Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 66 of 89 View original ↗
  1. alice_gristle said:
    @Lars Ulrika what's that shack wid the girl on top? And did she light it on fire? :kaoswt:
    Oh, this? Just the VeryPeaceful way to deal with people breaking the law. Nothing to worry about, it's just their thing.
  2. It's been a while.
    pkmn.png
    posting an old one, no idea if I posted it before so my apologies
  3. @BunBlitz The love of my life! SNORLAX!
  4. Well there's no competing with a giant, hand drawn, Snorlax plush doll. This is so unfair!!
    Anyhoo, I said I'd post my ice level when it got finished and this is pretty much done.

    It's quite fun making puzzle levels like this. Things have to be placed in a logical way. It's good to have those restrictions. It makes the construction more mentally stimulating.

    Also I've finally got a base set of shadows for cliffs. Maybe I should blur them more, not sure.

    Snow Level Demo.jpg
  5. @Lomaxient Well, a snow Snorlax would obviously make the map better, but it looks really good. I like the different ground colors for the snow and the shadows are all pretty consistent.

    I hope those snow men are enemies. Otherwise, Zombie has a couple of questions about who would make snow men in a puzzle maze and why?

    This is a very cool map.
  6. ZombieKidzRule said:
    I hope those snow men are enemies. Otherwise, Zombie has a couple of questions about who would make snow men in a puzzle maze and why?
    Well it's because there's snow. The only logical thing to do in such circumstances is to build a snowman. There's also a grave stone in the scene. Upon which is a plaque that reads "I died of hypothermia, but at least I didn't die of boredom. May my snowmen live for all time in the wastelands where I died... uuuukkk.." << While that lore didn't exist until now this minute, there's half a chance it'll make it into the game.
  7. @BunBlitz yo style is adorable, and that Snorlax totally looks like a cuddle!:kaoluv: Cud you look into yo perspective tho? The way the furniture is drawn at the back of the room makes it look like the room tilts weirdly, which is an effect you possibly wanna avoid :biggrin:

    @Lomaxient CHILLLYYY :kaomad3: Nice to see a bare-bones WIP version and then a more finished one! Ice looks kinda funky, but overall the map looks fine to me!
  8. Hello everyone! I am designing the first dungeon/temple for 3-Bit Explorer and am wondering about the maps, if they are clear or not. What do you guys think?

    SCREENSHOTS
    Entrance:
    image 20.png

    Room A:
    image 21.png

    Room B:
    image 22.png

    Shrine:
    image 23.png
  9. @fiddleling I think they look pretty clear. And they look nice and original.
  10. Here's a section of the Aurora Cave I've recently been developing. Watch out for the wolves and slimes lurking in the shadows, waiting for the perfect moment to... slime you!

    Aurora_Cave.png
  11. BunBlitz said:
    It's been a while.
    View attachment 305241
    posting an old one, no idea if I posted it before so my apologies
    Did you make the tileset yourself? It's neat!
  12. @fiddleling It looks good! The trees look kooky mush but in a good way, and the colours work well! :wub I'd maybe look into revising those dark cobbled floor tiles a bit? See if you can make 'em a li'l less busy, wid maybe bigger, cleaner cobbles? Not sayin' they're not good, but I got the feelin' they cud be improved!

    @Lycanimuss map looks very fine, sweetie!:kaoluv: Yo tileset is really good, where from? Overall design is swell, too - simple, but I can see it just works!
  13. @Lycanimuss I think your map looks really nice. Seeing screenshots like that would definitely make me want to look closer at your game. And I like how the walls aren't even and block like.

    BTW, did you know that another user has almost the exact same username as yours? But with only 1 "s" at the end? I had to double check to make sure I tagged the right person.
  14. A industrial ambient for my project. I almost went crazy making this map,
    it is massive and dense in details, but i do not regret.

    Industrial Sector
    sFAOSit.jpeg
  15. @alice_gristle Thank you very much, some of the tilesets are from Celianna's Ancient Dungeons: Jungle pack, which are very beautiful. I recommend buying it if you don't have it already, although I do edit them, so they might be a bit different from the original. Other things are original.

    @ZombieKidzRule Thank you, I greatly appreciate it! Well, a funny fact is that this account with just one S was actually an old account of mine. When I created it, I just registered but wasn't very active on the forum. Later, I decided to start posting my work. I didn't remember I already had an account, so I created another one with two S's at the end. My original username only has one S at the end, but here I use two S's, haha. Today, I do have access to the other account, but since I had already posted a lot of work with this one, I decided to keep using it. I don't know if there's an option to delete the old account—I haven't found one. If there were, I probably would have deleted the old one and changed my nickname, but it doesn't really bother me, so it's all good, haha.

    @Raony The map is very beautiful, I love all the atmosphere and details you added to it, you can really feel the vibe of an industrial environment.
  16. @Raony That is a very beautiful and detailed map. It looks great!
  17. @Lycanimuss Thanks, my dear! The vibe is very important for the project. I'm happy to know that i achieved my goal.
    @ZombieKidzRule Thanks! Despite the challenge (I've never made such a detailed map before), i believe the end result was very good. :)
  18. Lycanimuss said:
    Here's a section of the Aurora Cave I've recently been developing. Watch out for the wolves and slimes lurking in the shadows, waiting for the perfect moment to... slime you!

    View attachment 305330
    Superb!

    @Raony - So many details!!
  19. Wow, there's been some epic posts over the last few days! I'm starting on my pirate town, which means I need to make my galleon ship. I built the original ship many years ago when I was getting into RMXP. It was all done using tiles created by a chap called "Inquisitor" and then heavily modified. His tiles don't fit with my new graphics though, so I'm starting an arduous task of converting the ship into my new style.

    I will be using Ai to accomplish this, but I'm hoping the mods will be lenient enough to allow me to post the finished work as an asset when it's completed. Ai will largely be used to simply smooth out the textures and add little details. It's a fairly huge operation (weeks).

    I'll update this post as things progress so you can see how it's built. Hope it's interesting, useful and within the rules.
    Pirate Town beginnings and Original Galleon
    1716040239397.png

    Ai modded Sails (rough)
    1716040352485.png

    Update 1: 19/05/2024
    Because Ai is struggling massively to comprehend the perspective of the bits and pieces, I'm doing each component one at a time. Ai also introduces loads of bizarre details that all need ironing out. Obviously everything has to be kept as layers so the player can actually walk about on the ship without clipping through objects... Anyhoo, here are the new masts.
    Masts
    1716125372582.png

    Update 2: 20/05/2024
    Just sorted out the new railings. So far so good... Looking forward to getting the hull built.
    Galleon Rails
    1716204803562.png

    Update 3: 21/052024
    Running the full galleon through Ai a few times produced some interesting results. In particular it confused the perspective and created a second level to the decking. I really like this, but it's not at all playable. My goal now is to adapt the model/tileset to this new format.

    This image shows the Ai generation, the rough planning and the early progress in combining the pieces to the new layout.
    Ai Hull, Planning & Clean Up
    1716279329831.png

    Update 4: 22/052024
    I've done a whole bunch of work on the base of the mast. The rear of the ship is currently getting extended so there's room for the player to move. Got some the windows more consistent too. It's getting there...
    Mast base, new windows, aft extension
    1716379677454.png
  20. I posted this question as a status post, but I also wanted to post it here to see if I can get more input.

    Here are examples of the Background Categories Menu for my Sudoku game.

    The first one was what I was originally able to do with just the RTP assets (borders). I made the other 3 when I learned how to modify buttons in GIMP.

    I have an opinion on my favorite, but I have a feeling that my preference might not be what the average player would like.

    So, as a player, which of these would you prefer?

    Examples
    Background Main Select.pngBG Category Menu 1.pngBG Category Menu 2.pngBG Category Menu 3.png

    Also, if you have any feedback in general, please feel free to share. Previous feedback has already helped me improve on my current UI conversion.

    Thanks for taking the time to look!