Game & Map Screenshots 12

● ARCHIVED · READ-ONLY
Started by slimmmeiske2 1772 posts Page 50 of 89 View original ↗
  1. Wayland Sector 2
    temp4.png

    Section of the hub city of my main project.
  2. Sensing those final fantasy 7 slums vibes.
  3. @SoftCloud looks really cool, sweetie! :wub I really like cramped alleyways wid seedy shops, both in real life and in games, and yours looks good! Also "Wayland Weapons" :biggrin:

    How does yo fog effect work tho? I'm kinda not sure I like it, wud have to see it in the engine to be sure? The way it looks in the screenshots is more like, "I can't see, somebody whisk this fog away!" instead of, "Oooh, mysterious morning vibes!" :kaoswt:
  4. @alice_gristle I've masked out the fog layer around usual places the player would explore. I've tried to keep the denser fog to the outer areas mostly. Good to hear it might be too heavy, I've had to lighten it based on feedback on different maps. Trying fun things to give maps more dimension.
    Please excuse the stairs, haven't added the diagonal movement yet:
    Walk-About
  5. @SoftCloud okay, doesn't look too bad!:kaoluv: Maybe it's a bit too foggy for my taste, but I understand it might be personal preference!
  6. Main Map
    Map014.png
    The main town map for my game. (Well, one of them - I have a handful of projects going on at a time :p The phones are save points, and I still need to build some houses in the bottom right there.

    Side Map 1
    Map003.png
    The street map the player actually starts on. The top left house is the player's house, and the bottom street connects to the top of the main map.

    Side Map 2
    Map004.png
    Not sure if I want to keep this or adjust it as right now it only has the one house. I should also mention that in game the maps are all tinted for night and have a fog overlay.

    In-Game
    Capture.PNG


    @SoftCloud, I am a big fan of your mapping and the fog effect!
  7. @jamcub yo maps look super clean and easy to navigate! :kaoluv: What tileset are you using?
  8. @alice_gristle Thank you! It helps that this is a city map with roads and such.

    And the tileset is the Omega Modern tileset by finalbossblues, mixed with a few of the earlier tileset iteration Old School Modern 1 and 2 and a standalone retro expansion of the latter. I can link the tilesets here if you'd like!
  9. Thanks sweetie, but no need! :wub Just curious. I usually make my own sets!
  10. @alice_gristle I wish I was that far... I can draw just fine, but pixel art eludes me so far. That and uh, proper tileset layouts. :p
  11. A few screenshots of the prolouge sequence for C.E

    Screenshots
    1694888229505.png
    1694888344901.png
    1694888445100.png

    Going to add some fog effects and edit the terrax lighting to perfection, so far whaddyou think?
  12. @GenericFantasyDev I really like the look of the game and the layout, but the tint seems a little bit dark. I applaud you for the use of the RTP though! Looks very nice.
  13. jamcub said:
    @GenericFantasyDev I really like the look of the game and the layout, but the tint seems a little bit dark. I applaud you for the use of the RTP though! Looks very nice.
    Thanks! @jamcub, however thats not the rtp, its one of the 7 tilesets that come with the Kadokawa Trinity resource pack, and yesh i might lighten the tint a bit, was trying to pull off the night ambience but it might be a bit of s strain. Thanks tho! defo will lighten the tint a bit
  14. GenericFantasyDev said:
    Thanks! @jamcub, however thats not the rtp, its one of the 7 tilesets that come with the Kadokawa Trinity resource pack, and yesh i might lighten the tint a bit, was trying to pull off the night ambience but it might be a bit of s strain. Thanks tho! defo will lighten the tint a bit
    Ah, yes, that makes sense - I don't own that pack yet so I didn't knnow it was that! I went off style alone, really. Either way it looks very good! I know lots of people like to rag on the style a bit for being overplayed but I think it suits this well.
  15. I am using the art of pre-rendered graphics for this game, pre-rendered is my favorite art style in videogames.

    Even if pre-rendered backgrounds seem "worse looking" than what real time can do nowadays, I almost always find the static angle carefully chosen by the devs to be more "pleasing" to the eyes than what the free camera does (sometimes it won't fit well with how a game plays of course, it's just an aesthetics point of view).

    However, since I am using sprites for the characters, I have to use the same angle for all backgrounds. Isometric seemed to be the most charming angle (and the one to better show the environment).

    My game visuals are inspired by Digimon World 3 from the PSOne: 2D sprites in an isometric pre-rendered background.

    Some stuff like water, light sources and spinning stuff (like fans) are fully animated, but I can't post a Gif or video of it now because I am away from my PC for this week.
    Spoiler
    41.jpg
    37.jpg
    34.jpg
    40.jpg
    39.jpg
  16. @Kissa THAT LOOKS RIDICULOUSLY GOOD, HONEY! :biggrin::kaoluv: I admit I got a soft spot for this style 'cuz of Little Big Adventure, which hit me when I wuz like, eleven... Tell us, how did you make this? Also, 'cuz of the isometric thing, do yo charas still move in the four cardinal directions, or d'you have 8-directional movement or summat?
  17. alice_gristle said:
    @Kissa THAT LOOKS RIDICULOUSLY GOOD, HONEY! :biggrin::kaoluv: I admit I got a soft spot for this style 'cuz of Little Big Adventure, which hit me when I wuz like, eleven... Tell us, how did you make this? Also, 'cuz of the isometric thing, do yo charas still move in the four cardinal directions, or d'you have 8-directional movement or summat?
    Thank you very much! ^^

    I do the backgrounds in 3D Studio MAX, I render it in the PNG format and then I turn this png into a 3x4 sprite sheet.
    The backgrounds are actually events spread through the map using the rendered background as its sprite. Doing it this way I can have stuff above the characters and animations that spread to the other side of the area (by having the events changing their sprites constantly and consistenly).

    Yes, I am using the 8 direction movement plugin... when I get to my computer I will start to test a plugin to edit the collisions as well, to fit more in this isometric point of view.

    How the collision is working now actually don't get in the way of the gameplay, the 8 diagonal movement already get everything done. But... it is visually "strange" to watch a character doing a straight automatic "zig-zag" when going through a narrow corridor instead of a fluid automatic diagonal movement.
  18. Creating a tileset is a lot more time-consuming then expected but hey finally managed to finish one of the school halls.

    Spoiler
    a-1.PNG

    Ingame video
  19. I tried to do some isometric mapping and am pretty happy with the results :

    Inner Gardens
  20. What should I add? What should I avoid? What should I remove? And of course, why? Any feedback whatsoever helps! Thanks!

    My current Forest enemies are generic big mosquitoes (I need more, pls suggest) and rats in the run-down cabin, and I edited the sprites (This was hell) a bit to give them variants as well. Music is Town 3.

    Btw, there are no flowers, only because the forest is at the base of a mountain, so I wanted it to feel a bit plainer, so the lack of popping colors is intentional! The events scattered about are jumps, to add a little interactivity. Encounter rate is 30.

    Also, if this is the wrong thread to be posting this in, sorry, I looked elsewhere!