Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 18 of 89 View original ↗
  1. cchmaster said:
    These three straight lines drew my attention. The map might look smoother by changing them a bit, but it's just my personal thoughts though.
    Thank you for your feedback, i appreciate that!
    I have changed the map a little and uploaded the right version of the second map, it was using the not blurred layer for the giant tree.

    Hope it's a bit better now.
    Fell-Sull.jpg


    High-Hills.jpg
  2. @Arkhanis Your map looks great!
    Can I ask you something about the second map?
    How did you give it the look of depth? Are you simply decreasing the size of img and showing it as a background or are you using a plugin to do it?
  3. Roxus said:
    @Arkhanis Your map looks great!
    Can I ask you something about the second map?
    How did you give it the look of depth? Are you simply decreasing the size of img and showing it as a background or are you using a plugin to do it?
    First of all, let me show you how it looks on the editor...
    1666810461987.png

    You see?
    Actually, it's not more than a illusion, but i'll try to explain.

    As i'm using VX Ace to create this project and the tiles there are 32x32 instead of 48x48 from MV, when i use some assets like trees, vines etc. form MV in the first plane of my parallax map without resizing it, like i did with the tileset, together with a fog like layer over the second plane, that makes it even more distant, it makes that illusion happen.

    I hope you understood it, but is quite simple.

    EDIT:

    But i have indeed resized the tree in the left of the waterfall and the vines over that mountain to the VX Ace size.
    And thank you for your compliment!:smile:
  4. @Arkhanis To be completely honest, I did not understand what you meant with tiles size and how that worked but to my understanding, you didn't resize the tiles, you just applied the fog to give it the illusion of distance?

    Also, how did you only apply fog to the partial map? (Sorry, I am new to RPGM)
  5. Roxus said:
    @Arkhanis To be completely honest, I did not understand what you meant with tiles size and how that worked but to my understanding, you didn't resize the tiles, you just applied the fog to give it the illusion of distance?

    Also, how did you only apply fog to the partial map? (Sorry, I am new to RPGM)
    Sorry, my bad.

    What i meant is, the tileset originally was made for the MV, not VX Ace, so they're bigger. And when i use part of then not resized on Vx Ace, not as tiles, as they would not fit without resizing, but instead, as over the map objects in the first plane of my parallax map(trees and whatever), and in the second plane i use some of the same objects resized to the VX Ace size(primary the vines on the mountain walls), together with that not moving fog(just a blurred image with cloud paterns and transparecy) then it gives the aspect of distance.

    So, to clarify even more:

    The tileset i use on VXAce is indeed resized to the correct engine standards, that is the one i use to build the structure of my maps.

    I use the MV version of the tile sets as side assets on my parallax maps, that way i can easily create the illusion of distance, but that's because VX Ace maps are usually smaller.

    I do not have a fog, like an scripted one going on behind the maps, it's just added to the map in a image editor.

    Hope it clarify it a bit better, sometimes i loose myself in my own words:D.
  6. Ah okay, I think I almost got it.
    I am still a little confused as to how using different engine tiles help but that's probably because I have only used MV/MZ.

    Anyway, thanks a lot for the detailed explanation, it helped a lot.
    Have a good day and good luck for your project.
  7. @Avery So cute!! I've often wondered how different games could look in RPG Maker:kaoblush:
    @SGHarlekin Very nice work! I agree that this would be fun to get lost in, lol.
    @Aoi Ninami I have this same concern about big maps (of any kind really), but variation is definitely key! Good work here!
    @Arkhanis Is your game available for play yet?
    @Roxus This is very well done! You seem to have quite a natural sense for how to place tiles. Outdoor maps are a weakness of mine, but I do think you're headed in a good direction with this.

    I had an extremely vague idea for a game in mind and went ahead with mapping out a room for it?? I designed the MC today too :kaoslp:The walls, circular stool, column and quilted part of the bed are VXAce tile edits I worked on; everything else is an original by me.

    Preview_by_AQUA.png
  8. Roxus said:
    I am still a little confused as to how using different engine tiles help
    VXAce tiles are 32 x 32 instead of 48x48. Therefore an Ace 3-high cliff face, for example, will automatically be smaller. Place those cliffs on the map at some distance from an MV/MZ cliff, making sure top and bottom are equi-distant relative to the larger cliff, and you have the illusion of perspective, making it seem that the Ace cliff is further away. If you have the same tileset in both sizes, it's even easier. An example would be Celianna's Ancient Dungeons which are in both sizes.
  9. @Kes Okay, I think I got it. So it means we can use 2 different tile sizes for a single map?
    Wouldn't that still make the 32x32 tiles unusable in MZ, size of a single is 48x48, we would have 1 and a half tile of 32x32?

    I guess, I will just have to try it to understand.
    Thanks for the explanation.
  10. @aqua Thanks. :)
    I am glad to hear that I am at least on the right track with mapping outdoors.
    I guess I am opposite of you in that sense, you seem to be really good at indoor mapping, something I suck at. xD
    Cos your room looks amazing, the tile placements, the art style, the colors and most importantly the character all looks superb. Its perfect.

    If I have to make a criticism, the only one is its a little hard to decern the details on first glance.
    The walls and the curtain or the bedsheet and the carpet or the wardrobe and the room divider(?) are so similar in color that its hard to tell while not focusing. Maybe a little contrast and color correction might look good.
    Unless you are going for a monotone style, throughout the game. Then it looks wonderful.
  11. @Roxus 3 Ace tiles measure the same as 2 MV/MZ tiles, so you can use them if you are careful. I have done that successfully. Also, iirc, the person who mentioned this was also using a parallax background, which makes placing the small clif section easier because it can be just exactly where you want it to be.
  12. @Kes Now it all makes sense. Thanks.
    I thought about parallaxing too but the thing is I was hoping more of a plugin for it so I could have characters and events moving in the background.

    I guess I got excited for nothing xD

    Edit: On second thought, can we have animated parallaxes? And if so, any idea how to make and implement them?
  13. @Roxus I never use them, so I'm the last person to ask. We are now straying well off topic for this thread. I suggest you do a search in plugins for animated parallax. I have seen reference to them quite often. If you can't find one that does exactly what you want, post a thread in Plugin Requests and people might be able to point you to one.
  14. @Kes You are right, my bad. I forgot I was going off topic.
    I got too carried away... sorry
  15. @Roxus
    You're welcome! Take your time to learn and keep it in your own pace. Game making takes a lot of time and you are in the right direction, being curious is a plus for you.

    @aqua

    Not yet, sorely. I've started this project more than 10 years ago and it doesn't seems to be close to an end. Because of some random guy, that shared some tilessets years ago with stolen art, I'm still stuck recreating all my forest and external areas in general, from scratch, as they are parallaxed, and there's more than 300 maps in my game. This together with the bug fixes, makes the task quite time consuming, I use a lot of scripts without originally compatibility between then, so I guess it will take longer but all the eventing and stories are already completed, so it's just a matter of time and endurance for myself to complete it. I will be sure to post the project in a thread here once it's completed.

    Here are some indoor maps from my game:
    Forbidden-Study.jpg
    Fairy-Queen-Tree.jpg

    A ruined land one:
    FCastle.jpg

    And finally, i'm not entirely sure if should go with heavy fog or without it for this map, what you guys think?

    With fog:
    F-Villa .jpg

    No fog:
    F-Villa-n-fog .jpg

    EDIT:
    The shadows from the bookshelves in the first picture are not that dark in game, i don't know what happened.
  16. Roxus said:
    Hey, your map looks amazing.
    Do you mind telling me what tileset(s) you used please?
    I have been looking for good Castle tilesets for days.
    A combination of Pandamaru (free), Kokoro royal fortress castle (paid), fsm castle and towns (paid), kokoro dark academia (paid) and Winlu fantasy interior (paid).


    @Arkhanis I will say I prefer it without the fog, but that might just be cause I prefer brighter colors as a rule. Though might be a nice change of pace for the player with some fog if they seen similiar for a while.
  17. Doing some practice-work for a personal game to use in my main project.
    WatchtowerCampWIP.png
  18. @SoftCloud I don't get what's going on with your paths. A path that's been walked in so that the grass is worn away and dirt shows through is fine. One that's been walked even more so that people have gone through the soil and are down to the rock is also possible. But the way you've mixed those 2 makes the stone one look odd.

    It looks odd for another reason too - your cliffs are brown. That is the local stone. There is no way that the rock just under the surface would differ in any way from the rock above the surface. Yet your stone path is grey. I would strongly recommend that you recolour that path so something closer to the colour of the cliffs. That will help pull your map into a more cohesive whole.

    Finally, the tree at the edge of the cliff directly above the camp fire. No tree that size could grow so close to the edge because of its roots. I suggest you take that tree and put it on a different tile sheet and move it up, say, half a tile and use that for cliff edges. It will take up an extra space, but it's worth it, imo, for the ability to have something near cliff edges as well as break up the 100% regularity of the trees.
  19. 500 x 400 map of my open world action RPG Skyrim like

    Dawn Haven World Map
    0so5c3u8m0k81.jpg

    [embedded media]
  20. @Kes , this is more so what I was going for. Sorry, didn't really think too much about the landscape, I was focused more on the other features. Abandoned area, being taken over by guards of Dusk city.