Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 45 of 89 View original ↗
  1. Kes said:
    @Raony Lovely tones and atmosphere to that. But my eye keeps telling me that there's something off about the perspective of the ruined shrine(?) in comparison with the trees. I could be wrong, but it's an impression I cannot shake. It's as if it has been slightly upended.

    Thanks! About the perspective, it's strange, really. The perspective is the normal perspective of RPG Maker tilesets, nothing else. But, i'm intrigued, now.

    ZombieKidzRule said:
    @Raony Congrats on your 1st post! All I can say is that if my maps look even half as nice as this, I will be insanely happy!

    Oh, thanks! If i learned to do this maps, you can learn too. Just... keep training. ^-^

    P.S: sorry by my english, i'm not fluent.
  2. Greetings again, everyone. I've already asked for an assessment of my map, and i've been given a lot of good advice on working with the roof. I'll show you results later, but now i whant to add a tower to my building. I found this amazing totorial : Making Round Tower Tiles, but i have a problem with a step where i should "push the sides". It's hard for me to do it without amy numerical references. Can anyone suggest me some technique?
  3. @Deathless_Koschei
    Obviously the precise measurements will depend on your tiles, the height of your tower, the length of (in the case of the tutorial) the bricks.

    One way to approach this is to right click on the image where Avery is showing the sides being pushed in and then paste it into your image programe. I use GIMP, but you could also use paint.NET or PhotoShop, or any other program which supports transparencies.

    Looking at it you will see that there are 3 complete tiles in the middle and what looks like around .75 of a tile. Taking the second row up, there are 9 bricks. As you look down the series of images there are always 9 bricks. The final image is exactly 3 tiles wide. So you've gone from 4.5 tiles to 3 tiles without losing any bricks on the way.

    Next look at the width of the bricks. You will see that the ones nearer the edges are smaller each time. The key here is Avery's comment
    Make sure that every stone that is more in the middle is the same width or wider than the one next to it that is closer to the rim.
    Then you need to turn it into a curved image. In GIMP it's
    Filters -> Distorts -> Curve Bend
    This you need to do by eye.

    If you need any further help, I suggest you post in the Resources WIP thread which is specifically for helping people get their work right.
  4. @Kes Thank you. My tower shoud be different size, so i cannot just copy example one by one. I also don't like the part, where i should do it by eye. I'll try some more, and if i fail again, i'll write in resources wip thread.
  5. @Deathless_Koschei For the bending 'by eye' - have the tower top on a different layer and use that as your guide, so that you are wrapping round it.
  6. @rue669 Is that.. vehicle a moveable piece of scenery? If not, I feel it's pixelated edges seem to make it stick out too much.
  7. @rue669 I'm having trouble with perspective. The tiles immediately behind the vehicle look like they might be cliffs, but it so, the vehicle is far too close to them, and appears to cut across the cliff(?) immediately on the left of it.

    I also agree with StrawberryFlowers comment.
  8. @Kes and @StrawberryFlower - appreciate the comments! I think removing the cliff will help with a lot of it. Thank you for taking the time.
  9. I finally got enough assets finished to start working on one of the game's buildings (My mapping skills still have a long way to go though lol)
    The "one of the game's buildings" in question.
    Na.PNGBa.PNG
  10. @BobbyLily This may be a feature of this style of mapping which I don't know about because I don't use it, but I find the junction between the bookcases and the plain wall very odd. Unless the bookcases are recessed into the wall, there is no way that they can be flush with the wall's surface. There can, therefore, be no sense of depth or perspective.

    On a rough calculation of tiles, the wall is 30 feet high. I don't think anyone is going to climb that high to see what's on the top shelf. If you lowered the height you would have less blank white wall to fill.

    Because the ladder does not stand away from the base of the wall it is, presumably, attached to the shelving and running on wheels. This would make sense because otherwise it would be near impossible to move it to get to other parts of the book case. I think then that the wheels at the base (and presumably at stages up as well) could be a bit more prominent.

    As I said at the beginning, these may all be part of the aesthetic of the style you are using, in which case ignore my comments.
  11. Improved the decoration of the gallery, made the bookcases (slightly) less flat, and added some extra NPC dialogue.

    The Bookcases in Question.
    NaUp.PNGBaUp.PNG
  12. Here's some fruit I made for my post apocalyptic game recently!

    Screenshot (218).png
    Screenshot (215).png
    Screenshot (216).png
  13. @rue669

    Your characters are cool, did you make them yourself?


    Hi, guys

    I wanted to share a screenshot of a map from my game project

    What do you think guys?

    Spoiler
    Screenshot 2023-07-09 000431.png

    Video
  14. Raony said:
    Hi! I'm old in the site, but this is my first post. A map of my personal project. :)

    Scenario:
    View attachment 267640
    Wow this looks amazing!
  15. It continues to amaze me what folks can achieve with RPG maker. @McP The graphics are really nice, if a bit too dark for my taste. What’s your game about?
  16. TESTOSTERONE said:
    It continues to amaze me what folks can achieve with RPG maker. @McP The graphics are really nice, if a bit too dark for my taste. What’s your game about?
    My game tells the story of a Hunter (a professional job in the game) who wants to find and avenge his family's killer.
    Cliché huh? I know. :guffaw:
    My game is based on the Arc The Lad and Suikoden game.
  17. @McP Nice map, but I would like to make a suggestion. You have perfectly serviceable street lamps which are fully in keeping with the rest of the tiles. You also have what are clearly indoor candelabra on your outside walls where the tiniest breeze would blow the flames out. They look quite out of place. I suggest that you put wall lamps there instead.