Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 33 of 89 View original ↗
  1. @Kes Oh, sorry about that. I edited the post to include full map images. I see what you mean though, I need to use more of the little rocks and pebbles, thanks.

    Some map and gameplay screenshots. I tried to make it so in the dark forest and dark cave, there's a circle of light around the player. There's also a torch item that temporarily increases the size of the light. In the forests some rocks, crystals and mushroom can provide light. While in the cave, lanterns can do so. Oh and the crystals are collectibles. The player was told this.
    Forest
    g01.png
    Map091.png
    Map098.png
    Cliffs
    g02.png
    Map021.png
    Cave
    g05.PNG
    Map127.png
    Map126.png

    Simple touch screen controls made with common event buttons
    Screenshots
    touch screen.PNG

    I hope this one isn't too controversial. I love whenever JRPGs show CG artwork of important scenes. But I am someone who can neither draw nor pay an artist and I am just doing this as a hobby. And then I discovered stable diffusion and made these. Obviously, none of it's perfect.
    Screenshots
    01.PNG

    02.PNG
    03.PNG

    05.PNG

    This fight is supposed to introduce a mechanic to the player. In this world, every person has a different element that you can tell based on their eye color and the spells they learn. This fight's supposed to introduce the player to a type of item that significantly increases a character's magical damage with their element, in exchange for a higher MP cost, and the item being expensive to craft. A brief scene and the art shows up after the player uses the item.
    Screenshots
    kino 001.PNG
    kino 05.PNG
    04.PNG
    kino 002.PNG
    The user gets an aura around them after using the item. The aura is a different color depending on the element.
  2. @Ceres-Eris I will only be commenting on the maps.

    First map - the amount seeable is too small to form any real opinion. All we've got is a small circle of grass with a bit of cliff face behind the sprites. What sets this one slightly apart from the other two is that there is a bit of clutter on the ground, making it seem more natural and giving a bit of visual interest.

    Second map (bridge) The ground is almost entirely spotless. I would like to suggest that you consider adding in pebbles, a bit of irregularity, a few small weeds growing out of cracks (smaller than the plant by the tree). Unless it's in a desert or solid rock there is always life trying to break through somewhere. I would particularly expect greenery around the little pool.

    Third map (cave) The same about the ground here. If you've got big piles of stones it is likely that there will be small stones scattered around.

    All 3 show screenshots rather than maps, so it is difficult to make sensible suggestions about the map overall - layout etc. What some people do is to post the full map and a screenshot as well to show what the atmosphere is like in game.
  3. @LittlePIGGY Wow that is some quality mapping! How did you get so good?

    @Lycanimuss Aurora Forest looks gorgeous, I love the dark atmosphere of it. Every shrub and tree is spread out, so nothing feels repetitive.
  4. Thank you for your comment @TESTOSTERONE! I still need to make a few small adjustments, but I'm glad to hear that you liked the map.
  5. @TESTOSTERONE the secret is simple. Each structure has a logic and purpose (what it serves for) and when these two moments meet, everything works naturally.
  6. I'm back to drop the edit's I've made to the Ice Cave map I posted days ago and wanted to give a shout out to everyone who gave helpful advice, @Kes, @ATT_Turan and especially you, @Finnuval. The advice that was left really helped me fix this map and restore it to the way it should have been. Isolated the cultists to the front of the cave, placed their leader near the back on the top left. Added a little alter area at the foot of the waterfall and added the dragon bone remains of the ancient White Wyrm that terrorized the land prior to the start of the game. (I do need to fix the pixels after the upscale, so pardon that)


    Full map:

    IceCavesRestoredFull.PNG


    Close up Sectionals:
    ICeCavesrestored1.PNGIceCavesRestored2.PNGIceCavesRestored3.PNG
  7. A couple of interiors
    AN_19.pngAN_23.png
  8. @LittlePIGGY Your maps are beautiful.

    I love the look of that spiral staircase - however, it looks like the stairs going up are wider than those going down (it goes further out to the right on the upper spiral than the base). Is that intentional?
  9. @LittlePIGGY I like both of those maps a lot. I particularly like the way you've shown a partial outside as well. I agree with ATT_Turan's point about the staircase.
  10. Guardinthena said:
    ...
    I love the flow you have with mapping. Key areas are clear and destination though it might be cut off (waterfall in the middle) there's a clear route in the players view. Perfect.
  11. @ATT_Turan @Kes Yeah, they're closer to the intended viewer in this part. In principle, I try to shamelessly distort the perspective, creating different sensations of volume.
  12. I love your maps, @LittlePIGGY. They emote an atmosphere that is bright and cheerful and I love it. I also love the little doctor(?)'s room. Small space that clearly defines it's purpose. The skeleton poster on the wall was just perfect. You make that yourself? I love the second map too, though I might be partial to large studious rooms XD. The harp on the floor and that cushioned seat and the clutter in general is perfect additions for a well lived in feel.
  13. @Guardinthena pretty sure I got a chill just looking at the map. What an effort to make that huge Ice Cave!

    @LittlePIGGY I just really love that outside looking into inside view. Your designs are so vibrant and full of color.
  14. @Guardinthena the poster with the skeleton - NO - this one has a different author. I will definitely raise my lists of used assets, if you want. I use those assets that I purchased in steam or those that were distributed by the authors with a free license. In any case, the accompanying game files will list all the resources that have ever been bought - because even if they were not directly used, they had a huge impact on me, as well as the work of many authors of assets for the community. I will mention as an example everything that has ever helped me find the right way.

    UPD
    Magic_and_SFPack(for_v1.6) - I have been developing the game since the 16th year. But I was able to find the exact resource pack to which the skeleton on the poster belongs.
  15. My last updated battle screen:

    kikikikiki.jpg

    My objective is to develop a Frontview system that incorporates an ATB bar, which will result in a fast-paced, strategic, and enjoyable gameplay experience.
    Simultaneously, I aim to maintain a user interface and experience that is both smooth and user-friendly.
    Can you confirm if I'm making progress towards achieving my goal?

    Thank you kindly!

    P.S: I'm aware of the typo in "Afflicted", will fix later.
  16. @murilloc i think it looks pretty cool and appears what you are describing. If the top bar is the ATB bar, then I like how the little battlers are up there in the ATB bar to demonstrate how close they are to their turn.
  17. @murilloc - I cannot say much to the system layout. It seems pretty straightforward to me. Not sure what the Slow, Fast, Charge bar is all about, but I am sure that is something that is explained during gameplay. Love the graphics you have for the battlescreen, btw.

    @LittlePIGGY - Oh! No you don't have to list your used assets here. I honestly was wondering if that was your work. I know you create a lot of amazing graphic assets and was generally curious if it was one of yours. Please keep up the good work! I really do love your bright and cheerful style of mapping :)

    @TESTOSTERONE - Lol, if you thought the Ice Caves were cold than I am wondering what you will think of the lands beyond it. ;D

    Just dropping by the thread again to show the updated version of one of the earlier maps I dropped: the Hoarfrost Cost, the site of an old battlefield that is cursed, forever frozen in time. Locales avoid the site like the plague, not just because of the eerie frozen soldiers and monsters, but due to the undead, enchanted artifacts and ice elementals that wander about. Unfortunately for players, it is a key area to visit.

    The Hoarfrost Cost map leads into the Ice Caves map I dropped days ago. Players can reach the caves by taking the stairs up, going through the gap in the wall and entering the cave mouth, or they can travel all the way up the stairs, following the ruins, battle through a frozen fortress and down through a staircase in said fortress that will drop them at the back of the Ice Caves.

    I want to say thank you again to everyone who gave advice on how to spice up the map. It really helped a lot to make these maps stand out. Thank you!

    FULL MAP:
    HoarfrostCostRevamped.PNG

    MAP SECTIONALS:
    HFC3.PNGHFC2.PNGHFC1.PNG
  18. @Guardinthena yeah that map is radiating cold now. I'm getting chilly just looking at it
  19. Screenshot 2023-04-10 182638.png
    Other than the torch I noticed right after and the slightly muted palate, I think I like the map for my little tactical battle game. Thoughts? To the top left is the turn order and the greyed out characters/faces are the enemies.
  20. @Guardinthena I am very sensitive to the work of other artists. This poster is really beautiful. It fits perfectly into the interior and atmosphere. And the fact that everything is so bright and filled with light can play a cruel joke. The plot in all this is serious. This is an artist, I'm just an amateur. But the screenwriter and writer - I'm a professional. My friends often laugh at me that I can't draw anything but cute. I probably won't be able to draw anything nasty and disgusting even if my life depends on it.
    bandicam 2022-08-31 08-57-08-472.png