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not bad, i like the vibes they give me, kinda like and old school NES game, i think the trees are missing shadows though, thats all i have to say about it :3

also Zacpower, thanks for that, now to see if i can find it with tinyeye

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Hm, you're right about the shadows. The engine is RM 2k3, so it doesn't have the tileset capabilities or alpha blending of the newwr engines... but I'll see what I can do.

I don't like the front battle system implemented in newer engines, so I'm sticking to 2k3; I also like the SNES style, which is why I designed it like this.

Thanks for feedback!

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I never used 2K3, so I dont know a lot about it.  Can you import other tilesets so you can have more than one type of tree?  That looks awfully redundant, but natural as far as the layout.
Heretic's Vehicles XP (Boat and Magic Carpet)

Heretic's Collection XP Ver 2.3 - Updated to include Dynamic Lighting, Moving Platforms, Vehicles, and much much more!

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No, you can't; RM 2k3 has a fixed size for tilesets. I had made slight variations on the trunks, but I feel as you do: same tree all over the place.

However, overall, does it look good?

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I feel like the three kind of trees (big tree, big tree sprout, evergreen tree sprout) clash horribly...

They just... Don't belong together, it seems... In fact, the entire tileset seems that way,the rocks being a higher resolution than the grass it sat on and more...

Also, the light in the first screen looks like electric light, not firelight. Try giving it a warm hue... Just a slight one...
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

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Playing around with RPG Maker XP.
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I don't like XP that much (They all look the same to me), but this one seems solid. Kudos.

PD: I fixed the trees and the shadows.

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Looks good I love the Xp mapping style it is much better that VX but that is only an opinion

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So I has a question regarding this map, I think I screwed my self over. I managed to put items in the water as you see it, how ever the issue is that - if I was to bring this into rpg maker vx this (the objects in the water) would be what you call the "over lay" image. How would I have these items sitting in water and the water animate OVER them. I know your first instinct is to say "use MA AOS" Modern Algebras Animated Object Script" But I have no idea how that thing even works. So is there any other way?



The objects in the water are each on there own layer, obviously. if that helps. Also they are just reduced in opacity to make it look as if they are under watter

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I think that's a beautiful map, Adrien. I really dig the houses. You have some "over spray" of tiles outside the actual tiles. The top-left (adjacent the sign) and the mid-right (adjacent to the trees). The only other thing I can think to mention is that a barrel doesn't seem all that practical behind a clothes line, and the shadow cast from the bottom house looks a bit weird over the furnace and water.

@Sunny, I'm shivering with antici....pation.

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I don't really care about the map but thanks, I was worried about the objects in te water and how to get water to animate OVER TOP of them....

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Remove the water (but leave the objects in place) from the image and then tile it in through VX. Have you tried it?

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No, how ever wont the water cover the image in such that the player cannot see it? Do you have any examples?

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Like this, just map in the water over the white through VX and leave the objects placed over the water on the map image:

But honestly I've never made a map using an image editor, only vx, so maybe there's an issue with what I'm suggesting. Even if the objects over the water are somehow hidden, you could event them in or just map them because you could set them to a different TileSet letter.

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(Sorry about the faces, changing their size with the script does horrible things to them.)

Fun fact: made almost entirely using modern algebra bitmap addons.

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@TDS That's a pretty nice looking menu! :)

I'm going to post my Title Screen to my game xD I just worked on it & the logo for awhile lol. Background is animated - the yellow sparks fly around.
I've been trying for hours to get the music working on it >:/ I found some really epic free mideval music, but I can't seem to make it loop. I'm getting closer though... Oh, well... Hope the title looks OK!

Uses Rafidelis Fire Emblem Title Script.

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« Last Edit: December 01, 2011, 06:30:05 AM by yuyubabe »
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it's like a metaphor or something i don't know

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Fantabulous!

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Fun fact: made almost entirely using modern algebra bitmap addons.

haha, really? Looks like you are better at using it than I am :P

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I am having serious mental issue. I am placing some "static" characters if you will, into some tables and places where you cant place normal characters in vx - the problem is, they seem out of place. What changes would you make so they look like there sitting at the table? All my tables, except for the stools at the bar are "pre-made"

So what ideas do you have:


"
-- I have made changes to the map since it was last posted here, how ever use this map as a guidence for advice on placing "static" characters
« Last Edit: December 01, 2011, 11:41:59 PM by Adrien. »

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@Adrien: I think you'll have to edit the sprites on your own, they look like they're standing on the benches/stools.
Oh, and the table beside the leftmost blue-haired sprite, it's cut off slightly.

Excuse the brightness in the screenshot, the Island is supposed to be in a place where light is abundant.
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Zac, your mapping is very, very beautiful. It doesn't look too bright to me, I really enjoy the rays of sunlight. :)
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@Zacpower4 I fixed the issues by adding lighting to make the characters, while still the same proportion - look a bit better. As for the cut off, I noticed that and fixed after I posted the image.


Your map clashes. Your using XP tiles on a vx map while in some spots it works in other it doesn't Your mix of stones, the ones with the grass on them clash with the ground. The roots are ..... randomly placed and look out of place. Your bright red flowers stick out like a sore thumb - your cave setting looks out of place, as the rest of the cliffs have grass on them, around them but your cave thing does not - the biggest issue I am having here are these roots and stones with moss/grass on them as they clash with the rest of the map - and l0ook randomly placed. - The stones with out grass/moss - work with your trees. (some of the roots on - come out of the - cliff work ONLY if they are coming down from trees around the cliff - like in the bottom part by that ugly red flower - but look odd on there own up at the top of the map).

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Ah, how embarrassing, I'll remove those right away. Darn, I feel stupid for placing those roots.

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@Zacpower4 Your map clashes. Your using XP tiles on a vx map while in some spots it works in other it doesn't Your mix of stones, the ones with the grass on them clash with the ground. The roots are ..... randomly placed and look out of place. Your bright red flowers stick out like a sore thumb - your cave setting looks out of place, as the rest of the cliffs have grass on them, around them but your cave thing does not - the biggest issue I am having here are these roots and stones with moss/grass on them as they clash with the rest of the map - and l0ook randomly placed. - The stones with out grass/moss - work with your trees. (some of the roots on - come out of the - cliff work ONLY if they are coming down from trees around the cliff - like in the bottom part by that ugly red flower - but look odd on there own up at the top of the map).

Hmm... I didn't notice the roots. And I thought the flowers were rather pretty, but yes, they do stick out. Still, I think a slight desaturation to the color of them and/or adding them in more places might make them fit better.

The map is very cool-color dominated (except for the little colors in the flower batches) and a touch of warmth would make it lovely, I believe. :)

Yet, that's just my opinion. I still think it's a pretty map, either way. :P
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