@eliaelia123 Overall, I like your maps, but I am not the technical arteest that many are so take this for the half a shilling that it probably isn't worth.
About the cemetery. This may just be my own personal experience, but I find it odd to have plants/bushes at the foot of the graves. And it seems odd to have some graves with no markers. To me, that looks like people are buried there, but without markers. It doesn't look like plots waiting to be used. Since why would those be dug up and refilled to look like that. But maybe that is intentional and they really are unmarked graves.
Then I noticed two other things that stood out, just because they were a bit too...symmetrical. The line of trees/bushes along the left of the cemetery with most of them spaced two tiles apart. It looks a bit too planned. And if it was planned, it would seem that the vegetation might be more similar, like a row of trees.
Then there are the crops in the upper right of the map. I just seems a bit odd to have the columns/rows of the field look like a graph. I'm not sure why they would be planted or harvested that way.
But again, as a player, none of these things would really bother me and I most likely wouldn't even notice them if I was enjoying the game play.
So I say awesome job!
Game & Map Screenshots 12
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@ZombieKidzRule Hey, thanks for the reply!
I, definitly "intentionally", fixed a few of the things you pointed out when i remade the graveyard with hedges.
I left the "plots waiting to be used" so it would make the graveyard layout more clear.
Also, since winter is comming, ^^, or rather in winter making graves is a lot harder, so they dug up that area already, so in case its needed it would not be so much work to do it then. At least that was the thinking behind it.
The cabbage, if that is what you ment, is done that way because of the seeds, as least I think it was..
Not sure myself, gonna look up all the vegetables now to see which are wrong xD
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Hi! This is my first parallax mapping map. I want to join this thread because I want to know people's opinion. What do you guys think? What part should I improve?
Mansion - Piano Room -
@sleeperer for a first parallax map that's actually pretty good! 2 things tho :
One of the reasons ppl use parallax outside of light and shadow is the ability to move things a little off grid to fit more naturally. Like the cupboard and piano that could be moved a little up to have them appear to be yo against the wall and/or the windows moved a little down to seem more fitting to the wall in positioning.
The second part - tho more personal - is the hard shading near the walls. I'd remove those and rely more heavily on handpainting those in on a layer yo get a more natural feel there as well.
Overall tho it looks pretty decent :) -
@Finnuval hi, thank you! :)
I actually did that for the box above cabinet and the table with a flower. For the wooden box at the corner, it is an event, a movable object that player could push/pull.
I did not do to piano and the cupboards because I am afraid that the collision distance between player and the object will be far. Do you know a way to make the collision more natural, not limited by 48p grid?
Ah, I agree with that! Thanks. -
@sleeperer If you put e.g. the cupboard on so that the lower part is on half a tile that works well both visually and for collision purposes. It then looks like it is sitting against the wall. The piano you might have to tweak a pixel up or down as it is shallower than the cupboard.
Make the half tile part passible and the rest x as normal. Because the player never walks above the halfway line of a tile there isn't a problem about collision. If you want to put an event on the cupboard e.g. to give an item, just put it on the first full tile part.
EDIT
To show what I mean because the verbal description might not be clear.
In this first snip you can tell from the floor tiles that the cupboard isn't on a full tile. But it sits well against the wall.
Here is the player standing in front of it in a way that looks quite natural.
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@Kes ah, I got it! Thank you Kes for elaborating.
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@Kes yeah, thanks for elaborating what I ment :) I was planning too but was preoccupied at the time.
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Let me caveat this with saying that I really dislike world maps. They are probably the least appealing thing about RPG Maker, in general. And putting chibi sprites on the world map makes it worse. But that is just me.
With that said, I really like some of your elements. I like the clouds and shadows of the clouds. I like the water, waterfall, and the little camp.
Anything I don’t like is just a product of my dislike of the over world map in general.
So I think you did a good job, for what it is worth. -
Thank you.Let me caveat this with saying that I really dislike world maps. They are probably the least appealing thing about RPG Maker, in general. And putting chibi sprites on the world map makes it worse. But that is just me.
With that said, I really like some of your elements. I like the clouds and shadows of the clouds. I like the water, waterfall, and the little camp.
Anything I don’t like is just a product of my dislike of the over world map in general.
So I think you did a good job, for what it is worth.
The appeal of a world map in this genre of ours is the scope. You can make a bunch of dungeon'y maps like it's the original Legend of Zelda and have a sense of scale for a big world. Heck, it would probably be better than a world map in general to do that, since you're down IN the world itself, traversing through caves, passes, forests and what not at the character level.
But with a world map, you can save a lot of traversal scope. Instead of navigating a maze of nature to get from one side of a mountain to the next, you can do that as if walking down a corner of a street. Makes sense why they call it a world map. You can fit a whole world in it real easy. -
I finally made bare minimum resource to map a full town. It's a rural town located between a forest and grasslands. Does this style looks ok? It blends well with my usual art style, but I'm worried if the color might be too yellow for some screen.


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If you'd add some red or orange to the road, character skin would pop out more.I finally made bare minimum resource to map a full town. It's a rural town located between a forest and grasslands. Does this style looks ok? It blends well with my usual art style, but I'm worried if the color might be too yellow for some screen.

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Ah. By yellow I actually meant the road and environment. If I add red and orange, the road will be even more yellow/sephia looking. But I'll give it a try. Thanks.If you'd add some red or orange to the road, character skin would pop out more.
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@karusomine I don't know if my suggestion will fit in with your art style, so if it doesn't, then ignore it.
The thing that struck me was how amazingly clean that road is; not a scuff mark, not a pothole, not a bit of scruffy grass daring to extend onto it anywhere.
Also it has been 'walked in' in an unrealistic way. Take the bit above the characters' heads where the path comes down to the bridge. There is no way that people walking over the bridge would have walked a full tile north of where the bridge end is until they are exactly level with the end of the fence and then turned right. That isn't how people walk paths. And why have those odd bits of fencing to the right of them. If it's the owner of the house south of them marking off a private area, then all 3 pieces would go straight across, not have an odd piece a tile north of the other two. -
@Kes Thanks for the input! And yes as I said this map is still bare minimum. I'm planning to add more things to make it more vibrant, though I don't hate simplicity as well. But some rocks, wild grass, and shop signs are definitely on the list.
The strange paths and fences were my attempt to make things less blocky or straight forward. But yeah I agree they do look unnatural. I will fix them right away. Thanks again! -
Trying to make my battles in the style of FF. -
Your map also reminds me of those old Pokemon game maps that were too very clean. They seem to work well when they're compact in tight spaces and vibrant in color.@Kes Thanks for the input! And yes as I said this map is still bare minimum. I'm planning to add more things to make it more vibrant, though I don't hate simplicity as well. But some rocks, wild grass, and shop signs are definitely on the list.
The strange paths and fences were my attempt to make things less blocky or straight forward. But yeah I agree they do look unnatural. I will fix them right away. Thanks again!
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I'm pretty happy with the way this map is progressing, though feedback is most welcome.
I like it! Remind me of Legend of Mana style. But I think the color is too bright and the contrast is too high as well. Maybe it can be adjusted.