I see, I thought at first you found a simple way to scale the tileset for the use in MV directly.
I will have to keep scaling down Jessies characters and using the Shaz plugin then :(
Screenshot Thread (PVGames)
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Thanks to @Guiguimu for doing some edits and recolors for me. Really should parallax the ground to make the water more natural and less blocky but thats the general idea.

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@padr81 Looking good. Do you plan on adding some different textures to the ground? Those decals, found inside various HF packs, would be great for that sort of thing.
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Yup, I have to curve the water to make it more natural and then decorate, thats kind of a first take on the place with the sand tile.
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Phase one of a town map. -
Looking good, @BloodletterQ. You might consider moving some of the buildings around to make the town look more organic (Medieval towns were not so neatly laid out), but otherwise it's coming along nicely.
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Looks like a good start, but roads are too straight. Urbanization is a late architectural concept, not really used in middle age. Villages used to be developed around churches, towns around markets, neighborhood around points of interest. Straight long roads and "logical" buildings repartition makes it look odd.
See below example of a village in pillars of eternity.
https://goo.gl/images/aEvbvH -
Kind of want to have a somewhat late Medieval feel. Curious where you get all your history @Niten Ichi Ryu.
Not doing diagonal stuff since that’s another can of worms. Trying to use Suikoden 2 maps as my inspiration. -
Kind of want to have a somewhat late Medieval feel. Curious where you get all your history @Niten Ichi Ryu.
38 years of nerdism, 15 years of RPG game mastering, 4 Years of college in literary studies (4x a 1st year in several domain, two of them being medievist and historian of art) an appetite for reading about history and a quasi edeitic memory :)
Late medieval tends toward early renaissance. Look for old Italian fortified towns for inspiration (like Lucca)
Also, do you really need the town to be fully walled?
Maybe the green patch in the middle would be a better place for your market place, instead of in a row, then build your town around it, using some ISO views of the buildings, to make patches of communicating ground instead of straight streets. If you need a second neighborhood start another point of interest like a church, an inn, build around then join them by a street. That's how town happens. -
Hey!
I've been playing around with parallaxing, since I'll start making maps for my game soon, and thought I'd share what I came up with. I was going for a desolate, lifeless wasteland look.
It uses bits and pieces from a lot of the packs and took roughly a half hour to make, though it does lack lighting and shadows. Had a lot of fun working on it, and it boosted my confidence for when I start making maps for my project. :)Spoiler
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Looks incredibly fast for half an hour?
Is that a zombie eating a corpse?
Great use of the cliffs and rocks by the way. -
Wonderful work man! Looks fantastic, and a place I would not want to linger long in :)
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@BloodletterQ Perhaps closer to 45 minutes or so. :p There's a lot of detail I left out, and I should've done far more to it. I completely forgot about the bottom left hand corner. It'll likely take me much longer when working on the maps for my project.
It's the ghoul from the Plaguebringers pack. The crouching pose for it makes it look like it's eating; same thing for the zombies in that pack.
Thanks! The top cliffs are from the Town & Country pack, and the bottom cliffs are the free ones made by @jayray. The bottom cliffs were more difficult to work with, but I love how they look.
@Jesse - PVGames Thanks! That means a lot. :) I know I can do better, but I'm glad I finally started playing around with your resources. -
Absolutely shazam!
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This is just amazing, how are you planning to implement it into the game? 2 photoshop layers and the bind pictures to map plugin?
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@mardin Yeah. I'll just use a plug-in to lock the parallax in place, then use another plug-in to lock the picture in place. Anything which the player can walk under or behind will be a picture, and everything the player can walk over, or which is impassable, will be a parallax. :)
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How's your movement going to be? I'm using QMovement with a size 24 grid for movement but map using a 48x48 grid like in RMMV. I put the tiles below the player on one layer and then place objects. I separate the objects that are at the player's level to put on the bottom layer and have objects that should appear above on another. For the two-tile high objects I do one 48x48 grid at the lower tile and than around half of the other tile since PV characters are tall. The remaining half goes on the layer above the player. It's ideal to reduce your grid temporarily to 24x24 or even 12x12 if necessary. I do it for narrow hallways that way my sprite's cape doesn't show above the walls. Sounds confusing so I have an example:
Bottom:
Top:
Complete:
Also want to look at the other plugins, especially the one that lets you make a collision based on an image file. -
@BloodletterQ At the moment I'm simply using pseudo-pixel movement, with the ability to move in all 8 directions, and applying passability using invisible tiles. I was thinking about using the image collision plug-in, but I'm not sure if it'd play nice with other plug-ins. Might give it a try, though.
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@The Stranger - Have you checked out Galv's Layers Plug-In? You can check it out HERE. This one plug-in will allow you to set a static parallax map, set static over-the-player maps (instead of binding pictures, though you can still bind images just like binding pictures with this plug-in if you wanted to), and will handle numerous other map-enhancing features, such as scrolling parallaxes (can be used for flowing water if set below player, for fog/clouds/rain/whatever else if above the player), and it can even be used to set up battle maps that use all of the aforementioned features. All of that in just one plug-in :) I highly recommend it, I used it and if you just follow the directions/examples given it isn't too hard to set up either.
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@Jesse - PVGames Thanks for the plug-in recommendation. Using a single plug-in would definitely be far better than using two or more.