink will be spilt and dirty shoes mess it up quick time. Instead maybe you could use the dirty floor tile and mess up the pristine state of the whole floor.
I am also curious about how the barkeeper gets out from behind the bar. -
Recently, I've been making a lot of parallax maps of a couple areas for chapter 2 of my game. Here is where Seriosa Rabbit is hiding from her opposite twin sister, Rubia Rabbit.
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@Kes
Thanks for the suggestion, there are a few things I keep such as the the shelves with bottles of alcohol, I also add a waiter near the shelves to assist the bartender.
also the stage floor with the pianist has been modified as well. *forgot to add a chair, there.
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@Eden019 That's a big improvement. In my own games I have often found that smaller is often better. I'm not struggling to find stuff to fill the void.
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@Guardinthena Nice map. The only things I would like to suggest would be to emphasise slightly more that this is in a swamp setting. So, for example, a couple of stagnant pools inside the prison because the land drains taking away any rain would have got blocked a long time ago. Maybe fungus or something growing in odd corners. The ground, apart from the grass growing over the (surprisingly intact) tiles, could perhaps have a bit more general plant debris. I think what I'm getting at is that this long neglected prison looks so neat and tidy.
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@Kes - Challenge accepted. I completely forgot the stone steps leading into the prison. So thank you for pointing that out. And after taking your notes into suggestion, I think it does look so much better now. Just reviewing the images from earlier today to now is such a huge improvement.
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@Guardinthena I agree, much better. It's certainly got the atmosphere of 'forgotten' now.
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Those maps look great, I love how crumbly and run-down the buildings are! I assume you'll have some kind of lighting or tint overlay to make the mood even better?toxic swamps
Also, why is the swamp toxic? Is there an in-world reason, or just rule of cool? -
Thank you for the praise, @cthulhusquid and good questions. Orignally, I was inspired by the Hydra Marshes from Chrono Cross and just wanting to use all the tileset pieces that came with the FSM. I toyed with whether or not the water itself was actually toxic or the air itself. I might be leaning towards the air but that's another story. So it began as a rule of cool, but as I have been map building it has given me time to think and in-world reasons have spawned from that. The swamp is home to Corpse Flowers and the Mushroom folk, both of whom require dead bodies to survive/procreate. So I imagine that the amount of death and rot within the swamp is what is making it toxic. Similar to Chrono Cross, I have bee n toying with the idea that if the players kill off all Corpse Flowers the toxic mechanic will cease but I have not gotten that far yet.