Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 29 of 89 View original ↗
  1. @clayathan A bit more on perspective and placement.

    RPG Maker uses a 2.5 perspective i.e. not top down nor face on 2d like a platformer. You therefore need to think about what happens with your bottom wall when it comes to carpet and furniture placement.

    As a way of showing what I mean (because otherwise it can take a ton of words) here is a simple night time interior from my current project with a carpet that goes to the bottom wall and 2 cupboards placed up against it.

    Untitled.png

    If we start by looking at the carpet you can see that where it fits around the fireplace you have the edging pattern. However, at the bottom wall it appears to be continuing. That is precisely the effect you would get if you really were looking slightly down over the wall. To achieve that use shift+click mapping. If you don't know how to do that, here is an excellent tutorial.

    For the cupboards, I took the tops and sliced off a bit at the bottom, again because you wouldn't see all of the top over the edge of the wall. Your furniture against your bottom wall - because of the wall perspective issue - is neither against the bottom wall, because we can see all of it, nor is it a useful distance from the wall. imo it needs to be relocated. Perhaps into that big space so as to create a cozy conversation place?

    EDIT you posted a fraction before I did so I had not seen your answer when I typed this.
  2. @clayathan Ah, I see it now. Maybe you just need a bit of a shadow in the separation part? Regardless, my point was more that while all the other objects seemed to have a warping to them, the sliding doors seemed too square relative to them.

    @Kes In this context Clay's style seems to have no fourth wall like the one in your example so it's more xray vision then peering through the wall which calls for different cues, doesn't it? Which makes the perspective more a fisheye movie set than traditional RPG maker semi-tilt.
  3. Some shots from the hospital I've been working on. The first floor has a general lobby, general examination rooms, the pharmacy, the ER, radiology, and surgery. I still have another floor to make!

    Screenshot (202).png
    Screenshot (203).png
    Screenshot (204).png
  4. @Ninjakillzu I think this looks awesome and WWWAAAAYYYY better than I could do.

    I am not super critical, but one thing I did notice is it looks like the people at the bottom of the screen are standing on the chairs instead of sitting.

    Now, I don’t know how to make a sprite look like it is sitting, but it is just something I think I noticed when I zoomed in.

    But I like this a lot! It is very detailed and looks great!
  5. @Ninjakillzu love the amount of detail you stuffed in those rooms and the overal shape and sizes of said rooms. Feels realisticm good job!
  6. ZombieKidzRule said:
    @Ninjakillzu I think this looks awesome and WWWAAAAYYYY better than I could do.

    I am not super critical, but one thing I did notice is it looks like the people at the bottom of the screen are standing on the chairs instead of sitting.

    Now, I don’t know how to make a sprite look like it is sitting, but it is just something I think I noticed when I zoomed in.

    But I like this a lot! It is very detailed and looks great!
    I don't know how to make sprites look like they are sitting either! Not much I can do about that. Originally I had the couches facing upward, but I didn't like not seeing much of the people you can talk to (just the tops of their hair).
  7. Ninjakillzu said:
    I don't know how to make sprites look like they are sitting either! Not much I can do about that. Originally I had the couches facing upward, but I didn't like not seeing much of the people you can talk to (just the tops of their hair).
    Nothing you can do unless you edit the sprites themselves - or have someone do it for you
  8. Ninjakillzu said:
    Some shots from the hospital I've been working on. The first floor has a general lobby, general examination rooms, the pharmacy, the ER, radiology, and surgery. I still have another floor to make!

    View attachment 256646
    For your lighting, I'd say you need to get bigger areas around the area that the light is affecting, and to not make them so bright. Atm they look like spot lights that aren't actually affecting the lighting in the room itself.
  9. @Willibab

    Oo very nice. Did you make these graphics or are they from a pack : o
  10. KawaiiKid said:
    For your lighting, I'd say you need to get bigger areas around the area that the light is affecting, and to not make them so bright. Atm they look like spot lights that aren't actually affecting the lighting in the room itself.
    As for the brightness, I've noticed white walls accentuate it. If I changed the wall color, that would lessen it.

    Here's just a quick comparison (forgive the cut off plant sprite).
    Untitled.png
  11. The Mighty Palm said:
    @Willibab

    Oo very nice. Did you make these graphics or are they from a pack : o

    I have made some things, but most of the things in this project is from various sources, just edited to fit each other.

    The character sprite are from Alexdraws (Paid)
    The color palette and enemy sprites from SeraphCircle (Paid)

    The outdoor tilsets are from FinalBlueBoss https://finalbossblues.itch.io/openrtp-tiles. (Free)

    All the other aspects which you dont see are also a mix of a lot of stuff :p

    I also use some indoor tilsets that might look somewhat familiar to you :p

    Palm.png
  12. Doing the final dialing in of my lighting and wondering if I'm getting the vibes I'm supposed to be trying to get. Does this world look like a world that is perpetually stuck in twilight? I've tried a bit lighter and it always comes up as if it looks like it's morning, and darker it just seems like it's the dead of night, or in some cases, dusk but overcast.

  13. I think so. Dusk, twilight (not the movie with the sparkly vampires), or pre-dawn all sort of look the same to me.

    I don’t think it matters for interiors unless you have windows.

    I think it looks good.
  14. Ninjakillzu said:
    Some shots from the hospital I've been working on.
    I see this is for a game in the cyberpunk genre, so take this with a grain of salt according to your aesthetics.

    I like the design and layout, but I think it's way too dark in color. I've never been to any kind of medical establishment that had a black floor. Then the black floor with dark grey walls provides very little contrast.

    Then the black ceiling with the black floors and very thin borders around the ceilings means the first time I looked at your screenshots it looked like the characters were just floating in black void.

    If I were you, I'd play with the floor a bit. Even if you don't want to go full on white (which is pretty typical for a hospital), try a different color or, like, metal grating or something. You want the floor, walls, and ceiling to be visually distinct from each other.
  15. @KawaiiKid I think you could do something more with the fact that it is perpetual twilight.
    In such a circumstance I think people would have a few more sources of public light. From the small screenshot it's not possible to judge how many of those brazier type things there are.

    Secondly, because this is twilight you will never have a lot of light for large plants to grow, certainly not 'normal' trees and bushes, so I'd have a think about what vegetation there could be. A dense-canopy forest is unlikely. This gives you the opportunity to use some of the more bizarre plant sprites that are around, as well as perhaps more of those fungi.
  16. ATT_Turan said:
    I see this is for a game in the cyberpunk genre, so take this with a grain of salt according to your aesthetics.

    I like the design and layout, but I think it's way too dark in color. I've never been to any kind of medical establishment that had a black floor. Then the black floor with dark grey walls provides very little contrast.

    Then the black ceiling with the black floors and very thin borders around the ceilings means the first time I looked at your screenshots it looked like the characters were just floating in black void.

    If I were you, I'd play with the floor a bit. Even if you don't want to go full on white (which is pretty typical for a hospital), try a different color or, like, metal grating or something. You want the floor, walls, and ceiling to be visually distinct from each other.
    How does this look?

    Screenshot (208).png
  17. @Ninjakillzu Much better.
    I know what I am about to suggest may mean a lot of work, but one of the big problems of the default sprites is that there is no sitting pose. All these sprites are clearly standing on the seats. It is relatively straightforward to make a simple sitting pose. Might this be something you could do?
  18. Hey,
    i bought RPG Maker MV a couple of days ago and stumbled just now over this thread. So i wanted to post my maps and get a bit of feedback, but if i understood correctly, you only want ingame screenshots or something? How do i make that if the map is bigger than my view window when i open it in game?
    Or can i just upload the maps i do?
  19. NarrationColor .jpg
    Is the color of narration text too hard to read? As this entire game takes place in eternal twilight, most areas won't be brighter than this. If so, what might be a good color that wouldn't be too distracting, and still be easy to read? Or is this fine?
  20. @KawaiiKid I think that colour font against the background is going to be tiring on peoples' eyes and on lower end monitors rather difficult. In the spoiler below (because it's big) I've put a colour wheel where you can see the sort of colours/shades which are opposite to the dominant one of your background. From there you could select a colour which you prefer. The more contrast (e.g. directly opposite) the more it will stand out.

    Colour wheel (or color if you're from US)
    Color_Wheel1.png