Your dialogue style fits well with the scene. I prefer the image including the name on the dialogue, but you could make it a setting where the player can toggle it on/off.
I could see if there's a plugin for toggling it on and off.
I don't anticipate player's getting names mixed up, as there aren't a ton, and most of them are pretty visually distinct. However, I do have trouble remembering names.
I prefer the one with the character's name on it. It gives an identity to the character and helps the player to identify every character in the game. Especially when the player needs to look a certain character to complete a quest.
hey , no i have use the RPG Maker MZ in this screen with all 3 layers and eventmaping for the water with animationView attachment 342877
Ah, I see...
It looks dynamic, so I thought it's parallax mapping.
Event mapping did the trick, but does it make the map lagging?
Idk on MZ, but I did the same thing on VX back then and it makes the map lagging. So I avoid using too many of them.
@TRIDIUM Looks really good imo! I also prefer with the name box.
Here's a little combined tavern & inn for a tiny fishing village. It's fairly simple and generic-looking, but I do like it! View attachment 342865
I also made a youtube video making this map, so I'll just throw that link here in case anyone wants to watch it.
Also I'm realizing now that those books are like... huge. Gonna replace those with some smaller ones!
It looks beautiful! A bit dark, but nicely done.
I have a suggestion (if I may). I think you can make the area (blue circle) a bit brighter just like the area where the character standing now, since I think it has a candle on the wall (kinda animated when I saw the video) . But it looks good the way it is now.
The map on gameplay looks great.
I think it will be good to add lighting effect on the control panel (blue circle) too. Unless the control panel is at off state.
The map on gameplay looks great.
I think it will be good to add lighting effect on the control panel (blue circle) too. Unless the control panel is at off state.
The diagonal consoles are actually turned off. When you reactivate the reactor, it will allow the use of consoles, doors and other elements, but it won't have enough energy to brighten the environment too much, otherwise it will lose its terror.
Ah, I see...
It looks dynamic, so I thought it's parallax mapping.
Event mapping did the trick, but does it make the map lagging?
Idk on MZ, but I did the same thing on VX back then and it makes the map lagging. So I avoid using too many of them.
i have an 12 years old pc , the maps are 30 x 30x tiles and a round 160 events there is running good , but i have tested only on my pc
i try to make my sets with a lot off options in future .
So I recently came back to RPG maker just to kinda mess around a lil bit and maybe actually do a game eventually and ended up making these. First one is just with the base editor and second is with grid free doodads.
Aaand the second one isn't uploading from my phones cus the file size is too big apparently....... I'll figure it out when I'm home from work and on my computer.
Some screenshots of my game. I'm mostly focusing on writing and making custom art/tiles for it now; I want to have a rural focus in the beginning act and a heavy urban city focus afterwards.
Locations
Using doodads to freely place trees and flowers off grid. Also using 2 different Auto-tiles for paths, one square and the other having the diagonal corners. Very useful in reducing tileset size.
I plan on doing custom interiors in the future, but for now I'm using XP's RTP with some tweaks. I've done some hue changes and reduced the contrast and palette of the tiles to make it less noise-y and focus more on characters/objects.
These cave tiles are completely hand-made by me, and I'm pretty happy with how they came out. I'll add some wood supports and other mining-relating things soon.
Night time.
Menu Scene
I've repurposed the Button Assist window (which says press X or Q/E, etc.) to work as a help window to reduce clutter. The text behind the description is actually scrolling right to left and loops, and I plan on having different sentences for different scenes.
I've made a custom Quality Scene which acts sort of like a TTRPG skill distribution scene, but for aspects of the main character's personality rather than physical attributes. They make up some custom parameters like AGI or DEF, and will affect story events and dialog.
i have an 12 years old pc , the maps are 30 x 30x tiles and a round 160 events there is running good , but i have tested only on my pc
i try to make my sets with a lot off options in future .
Then the problem is my old laptop that couldn't handle that many events:guffaw:
(Core 2 Duo CPU with 1 GB DDR3 RAM)
So I recently came back to RPG maker just to kinda mess around a lil bit and maybe actually do a game eventually and ended up making these. First one is just with the base editor and second is with grid free doodads.
Aaand the second one isn't uploading from my phones cus the file size is too big apparently....... I'll figure it out when I'm home from work and on my computer.
A bit stuck... I know that all the cliffs need shadows as well as the castle. I'll probably put a grave yard at the rear of the cathedral. There's going to be a hill sloping down at the top centre-left.
I just don't know what I'm going to do to populate this scene. Just a bunch of foliage would be boring. Any thoughts?
A bit stuck... I know that all the cliffs need shadows as well as the castle. I'll probably put a grave yard at the rear of the cathedral. There's going to be a hill sloping down at the top centre-left.
I just don't know what I'm going to do to populate this scene. Just a bunch of foliage would be boring. Any thoughts? View attachment 343616
I think adding more trees, grass (if it's not a desert), some inaccessible building or a high cliff should help to fill the map.
Hello everyone, can I get feedback on the mapping, art, and the style in general? Are there any major improvements that need to be made before I seriously get started?
Hello everyone, can I get feedback on the mapping, art, and the style in general? Are there any major improvements that need to be made before I seriously get started?
I think it's a good start, but I would either make the character sprite shorter to align with door heights/entrances (more noticable in the house exterior) or make the buildings taller. Just my preference, however.
Additionally, I think your sprites could benefit from hue shifting, which means shifting your colors along with brightness (making darker pixels more blue, lighter pixels slightly red).
I think there's some scaling artifacts happening in the screenshots with some pixel rows appearing taller/wider than others. This can happen when entering full screen/resizing the window (or using zoom-in plugins) and having the resolution scale using non-integers (1.25x, 1.5x zoom, etc.). It's an issue with making RPG MAKER pixel perfect, but you can plan for it by making the game scale with integers. Personally, I have my game at 1280x720 with 2.0x zoom, as it scales with nicely with 1080p and 1440p monitors.
I think it's a good start, but I would either make the character sprite shorter to align with door heights/entrances (more noticable in the house exterior) or make the buildings taller. Just my preference, however.
Additionally, I think your sprites could benefit from hue shifting, which means shifting your colors along with brightness (making darker pixels more blue, lighter pixels slightly red).
I think there's some scaling artifacts happening in the screenshots with some pixel rows appearing taller/wider than others. This can happen when entering full screen/resizing the window (or using zoom-in plugins) and having the resolution scale using non-integers (1.25x, 1.5x zoom, etc.). It's an issue with making RPG MAKER pixel perfect, but you can plan for it by making the game scale with integers. Personally, I have my game at 1280x720 with 2.0x zoom, as it scales with nicely with 1080p and 1440p monitors.
Thank you for your feedback. I will definitely make the house taller. It definitely looks off, I will also take a look at hue shifting. as for the scaling, I'm still trying to figure out what exactly is making it happen and fix it. Thank you!