Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 51 of 89 View original ↗
  1. Moved you over to the screenshots thread! Do not be alarmed! @Mr-Kangaroo
  2. Ms Littlefish said:
    Moved you over to the screenshots thread! Do not be alarmed! @Mr-Kangaroo
    aaaaaaaaaaaaa i was replying to them in the other thread! I managed to find it here xd I sent Kangaroo a DM cause i thought it was deleted but wanted to share the idea i had!
    The opinion in question
    Hi!
    very cool labyrintic design of the forest! Looks like a great starting point to build upon.
    Take all this with like a, not a small grain, but a big ass rock of salt, since I'm not really a level designer o.o

    Here in your map we have basically an entrance I assume by the wooden gate, and I think some exit points from this map, atleast i can easily detect 1 at North. I also noticed you have atleast 3 main locations marked by these shadow blocks: 1 at the top left, one in the middle and another one on bottom right.
    My suggestion would be the following: Open up a bit the entrance area, make it some sort of open space with 3 exits, doesnt have to be huge, but it introduces the player to the location, and lets them ask the question "ok i have 3 options, which path do i take first?". This will help a lot if they get lost, because when they find their way back, they'll know for sure where they went, and make a mental map of the whole area. And then, you can make it as intrinsicate and twisted as you'd like!
    I'd say you could also open up those 3 main locations a bit more, so the player is like "oh! okay i found something new, so i know that i can reach this clearing from this path" etc etc, and not only you reward the player with goodies, but u reward them with meaningful exploration!example.png
    Here's illustrated the main concept im trying to explain: in red the 3 point of interests, the entrance with the 3 directions etc.
  3. :kaopride:Teehee.
    We uh…definitely try the best we can to keep the map feedback condensed here or…dat wud be alotta threads.
  4. @Mr-Kangaroo

    The map looks a bit generic, although I like how dense everything is and it looks like a proper forest labyrinth. If it is at a foot of a mountain, I would probably add some small cliffs here and there to make it more interesting.
    I would also head over to Avery's Thread:
    Avy's MZ Stuff She has made some forest tiles, and I have made some as well (link in my signature).
  5. For a more proper “foot of the mountain” feel…I’d also start sprinkling in more pine/fir type trees. Mountainous areas tend to transition to coniferous species of trees due to the elevation.
  6. Candacis said:
    @Mr-Kangaroo

    The map looks a bit generic, although I like how dense everything is and it looks like a proper forest labyrinth. If it is at a foot of a mountain, I would probably add some small cliffs here and there to make it more interesting.
    I would also head over to Avery's Thread:
    Avy's MZ Stuff She has made some forest tiles, and I have made some as well (link in my signature).
    This is the beginning of the forest, it consists of three maps, the forest, inner forest (trees thinning and more stone/cliffs), and then the base of the mountain. Also, what do you mean by generic?
  7. Remaking an old project of mine :3

    bandicam 2023-10-05 13-18-40-627.jpg
    RMMZ


    bandicam 2023-10-05 13-02-48-634.jpg
    RMVX

    Tileset is a mix of both my own, Mack/FSM and others.
  8. The abyss stares back...

    abyss.gif
  9. @PixelLuchi, yo map looks nice! Really easy-goin' park feeling, I love it! :wub And definitely an improvement over the old map! Overall yo map looks really rich, lots of detail, and I wuz thinkin' would you be willing to try 'n trim it down a bit, see how it looks? I get a li'l bit of a busy feeling and my gut says cutting down a bit on detail might do the map good!

    @fiddleling sweet black 'n white vibes, honey! :kaoluv: UI is on point, and eyes animate nicely! Is this yo own tileset?
  10. alice_gristle said:
    @fiddleling sweet black 'n white vibes, honey! :kaoluv: UI is on point, and eyes animate nicely! Is this yo own tileset?

    Thanks for the kind words! Yes, all the graphics in the game were made by me :)
  11. @fiddleling niiiice!:kaoluv: Yo floor texture looks good, and lookit that iddle backpack! Soo cute! :wub Not totally sure about the super minimalistic white line that stands for walls, have you tried to make it a li'l bit more detailed? I know it fits the mood, but just wonderin' what a simple little brick line wud look like, for example?
  12. alice_gristle said:
    @fiddleling niiiice!:kaoluv: Yo floor texture looks good, and lookit that iddle backpack! Soo cute! :wub Not totally sure about the super minimalistic white line that stands for walls, have you tried to make it a li'l bit more detailed? I know it fits the mood, but just wonderin' what a simple little brick line wud look like, for example?
    Hummm, that is very interesting. A great idea :)

    I came up with this:
    1696611929385.png
  13. @fiddleling ooo, I think that's a lot better! More evocative, but still not too busy! :kaoluv:
  14. Productive day! Game intro video :) What you guys think? First time trying out bigger illustrations for a more cinematic feel.

  15. Time for some renovation. Out with the old, in with the new!
    Old

    New'ish

    EdIt- Restored the original roof.
    [embedded media]
  16. Greetings. Still trying to copy the building from the reference into RPGMaker. Here I have already been given a lot of valuable advice, such as using alternative roofs, and creating custom round towers, but the result still does not satisfy me. I have already been told that it is better to make the windows larger, but I have no idea how, apart from a banal increase in scale, which will lead to a loss of quality. For the tower, I only made the top platform, but I already doubt the rationality of this work, since the result will take up a lot of space in the tileset, plus the intersection of the tower and the roof should go along a curved line, for the depiction of which my mathematical and artistic skills are not enough. The spiral staircase clearly doesn't fit the overall style, but it's the best I could find. Apart from many other problems. Overall, it seems to me that I need to completely change my approach to this matter, but I don’t know how. I will be glad to any advice.
  17. Since increasing the size of the assets is not an option due to the loss of quality, why not make the whole thing smaller, thus increasing the size of the window compared to everything else? This might not be 100% faithful to the source, but might look better as an RPG Maker map. Just a thought :)
  18. Working on a horror project for spooky season
    horra.png
  19. @Dust Nice tiles.
    I am, though, a little confused about the lighting. The source must be the back wall, going by the fact that it is bright and the shape of the shadow thrown by the narrow jutting wall. However, I can't actually see a light source. It can't be whatever light it is that's shining on the sprite because the shape of the light/shadows is all wrong for that.
  20. Expanding on my previous concept art. I now have the idea of making it look like a pop-up book, not really sure how to go about it, but I'm going to try nonetheless.