So this is a topic on many forums, so I looked for it here and well WE DON'T HAVE ONE.
OK so post your screenshots from your game, or in the event layer. Then the next person rate the map out of 10, and then post your own.
(if you rate the map, you don't need to post a screenshot the next person just won't rate whats above him)
I'll start:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg292.imageshack.us%2Fimg292%2F8185%2Fdesertad6.png&hash=85666e689b288150a9a2cbc12d74791064897e56)70x30 Desert[/spoiler]
9/10 Not bad in its randomness, but a bit motley to me. Even so, I commend you for making a canyon system like that.
Here's mine, a 35x30 Mountain. Each cave opening leads to another, and the panorama is, of course, Mountain.
Very nice, but i think you messed up... I give it a 7/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg339.imageshack.us%2Fimg339%2F3458%2Findexrk7.png&hash=703d792e6665dbf2bb530faaf9412dbd3ea83ced) (http://imageshack.us)
Ah, couldn't ignore this thread :P
Decided to put alprimeria's event layer, but it's too big... it was also my firts map and one of the few that actually isn't fixed screen sized ;D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk18%2FEricmor%2FALPRIMERIA.jpg&hash=b9ac5d9b81d1f0238002bf83eb500d838a6d3e13)
looks like that took a real long time..
here's my early shot
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg150.imageshack.us%2Fimg150%2F6456%2Fhmsv7.png&hash=4bc9568700d90da552a4eb873c497a804871ae17) (http://imageshack.us)
Woah, smart use of panorama there...why didn't I think of that?
You guys are supposed to rate the person above's map out of 10 :(
so: Ericmor 10/10
TeaBag 8/10
ah, then ericmore 9/10 (hopefully everything isn't too big when u play the game)
more foolin around
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F2566%2Fboatqy2.png&hash=3bef48488a67923ccc78af9a82afe952d7214904) (http://imageshack.us)
Thanks! Instead of notes, i'd like to give some tips, if i may be so bold. Standard tilesets of RMXP had been made by japanese artists, that measured stile and feel incredibly well for a cartoonish small pixel style. Is possible to achieve the same results IF you keep the same style used in the maps and scenarios on the characters, battlers and portraits.
What i mean is: even if you think that your drawings aren't that good, people may come to like your style if it's used constantly in ALL the game. Like a simpsons game or something.
In my case, even if the 3D characters are somehow 'weird' to some, they get used to the overall style of the game because is only ONE style - so try NOT to use rtp objects if you're making your own art.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FOrina.png&hash=f5d02b8c99736a291e1c93571ab300a787ba814e)
What do you all think?
Not bad. 8/10, since there are a some mistakes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F8113%2Fscreentownky2.png&hash=56d8b8d6866d600043c09298b64d419ebf68fd2a)
9/10 I like it but the top and bottom walls are a little non-symmetric, and in a walled city, there probably wouldn't be so much grass, but the mapping itself is great.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffarm1.static.flickr.com%2F159%2F416702836_cdbb2c3d42.jpg%3Fv%3D0&hash=3bf9abdaf8f84908335466c66d9a0d2f2429b6da)
10/10 wow...I can never make mountains do that. =D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8835%2Fdastownfy2.png&hash=9dd42d73848153e47adf849549c9852335f774ed)
looking good nouman 9/10
and here the entrance of my new forest
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg341.imageshack.us%2Fimg341%2F1374%2Funtitledae3.png&hash=f1539e44cbab02a6b2c15fd2955f78ac5f733e89)
9/10 that probally looks great in game!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg133.imageshack.us%2Fimg133%2F7919%2Ftownqt8.png&hash=c1ad4922e30091959667d3334a576e429d5d5502)
Beautiful town Nouman: 10 / 10
I don't like the shadows in this one, but:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg68.imageshack.us%2Fimg68%2F2803%2Fjasminscreenieii1.png&hash=cc50ab5c759ea22f95b8e9d0583a432a8ceb8666)
8/10
Great town and houses just awkward to have dead swamp treens and two types of live trees.
here is another town done for the xp game contest, this is two map screenshots put together. castle on top (duh) main town on bottom.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg522.imageshack.us%2Fimg522%2F9797%2Ftowntj9.png&hash=9adab2d82d9b47b53c381fbe68b51a7b009d64ed)
^ 9.5/10 I envy thee and thy Map-Making abilities good sir!
http://img175.imageshack.us/my.php?image=showmap1qm8.png
I'll be honest with you all, I don't play rpg maker games, and I don't make them either. I always thought they all ended up pretty generic. Looking at some of these maps, I can see I've been very very wrong.
Nouman - Your canyon is excellently planned out. It looks solid, yet just arbitrary enough to be naturally designed.
Ericmor - I like the detail that you've put into your buildings. It gives it more of a personal feeling.
teabag - I think that your maps are amazing. The way that you stylized them is just unthinkable to me, in a good way. I would never be able to come up with something like that, let alone actually make it happen.
The rest are also very good, but these three stood out to me. Here's hoping you all stick with it, and don't let these projects die.
7/10 there are some errors.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2Fgood.jpg&hash=61687047c0bba68fa4417d4a31f3a6810db395e7)
That's all I could find since I'm not at my house.
7/10
<3 design but even I know that you know it's empty. And I know you can eaisly fix that =D
well i am teaching BOE shops right now so Ill post the examples im sending him:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F6976%2Fshopjc8.png&hash=691698be3e5b0cc7730a6525ee83e789c69e57b5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg452.imageshack.us%2Fimg452%2F3344%2Fshopso2.png&hash=34de1c5ee34ece776031f953611272c2341b0631)
9 / 10. They look really nice and have lots of stuff in them, but they have a really weird shape.
I don't know why I am posting this one: it's probably too big to see properly and criticize, but:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F7030%2Fmountainridgemapnm0.jpg&hash=db501c968e5522bacfd3bcd96b0ff03615c8b217)
OMG OMG OMG
@ that AWSOME MAP!
10/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi108.photobucket.com%2Falbums%2Fn10%2FSnailerFreak%2FTown.jpg&hash=1ecea4a36565740e9dc50fc543edfca19f9138fe)
:D hope someone likes it ?
I give it a 7/10 it seems a bit empty. But I cant map at all and this is much better than what I can do.
6.5/10 Really empty, man
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc221%2Firockman%2F1-3.jpg&hash=43019b3855a3b3fd6477ad9fe92ea05594a1d1b8)
reeeeeeaaaaaaalyy nice man 8.8/10
9.9/10! (Id post mine, but... I'm working on the one I wanna post XD)
Nice map Irockman. 9.5 / 10
I don't have very many maps made, so these ones are older ones from an old project, but I'll post it anyway in an effort to keep this cool thread alive. Just a house and a general shop.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg185.imageshack.us%2Fimg185%2F8465%2Fhousescreenid4.png&hash=3ec9c6679e5c27aeb6c21b75dfb9802229c77ccc)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F3463%2Fshopscreenkf8.png&hash=4573ca2759af63330dbebf73514bac5baa9d80da)
9/10 They look really good. I like the shop especially.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi67.photobucket.com%2Falbums%2Fh296%2FJalkson%2FDesertBig-5.png&hash=fa100f62fca178fbf39979d862523318ae7319de)
9/10 A few errors. And theres always room for making it better.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi4.photobucket.com%2Falbums%2Fy144%2FArmy100%2FExamples%2FCaveScreenshot3.png&hash=1342d110b6336d7e0c0ee3c3741601ebb0d74d64)
Likey?
8.5/10 not enough movement in teh walls, has a sort of box like look.
A long edit for me then :) Also, Nouman you were ment to post a screenshot...
is rmxp needed? Can't 2k3 n all do?
you can post a screen from any version.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FSeaVillage.png&hash=f22c68b6a150180dbfc7651870dec760d98aaf70)
Nice. 9.5 / 10 Where did you get that tileset? It would be a 10, but it kind of looks like most of your houses are going to tip into the water as the foundation is 3/4 over the water. I will post a screen soon.
ZOMG! HaloOfTheSun is posting old screenshots from his game he had a year ago! Actually, this first map was scrapped afterwards, because the tileset wasn't as versatile as I needed it to be, but the rest were from the game, which I actually started working on again not too long ago....
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2Fthemap.jpg&hash=9b83884cb709f10b21ab5d9c58d043a8e86c51e6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2F2F.jpg&hash=597dc8769082481178eef5f0a2f14370441c3f61)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FHouse.jpg&hash=40564bbc9bc4273a3ac8403f5291fdc7f953edc1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FCaveRoute.jpg&hash=5a4013e4f1de3b1c477ec2b076c5d7765e6d6fae)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FVillage1.jpg&hash=a37f171d2273ab65c93ba847a5ce276378680ae1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FExclamation.jpg&hash=0091367fe8fcd2d50fbc034c22a1583ad6f240a1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FShop.jpg&hash=c7e020637fdb5dd4710cd55b10ee2400171616f3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2Fworldmap.jpg&hash=6cd9d63fba1fe62a1695d715d10e47745b2814f7)
QuoteWhere did you get that tileset?
I got it from a freind. I don't know who made it, but I will ask my friend, so I can give credit.
Looks good. Nice using of the FF6 chipsets.7/10
Quote from: HaloOfTheSun on April 10, 2007, 07:32:11 PM
ZOMG! HaloOfTheSun is posting old screenshots from his game he had a year ago! Actually, this first map was scrapped afterwards, because the tileset wasn't as versatile as I needed it to be, but the rest were from the game, which I actually started working on again not too long ago....
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2F2F.jpg&hash=597dc8769082481178eef5f0a2f14370441c3f61)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi16.photobucket.com%2Falbums%2Fb19%2FHaloOfTheSun%2FHouse.jpg&hash=40564bbc9bc4273a3ac8403f5291fdc7f953edc1)
Wow, I didn't know you were so good with RM. I like those maps especially. The others are pretty damn good too. It's really cool that you're working at a game again too.
Anyway, here's the promised screen. It's in-game - It is still in an editing phase anyway.
EDIT: Forgot the screenshot
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg57.imageshack.us%2Fimg57%2F3605%2Fcourtscreencs2.jpg&hash=3ba1c024612982dfdd2bdddbfff98002a855b50f)
Quote from: Halestorm5 on April 10, 2007, 02:25:22 PM
A long edit for me then :) Also, Nouman you were ment to post a screenshot...
lol, No i sarted this thread, read rules on first topic.
10/10 to Halo, i mean in 2k3, i never saw someone so good.
Now i spose i gotta map better in 2k3 ;-;
9/10 to Modern Algebra. Nice, but dont get that feeling that its nice. There's something missing
This screenshot is posted in my Black Rose topic, but I post it here also.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FSantaMaria2a.png&hash=72513c925f4c13baac536a14adba6e5fe77f2801)
By the way, ignore the leaf fog. It's gone now.
Black Shadow- I kinda like the tree fog.. otherwise it might seem a bit empty 8/10
In the spirit of 2k3... This shot isn't quite done, but u get the idea :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F8881%2Ffreemecq0.png&hash=22cc6f5e3e76d42f39031e1d638819ea3fc5b123) (http://imageshack.us)
8/10 I love your style ;D but it's not so clear that you can fully rate it. This is my first town and i wanna now if its good and if i maybe have to add more rome between the houses :-\.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.imagewoof.com%2Fview_thumb%2F358331554%2Fscreen1.JPG&hash=0cd65c3af1421df26e8f69d71ae65801066cfa1c) (http://www.imagewoof.com/view_image/358331554/screen1.JPG)
I btw hope the file is good so because i never did that before :-\
9/10 very nice
Here's a screen of a cave I made using the Loose Leaf cave tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi90.photobucket.com%2Falbums%2Fk246%2FIrgna%2Fscreenie2-1.png&hash=9acc05e507014562dcf8bc70a590e9be096134d6)
7/10
It's a bit too square. It doesn't look natural. Make the walls and the grass have more randomness to them and then it will look nice.
6/10 Irgna. For all the reasons he said and cos the wooden planks look wierd.
There's odd spaces in the planks which makes it seem unsupported. It has no railings. All I can say is "DANGER!!!!!!!!" It's not your fault though. The tileset must just be weird.
I don't show many interior's :(
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg462.imageshack.us%2Fimg462%2F616%2Fharbooncastlepm3.png&hash=bf48bd9018bc2031d87f3adcb25a51d13ce846d1)
castle interior to harboon
9.5/10! Not sure if I'm bad at maps but still, Wow! I hate interioring because it's so much harder to fill up space, unless you're awesome like Nouman and use lots of autotiles.
Looks good Nouman, 8/10
How would you feel if you were forced to go on a date with a man that's 30 years older then you?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FDate.png&hash=46e13cc4431d3ddf7f3b9c3bca362d4a70ae189e)
I will not let the topic die!
10/10 I like it. Your glows shouldn't be behind the objects which are glowing though, and I think you need to add a space at the end of the name tag for that AMS. It goes over the border a little.
I don't like making towns very much, but I think this one turned out alright.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F8194%2Funtitledkr7.png&hash=58316568fc2d948d32e9e998233bd5582c9a1c70)
MA:
Very good sense of dimensions and elevation, pretty solid and comfortable-looking map. If I were to be picky, I'd probably do so with that some flat surfaces are too blank, but that's 'cause my personal preference is sorta clustered in the first place.
9/10
------------------
An atmospheric scene, the performance of my game's main theme's harmonica+guitar arrangement 'live' by two of the main characters:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FToRealizeDuo.png&hash=2c796736691e42b50f2a05e5d23c05c95d9ec022)
Looks good. Like the backround very much. :)
OMG OMG OMG! This is so helpful! Now I have some idea how maps looks like!
10/10.
Very atmospheric. I likez it.
And why does this keep slipping down the page? We need more screenshots! I'll post later maybe.
Quote from: Nouman on April 11, 2007, 10:47:37 PM
I don't show many interior's :(
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg462.imageshack.us%2Fimg462%2F616%2Fharbooncastlepm3.png&hash=bf48bd9018bc2031d87f3adcb25a51d13ce846d1)
castle interior to harboon
:-\ You can't get down the stairs to the right :D
Otherwise it's good... 9.9/10
@Reives
Very good :D I like... 9.5/10
We have some real skill here :D
Anyways... mine:
Here's my latest entry for my mapping lessons... waiting to be graded... I might use it in my game if it gets a good grade :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FDesertfinale2-1.jpg&hash=3dac9d236fe8fa79db73278dd3029aec74048715)
Very nice: 8/10
Maybe a bit more mountainous in the bottom part?
A small wooded area I made:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi90.photobucket.com%2Falbums%2Fk246%2FIrgna%2FRMXP%2FWoods.png&hash=88b7c1a4267ef21b1142d45f16966629487f0645)
@Rune: 8.5/10
Nice map. It's a little empty, but it's a desert, so that kind of makes sense. Still, I'd think the oasis would have a little more greenery around it.
@Irgna: 8.5/10
Your use of wildlife is good, but I find that that map doesn't give any impression it continues in any direction, which is something I think is good to avoid when making outdoors areas. Simply put, it looks square and isn't well-defined. That might just be a personal preference of mine, but otherwise it is nice.
This map's not great. I'm not very good at interiors because I have problems filling space, so ... whatever. I made this probably about a year ago. I haven't been focusing very much on improving my old maps in my game because I am working on the action in the game right now. This probably won't be a map in my game without some major revisions, but I feel that I should post something, rather than just rating other people.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F3430%2Fscreenieic9.png&hash=d3844b5779078539746e9b46ce9436ac8b705a4f)
6/10 It's a little small and wierd looking. And what is with that wierd table next to the exit?
A building, like a shop or inn or something:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi90.photobucket.com%2Falbums%2Fk246%2FIrgna%2FRMXP%2FHouse.png&hash=69946407220c87930e6f19635d7a38dc8d248ea6)
Mm, 6.5/10, good start.
The windows are on the wooden ledge, the yellow-grass-border autotiles are cutting to the road like a blanket, and over all seems pretty blank. <3 the mouse though. :)
---
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FKardiansBasement.png&hash=b291dd3e85922d57f3c4ff9874f47e621d45472d)
Edit: Basement^
7/10 very nice, but WAY too dark.
(A basement lit only by two small candles tend to have the same brightness in real life. :P Forgot to clarify that it was a basement though, my appologies. The stairs are in the other room.)
Here's another one i'm pretty fond of...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FDesert2.png&hash=56e525c3184d0e8851239fabd1b537bc7985eed9)
Of course i've edited it a bit since then... like the oversized mountain in the top right :D
8/10 I LIKE! Need some events to spruce up the place.
Revies how did you make that map? Espically all the lighting effects.
Probably a screen tint and Near Fantastica's Light Effects script.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F545%2Flornionportfs0.png&hash=63dc3e84d5c0d9eb02dd8625acc9bafab4426a66)
9/10 I like it...
But what's with the trees in the water and on the beach?
Quote from: modern algebra on May 02, 2007, 03:47:38 PM
This map's not great. I'm not very good at interiors because I have problems filling space, so ... whatever.
Heh... I have the same problem :D
Here's one I whipped up in about 15 mins
_________________________________________________________________________________
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FFirecavern.jpg&hash=4d0b5919823910cada692595a49765079115005c)
It's pretty nice, I've seen better, but still: 7/10
I map I made on RM2K using FSM (a.k.a. REFMAP):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi90.photobucket.com%2Falbums%2Fk246%2FIrgna%2FRMXP%2Fwooded_valley.png&hash=9fe0b88431cddf29e2be9203dd53a08f3614ccc6)
EDIT: I've changed it a bit and made it less square since I took that screenshot.
(@Oneray:
I drew a fog in photoshop for the lighting effect.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-1.png&hash=3fca0caefb01741e1e5297901b0d73a6b54fb5e1)
Good or bad?
It's pretty good, 7/10
Quote from: Irgna on May 03, 2007, 04:50:33 PM
It's pretty nice, I've seen better, but still: 7/10
I map I made on RM2K using FSM (a.k.a. REFMAP):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi90.photobucket.com%2Falbums%2Fk246%2FIrgna%2FRMXP%2Fwooded_valley.png&hash=9fe0b88431cddf29e2be9203dd53a08f3614ccc6)
EDIT: I've changed it a bit and made it less square since I took that screenshot.
No one rated mine...
Looks good. A little bit empty. 7/10
A fog...can you send it to me or tell how do it.
Who do you mean?
A fog is just a picture which is made above the map, go to the tilesets tab and you should see a place for Fog Graphic.
I want feedback on the fonts :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F7117%2Fscreenshotqe1.png&hash=e4001cc38cd136e5c3ae0d35259165d1c36567a3)
I think the "T" looks kinda weird. Almost as if you just moved the top part of an "I" down to make it.
Other than that its great
It's supposed to be an I :P
I can see what you mean, her battler has too much white. I don't think it's a problem though.
I meant in HeadShot
Very nice fonts. I would give you a cookie but you would have to take of your pants. :-*
Events... Change weather or something.
Quote from: mastermoo420 on May 07, 2007, 08:07:26 PM
Events... Change weather or something.
What? What is this in response to?
Revive!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQ_Chap4_Mountains_SS-1.jpg&hash=5274942c4dff38db41a633d7715e032ba2e85893)
Quote from: Reives on June 29, 2007, 04:06:25 AM
Revive!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQ_Chap4_Mountains_SS-1.jpg&hash=5274942c4dff38db41a633d7715e032ba2e85893)
..outstanding!!!!!!!! wow. screenshot hall of fame ;)
Quote from: Reives on June 29, 2007, 04:06:25 AM
Revive!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQ_Chap4_Mountains_SS-1.jpg&hash=5274942c4dff38db41a633d7715e032ba2e85893)
That one looks pretty awesome.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-4.png&hash=94f1427ca739e198a129e88463cb5eb6449f00e9)
Pretty sweet except for mapping error
Quote from: Reives on June 29, 2007, 04:06:25 AM
Revive!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQ_Chap4_Mountains_SS-1.jpg&hash=5274942c4dff38db41a633d7715e032ba2e85893)
It's about time somebody used the "photo in the background" effect. That's really the secret to a good map. And when you move across the map, the background should move at a lower speed. That'll make it even more awesome.
If RPGMaker can even do that, that is, lol.
Man, this topic is not going to die!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FStatus-1.png&hash=e0a3029e5459b955326b046a398a5cf46299dd24)
OMFG! Did you make that or is it someone else's script?
I just edited the Window_Status script, since I thought the old one was boring. Together with a face script I found, I changed the draw_actor_graphic to draw_actor_Face, and changed the positions of all things, like the bars, and the other stuff.
I love the font. The entire status screen looks really nice in fact. Where did you get the battler?
http://sozaimenu.gozaru.jp/
Cool site, thanks for the link.
Screenie from my inventory system
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F2004%2Finventorypiccx4.png&hash=100c0605b987489003b0158ce5afb9196b547aca)
Faces from naramura
Quote from: Black Shadow on July 17, 2007, 11:46:47 AM
Man, this topic is not going to die!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FStatus-1.png&hash=e0a3029e5459b955326b046a398a5cf46299dd24)
THAT IS AWESOME!!!
Quote from: modern algebra on July 17, 2007, 07:10:50 PM
Cool site, thanks for the link.
Screenie from my inventory system
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F2004%2Finventorypiccx4.png&hash=100c0605b987489003b0158ce5afb9196b547aca)
Faces from naramura
Very Nice! (BK? Burger King!! lol)
Quote from: modern algebra on July 17, 2007, 07:10:50 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg512.imageshack.us%2Fimg512%2F2004%2Finventorypiccx4.png&hash=100c0605b987489003b0158ce5afb9196b547aca)
Faces from naramura
I don't like the red and white things around the faces, but the system is cool.
Anyway, some mapping.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-6.png&hash=1dbeba22830f93ed7b3f776619a2971ffbd8f8d5)
yeah, that's just because I shrunk the pictures and was too lazy to remove the outline. Great map!
Thx :lol:
More maps then.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-5.png&hash=fdbe7171d22f986c98ade7c4a5f3cc031c819d84)
Time to post again.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fanothertacticalbattle-4.png&hash=552a89221a1f3186751dbe02b2f3efcb419cad50)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-6.png&hash=07ac3658c6e0c550a8884b076155725d0b133bbc)
Cool, I really like the way you are displaying dialogue with the picture, especially changing opacity. It's neat. In my game, I use a face and display as a picture (I'm using an message system that doesn't support the correct size faces), but yours looks better I think.
Anyway, I haven't done any work on my game for a long time, so another screenshot of the almost finsihed inventory system:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F8130%2Fequipscreenshotqa8.png&hash=c5f516448722cdcb4782c62f68f1f10b264ed50f)
Looks good. Do you have another picture for the sword and the shield? :-\
Suddenly, the room was tinted black, and a mysterius sound was playing in the backround. And she's very angry....
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-7.png&hash=5c15c1b14be4054ca7d47929875bebdc834669e6)
I figure I will post a topic in the Resource Section and recruit someone to make a default picture pack hopefully.
Oh, and nice map! ;D
Thx.
A map made in a tileset made by Tana.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-8.png&hash=201764667be57954d5e9ae6f87424c2f3d883e6b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg104.imageshack.us%2Fimg104%2F8060%2Funtitledim7.png&hash=8123e74c5315ed3fc1581a2b4652760b3be756ee) (http://imageshack.us)
Shot at 2007-07-26
My few but not all Common event to make my game Secrets of gaia
Its only RPG style for bosses...you run around and attack normal enemies
Have to make Hp and everything T.T
Quote from: Black Shadow on July 26, 2007, 01:11:06 PM
Thx.
A map made in a tileset made by Tana.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-8.png&hash=201764667be57954d5e9ae6f87424c2f3d883e6b)
9.9/10
Ewww, Tana.
Very, very nicely done.
A basic Castle Town Map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-8.png&hash=7a3cffab6dbc2675dd87449a1c38363a05caaff4)
9/10! Very nice!
(also, Nouman, on that castle map you made, you messed up a bit with the Carpet auto tile, against the wall autotile, a little bit)
I'm still working on it, but...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F6633%2Fmapmountainlu0.png&hash=1bbaa5170536ec79b9a257d20ce8395978f61c9c)[/spoiler]
That's the idea.
Looks cool. 8/10
Im not 100% sure about this map. I feel there's some more things I can fix on it, but I don't know what...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-4.png&hash=f214d089063d2e0791181d0b9af43f472e002509)
Why is no one posting here? This topic is not meant to die.
Anyway, a full image of the fort.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-5.png&hash=c69f1c84792d6368a8e9de368e46b26aff59c91f)
Very pretty! /me eyes glow
10/10, but there is a little mistake, or well, I think it sorta looks weird, the fort thing to the back, that one part that hangs off the cliff looks sorta weird...
Yeah, I realized afterwards that it was an error in that map. I will fix it.
Never try to wake up a lady from her sleep. It only ends up in a battle :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-9.png&hash=5650f942ce3987e98ffb38f1298b5e389f95f0ed)
Nice maps, Black Shadow
Alright, well I haven't contributed to this thread for awhile, so I'll post this thing I made for my inventory demo. It's pretty bad, I spent alal of 5 minutes on it, but I'm tired of not having any maps to show. I especially don't like the ways the wall merges with the cliff. It would take a lot of work for me to put this in my game. Anyway:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F8554%2Fwalllc9.png&hash=435c15e79af2b63a4c12471435834872ea0c3afa)
Looks good. 8/10, since it could need some more details.
Late night in the city.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FAlla-7.png&hash=5f9ae1d836794968118d845db2fab6bef1e9a689)
7.9/10, I don't know why...I think it might be that it's from a different area.
The three finished parts of that map: (they're zoomed out to 3 so the edges look weird)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg461.imageshack.us%2Fimg461%2F5867%2Fmountain3ua0.png&hash=da529fd19cb2fff10419b563af6509aa1eed2913)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg461.imageshack.us%2Fimg461%2F4659%2Fmountain2qt7.png&hash=4bd3e3175ece34e54df69df642f1f62bbbc20bb3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg461.imageshack.us%2Fimg461%2F1355%2Fmountain1zg3.png&hash=d96b9fef183ad3d18ab14ed57b85763dfcc0c27b)
So...there are a few mistakes I only noticed when I put them all to gather like that, so I'll have to finish and edit that!!!
Also, I bet you're looking at that one area with the cliff and no steps on the first map (the bottom one), well, I have a set of events there to make it a secret passage.
How much is left on the map?
Im not going to post a map this time. Other people must post their maps.
Quote from: Black Shadow on August 02, 2007, 09:48:22 PM
How much is left on the map?
Im not going to post a map this time. Other people must post their maps.
Well, I need to fix up the things in the corner of the first map...and I'll do some edits here and there.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FAlla-8.png&hash=0365b4ead3b896c311ae8690fd7198832d16865f)
This one is meant for a mini-game where you have to escape from something chasing you, and the map has fog of war on it as well. I purposely made it less cluttered then most of my maps for this reason: I don't want people to get frustrated playing the game. It's not an excellent map, but I think it serves it's purpose. (it's not the entire map)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg480.imageshack.us%2Fimg480%2F5723%2Fdungeonlh0.png&hash=ab3f1766eae2bce83dca6bca52fee3fd36bc6569)
Since I don't want this to die, double post ahoy:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg177.imageshack.us%2Fimg177%2F2545%2Fmountainpuddlelr0.png&hash=e381fb37ebc25cfa06525da4f0d5efb1a34db352)
Also, I think this isn't really a forum game. It should be moved to RM Discussion and stickied IMO
I acctully agree. I wonder how it ended up here. And, maybe some more people will post here, if it's in RM Discussion.
Anyway, a forest map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-11.png&hash=e0cdea85b218c7f20fce3d7cc21e4a8cc40782da)
Is the lake supposed to be frozen?
8/10.
No. The water on the cliff is moving.
Quote from: Black Shadow on August 11, 2007, 08:56:51 PM
No. The water on the cliff is moving.
In that case, 9/10.
New map. Tileset made by Malik aka, Jadak and Orae. Credit to him for an awesome tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-6.png&hash=527aa683c7b038e38f94e4c2311844c6bf8012dd)
Quote from: Black Shadow on August 13, 2007, 05:34:08 PM
New map. Tileset made by Malik aka, Jadak and Orae. Credit to him for an awesome tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-6.png&hash=527aa683c7b038e38f94e4c2311844c6bf8012dd)
10/10.... /me drops his jaw...
Please PM that tileset...
Quote from: SirJackRex on August 13, 2007, 06:41:49 PM
Quote from: Black Shadow on August 13, 2007, 05:34:08 PM
New map. Tileset made by Malik aka, Jadak and Orae. Credit to him for an awesome tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-6.png&hash=527aa683c7b038e38f94e4c2311844c6bf8012dd)
10/10.... /me drops his jaw...
Please PM that tileset...
Agreed... Would also like the tileset
Quote from: shadowdude on August 13, 2007, 09:05:45 PM
Quote from: SirJackRex on August 13, 2007, 06:41:49 PM
Quote from: Black Shadow on August 13, 2007, 05:34:08 PM
New map. Tileset made by Malik aka, Jadak and Orae. Credit to him for an awesome tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-6.png&hash=527aa683c7b038e38f94e4c2311844c6bf8012dd)
10/10.... /me drops his jaw...
Please PM that tileset...
Agreed... Would also like the tileset
I will give you two a link the site, where the tileset is on. The site is temporarly down at the moment, but I will give you the link when it's back up.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg409.imageshack.us%2Fimg409%2F1001%2Fammoscreenshotbd6.png&hash=08442aefd7b63c316bca9700cc3c150ac87e8863)
Just showing off the RTAB, heavily edited version of the Bullet Reload System. The number to the right of the state, is the ammount of ammo remaining.
The beginning of a map. Im not done with the map
yet. This is just a corner of it. And it's night.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-12.png&hash=3f28a36b92f24773f6306b27063b7e6648215aca)
Work on the night effect, it reminds me more like a forest with tall trees than the dead of night.
Quote from: Falcon on August 14, 2007, 11:02:22 PM
Work on the night effect, it reminds me more like a forest with tall trees than the dead of night.
I agree.
Better?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-13.png&hash=52bd5627bf925ab117eaa8c1b3d0b71d8563ca92)
Better, but seems to blue to me, and not dark enough.
Quote from: Falcon on August 15, 2007, 02:53:24 PM
Better, but seems to blue to me, and not dark enough.
I agree again, instead of the tree fog, why not like a thin fog...?
I did it darker, and it turned out like this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-14.png&hash=fe2ed1bb90fc11d91c6035c7189762c8ce4a3f8c)
I think it's better, but it's still a little bit to blue. Is it better?
Way too blue.
Try tinting the fog and the screen. Also, using SUB bleding with the fog may help, if you're not already doing that.
Quote from: Falcon on August 15, 2007, 07:08:14 PM
Way too blue.
Try tinting the fog and the screen. Also, using SUB bleding with the fog may help, if you're not already doing that.
I agree...again.
Alright, looking for some feedback. I made a new autotile for Wachunga's Fof of War Script, but I am not sure about it.
Basically two screenshots. The first one is just of the autotile, and the second is of the script combined with some other effects.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F4870%2Ffowscreensc3.png&hash=01fc68f5a6e31bfffb10607abe6189a48feb9b97)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F9848%2Ffowscreenxj5.png&hash=a3412ab4d0eb87ced2ff6cfef8b33d894b4f30a2)
I think the accumulative effect looks pretty good, but I felt it would be good to get some feedback.
The second one is pretty dark...I think it would look good in a cave, and pretty much only a cave.
That's what I am plaaning on using it in
What's this topic doing in forum games :O
*moves*
Lol wtf? It was in forum games? Someone must have moved it there because it was in the RM forums when I first posted in here.
If I remember right it has been in forum games for ages. :o
Some screenshots from the ending music video I am currently making for Quintessence:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FDrift.jpg&hash=6fd16a64a5b6c60a6afbeaa035d3b4e026fa9af7) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept2-1.jpg&hash=fbb728dd1fcb0dba17864191c97d65d07d3df119) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept4.jpg&hash=a275d8dca02d51d0a1f2268858e910d477004590) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept3.jpg&hash=cfd53d5117d98573a6d5f4f9e04f40caef3aabda) (http://www.quintessence-tbv.com)[/spoiler]
search screenshot thread, blizzy moved it.
Quote from: Reives on August 16, 2007, 10:44:47 PM
If I remember right it has been in forum games for ages. :o
Some screenshots from the ending music video I am currently making for Quintessence:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FDrift.jpg&hash=6fd16a64a5b6c60a6afbeaa035d3b4e026fa9af7) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept2-1.jpg&hash=fbb728dd1fcb0dba17864191c97d65d07d3df119) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept4.jpg&hash=a275d8dca02d51d0a1f2268858e910d477004590) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept3.jpg&hash=cfd53d5117d98573a6d5f4f9e04f40caef3aabda) (http://www.quintessence-tbv.com)
Nice, how close is Quintessence to being finished? Looks great, by the way
Pretty far away, a few chapters less than halfway. :p It's going steadily though.
Quote from: Reives on August 16, 2007, 10:44:47 PM
If I remember right it has been in forum games for ages. :o
Some screenshots from the ending music video I am currently making for Quintessence:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FDrift.jpg&hash=6fd16a64a5b6c60a6afbeaa035d3b4e026fa9af7) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept2-1.jpg&hash=fbb728dd1fcb0dba17864191c97d65d07d3df119) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept4.jpg&hash=a275d8dca02d51d0a1f2268858e910d477004590) (http://www.quintessence-tbv.com)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FEndingConcept3.jpg&hash=cfd53d5117d98573a6d5f4f9e04f40caef3aabda) (http://www.quintessence-tbv.com)
This looks awesome. Nice work.
Guys, could we not quote the huge post filled with pictures? Makes loading a bit wierd for me.
Also from now on if we have more than one screenshots, let's put it in spoiler tags :P
But yeah, Revies, the screenshots look great.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-15.png&hash=8554a133a806b3f0cb40bf571073aecad9f30a8d)
Didn't put it into a spoiler, since it's just one screenshot.
Looks like a solid map, but the place the waterfall is comming from doesn't look right....
Yeah, I noticed that after I posted the map, so I did some changes on it. I removed the waterfall, and added some other stuffs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-16.png&hash=a007e312c089aee6fa9e6dccf5105b5e8b2bb2d1)
@Falcon: My bad, fixed it with spoiler now. :)
@Black Shadow:
Good stuff. The overall color scheme gives off a warm feel to it, too.
Impressive as always Black Shadow. Reives, i like yours although im not sure what i like about them, i just like em.
Thx.
This guy cleaned his office ages ago.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-17.png&hash=2a6c4027f7ae0f103d00690f25839165fd71f3f6)
1. Rugs don't bend like that.
2. The rug's color looks HORRIBLE, and no shading doesn't help much either.
Otherwise I like the map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F1329%2Fplatoscenelq3.png&hash=88a86c0101694f6099c5649e432cf89621e5a5fa)
Also, Black Shadow, in the office map, you have a carpet error, you should put the auto tile up closer to the wall. (Unless you wanted it that way?)
Way to blue.
Quote from: SirJackRex on August 19, 2007, 01:08:50 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F1329%2Fplatoscenelq3.png&hash=88a86c0101694f6099c5649e432cf89621e5a5fa)
Also, Black Shadow, in the office map, you have a carpet error, you should put the auto tile up closer to the wall. (Unless you wanted it that way?)
Too symmetrical and not natural. Nature is more random then that, I think.
Quote from: modern algebra on August 19, 2007, 04:21:31 AM
Quote from: SirJackRex on August 19, 2007, 01:08:50 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg525.imageshack.us%2Fimg525%2F1329%2Fplatoscenelq3.png&hash=88a86c0101694f6099c5649e432cf89621e5a5fa)
Also, Black Shadow, in the office map, you have a carpet error, you should put the auto tile up closer to the wall. (Unless you wanted it that way?)
Too symmetrical and not natural. Nature is more random then that, I think.
I hear what you're saying...It's supposed to be a peak...
I think what he means is that the details on it is a bit too symmetrical, not the actual peak itself.
E.g. this is also a cliff/peak, but since things are scattered randomly it feels a bit more natural:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FUntitled-1-1.jpg&hash=fd09ed385cef0de3287a866df259936de24891b7)
(*P.S. There's a mapping error at the end of the small waterfall for ^)
Apart from the little waterfall thing, thats a very impressive map 9/10 dude
Quote from: Reives on August 19, 2007, 04:12:44 PM
I think what he means is that the details on it is a bit too symmetrical, not the actual peak itself.
E.g. this is also a cliff/peak, but since things are scattered randomly it feels a bit more natural:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FUntitled-1-1.jpg&hash=fd09ed385cef0de3287a866df259936de24891b7)
(*P.S. There's a mapping error at the end of the small waterfall for ^)
Awesome map. 9/10
Thanks for the help! =)
you can't give Reives a 9/10 on a mapping screenshot...that's insane.
10/10
looks GREAT
Heheh, thanks. A lot of the effect is actually just the panorama cheapness though.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faa-9.png&hash=ab561f4d48366702dfef542896ebac1cb2d395f5)
Nice map, only error I see is the tree and the roof.
I agree.....I give it an 8/10 because of the roof.....If it were something small like a misplaced section of grass or something, the ma could easily make 9/10, it's just that roof errors ARE EXTREMELY NOTICABLE and once you notice the, you focus your attention on them throughout the game.....
Other than that, I seriously like it a lot!!
P.S. I really love the map Reives.....
Here's mine:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F9057%2Fmappingacademyassignmendb5.th.png&hash=1fbc643c8c7f09b0e24062a50d00ef5fb5804990) (http://img255.imageshack.us/my.php?image=mappingacademyassignmendb5.png)[/spoiler]
That one looks quite nice. Good job! I like it.
Quote from: modern algebra on August 21, 2007, 01:53:51 AM
That one looks quite nice. Good job! I like it.
I agree, it's pretty cool!
What they said.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg110.imageshack.us%2Fimg110%2F6673%2Fnewwindowskingf3.png&hash=8bac43baf8ec6a4d97f7e2ce6e036613e0425d59)
I'd like feedback on the new windowskin I'm trying out.
I'm liking that windowskin. Nice choice.
SirJackRex: Way too symmetrical. Try making it more rough and uneven.
Falcon: Looks awesome, and I like how it's centered like that.
Reives: Looks nice, except for that one mapping error.
Black Shadow: I like it, except for the tree and roof error.
Here's one of my towns. I'm using RM2k3.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F7105%2Fgaralandyb9.png&hash=13d0f33046bbd51ea5b4359d7af433c4210c8e69)
That a pretty nice map. I'll give it 9/10. Just make it less square.
Heres mine:
Quote from: DarkHero on August 22, 2007, 06:50:40 AM
That a pretty nice map. I'll give it 9/10. Just make it less square.
Heres mine:
it doesn't seem natural enough. it seems a bit square, and there aren't any objects around the cave.
Way too wide, and way too empty.
Lol, another one from like a year ago.
I need to start making maps again and ignore Zeriab scripting other stuff
Just a little cave with a hole in the roof :P I don't know why I gave it shadows :=:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg501.imageshack.us%2Fimg501%2F461%2Fcavemapbc1.png&hash=370f2fbfa207b172abf2fce492fc44fddd34ca42)
Some maps I did up over the last few days after going through a few tutorials - any suggestions on how to improve, pointing out mistakes, much appreciated!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FA1_BasicOutdoors.png&hash=e7af9e73e3a27cb58ce23766266bada6fe1a0ad6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FA2_ShopInterior.png&hash=79b3191cf3e1bd2e692700cadda18a4c5612c38d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FA3_Cliffs.png&hash=f13bab9b093b389f5a3ffca0de559a3ddb2a5e93)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FA4_Snowfield.png&hash=4342b0a33d6acac83facf0651d18d3167277b876)
They look pretty nice shaz. I think they're quite good.
I agree, though some are better than others, it's a good set of maps you got there!
This is from my game "Rose Memories" It's a shot from the Silver Mines.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-21.png&hash=d970d6d3261fc312ac4358594ab76a791b161dd3)
Here's a cave I did a week or so ago (same cave, different tilesets - my fave is the water caves). Dilemma - I can't bring myself to put lots of greenery and pretty, bright plants into a cave that supposedly never sees the light of day. That limits what I can have lying around a bit. I suppose the easiest solution is to fuse tilesets. Any other suggestions? Would having a chest and maybe a torch or two, and a couple of bad guys wandering around, be enough of an addition to make these caves interesting?
[spoiler=Earth Cave - 182KB](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FMap008%2520-%2520Old%2520Assignment%25204%2520-%2520Caves%2520-%2520Earth.png&hash=a76dc490e7c13fd2de215f83f0935eccc1f2510b)[/spoiler]
[spoiler=Fire Cave - 156KB](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FMap008%2520-%2520Old%2520Assignment%25204%2520-%2520Caves%2520-%2520Fire.png&hash=76281053bf4baf6b0a0e9573bfd3555f482faa72)[/spoiler]
[spoiler=Ice Cave - 187KB](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FMap008%2520-%2520Old%2520Assignment%25204%2520-%2520Caves%2520-%2520Ice.png&hash=3d3df5ce7b110aa06feb8f4ab00e5987ea7f04c0)[/spoiler]
[spoiler=Water Cave - 167KB](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.users.on.net%2F%7Emszhanlon%2Fsh%2Fforum%2FRMXP_Org%2FMappingAssignments%2FMap008%2520-%2520Old%2520Assignment%25204%2520-%2520Caves%2520-%2520Water.png&hash=6b4a51b303401ce4c5c9800ac1d94b1f49952c40)[/spoiler]
Horrible maps. You need to either add more, or make the caves much smaller.
You also need to use shadow properly, without eye candy, all of your errors pop out.
Quote from: Falcon on September 06, 2007, 03:00:11 AM
You need to either add more
which would be just what I said :)
There isn't a lot in the way of shadow tiles in those maps, if you mean shadows cast from the cliffs - or I'm just not recognizing the correct tiles.
Those look great shaz, but like you said, a little empty.
Yeah. I agree
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimages5.pictiger.com%2Fthumbs%2Fe7%2F68ea6d17260c74fd072dba675e33c3e7.th.png&hash=d6c5d2286b10ef605042933654a3f71be7690b6a) (http://server5.pictiger.com/img/1310307/computer-games-and-screenshots/screenshotthing.php)
CMS I'm building for me game, that's right, everything is inaccessible at the beginning.
Does it look okay..?
Maybe fusing tilesets is the answer - more things to put in there without feeling uncomfortable about having things that don't fit (in my mind). I think I was spoiled with all the shadow tiles in the Snow tileset - I haven't seen another that's as flexible there.
I was probably paying too much attention to making different "levels" and filling up all the chasms. Still have a lot to learn about adding all the little details. And there are definitely some spots there where I should have searched a bit for a more appropriate tile. Thanks for the feedback.
Ergh...I made a rather large map...and I deleted it by accident and then I saved it by accident...stupid, stupid me.
Quote from: Arkbennett on September 06, 2007, 08:35:09 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimages5.pictiger.com%2Fthumbs%2Fe7%2F68ea6d17260c74fd072dba675e33c3e7.th.png&hash=d6c5d2286b10ef605042933654a3f71be7690b6a) (http://server5.pictiger.com/img/1310307/computer-games-and-screenshots/screenshotthing.php)
CMS I'm building for me game, that's right, everything is inaccessible at the beginning.
Does it look okay..?
Looks rather nice...but the windowskin...
Why does all heroes standing on the top of a cliff?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-24.png&hash=af67aa6fd495506db1a968dcdd18aa61d277a659)
Looks very nice!
Not bad, Zhuge. I think its depth can improve by moving the upper right corner cliff right by one square, to get rid of the straight line. :>
---
I just finished a new event title screen for Quintessence. <: Here's a screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FTitle_Night.jpg&hash=966c608f6fabb3d4fe2fe22144f91a99649cbbc5)
But it's animated, so screenshot can't really capture that much. Here's a bad quality video to get a feel of what it's actually like in-game if possible:
http://youtube.com/watch?v=2eYBs2A0rVU
(Make sure to turn on sound~)
Feedback/suggestions welcomed! <: I implemented Artbane's advice on making a seamless transition to the first scene on that map too.
Wonderfull...just wonderfull. I can say so much more. The mapping is great, and the music is great. Everything looks good.
Im bumping this.
Here's the old version of the map that I posted before.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-24.png&hash=af67aa6fd495506db1a968dcdd18aa61d277a659)
Here's the new version.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-9.png&hash=ea7f6c27a02c871624bd25f88cea1de1d021da99)
the shadow of the big tree on the panorama really stands out on the lighter background. Both versions are nice.
Uh oh, AIR SHADOW!
ITS A FLYING SHADOW!
Other than that you rock Zhuge. :D
Thx. I will try to solve that shadow problem today.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-10.png&hash=1d6131298fd3e8dbc5eafcc275a077282fe2c094)
both big trees have right-most leaves cut off.
I like the mushrooms growing OUT OF the log!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi21.tinypic.com%2F2lnac2e.png&hash=437e5faadc39f255f5f88bf11986a24607f75731)
A nearly completed ACDC town, using a tileset I have spent all day making. -________-
If it seems empty that's because...well, it is. I need room for special events and the like.
Also, it's based off of this map:
http://www.sprites-inc.co.uk/files/EXE/EXE5/Maps/Real%20World/ACDC_tob.gif
I was going for authenticity over all else, so yeah. :D
Eventually the place will have cars driving around and people walking up and down the sidewalk. There's one more house to be made, and it's going to go right under that pink squirrel statue. I also have to plant a few more trees, though that's harder than you might suspect considering my tileset. Here's hoping all goes well from here out!
Quoteboth big trees have right-most leaves cut off.
You are right. When did my tileset start to bug? ;9. Im working on it.
EDIT: Fixed ;) Here's the whole map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faaa-7.png&hash=4b8704b99636cddfdd884fda48bec7464a2f5438)
Arrow: The tileset looks good, but the pink roof is bugging me somehow. It's not the colour, but it's something else..It looks just flat.
I see what you mean. Also, upon closer inspection, I hacked a pixel off of it when I moved the uppermost tiles. :o
*fixes*
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FComment.png&hash=2360e573b936162ff791c02e54e37b96777a58ab)
Comments?
Oh whoops! That looks great Zhuge, nice work for sure! It all looks very natural, and the fog is a nice touch. Nix the brown spots at the end of the logs on the roof though, it looks like missed transparency.
EDIT: Mine is updated now too. ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi21.tinypic.com%2F35i4vsz.png&hash=2caeec41659e19358da6498b47f2a4519dde22d6)
Hmmm. the brown thing is like that on the original also. I tried to transparent it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FComment-1.png&hash=ac1c3e658b64b7b8e4d9143b35695ac2a341dfea)
They look a bit sharp now..
Do a little shading on the ends and they'll look a million times better :D
Nice work!
Also you skipped me in much the same way I skipped you ;9
Sorry ;9
The pink roof looks alot better now :D. Is it possible to add some more trees? I think it looks a little bit empty.
You're right, it probably does need more trees, the trouble is trying to find where to put them and not make them look strange/block part of a house
I have only posted parts of the village, so I will post the whole village now.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fabc-11.png&hash=8229a448f919d2c6f625fda0333b970b1cb09b35)
Zhuge your mapping is out of the world.
Great job.
Thank you.
Needs alot more work on this one, ;9 but I just wanted to point out how I want the map. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fanothertacticalbattle-8.png&hash=cfdab3db17bfacb417eea44da8523cff3e54a382)
Very nice, Zhuge. A couple of the trees are a bit too symetrical for my tastes. As Zypher (at least I think it was Zypher, might have been someone else) always said in his mapping tuts: Nature is random. 8/10
Zhuge's maps are always great, I wish I can map as good as that.
Great Job. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F4229%2Ftheforestpathxj6.png&hash=2a2153848b5d959a6f9198d20ff256d56114b886)
The Forest Path, from my RPG, titled Altaria: _____, that's because I haven't thought of a second part for the name yet.
Zhuge Liang's Map: 9/10
6/10 Miles. You can add some more vegitation.
Final Version of the frames for the faces in my menu. 1000 times better then the old one >_>
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMenu-3.png&hash=72a936d4c4628ddf98810857f4d9fdf78792771f)
And I have changed the message system. Instead of Dubealex, Im using Ccoa. I used to have chibi faces, but fixed my own. Just need to find a darker windowskin.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMaperrors-2.png&hash=93f58747d1b0620436bb61c8c0bb7dba4b71fd26)
Both Maps: 10/10, great job.
This is the new The Forest Path, remapped it with a diffient tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F682%2Ftheforestpath2qh7.png&hash=2dfc4095fe048d1c53b3b1fb48d2b38c164cd811)
It would look much better if you putted a bunch of trees near eachother like a forest, then using that forest autotile :P.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FEsconShadowss2-4.jpg&hash=de0e136eb1edff5cb36ded26f6088940e884d58a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FEsconShadowSS2-3.jpg&hash=347dc38e3d1679062a0a4eabf4929a7721a24122)
What do you think?
Not bad of a start, but you suffer greatly from ESS (Empty Space Syndrome). :> For the interior, one way to get around it is to make the room smaller, and put some shapes into it. (By the way, you can use the autotiles to put a top on walls, if you didn't already know that.)
For the exterior, there are a lot of empty spaces as well - perhaps you can manipulate the fences so they have some odd shape that fits into some of the spaces. And try to break that hill from being shaped as a square, to look more natural. More details, before things get clustered, is always good.
Keep it up, you'll get there! :>
I agree with Reives. I posted some links to tutorials in your project topic. Use them well.
Alright used the tutorials some more and got this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FEsonShadowss1-1.jpg&hash=f0b20308afa39b0041259622a330d18b3f4d14f4)
Hi everyone,
(sorry for my english, but I'm a french maker ^^)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpg-maker.fr%2Fimages%2Fgallerie%2Fscreens%2F3178_1097.png&hash=157dc01e56bd0ce91840f869d9f3c6e4ad62165c)
So, graphics are "custom", (make with CharacterMaker 1999, a pixel-art program) and it's the first map of my game. As you can see, the theme of my game is piracy. ;D
Thank you for your comments!
Quote from: Serath on October 30, 2007, 06:33:24 PM
Hi everyone,
(sorry for my english, but I'm a french maker ^^)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpg-maker.fr%2Fimages%2Fgallerie%2Fscreens%2F3178_1097.png&hash=157dc01e56bd0ce91840f869d9f3c6e4ad62165c)
So, graphics are "custom", (make with CharacterMaker 1999, a pixel-art program) and it's the first map of my game. As you can see, the theme of my game is piracy. ;D
Thank you for your comments!
Well, the graphics sure do look original, and I really like originality. But, i can't rate, since I don't know the capabilities of the tileset you are using.
Quote from: Ruzu on October 29, 2007, 10:24:46 PM
Alright used the tutorials some more and got this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FEsonShadowss1-1.jpg&hash=f0b20308afa39b0041259622a330d18b3f4d14f4)
Still not good enought. It's still to empty. You need to add either more houses, or more plants and trees.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.pictiger.com%2F8bd%2F12937036_th.jpg&hash=a05821c59c05947974c8682c7e13e23130bb81c4) (http://img32034.pictiger.com/images/12937036/)
It's getting there... :D
Just testing Inquisitors new tileset. As you can see, Im not used to map with this type of tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-27.png&hash=a44923f600d6ff0e0a119db7bf50007bb2b85e6b)
feckin hell, awesome map dude, specially love the house.
Thank you. I had problems with that house, since the roof was a bit weird.
Another spot of the map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-28.png&hash=8f322c6f6a2a16ae456c66b68a5080a0806e18bd)
Notice that the fog is gone. It just messed up with the map, so I took it away. Gotta need to replace it with another one.
Those maps look great Black Shadow. Nice Work.
@Black:
Good stuff. The new Inq tilesets put to good use. :)
Just some VS mode in development screens: D:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQuintessence_VSMode.jpg&hash=b2e477fe92aa5d7d1903f43c15ecfb96b1f4699e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQuintessence_VSMode2.jpg&hash=643a82d5f4475caa04b9c1e4b54037a25c68ade9)
That's pretty cool. Are you introducing like a 2P tournament mode as a bonus for completing the game or something?
Quote from: Reives on November 05, 2007, 04:24:55 AM
@Black:
Good stuff. The new Inq tilesets put to good use. :)
Just some VS mode in development screens: D:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQuintessence_VSMode.jpg&hash=b2e477fe92aa5d7d1903f43c15ecfb96b1f4699e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQuintessence_VSMode2.jpg&hash=643a82d5f4475caa04b9c1e4b54037a25c68ade9)
9/10 If only the character faces didn't look 'pixelated' while zoomed in... But that is not your fault. Great concept and well put together. I want to see the actual thing, LOL!
A Vs. Screen, now isn't that pretty neato! :D
Good luck.
Thanks guys. :> It won't necessarily have to be end-game, I am planning to include it as part of the extra features. Probably won't be done any time soon though, just taking a stab at it between Chapter breaks.
I think its a pretty cool VS screen aswell... i love the cat face :)
Quick quetsion, where did you get inquisitors new tileset?
Quote from: shadowdude on November 05, 2007, 09:58:23 PM
I think its a pretty cool VS screen aswell... i love the cat face :)
Quick quetsion, where did you get inquisitors new tileset?
You can get it on his website
http://www.rpg-palace.com/
Im was kind of bored, so I decided to play a bit with ZTBS.
As you can see, you have to be touched by the enemy to start a battle. This is just an example.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-29.png&hash=9753c0817bb34528010d5a981a1c0e49587a3a75)
After that, the screen will be tinted, and after 4 frames, the battle will start on the battle map. This is the one for Town.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-30.png&hash=2071d784d64a41365e1ae7051183ed0ebbd29695)
Yes, I was bored. <_<
Those are really good!! :D
Mine are just blah:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi27.photobucket.com%2Falbums%2Fc157%2Fdncclothingtips%2Fss11.jpg&hash=a62f6572252c4ab81f9572d4f08e557d6cf3a478)
You put 2 chais ontop of the table, apart from that it isnt exactly too bad, better than my indoors look.
Quote from: shadowdude on November 07, 2007, 10:23:27 PM
You put 2 chais ontop of the table, apart from that it isnt exactly too bad, better than my indoors look.
Haha, when you play the game, the chairs go behind the table so you don't necessarily see all of them.
Pretty tilesets and how you use the tiles are two different things.
@Zhuge Liang (Your new name is to complicated to remember :()
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg6.pictiger.com%2Feb7%2F13031347_th.png&hash=f8d0a36dc7f6d23694e06480827a184711787d27) (http://img62172.pictiger.com/images/13031347/)
I don't think the lamp post sitting on a box looks all that great, maybe you should move it to the left?
Just a suggestion.
Wops! I saw it nowXD
Anyway....<_<
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-33.png&hash=b4a68c41a879d5176176e843fb824e2779138931)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-34.png&hash=72a73aff258eafba86b32bd93a0de79c5b090f2c)
The stairs look they end a little abruptly, I think because the gold has no natural border and so it looks incomplete. Maybe that's just me. Nice use of panoramas. One odd thing though is the fact that you break the roof on one side but not on the other, but the windows on the right side suggest there is no more building in that direction.
Edited the map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTrees-20.png&hash=1434bdc1c5cffc741455cceb3b6d9b3f53b94686)
Looks better now.
Yeah, that looks good ;D
Hm?
I haven't seen the black carpet before, is it an original?
This tileset was made by Malick, so I will ask him if it's original when he logs in on MSN.
Just semi-finished a new town. :>
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FCityMap.jpg&hash=0b631da64a6caf7dfb8c341b92da655266df620c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FCity.jpg&hash=92e364d993fa892dcb023a6626123050c83df29b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FQC6KVSS.jpg&hash=351384510d8f0808a82fccc22466a63135bb2715)
Tileset is combined/edited from: Mack, Venetia, ZanyZora.
That's totally awesome! ;D
Yeah, nice map Reives
The only thing that's bugging me is the end of the sand, and the beginning of the grass on the cliffs. It looks wrong.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fanothertacticalbattle-9.png&hash=5b6c3ff22936d03b7a26bb134f65ad9f79acccce)
Ah yes, that's been a long term issue with my maps, even with the existing ones. I've been thinking of a way to making the transition subtle, and I think I got an idea. Will try it out in the near future. :> Personally I've grown used to it though, heheh.
@Map:
Good map overall. :> Personally though, I don't really feel that the table belongs there - I wouldn't want to sit right beside the edge of a cliff. :p Only other thing is the priority with the chimney top.
There don't seem to be any 2k/2k3 screens but I'll assume I can still post some.
Or one.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F761%2Fcbswiplr5.png&hash=2b5fd99e309bc4b3a662178a8e44598715714a34)
I'm going to make the gray areas transparent and possibly reword the menu.
Yes that is a CBS. Yes it is completely evented. Yes that menu works. No the options don't... yet. ;D
Man I'm getting good at this custom stuff. o.o
I don't likie 2k3 so much, but it still looks good.
Argh!! Symmetrical error!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMaperrors-3.png&hash=c30854704391dd67a3af0a9ed6ca41316a7e0908)
Alright, here is my map...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx83%2Frmxp_album%2Fs1int.png&hash=9283dc42ab66e594531b430b3f5e16e36fc6fea6)
That looks pretty nice Guardian. :lol:
@BS: Yeah, super symmetry. It might be alright, depending on what that cave is supposed to be though. It does look like there has been a lot of human interaction with the cave. It would be feasible for a religion or something to choose the cave because it was so symmetrical and stuff.
It used to be a Praying chamber for the Cat Goodess Darkara!...or something :P
Thanks, here is one more:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx83%2Frmxp_album%2Fs1int2.png&hash=b457eac0629975437c47095bce4dd48c58b15bc0)
Its just a simple map of forest.
I think it's a bit empty. Other from that, it's pretty good.
A tip though. A forest has a very detailed nature, with both rocks, grass and flowers ect. I think you can add more of those.
Yeah, Its empty a bit. I've got more maps, I'll post them soon.
Can't wait for them^^b
Thx. Here is new one.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx83%2Frmxp_album%2Ffin2.jpg&hash=1540f299e350246ef815b4a88c1335b6d4b43a89)
Please rate it.
Fix the carpet :(
Yes Sir!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx83%2Frmxp_album%2Ffin3.jpg&hash=6e7c396b6a742374f335bd18acd0d46b476b2931)
Quote from: Black Shadow on November 04, 2007, 11:56:23 AM
Just testing Inquisitors new tileset. As you can see, Im not used to map with this type of tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-27.png&hash=a44923f600d6ff0e0a119db7bf50007bb2b85e6b)
That makes me want to start making stuff again..
Well, that makes my happy to hear^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMaperrors-5.png&hash=4bff079fa0fea2441a4dd3b781286a52306e2dd4)
Those maps are awesome 10/10.
Hah, games.
=P
Here's a screenshot of my workspace for "Goodnight."
Quote from: pythonusr on December 06, 2007, 01:54:37 AM
Hah, games.
=P
Here's a screenshot of my workspace for "Goodnight."
Uh, this is an RPG Maker screenshot thread.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi181.photobucket.com%2Falbums%2Fx83%2Frmxp_album%2Ffin6.jpg&hash=909490015782efcf29f079f6c9264259707327b6)
It looks good, but maybe a little too random for a man-made structure.
Quote from: modern algebra on December 06, 2007, 07:03:24 PM
It looks good, but maybe a little too random for a man-made structure.
Actually, it's a pretty symmetrical room. It's just in the shape of an octagon.
No it's not. Octagons have eight sides, not seven. One of the corners is a right angle.
Also, the sides aren't of even length and even the two lower diagonal sides are not symmetrical. The map does have good space management, but if he wanted to make an octagon, it makes more sense to use the walls from the Tower tileset, since they have a smooth diagonal. The regular roof is too jagged to make a shape like that work, at least for me.
Why does the prison have gold in it? The convicts could escape and steal it. :x
Quote from: Firerain on December 06, 2007, 10:06:33 PM
Why does the prison have gold in it? The convicts could escape and steal it. :x
And why is right next to a cell?
Quote from: Firerain on December 06, 2007, 10:06:33 PM
Why does the prison have gold in it? The convicts could escape and steal it. :x
They Couldn't. Its too heavy. :)
Quote from: Guardian on December 07, 2007, 07:53:21 AM
Quote from: Firerain on December 06, 2007, 10:06:33 PM
Why does the prison have gold in it? The convicts could escape and steal it. :x
They Couldn't. Its too heavy. :)
........That's a funny reason....
Quote from: Guardian on December 07, 2007, 07:53:21 AM
Quote from: Firerain on December 06, 2007, 10:06:33 PM
Why does the prison have gold in it? The convicts could escape and steal it. :x
They Couldn't. Its too heavy. :)
Blizzard did that in ChaosProject, too. :P
Quote from: mastermoo420 on December 07, 2007, 12:14:43 PM
Quote from: Guardian on December 07, 2007, 07:53:21 AM
Quote from: Firerain on December 06, 2007, 10:06:33 PM
Why does the prison have gold in it? The convicts could escape and steal it. :x
They Couldn't. Its too heavy. :)
Blizzard did that in ChaosProject, too. :P
:mad:
Anyway, I think you should remove the gold Guardian. It just don't fit in.
Whatever, anyway
Killing rats in the basement!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fanothertacticalbattle-9.png&hash=5b6c3ff22936d03b7a26bb134f65ad9f79acccce)
@Guardian:
They are just trying to help you; be more modest. :) I too agree with the gold - it's one of those "putting things in there just so it looks better" kinda things that just doesn't make any sense. I do recommend you removing them if it is a prison as well.
(Unless, of course, the prisoners have some sort of twisted gold-touching fetish, and they placed the gold right infront of the cell so they can touch it allllll day long. D: No wonder our tax revenue disappeared so fast. )
I personally find the fog to be a little awkward in such a confined space as well, but you might need it for something, so I don't know. Otherwise, it looks decent.
@Black Shadow:
Hahah, I like that hole-in-the-wall effect. Not much to say, looks good - but I'm assuming that giant pixel-y rat is just a placeholder?
~~~
Nothing special, just showing that things are still progressing according to schedule:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FSs-6.jpg&hash=37fc36028165b617c9dc2bd988cc51d8b5fda6ea)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FSs-5.jpg&hash=24d188b26d105a105b29fee18ee32935922c64e8)
At the moment, yes. I just resized the small rat sprite for the big on.
And your screenshots: <3 as normal
With the first screen, I have a bit of a tileset issue with the carpet and the fire. It's a really nice tileset, but the carpet looks kind of messy to me. I can't put my finger on it, maybe a little grainy? Maybe it just clashes with the purple carpet nearby and makes it look unnatural. It's hard to say, but I do not think the carpet looks very nice. I also am not fond of the shading on the fireplace. It lacks depth and looks kind of weird. Also, I think the fog is taking the vibrance out of the fire. I think that the fire looks a bit dull and unattractive as it is. :-\ I also do not like it where the carpet curves like that. Most carpets are rectangular or square. Aside from those minor issues, the mapping is nice in that screen (as always), and the second screen is flawless. Really nice work there. I take it Chapter 6 will be a lot of cutscenes :P Anyway, I'm looking forward to it.
Ah, very good points. For the fire; it actually should be turned off as it is morning, but I've been lazy, heheh. I think it looks relatively okay at night, along with the subtle light event animating. The red-ish carpet is rather messy, it's not meant to tile larger than 3x3 I believe. I think I'm going to give editing it a try sometimes, it's been bugging me as well.
And yes, Chapter 6 is quite heavy on cut-scenes; but there will actually be some action near the end in the form of both battles and mini-games. :>
Beginning of a title screen.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTitle-1.jpg&hash=51072b08ee05514219fafb182e8abaa285df7a81)
That's a pretty wicked title scene, though I think there would be another period after A generally.
I love that title screen, btw, but the lettering seems a bit off. Is there any way for you to move the "V" so that it's centered/synchronized with the woman? Don't mean to sound like a perv, but it would look so much better if the "V"
is pointed center with her chest.
Anyways, here's some from a survival horror that I'm working on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshot1.jpg&hash=e40ec777702b5da29f4f040c358efe63ff32788d)
Why does this painting keep staring at me like that?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshot2.jpg&hash=0417c0eb09eff622fa8b4d9818997ba94886220c)
Zombies...why did it have to be zombies...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshot3.jpg&hash=7c968854903151303e2f71ed98d663e28769fcdd)
Welcome, Stranger. What're you selling? Ah, I'll buy it at a high price!
Tried to make the "V"point center with her chest.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTesttitle.jpg&hash=bc6b4750bf9800d197b31683ebbd44c2136db3a3)
Looks much better now. :)
*can't...stop...staring...at...V...
I just started using RMXP and would like honest criticism about two of my beginning maps.
This is the first one. It is the opening cave that the user begins in....
Here is the second map. It goes from the cave to the town south of the cave.
The second one is nice, a little lacking in forresty/mountain type objects, and the cliff looks weird near the back of the map.
The red line is what I'm talking about.
The blue like looks oddball, you never really see that all that much in games, I see what you're going for, but it just looks weird.
And above it, the second set of hills, above the cliffs, I'm not sure, but y reversing them, it might look better, but that's just me; it's your game.
It might be just me, but the first map feels kinda empty. Try adding some rocks and rubble here and there to try to fill it out.
And, on a side note, it seems that nobody likes survival horror as my screenshots were completely ignored.
You make me sad. ;9
Zylos@ The maps is a little to straight. And it looks that you forgot the wall autotile in the last screenshot. Other from that, it's a good start.
KarshnerShagger@ Next time, just EDIT instead of double post.
The maps are straight mostly because you are exploring a mansion from room to room. The most bend you get is going around corners in the hallway.
Also, I did not add the wall autotile because it made most of my maps look kinda choppy. I only add it where I feel like I need one.
Zylos and SirJackRex thank you for your comments. I have added more bits and pieces to the first map and it does look a lot more believable. SirJackRex, I went back and edited the two things that you mentioned as well. I used the wrong tile in the cliff area and didn't remember to change it.
Zylos - Love the screenshots that you posted. I especially like the first and third ones because of the eerie feeling. Very ominous. I love dark and disturbing things :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FPraticeScreen.jpg&hash=197de59fa482d1390a3a15c661d4c2f9c61431cf)
What do you think?
Quote from: Ruzu on December 16, 2007, 11:32:30 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FPraticeScreen.jpg&hash=197de59fa482d1390a3a15c661d4c2f9c61431cf)
What do you think?
It's
WAY too square. Read some cave tutorials. :X
Woot. After all this time I decided to post up a few screenshots from my latest project: Dragon Fantasy. They are of two "Boat Huts", or places where you can "call" your boat from wherever you left it at another end of the world.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg164.imageshack.us%2Fimg164%2F6892%2Fboathutqd8.png&hash=5503b867ab82093d0c1413b51b8ce6f135744654)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg403.imageshack.us%2Fimg403%2F5744%2Fsecondboathutbx2.png&hash=79715776ab04e4dafdc50f5c762cf43a54c0aaf9)
Very nice!
The link is not broken, it's the site that has an error.
@Ruzu
As previously mentioned, the middle part's too squarely; but I like the details other-wise. Just fix up the general template shapes and you have a good start. :)
@Lavata:
Good stuff, reminds me of the old school games. :>
~~~~~~
Working on some battle system implementations in Chapter 6;
Functions added:
-Ranged projectile attacks for enemy units.
-Jump (currently automatic, will be changed to manual).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FBattless.jpg&hash=19b31a11490258b6d5a221ac707ac4561c7b957a)
For the actual capture of its play, see:
http://www.youtube.com/watch?v=KxgMmxfLI64The recording quality is too horrid to be able to see the arrows and etc., but ya get the point. :>
(The interface seriously needs some revamp, still haven't had the time for it. :/ )
I love it. 10/10, looks like a cross between Kingdom Hearts, and FFTA, in terms of style.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F4197%2Fsablevillageka7.png&hash=7d3aefbed2a5dca6b27a0ca8556922250746ad2c)
Thanks.
The map is quite squarely and unnaturally square. It's a start, but the mapping tutorials in the tutorial section should help a great deal. :) Also, there're bridge tiles that can be used instead of that grass tile over-water near the mid-bottom.
~~~
The land's still quite rough, but the concept's there:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FR-1.jpg&hash=83f1a49b531a9f574ebcb5f9e792d2f083e96d6b)
That looks like an impressive cutscene. Nice work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FDesktop-1.jpg&hash=3af45dda1e42585a94453315e1477b90b282290f)
Quote from: Black Shadow on July 18, 2007, 04:20:23 PM
Thx :lol:
More maps then.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fab-5.png&hash=fdbe7171d22f986c98ade7c4a5f3cc031c819d84)
What did you do so that big picture fit the screen? When i put a picture in my game, the picture doesn'y fit the screen, HELP ME!!!
Make it bigger...?
No!!!! Not make it bigger, make the big picture like what i quoted fit the screen!!!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi244.photobucket.com%2Falbums%2Fgg18%2Fcelebi269%2Fproblem.jpg&hash=960811b4376520ebe131871f20e7caf39c86abd3)
THIS IS THE PROBLEM!! THE PICTURE DOESN'T FIT THE SCREEN!!
It's like that because you haven't decided the positions of X and Y. When you makes an event to show a picture like that, you need to write in the positions for X and Y, or else, it will end up like that.
HOW?
Quote from: Lavata on December 17, 2007, 04:16:40 PM
Woot. After all this time I decided to post up a few screenshots from my latest project: Dragon Fantasy. They are of two "Boat Huts", or places where you can "call" your boat from wherever you left it at another end of the world.
I cannot tell you how much I am looking forward to this game :-) I love the old schoolness.
@Cele:
It might also be easier to just use the pic-over-box function with normal bottom message-boxes; since there is a picture, the player'd know which character is talking anyway. :>
Thanks Reives, but Blackshadow is there any way to move it? where can i edit it in the script? Thanks again if you help me...
Black Shadow was using event commands, not a script.
I think this one map turned out nicely, even if everyone else in the world has a similar shot of characters standing on cliffsides.
Well, -rep me or whatever, but this is the longest this thread has ever gone without replies, so I'm double posting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2F216.77.188.54%2FcoDataImages%2Fp%2FGroups%2F18%2F18619%2Ffolders%2F282111%2F2263473cell.jpg&hash=18106c939bcb2fc0f58bb7c7beab685be6adeb54)
After days spent isolated in a prison cell, Clark's subconscious mind starts making itself known in the "real world."
(That's why, if you look past the text window, you can see a second Clark.)
9/10 nice map dood.
here's mine. it's on rpg maker 2003 though.
it's the entrance of the god of vayurn's forest's altar.
Wow Dertt & HolyQuebec! I could see both of them in games that I would buy. I love the hilltop overlooking one. My only concern would be the fog (maybe a little too opaque), but it all depends on the story line. The next one is also fantastic. I love the use of dramatic lighting in that. It sets the tone nicely. HolyQuebec, while I'm not too familiar with that RPG maker, I have to say that the map looks the entrance to trouble :) It sort of exudes an ominous err to it or should I say an entrance to some nice challenges!
How would I view those maps, bigger.
Quote from: KarshnerShagger on December 31, 2007, 03:46:08 PM
Wow Dertt & HolyQuebec! I could see both of them in games that I would buy. I love the hilltop overlooking one. My only concern would be the fog (maybe a little too opaque), but it all depends on the story line. The next one is also fantastic. I love the use of dramatic lighting in that. It sets the tone nicely. HolyQuebec, while I'm not too familiar with that RPG maker, I have to say that the map looks the entrance to trouble :) It sort of exudes an ominous err to it or should I say an entrance to some nice challenges!
heyey thx a lot xD. I only need to add animals and sunshines and i'm done. my partner is doing the sunshines atm ;p
actually,i wanted an effect of peace. it doesn't look like trouble to me,it's just an entrance to an altar lol <.< it's gonna be a 1-2 map dungeon nothing big.
I know I've already posted some screenshots, but for the sake of keeping this thread going I'll post some more.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshot5.jpg&hash=d3ace28ce2664cec1b371d9f5ee0285c5dafd215)
You can always enjoy a good old-fashioned barbeque here on Devil's Island.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshot4.jpg&hash=fb62a133b59b96721acab971154f455c3456bd86)
Shoot the zombies, or use the flash grenade? Wait, do zombies even have eyeballs?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fscreenshot7.jpg&hash=601fc8d12a7b1fef77163d86a938b00dfa5bc812)
Of all the places I could have gone on vacation, I chose a friggin' island in the middle of the friggin' sea...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fscreenshot8.jpg&hash=ef5635a58c4d671af1af73c0ea482b68577b3e4e)
A house full of zombies, undead creatures, and monsters...and instead I'm going to get murdered by a woman.
Well another pratice map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FCave.jpg&hash=c04093aa5e881129e511cac97225b85b3fb6fc65)
To join in on the fun here are shots of some maps :-) Anyone care to comment on them? There are quite a few.
MAPS:
[spoiler]
MIRRO CAVERNS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCaveMirro.jpg&hash=3daa99da080537b7aa958eeba9a069d1470ed664)
TERRAKAN CAVE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCaveTerrakan.jpg&hash=cb6c4268a3f7eb051cd22099d83e6f1bfee3b0a0)
VELOIT CASTLE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCastleVeloit.jpg&hash=3bd68dc7803a4c945cae8412bbcda7774a7768fa)
DREAMSCAPE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FDreamHell.jpg&hash=92d8d26a933764d9a1cf230357244a11c2bfe69b)
HEMONIA'S ABYSS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FHemoniaAbyss.jpg&hash=3c932b46fe6b6267aaf881e84480f1477611d2fd)
CAVERNS OF HEMONIA
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FHemoniaCaverns.jpg&hash=c1226eb46f6526e39edd04cd4e14971a8e9f5a7e)
PORT TALRON
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FPortTalron.jpg&hash=34f4cac5e75cae4efacf8547a6b9b546622885fb)
PORT SHANALON
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FPortShanalon.jpg&hash=8a68d374db4dcf15a732bfa887e54475ec1dc3e6)
TOWN OF VALYON
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FTownValyon.jpg&hash=8f3ad749fbb36a27c037ae386dd5c2ea8aad993f)
[/spoiler]
9/10, the whole lot. Some of those are goddamn HUGE.
I love the beach one, just looks awesome, and the fire and earth cave.
Is that beach tileset one of the RTP ones?
Quote from: Dertt on January 01, 2008, 05:47:56 AM
9/10, the whole lot. Some of those are goddamn HUGE.
Some are huge, luckily there are warp points around towns. They are huge, cause towns have to be populated. As for the rest of the huge maps, people always complained about my maps being too straight forward. There are still straight forward maps, but they are not pictured here :-)
So why 9/10 What would bump it up to 10/10?
Quote from: shadowdude on January 01, 2008, 12:20:31 PM
I love the beach one, just looks awesome, and the fire and earth cave.
Is that beach tileset one of the RTP ones?
The beach is the RTP yes. I love the beach one too. That particular port has no guards, so it is a safe haven for criminals, pirates and sailors. Caves are my faves to do. The fire cave is for the "thrilling oni chase," it is such a great cave, very branching. The Mirro Cave only has one real way, but it looks like there are lots of ways to go. It winds in a big long snake pattern.
Yeah, those are some great maps maia. I particularly like the fire cave and the beach town. One thing that looks kind of strange is the drop in wall level in the port city along the canal, without any stairs. Of course, it is kind of far up so I might just not be seeing it very well.
Quote from: RyuGigas on December 31, 2007, 05:42:30 PM
How would I view those maps, bigger.
If you are talking about the posts with attached pictures.
Click on the actual picture. It should then load in the bigger and full image. It will probably not work if you don't have Javascript enabled.
Heres a test one I did from my new game Sol | Lunar.
http://img214.imageshack.us/my.php?image=screenshot1ia8.bmp
You can walk on the log and the light blue water. The frog gets in the way though.
LOS's pirate sets come in handy ;)
Quote from: maia on January 01, 2008, 04:06:13 PM
Some are huge, luckily there are warp points around towns. They are huge, cause towns have to be populated. As for the rest of the huge maps, people always complained about my maps being too straight forward. There are still straight forward maps, but they are not pictured here :-)
So why 9/10 What would bump it up to 10/10?
You know, I just looked at them again, and I couldn't remember (or find) what I saw taking off that one point. So 10/10.
I'd give that a 10/10 Drift.
Also Maia i'd give your's a 10/10 also.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FDesert.jpg&hash=42c22cb60df60bb03898e5a7a0f658ed9c55647c)
Comments?
9/10, it looks great, but the slope at the top that goes up the hill kinda looks flat.
Okay, my turn!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F8%2F1250185%2Flairentr.PNG&hash=89e5d5c3cf54b5d8080cf4a0ff45c3638c94aa05)
It's not that great, but I think I actually did a somewhat good job. It's probably not complete, but I think this is what it may look like when it' finished(but better of course ;D)
EDIT: A couple mispelled words.
The stairs and that line of rocks near the stairs looks REALLY weird. I can't even tell if the stairs are going up or down.
Not sure what to give this...
Yeah, the line of rocks... there's not even a square of wall... :P
@GasparXR: 3/10 I'd say. There are quite a few errors that really kill any and all sense of depth in this screenshot.
The stairs between two even levels as has been previously mentioned, as well as the large rock between the two sections. Also, what's with the little bit of blue on the smaller rocks?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fetherealdreams.org%2Fscreenshots%2FBenga.png&hash=5e10df1c0eda715d170b1b33e0391b79ff12ad8d)
The blue? I don't know, it was like that when I put them there.
As for the line of rocks... Yes, that's already fixed, and the big rock inbetween was an oversight of mine when I made it. That's all fixed now.
Hey, Ruzu, I recommend making your cliffs not so... uniform. Try something more random.
Here's a canyon that will be shown in a game of mine. Please, give me your opinions.
[spoiler="map"]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.photobucket.com%2Falbums%2Ff310%2Fvirtuouspaladin9%2FJhorianCanyon2.png&hash=e6c57ac396eacd02df696aac9fb309826947fe31)
[/spoiler]
10/10 Leon.
Not to sure by what you mean by uniform but just in case
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FDesert-1.jpg&hash=36f29f3b8e264706a27eccedbdfd1c81387737c7)
This mgiht or might not appear in my game.
So, comments ;D
There are way to many diagonal cliff pieces. It's supposed to be random.
Quote from: Firerain on January 04, 2008, 06:37:28 AM
There are way to many diagonal cliff pieces. It's supposed to be random.
Perhaps it is called diaginal rock quarry?
That's the only way I would give it a score but... there's water on top of a cliff. ;-; I just have a feeling that it's kinda off-ish :P
Well i wasn't trying to be exact with the water on the hill, but the map is based off a picture i saw before.
Edit: Thought it would look nice.
Quote from: GasparXR on January 03, 2008, 09:24:28 PM
9/10, it looks great, but the slope at the top that goes up the hill kinda looks flat.
Okay, my turn!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.fileden.com%2Ffiles%2F2007%2F7%2F8%2F1250185%2Flairentr.PNG&hash=89e5d5c3cf54b5d8080cf4a0ff45c3638c94aa05)
It's not that great, but I think I actually did a somewhat good job. It's probably not complete, but I think this is what it may look like when it' finished(but better of course ;D)
EDIT: A couple mispelled words.
Hmm, the stairs are kinda confusing, ... but anyway I'm going to rate it 9/10.
9/10? That map is very poor. For starters, I see 4 tiles used incorrectly. The rocks also look out of place. That's a 3/10 for me.
heres some of mine:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Faxetower.jpg&hash=6f5169a7fe04df9ce23383de76daad7b7d392ecb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fdesertpyramidxp.jpg&hash=42474503d9d18dce60a1b869559ececa64cf4dad)
That tower seems structurally unsound, but I like the idea :P
As for the pyramid, the front looks great, but the sides are not well defined in the way they rise.. It looks kind of weird, but maybe I am just not seeing it properly because it is in events layer.
The tower is supposed to be an axe but the sword style should fit better, and the pyramid i just need to make it look like is from the front of a mountain...
Some new screenshot from me:D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-6.png&hash=3571aa22e374400f49fa02174e069a9b6d180740)
A failed try on a ship. I hate the tileset. Thank god for tutorials^^
The levels are nice, but I really doubt anyone would build a ship with an exterior like that. :P Water resistance much?
Could you explain what you mean Reives? I couldn't understand what you said :-[
Things that fly and things that float are built specifically to move forward and point the direction that they need to go. In other words your ship is not designed to point with a tip in the direction it will go. Notice how a missile has a tip and an aeroplane has a tip as well? Ships have tips to cut through the water making them hydrodynamic. So they cut through the water instead of shoveling through the water.
Having a point will split the water to the left and right, allowing for less resistance from the water.
/\
/ \
/ \
Instead of
____
| |
Having a tip is like the ship only has to push 1 meter of water... having a square front means that it has to push 15 meters of water instead of the 1.
Quote from: maia on January 08, 2008, 02:56:49 AM
Things that fly and things that float are built specifically to move forward and point the direction that they need to go. In other words your ship is not designed to point with a tip in the direction it will go. Notice how a missile has a tip and an aeroplane has a tip as well? Ships have tips to cut through the water making them hydrodynamic. So they cut through the water instead of shoveling through the water.
Having a point will split the water to the left and right, allowing for less resistance from the water.
/\
/ \
/ \
Instead of
____
| |
Having a tip is like the ship only has to push 1 meter of water... having a square front means that it has to push 15 meters of water instead of the 1.
There's a tip like this
/\
/ \
/ \
In the other end of the ship, but you can't see it. Maybe I should move those things to the tip instead.
If it has a tip at the front the back is rather fat. So it's like dragging a hammer through water.
In fact, if the tip/head is at the other end, the resistance would be worse than going the other way around, heheh.
@Aliensoldier:
Love the shape of that tower; looks almost futuristic.
Okay, here's the whole ship.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-7.png&hash=03507790cf28020c7555b61cc16cb83448d1b59b)
not bad, even if i find it difficult to make a ship with the RTP tileset...
Quote from: Reives on January 08, 2008, 04:51:26 PM
@Aliensoldier:
Love the shape of that tower; looks almost futuristic.
Thanks! ;D
Here's another one of mine:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Ftower2XP.jpg&hash=49875904930a765cf26bfa79be3927e3c614d152)
This is a map that I have been working on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-9.png&hash=71ae773df6acb8a56797592d50b7ada25a8b936a)
It's not done yet. Doors are missing, and there's no civilians.
That town looks great. The tower looks even better.
Quote from: Black Shadow on January 09, 2008, 10:22:54 PM
This is a map that I have been working on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-9.png&hash=71ae773df6acb8a56797592d50b7ada25a8b936a)
It's not done yet. Doors are missing, and there's no civilians.
I'll give that a 9/10, and how did you have the Ship and Port Town Tileset together? I asume that you took both Tileset and put them into a big one, no?
Quote from: maia on January 09, 2008, 10:40:00 PM
That town looks great. The tower looks even better.
thanx ;D
Yup. I merged them together.
Using some of Inq's tilesets a while ago.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fmildgreen.com%2Fusers%2Firockman1%2FMaps%2FCliffs1.png&hash=52852a2ea42b7ff2e0123455bac9d907db76094d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fmildgreen.com%2Fusers%2Firockman1%2FMaps%2FHouseOutside1.png&hash=eb26f0a6a3ee3da463c850a5af0137b72aabfde3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fmildgreen.com%2Fusers%2Firockman1%2FMaps%2FShop.png&hash=8caa1d5eb6c7394db611f2f3b7f60c7240ed6964)
@ Irock
Those maps looks awesome! 10/10, anyway where did you get tileset?
@ Irock
Amazing! 10/10, and those maps looks like medieval-like to me... I think i know where you got it.
Here's some shots of a short game I'm making out of sheer boredom.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-1.jpg&hash=1c2d6b8c24604e7c633e0681112f49aaa62121bb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-2.jpg&hash=1515728ceb105eda2e781c3fa7f644843b207612)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-3.jpg&hash=1d6765b38c0a5aec021379e3435e659aef57b4cd)
As you can see, I'm trying to get people to change their "views" about RMXP.
I don't know how you guys feel, but the mode7 looks horrible to me.
Quote from: Falcon on January 11, 2008, 02:44:37 AM
I don't know how you guys feel, but the mode7 looks horrible to me.
Agreed.
Quote from: Falcon on January 11, 2008, 02:44:37 AM
I don't know how you guys feel, but the mode7 looks horrible to me.
Same here... though it was cool but looks weird...
I kinda like mode07 personally, but the current scripts for it are too unstable to be persistently used. It's somewhat of a refreshing effect, although bad mappings kinda ruins it (speaking in general, not at anything specific).
That's the first time I've seen it used in an interior though. Reminds me of claymation for some reason, hahah - the room looks like a mini-stage made with folded paper. :>
Quote from: Zylos on January 11, 2008, 02:31:22 AM
Here's some shots of a short game I'm making out of sheer boredom.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-1.jpg&hash=1c2d6b8c24604e7c633e0681112f49aaa62121bb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-2.jpg&hash=1515728ceb105eda2e781c3fa7f644843b207612)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FScreenshotDM-3.jpg&hash=1d6765b38c0a5aec021379e3435e659aef57b4cd)
As you can see, I'm trying to get people to change their "views" about RMXP.
Reminds me of Paper Mario and Paper Mario Thousand Year Door.
Quote from: Guardian on January 11, 2008, 12:35:40 AM
anyway where did you get tileset?
http://www.rpg-palace.com/
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
Simply jaw dropping. I wish I were as good as you. 10/10
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
:tpg: my mapping skill is no match for yours... 10/10!
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
Actually I just noticed, you're using the ice auto-tile as a path. -_-
I can only hope that I get some 11/10s
MAPS:
[spoiler]
The map is too large to fit into the editor window.
PRESTON PASS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FMountainPrestonPass.jpg&hash=b3a8f2319fe7975ffe6a12036fd29f5c184ab022)
Look closely at the map above and you can see 3 caves... Golly where do they lead? I have actually updated these two to include more details and treasures since these map shots were taken.
PRESTON PASS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCavePreston2.jpg&hash=73e8753fd1b686480fc899624e0a01c108e437fe)
PRESTON PASS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCavePreston.jpg&hash=7d9d6fc0326f1130a15edcf0917516d7dab48675)
I have added a lot more details and treasures to the photo above. This way... nothing will be given away by revealing this map :-)
[/spoiler]
Quote from: Reives on January 11, 2008, 05:31:44 AM
I kinda like mode07 personally, but the current scripts for it are too unstable to be persistently used. It's somewhat of a refreshing effect, although bad mappings kinda ruins it (speaking in general, not at anything specific).
I'm not saying that mode7 is bad, I like it in world maps, but in the interior it doesn't look right, it's too grainy.
Hard to give feedback on maps we can only see at, like, 1/10th the zoom, but the layout looks fine. 7/10, you should throw something in the water, lillypads, or something.
Thanks guys. :) And that actually is the snow road autotiles, Irock; the ice autotiles are blue-ish in colour and smooth without details. I've been planning to use a different road autotile for that in the near future though, heheh.
@Maia:
I like the sense of elevation in that mountain map. :> I'd suggest adding some variety to the trees, or perhaps simply recolouring some of them to have a little variety as the elevation increases to signify altitude.
@Falcon:
Ah, yeah I see what you mean. There's also that screen-tearing effect that is quite annoy.
(When I first came across the script I thought the style looked like old school Runescape, hahah.)
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
Nice winter screenshot :). I once tried to remake the Sunny forest tree to snow, but it didn't end up that well :lol:
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
WOW, just WOW... That map looks great! I hope seeing more maps like that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg256.imageshack.us%2Fimg256%2F5060%2Fplainsgr3.jpg&hash=07d99a385bd907e4699bbcc9db7d5c177497ffb6)
Just some crap I threw together, I want to know if the grass looks alright in the water :P
Nice map reives, I only say two minor errors, which are very hard to spot.
I personly think that the grass should be on the ground only, but I don't see any errors when you have it on the water :P . The water and the grass match together, but I think it's wrong.
Quote from: Reives on January 11, 2008, 06:02:38 AM
This "screenshot" is rather huge, so. . .
Click:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick.jpg&hash=91346561a53f01fe6abfb6b721fe0ead53422668) (http://www.quintessence-tbv.com/images/Northern%20Woods%20(Winter)_Q.jpg)
Brrrrrr.
I found one mapping mistake ;9
Quote from: Black Shadow on January 12, 2008, 12:11:46 PM
I personly think that the grass should be on the ground only, but I don't see any errors when you have it on the water :P . The water and the grass match together, but I think it's wrong.
Agreed, but there aren't many options for water. Someone should make an addon for stuff that goes in the water.
Quote from: Falcon on January 12, 2008, 02:55:18 PM
Quote from: Black Shadow on January 12, 2008, 12:11:46 PM
I personly think that the grass should be on the ground only, but I don't see any errors when you have it on the water :P . The water and the grass match together, but I think it's wrong.
Agreed, but there aren't many options for water. Someone should make an addon for stuff that goes in the water.
Yeah, Like seaweed or reed.
I've always thought that the white flower tile looked like a lotus, heheh. I think the main thinig with using those tiles on water is that if you do, you should not use it on land as well - or at least use an edited/recoloured version to signify the difference.
Quote from: Havick on January 12, 2008, 12:52:28 PM
I found one mapping mistake ;9
There are quite a few in fact. o:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-14.png&hash=578507e8c625b7f83c1603600964d8075076a5a4)
Another view of it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-15.png&hash=8f20b88d5c58623208d29a6fcedf6c973896846d)
All your maps are amazing, and that one is no exception.
Those are amazing, I notice two mapping mistakes on the second pic.
The bridge supports need to be longer. The way they are, they wouldn't really be touching the water. They'd just be hanging there.
Quote from: Irock on January 13, 2008, 01:34:50 AM
The bridge supports need to be longer. The way they are, they wouldn't really be touching the water. They'd just be hanging there.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-18.png&hash=890e86033216eb276b425302339f4ca90e987ae0)
Better?
To me I find noe, thou I get the feeling it needs to be a bit Taller.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-21.png&hash=c51e1d81415539e1299bf75d6bda6f07b85ec304)
Now it looks better!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi244.photobucket.com%2Falbums%2Fgg18%2Fcelebi269%2Fscreenshot2.jpg&hash=0d276776eaa7b7f1777340f1cb966fc64a5c6fac)
DOES THIS LOOK CUTE?
I think it looks more plain and boring then cute.
Trees don't grow in a straight line, you know. Nature is random.
Also, the cliffs is also to straight.
And I think you need to add more details.
Agreed, with such an awesome tileset, adding details shouldn't be a problem.
@Chrono:
Since the cave opening is fairly high, you can see all the way to the far end border of the cave, and it feels a bit "hollow", if ya know what I'mean.
~~~
Just finished mapping a bunch of areas used near the beginning of the chapter. Driving me nuts. :x
Sample:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick2.jpg&hash=27aa5246f567c9e77d54d6402bce934e6980a50a) (http://www.quintessence-tbv.com/images/SsC7Forest.jpg)
Quote from: Reives on January 17, 2008, 04:19:37 AM
@Chrono:
Since the cave opening is fairly high, you can see all the way to the far end border of the cave, and it feels a bit "hollow", if ya know what I'mean.
~~~
Just finished mapping a bunch of areas used near the beginning of the chapter. Driving me nuts. :x
Sample:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick2.jpg&hash=27aa5246f567c9e77d54d6402bce934e6980a50a) (http://www.quintessence-tbv.com/images/SsC7Forest.jpg)
The tree tops are unsupported. They need to have trees under them everywhere.
Not necessarily; it can be under the leaves, overshadowed by it due to a wide-spread radius. :>
Erm, you don't see leaves connected across a long distance from one tree to another, forming a long bridge of leaves.
Reives, you just need tree stumpy/branchy things to make it look like they are trees, not a large writhing mass of rabid tree leaves suspended in the air by some creepy magic
Quote from: Irock on January 17, 2008, 04:41:59 AM
Erm, you don't see leaves connected across a long distance from one tree to another, forming a long bridge of leaves.
Actually ya do, and the word for it is "canopy". :)
I certainly know what ya guys mean though, but it's just one of the awkward styles that I am staying with for now, much like the worse case of horizon grass, heheh.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.davidhanauer.com%2Fbuckscounty%2Fhighrocks%2Fphotos%2Fhigh_rocks_2006_05.jpg&hash=19c101ee0f6cf4a3d2416ba3eaeafb875dacd0ac)
That's a canopy.
The thing you posted was a bridge of unsupported branches.
Ya don't really see much of the branches from there as well, and the RTP simplification can often undertake its conventions. But again, I refer to the second part of my last post. :)
Edit: Oh, no offense intended, by the way. And I am aware that some hates the canopy autotile even if there are visible supports - I used to be one of them, heheh.
Quote from: Black Shadow on January 16, 2008, 10:49:59 PM
I think it looks more plain and boring then cute.
Trees don't grow in a straight line, you know. Nature is random.
Also, the cliffs is also to straight.
And I think you need to add more details.
THANKS YOU MR. BLACKSHADOW, I'LL FIX IT...
Quote from: Reives on January 17, 2008, 04:19:37 AM
Sample:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FClick2.jpg&hash=27aa5246f567c9e77d54d6402bce934e6980a50a) (http://www.quintessence-tbv.com/images/SsC7Forest.jpg)
Even if the canopy is there, I actully like the map :)
Nice done... again! ;8
Thanks!!!!!! i'll fix it.. I'll show you my finished work....
MAPS:
Big maps... beware.
These map shots were taken a few weeks ago (at the time the maps were taken of Preson Pass). Since then things have been upgraded to be more detailed, but if they are not good, feel free to comment on them. Plus by taking early map shots it will not disrupt people's play of the game from knowing where everything is.
[spoiler]
REGION 1: HENAGRAD
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FRegion1.jpg&hash=566ce2bca72d5e53917bdfa89871cd44967fa173)
REGION 2: SHANAGRAD
I can tell this is a bit old, because the church is not even on the map. The church will be between Preston Pass and Shanalon. That huge blank land mass to the north west will be region 20 (probably).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FRegion2.jpg&hash=b662acbd1e528b4ed70a5224d5b3fef98a5f9ca4)
VILLAGE OF MACCAN
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FVillageMaccan2.jpg&hash=814a7cca310226f41859784c60dc94d898e40786)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FVillageMaccan1.jpg&hash=985b1ee0d6b439c39ecac424d62e768cfeb892bc)
NEW CHURCH OF VALYON
I have swapped the Valyon church for the church in Shanalon. The first region with Valyon is much larger than the region with Shanalon :-) There is a good sized grave yard in the flower field and a good sized interior.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FChurchValyon.jpg&hash=583d5bdc48a60941ede10d373f723ebe9e1e32b3)
WOODS OF AQUANIA
There are tons of woods in this game, and I really don't want to show maps of woods, because they are... wooded areas and not much to them, but this is worth showing, because it gets flooded.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FWoodsAquania.jpg&hash=f718a6657c6b34ee7dbe5e32b09e68aeb6942f71)
DONNOVAN'S WOODS
Like I said there are a lot of wooded areas in the game, but this one has a few places of interest. The cabin and the coastline.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FWoodsDonnovan.jpg&hash=c5be7f379c2c5c0debf1de5f50a3c9ad5b128d59)
BYER'S BOG
What did I say about woods? There are quite a lot, after all before we had cities there was just... woods... but this one that is so massive that you go one way when going north and another way coming south. I remember people saying my maps were too straight forward in previous games, so I made little branches, shortcuts and secret unmarked paths (most of which are north beyond the map shot) :-) It is so massive that it did not fit into the shot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FSwampByersBog.jpg&hash=802bc937d49f15105b17688de82f65197603040a)
CORNOLLA TUNNEL
I am aware that I will run out of maps before the game is done! So I am having to double up on maps.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCaveCornolla.jpg&hash=b116019b8f882d50aef10a9f17b54ba23359b7bb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fm2k8%2Fshots%2Fmaps%2FCaveCornolla2.jpg&hash=a412f443fba586a676ce7432e45cb285f544700b)
[/spoiler]
I never make so big maps, so Im impressed about your big maps :o
Other from that, they are pretty okay, but since you say that you have done more work on them, I would like to see how they look now before I can give any more comments.
I haven't posted anything here for a long time :P
Anyway, this is the layout for my status screen:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F4861%2Fstatusscreennm2.png&hash=58322aba9d00965ff92a4b6d3db6fab10e603994)
Don't worry too much about the colors, I haven't actually picked colors for most of the stuff yet ... actually, if anyone has ideas on colors, then I would be happy to hear them. But more particularly, what do you guys think of the layout? Gradient bars are by Blizzard, by the way, credit to him.
I think that Status Screen looks SWEAT! You have done a wonderfull job there :D
And what do you mean with colours?
gradient bars are the main thing. As well, I think I will make the signifiers (Statistics, Talents, Skills) should be a different color eventually as well. Specifically, looking at Weapon Finesse and Skills, it seems to me strange. The numbers denoting the levels of the skills are also strange looking, at least I think so.
Anyway, thanks for the compliment. :lol:
I like the layout. :) Are "Status", "Inventory" and "Abilities" the only three panels in there? Either way, seems quite effective and does the job nicely.
~~~
Coding a built-in transformation system for battle system, testing out layout and the like:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FTransformingSystem.jpg&hash=e8132ac4c0a040240115e7fe54ef099fcc8d44f8)
(Functioning: Press Z and the window pops up, press Z after that to move the cursor rightwards, X to confirm selection, C to cancel transformation window.)
Thats amazing Reives. Looks fun.
Looks wicked Reives.
And as to the menu, that is not the main menu, that is just the Actor Menu. It goes like this:
Main Menu: Party, Quests, Save, Options, Books (I am still deciding on what will be in the main menu and what won't though).
The scene showed is what it goes to when you press Party, then choose an actor.
Revies, Modern, lookin' good.
Just an experiment, me and modern want to use TheInquisitor's awesome tilesets in our game, but since the RTP looks a bit too bright, I'm messing around with photoshop. So, tell me if y'all think the character's blend in.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F4746%2Ftestingli3.png&hash=f9e026d96bb328d77ec920954c1cb560641c8461)
Looks nice; the only thing that bugs me a little is that the floor in the right room looks a bit too "fine" in comparison, if you know what I'mean. Dragging up its tile's contrast in photoshop might help.
Forgive me, I didn't really get what you mean, are you saying I should play around with the rug?
I think thats what he means, like that it looks way more fixed then the wooden floor does.
Also is that a band uniform by the farmer?
I think I may be getting better.
Or desert towns might just be really easy to make.
Either way, comments, critique?
Looks a bit empty, you should throw some more stuff in, but on a larger scale, it looks very nice.
Yeah, lookin' good Dertt ^-^
Here's another screenshot of the Titles Menu in my game, inspired by the Tales series. It is also where you see the class and class experience. There are a few things I am concerned about, but this is close enough to as far as I will get. I am worried about the lack of pictures and icons though. It might look a little bland. Maybe I will assign icons to statistics and skills though - that might make it more interesting. Anyway, comments?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg232.imageshack.us%2Fimg232%2F1453%2Ftitlesff3.png&hash=b27367c829ac0b86ead0427845b52d8232837899)
EDIT: Ignore the 'Training Bonuses' on the Title Info Window. It should just be stat bonuses. Training Bonuses are only given by class.
Looks good Modern, the description test could use some work though. An exp bar may be better than text also.
My first map with TheInquisitor's outdoor tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9730%2Finngi1.png&hash=5bb8b4f5bdbec1d9456b31a311a7fab1ae054ed5)
Quote from: Falcon on January 22, 2008, 04:03:46 AM
Looks good Modern, the description test could use some work though. An exp bar may be better than text also.
My first map with TheInquisitor's outdoor tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9730%2Finngi1.png&hash=5bb8b4f5bdbec1d9456b31a311a7fab1ae054ed5)
Looks excellent.
10/10
Quote from: Falcon on January 22, 2008, 04:03:46 AM
Looks good Modern, the description test could use some work though. An exp bar may be better than text also.
My first map with TheInquisitor's outdoor tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F9730%2Finngi1.png&hash=5bb8b4f5bdbec1d9456b31a311a7fab1ae054ed5)
Yeah, the descriptions were just thrown together to test appropriate string length. I am experimenting with boxing it and seeing how that works currently. And I would usse a bar for exp but there is no levelling in my game, you up stats by spending experience points training. The system may not work out in the end, but that is the idea I am working off of currently. Thanks for the comments :)
Also, that map looks great Falcon. Of course, I would not expect any less from you :lol:
EDIT::
Added boxes around the descriptions. Better? or worse?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg100.imageshack.us%2Fimg100%2F7585%2Ftitlesuy5.png&hash=76705f221cb64dcda88b1ffa663ecc123942bf5f)
The boxes look good, but I still think you should do something about the text itself. Maybe reduce the font size a bit.
That's a good idea.
EDIT::
Like this?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg144.imageshack.us%2Fimg144%2F9581%2Ftitlesyl1.png&hash=7832a29c1482b99e10e7709ddbf4f98d382a190a)
I think it looks much better.
I think so too. Thanks for the comments :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F4949%2Finnsidece5.png&hash=5571835b960e3f58de226189cadaa9e85ccc14e7)
Not my best map, I'm still trying to get the hang of the indoor tileset.
Looks nice. I love the wolfpeople.
Shot from the upcoming trailer.
Kieran doesn't like the news, so he crucifies the messenger. Literally.
Wow, Kieran's a son of a bitch :lol:
Anyway, the map looks pretty good. It's sparse, but hey, it's a crucifixion room :P
Badass, the map is simple but I think it looks damn good.
yeah, I think the fog looks really good on that map. Very nice lighting effect
And screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F4102%2Fabilitiesxe1.png&hash=948ae65cd206b8456dc6b7f3a831212e68f17746)
The E circle is kind of ugly. I am trying to display that something is equipped without highlighting it with the ugly selection cursor. That's obviously not the color to do it with, but do you guys think the idea is salvageable with a different colour or anything?
Quote from: modern algebra on January 25, 2008, 10:06:01 PM
yeah, I think the fog looks really good on that map. Very nice lighting effect
And screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F4102%2Fabilitiesxe1.png&hash=948ae65cd206b8456dc6b7f3a831212e68f17746)
The E circle is kind of ugly. I am trying to display that something is equipped without highlighting it with the ugly selection cursor. That's obviously not the color to do it with, but do you guys think the idea is salvageable with a different colour or anything?
I think it would work, either way with that color or with a different color i think it looks top notch.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F1671%2Finntestds6.png&hash=4f6c7223c900ee091ad0898519c599a707534e4f)
I thought the first screenshot of the inn was lovely Falcon, but I think the other two needs some work. On the second exterior I think it's the bland palette which makes it not as interesting as the first but still not bad at all.
-------------------------------------------------------------------------------------------------
A few more screens from my underwater pod station thingy I've been doing...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F3027%2Fcargodepotkj2.png&hash=b065469cc6f714c72b70e68750f1c0b015fbbccc) (http://imageshack.us)
This is the depot for outbound cargo.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg528.imageshack.us%2Fimg528%2F1896%2Fwatertanksqj6.png&hash=215cfb87d4b92a4c8c9c87f727a9a000204bd6db) (http://imageshack.us)
This room is a puzzle room where the four tanks need to be balanced in contensts to unlock a pressure valve.
Looking great as usual. I am looking forward to that puzzle :P
Used skill 'Uber New'. Successful!
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg223.imageshack.us%2Fimg223%2F7863%2Fmapshotna0.png&hash=f61f79765682a2d23cd06fefa39660518d747b30)[/spoiler]
im not a very good mapper =p
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg166.imageshack.us%2Fimg166%2F104%2Fmapco4.th.png&hash=46cad6a805fb081d4c7caacad26f26471484b95f) :blizj:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Flol-2.png&hash=daf67d3691035c2ea7c052b043adc8cc8ae7becd)
@Nikolai: There's a lot of empty space and flat walls in yours Nikolai, but I like the idea of the map. Try filling some space with some trees, grass, etc... I don't really like your use of the small trees either. They are clumped and every single one is right up against a flat surface.
@Becky, your map is too small to see anything, but there is a lot of empty space from what I can see. I would cut out everything under the last house unless there is some reason for the player to walk down there, and I would try to fill up some space with plants, grass, etc...
@Shadow, looking good. The flower bin thing looks nice, but it doesn't mesh with the RTP very well IMO. Otherwise, lookin' good
Nikolai, I'm almost sure you mapped that in either 1/2 or 1/4 views and that's what you get. If you do use those views, only use them to build the overall shape of the area. Always landscape the area in the most zoomed in view.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F8038%2Fscreexx4.png&hash=4108f079f303f9e2c6306bb433fab8d092134464)
8/10, Pretty good, but the entrance/exit up top just doesn't doesn't look right; I don't know why, it looks like a broken tile, but that's just me.
Quote from: GasparXR on February 25, 2008, 12:37:00 AM
8/10, Pretty good, but the entrance/exit up top just doesn't doesn't look right; I don't know why, it looks like a broken tile, but that's just me.
It's not an entrance. It's a broken wall. It's part of the tile set. :x
A little experiment with a new Tile set for the School Arc:
[spoiler=School Arc, Encounter](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F4136%2Fschoolconfrontationcs9.png&hash=8acd885af8fdc6cb4b42747181b1a24168104386) (http://imageshack.us)[/spoiler]
~ Caro Ru Lushe
If you didn't put the damn tint, it would be easier to rate the map. Looks fine though.
Yeah, what's up with the purple tint? It seems so unnecessary.
Probably for a flashback or something, the people are also transparent :P
Good map Irock, I only think I see three minor errors.
A scene from a cut-in music video:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FScene_Preview_QTBVC7.png&hash=95070a55014c43c88c3fad2719d615dce40b32d1)
Was a headache to make, and more specifically to animate it. :x (~12 pictures.)
The reflection looks wicked!
Quote from: Falcon on February 25, 2008, 08:32:12 PM
Probably for a flashback or something, the people are also transparent :P
I don't see deep purple when I have a flashback. -_-'
Reives, very nice! I have no idea how you make something so wonderful. ;o;
Thanks. :) It's technically easy rather, just moving pictures around and whatnot. But kind of a headache in implementation (the coordinates, $U!*).
lol, seems the crash ate the screenshots, Repost:
[spoiler=Halloween Party at the School?](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F3783%2Fr4r4np2.jpg&hash=c0996a925f14e758e5685f0b1f98a2d539080760) (http://imageshack.us)[/spoiler]
[spoiler=The Main Entrance Hall of Bal Masque (fixed)](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F553%2Fwithoutcurtainsentracehux3.png&hash=0bb2cbe0525c383fa621988293a09eb738dbc45c) (http://imageshack.us)[/spoiler]
[spoiler=Followed by Golden Armored Soldiers](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1741%2Fmadsoldiersfollownt0.png&hash=4f1ac2234c0b0daf43d78278b25ac96d922975d2) (http://imageshack.us)[/spoiler]
[spoiler=When Two Worlds Collides](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F6053%2Farniavillawhentwoworldsws4.png&hash=d135bb5a729b371018bbf93f11d8d61e2c2e9ce7) (http://imageshack.us)[/spoiler]
[spoiler=Morning in Arnia Villa](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F6109%2Farniavillamorningcf0.png&hash=ee09fb31901f4d0d1fc0db6b18f2d5f169d40cb9) (http://imageshack.us)[/spoiler]
[spoiler=Amarixia, Town of Nobelty & Prosperity](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F1482%2Famarixialivelyinthemornwi9.png&hash=46874006eb9fcb31aeffd186649fa73d65b736df) (http://imageshack.us)[/spoiler]
[spoiler=A Lonely Park with Guards](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg262.imageshack.us%2Fimg262%2F1849%2Famarixiasmallparkyetfulrf0.png&hash=86636ca9ff1870536f40c23a075d3eaff7dce6c1) (http://imageshack.us)[/spoiler]
[spoiler=Bal Masque Beast-Hunt](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F7647%2Fa3egr7.png&hash=1014f07fd500feca5e5674e9a4b7aaaa7e26155c) (http://imageshack.us)[/spoiler]
Quote from: Irock on March 01, 2008, 11:21:31 PM
Quote from: Falcon on February 25, 2008, 08:32:12 PM
Probably for a flashback or something, the people are also transparent :P
I don't see deep purple when I have a flashback. -_-'
=X The tint in the flashback is mostly a spell used by the same hooded guy. (Freezed Time and looked Purple).
Quote from: Reives on March 01, 2008, 11:12:24 PM
A scene from a cut-in music video:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FScene_Preview_QTBVC7.png&hash=95070a55014c43c88c3fad2719d615dce40b32d1)[/spoiler]
Was a headache to make, and more specifically to animate it. :x (~12 pictures.)
Beautiful . . . just beautiful <3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fscripterror-4.png&hash=1bfa0f325b37be1ec4cd33b1ac8b0f2b6c688c3f)
Words cannot describe the awe was in when i first saw that. 10/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi202.photobucket.com%2Falbums%2Faa270%2FVagorx%2FSS1-1.jpg&hash=fc606c5a777fd14918a842e3a50c77cef1d6b4c0)
The raised bits don't look natural, they're too straight edged imo, if you get my drift :-\
8/10, pretty good :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg106.imageshack.us%2Fimg106%2F3415%2F25364317zw6.th.png&hash=b6f0cbe0e7fb1bd66e4d52df8c1e122c14adb9d2) (http://img106.imageshack.us/img106/3415/25364317zw6.png)
Getting used to VX tileset already?
Good job, Irock!
Though some of the houses look teeny-weeny. :P
Quote from: Levent on March 07, 2008, 10:06:53 AM
Getting used to VX tileset already?
Good job, Irock!
Though some of the houses look teeny-weeny. :P
I'm going for a certain style with the houses. :o
Yeah, good job Irock - I hate the VX tilesets. Especially how you can't really make a house that isn't square because of the autotiling of the roof.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fscripterror-6.png&hash=9288e921c1771014865bf8d92a68fed57f3d7b1c)
Doing some progress of the village. There's still some erroes in the map, but I begin to like the outcome:)
These are of course RPG VX shots.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0001.jpg&hash=1f741948b0a1fedd57d4841a548bf55d139f42da)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0002.jpg&hash=bbf9ea3fbfc0ee644408c89b1b3d7ee579f57b3e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0003.jpg&hash=e72bc36d0ddc9bade06ab9f27b4e626f27ccea6a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0004.jpg&hash=1dec018b44e4fd1ce78ed496b18268e4a6437c8a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0005.jpg&hash=097c988305c138c31e634f51ac9899977f82e2e0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0006.jpg&hash=9bb287370270cfad4d681656c7d8f1e07152b24f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0007.jpg&hash=506abc0bc9b91e7d93600fb13b0f9060f5214826)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0008.jpg&hash=d1a11044f6f5a021efdda97b75007d8e4d3d156c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0009.jpg&hash=c36afaf9e5c8f71d8172f1b754996c653351bc3b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0010.jpg&hash=f8898edba894aeab567b65fe16428cc55056f8e8)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0011.jpg&hash=b81229703851cc0888696fb8fb92342224437d08)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0012.jpg&hash=5b9f9e8b64d6c5b918497c4246916cec7dbb6495)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0013.jpg&hash=73dacccdc3cea046acd521bc2b2379d109a663ae)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot0014.jpg&hash=01bd797a26d9d5dd87342ab2db555c2a46260638)
[/spoiler]
Holy crap Maia, 10/10, I really need to step up my VX maps. LoL!
@Shadow : Looks pretty nice, though I'm not sure if I like the house at the top right. It looks like you're using the ||| roof tiles as flat (since the house would look really strange if it was meant to be sloped), which is okay, but you use them as sloped on the house below it. Just a small tile inconsistency, and you can probably ignore it if you want to. Anyway, it looks good.
Your maps also look really nice maia.
Theres a small mapping error in the lower right corner of the last screenshot Maia. Two trees stop halfway. They should appear over the river.
Anyway, heres my VX screenshot. (Click it to make it larger)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F8711%2Fscreeniebs5.th.jpg&hash=130f4c3ec9345a2a7f9fa6427ff5ee924623b2b5) (http://img138.imageshack.us/my.php?image=screeniebs5.jpg)[/spoiler]
Just a couple of shots of XP roofs on VX houses. Don't mind the emptiness of the map. It's just there to showcase the roofs.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F306%2Fxproof3ic2.th.png&hash=1287453891fe33ef66f882ebe93f07e2c5940b2a) (http://img233.imageshack.us/my.php?image=xproof3ic2.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F7135%2Fxproof2xq2.th.png&hash=89654b36a35cd2431e3811eb9ca17ad8e6e4cd64) (http://img168.imageshack.us/my.php?image=xproof2xq2.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F9426%2Froofwithslantsrg4.th.png&hash=0160389a321c31d6c212161999913f6a53b9f2e7) (http://img221.imageshack.us/my.php?image=roofwithslantsrg4.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F1766%2Ffarmroofkm3.th.png&hash=f1e6123929b4c7a773db7f89bf04ead25bd5025a) (http://img222.imageshack.us/my.php?image=farmroofkm3.png)[/spoiler]
Looking nice Garge :)
A simple cave map, nothing more, nothing less.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft302%2Fpsychomathic-paniac%2FTutcav.jpg&hash=05db123024a986db33f2f4f71535d37b826c1141)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fmap1.jpg&hash=acbd6ab36bf4cac1dce95c816a6b667c409e6bb8)
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10001.jpg&hash=b2e4670ea1601b55fe31f9676727a7109e1146d3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10002.jpg&hash=5e6e21dd19b335ce2a459ae19a24b1984af1d507)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10003.jpg&hash=607e002591de82a76f703deb30b9c5db0770f5eb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10004.jpg&hash=4a2b014dcfbf6165c40f144365177fc986ab13d6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10005.jpg&hash=61715fe8618a06df4dde82bc492d73db15e5e472)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10006.jpg&hash=137f91f0e72053c3da38e89150f697d7ab8a7886)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10007.jpg&hash=763d5bc7ffc45d82b7f2e99cddcfbee22ee14f83)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot10008.jpg&hash=24ac5e8060f5640822443af1c167a641d6ae7e87)
[/spoiler]
Maia, those look great.
Wait, why did no one rate my screenshot?
Quote from: Lein on March 15, 2008, 12:25:31 PM
Maia, those look great.
Wait, why did no one rate my screenshot?
Your screenshot looks good, but boxy. Boxy tends to be seen as a negative. Of course RPG VX as a whole is very boxy. The detail is quite good :-)
Thanks. It took me a long time to finish that village...
It's some mountain road map I made.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F4254%2Froadqf8.png&hash=a7de40e475bd44069a66cb5eb76ca9e283b300f9) (http://imageshack.us)[/spoiler]
Quote from: cowking on March 15, 2008, 07:51:49 PM
It's some mountain road map I made.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg255.imageshack.us%2Fimg255%2F4254%2Froadqf8.png&hash=a7de40e475bd44069a66cb5eb76ca9e283b300f9) (http://imageshack.us)[/spoiler]
This is just a nitpicking thing, but there needs to be huge water pressure / high speed water fall to get waterfalls to sprawl out like that. Shorten up your waterfalls or make the river itself wider.
Man.... I feel like throwing up....
All these nice RPG's people are making... mine just looks so simple and bland... no matter how much I read, figure out, etc the script system....I don't understand it...
I have tried everything, every single forum in this world and I still don't know or understand how can I personalize my menu, stat, equip windows... and I still don't know how to personalize my message windows.... as you can see I have absolutely no programming background.. >.>
I wish my RPG was as cool as all of yours... especialy Shadow-san and nouman-san Gawd those RPG's seem fantastic~ O_O....Since my RPG will have a bland and plain setting I guess all I can do is try to figure a great story that way it won't look as bad.... hehehehe
but have you guys noticed something?, many people post the coolest sprites you can ever imagine... but you can never find the battlers to go with them... I guess I'll just use them as NPC's eh?
but in any case... great job guys... I'll probably not post my screen shot since its so...well... basic? xD
Quotebut in any case... great job guys... I'll probably not post my screen shot since its so...well... basic? xD
Post it anyway, it doesn't matter how bad it is, people here can tell you how to make it better. And with practice, you can get as good as these people. ;)
Yeh, everyone starts out like that anyhow, so just post it and take the feedback with a grain of salt, then come back in a month and unleash uber annihilation. :)
Some new map as an addition to an old place:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FEastKorbinMountains.jpg&hash=f225107132f537b37125d86c611bb463e872f071)
East Korbin Mountains or whatnot.
Quote from: Ruzu on January 26, 2008, 02:33:39 AM
Quote from: modern algebra on January 25, 2008, 10:06:01 PM
yeah, I think the fog looks really good on that map. Very nice lighting effect
And screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg85.imageshack.us%2Fimg85%2F4102%2Fabilitiesxe1.png&hash=948ae65cd206b8456dc6b7f3a831212e68f17746)
The E circle is kind of ugly. I am trying to display that something is equipped without highlighting it with the ugly selection cursor. That's obviously not the color to do it with, but do you guys think the idea is salvageable with a different colour or anything?
I think it would work, either way with that color or with a different color i think it looks top notch.
Oh gawd I like sooooo want that CMS~!!
I'm probably not in the exact place but can anyone direct me to your CMS data base?, please don't get me wrong is just that I've been looking for it by myself for 40 minutes now and I can't find it... I did find 2 CMS' but they only allow 2 party members on it... so I'm pretty screwed there; Iwould like to find a not too fancy one all I want is to put instead of the sprite a char face.. and maybe the battle pic on the stat window that would be cool right?.
but in any case I think Cowking-san's mountain map is the coolest, very fit for a ABS don't you think? xD
That map is amazing Reives
@Klarth - CMS database? I've not actually made any CMSes, except for one that I made a long time ago for fadark. CMSes aren't really kept in any special way on this forum though. I think Rune has a few out (check the Script Shop in RMXP Script Requests) - also Falcon used to have a CMS shop and so maybe there are some in that thread.
Your request is actually pretty simple; I am sure there is a face one out there somewhere, though not at RMRK I don't think.
I just posted a Status screen edit in scripts that includes a battler, why not check that out?
OMG Reives 10/10, simply amazing!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg170.imageshack.us%2Fimg170%2F3961%2Fquestscreensl0.png&hash=f51029a748de96b2a09fa829d8ead52673a57dd2)
A Quest Journal Script I am working on for VX.
The Quest Part is pretty much done - just looking for feedback on the design. The script won't be released for a while yet though - the journal part will take some work.
Fucking awesome. Pity we're not using VX for badass awesome quest, or I would totally include it.
I don't know who I'm supposed to judge here, so they get a 10/10 because of my stupidity! lol
Anyway, this is my backwoods city Falgabird! I know it's a little flat, and don't be nice. I want my game looking pretty. And if you're nice about it, I won't learn anything.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm317%2Fmagicninjaphoto%2FFalgabird01.png&hash=6637fb4c38fa0a5160d394c68a25f63580306cbc)
Put together some screenshots so we can actually comment on your mapping, like I did here (http://img106.imageshack.us/img106/3415/25364317zw6.png).
Quote from: I Rock, Man on March 22, 2008, 03:47:51 AM
Put together some screenshots so we can actually comment on your mapping, like I did here (http://img106.imageshack.us/img106/3415/25364317zw6.png).
Damn it damn it damn it that'll take me forever with how big this thing is... Alright.. I'll get it done soon... Hopefully! lol
@Modern:
Very nice and clean interface. :) Good stuff.
@MagicNinja:
From that zoom, it looks quite good. :> That's an interesting design as well, how the houses are located around the woods in a circle.
~~~
A part of the revamped intro; thanks to Euphony for the original tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv385%2FReivier%2FNewIntro1-1.jpg&hash=2cfcda06e642f49ca1d5b7a73a7e2a5a25be5da9)
That looks wicked Reives. 10 / 10
And yeah, MagicNinja - it's hard to tell from that far out, but it looks good from what I can see. There's some great variance in the houses - not easy to accomplish with VX tilesets. It looks like you are using some custom roof tiles, which are definitely useful for VX.
Alright.. I finally got this closer view done. I did a really crappy job of putting the separate images together but please, bear with me!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm317%2Fmagicninjaphoto%2FFalgabirdCloserView.png&hash=7d80e1ea1a5edf063cfa026e98b46a5bf68aaeb6)
>To the guy with that Egyptian looking thing... 8/10! Very cool stuff. I marked it down slightly only because, to me, it looks like you could have done a little more with it.
I used a mixed tileset of the XP RTP Sewer and Castle3 tileset and I bothered to make this.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi4.photobucket.com%2Falbums%2Fy144%2FArmy100%2FScreenshots%2FFullimageofMazesofar.png&hash=283e434f4cfb6d845ca0ef61be811c512f869612)[/spoiler]
Its a maze and the main part of a game is likely to be in it.
To know why its here, imagine if there were robotic drones/droids hunting down the four players and you're one of them. Also if there were gates blocking off the way to escape the creatures.
That screeny scares me. Get it away. :x
I'm positive that isn't normal. You should get that checked out.
8/10 anyway, for the creativity and complexity. Maybe a little too complex though. :P
@Reives
9/10 I like the tileset you used for that.
@MagicNinja
8/10 pretty well done.
@Halestorm5
8/10 complex or too complex, how bout adding a time limit and see how a pain in the butt is gonna be.
-Reives
Nice tileset and lighting. 9/10
-MagicNinja
Size has its own quality. But it might lag with that size. 7.5/10
-Halestorm5
Looks like intestine. lol jk 8/10
Quote from: MagicNinja on March 22, 2008, 09:11:25 PM
Alright.. I finally got this closer view done. I did a really crappy job of putting the separate images together but please, bear with me!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm317%2Fmagicninjaphoto%2FFalgabirdCloserView.png&hash=7d80e1ea1a5edf063cfa026e98b46a5bf68aaeb6)
This looks great! Very realistic, but maybe too big for RPGM VX. Hopefully sprint will be enabled!
Well yes, it did lag. Not too bad. Just a little bit and it got very annoying.
I thought the only thing that cause lag though was events. Not the size of the map.
But I learned something! WOOO!!!!!
Anyways, I split the map into 3 separate parts and now the little bit of lag I had is completely eliminated.
I took everything you all had to say into account and it BETTER!
Laphele Sanctum I had been re-working on =< (lol, the old Temple was all cr**, divided Between5 Sectors, 4 Floors, 2 Towers with 8 Floors each & The Hazen's Chamber Underneath another 4 Rooms D:)
This is just The Entrance:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F7687%2Faethertempleqs0.png&hash=86fffc7a84884b9f72d16680cc20bc99b8407a97) (http://imageshack.us)
Without Dialogue:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg301.imageshack.us%2Fimg301%2F4597%2Fstempleendedscenene6.png&hash=21bed71d840ee58dbcceaaa8c4e01d21207d0cc1) (http://imageshack.us)
Quote from: Twilight Hoax NotesLaphele's Sanctum, Within it Harvest the Entire Existence of the Worlds & been One of the Important Relics for Thule Society, Like Balle Masque, The Sanctuary is Heavy Protected. Due to the Corruption of the Soul-Rave, The Black Clouds that Surrounds the Temple has Even made it a Thick Clouds of Darkness, view been badly & The Source been More and more Evil and Impure. The Hazen's Power Corrupts the Dusks who protects them, to only Obeying the Obsidian Lord.
To Clear why it's a bit . . . Tooo Dark & Foggy D:
@Caro Ru Lushe
10/10 Great Effect!! Look's more like an horror game to me.
Thanks AlienSoldier =3
Well, here's the Inner Deep Chamber, where up beyond lies the So called "Gate of Destiny"
[spoiler=The Chamber of Laphele/ Lapheles Sanctum](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F131%2Fwee3221mo4.png&hash=bc6f72f22e254f343003e7a73d66a164ed659042) (http://imageshack.us)[/spoiler]
=< I am planning on adding like some "Roots" to the Tileset, Recolor them to like Sparkle Blue, so it would look neat. Thou I wonder if it would be in Character sprites or the tile set itself. Would look cool if I add that touch, since I want to make the place look like this:
[spoiler=Laphele's Sanctum Scene](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F1951%2Fr323rlu1.png&hash=c511cd9a2cf9d0b605b5601480bd5b25549ef550) (http://imageshack.us)[/spoiler]
I want something blueish yet dark, but working on it is been a bit, stressful >.>;; =< but you uys get the Idea of what I meant with adding roots around, specially for the Water-like Floor.
Those look great DAS. Very nice. I think the second pic works pretty well myself. Stop stressing :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F4019%2Froundsquarewaterpicturejx6.png&hash=115c9afc79067579ecb2d9367b3cd46aa7ccbf83)
This map is not actually a map - I am testing out the water. I am trying to combine both round and square water since I don't really like either. I'm not sure that I like this either, but I figured I'd go for comments.
(the parts of round water I am using are made by Shadow Slayer, btw)
<3 I must say, I like the Natural feeling it has.
I mean, it looks more realistic in a way =< but I too, never liked the River autotile.
Also: A last Screenshot of the Laphele temple =3
[spoiler=Below what was seen above](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F7623%2Fpossiblescreenshotsq5.png&hash=a865fd33103ed8c8f4e4602e5f5ad5e66ba416c4) (http://imageshack.us)[/spoiler]
lol, I feel as if those walls are a bit "empty"
<3 the lighting effects.
It really brings out the atmosphere. :)
Can't let this die yet.
These are from XP...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2FUnderwater.jpg&hash=04aefc946e84ce41dc7a0d3d1ccf4f9fa59bd8d3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2FSwamps01.jpg&hash=edb62160f0f6c520bb6f03e62a84d540a30ae45c)
These are from VX...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2FMap02.jpg&hash=45d0f99a90c0b73ecf839b4830c6fb31fe472864)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2FFields01.jpg&hash=954e564dfbf63f8d9b3038de99297cb0fce50b92)
The XP ones look pretty good, but God I hate VX RTP. It's sooo blocky.
That's probably the first time I've ever seen that water fog in action, hahah.
Looking good; the only thing is that I think for the last map, the empty grass spots should be covered with the tall-grass tiles instead, which looks a lot more occupied than the normal ground tiles. :)
This is a little old, but I was testing out the screen-capture script earlier and thought I might as well as post it. Note however, that due to the script, there are some errors with priority/placement of character events on the map. Errors such as the guy behind the hut on-top, cat-on-the-head, crate top, and bridge tile errors are due to that, since they were character events.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2Fclick.jpg&hash=678df572577f23c1e847dafb8b9f9fe11d89acc0) (http://www.quintessence-tbv.com/images/Egm.jpg)
The horizon grass will probably seem awkward to some, but it's just a personal preference. :'>
[ Resources mostly from Mack and Ruruga. ]
Great map, but there are three errors I see: lower left ladder, middle bridge, and boxes in a house just right of the middle. You addressed that in your post, so hopefully they'll all be gone.
Aye,
QuoteNote however, that due to the script,
They actually aren't in the actual map, but the screenshot-generating script does not handle character-event priorities well. :)
Oh, here's that screenshot script for those who want to use it: http://www.box.net/shared/zx8ssoi88w
[By Sephirothspawn, edited by Brewmaster.]It basically screenshots an entire map at 100% size and saves it automatically, . Albeit that little glitch, it's still very handy.
Quote from: Reives on April 04, 2008, 04:26:22 AM
That's probably the first time I've ever seen that water fog in action, hahah.
Really, well... I'm still thinking wha effect should I use for and underwater area.
Quote from: modern algebra on April 04, 2008, 12:39:54 AM
The XP ones look pretty good, but God I hate VX RTP. It's sooo blocky.
Thanx. Well that's the only thing I hate about VX, it's blocky.
Elemna Sanctuary near Belfast.
It looks normal on the outside, maybe even a bit flowery, but its congregation worships the dark goddess Maeve, Mistress of Shadows.
The CMS Im using for my game:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCoolMenu.jpg&hash=2f1bc4d94d0931dc17e4db133b7d48552d13f16b)
Nothing special. Just a burning pray chamber. I just want to show that Im active with my game :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-1.png&hash=32b734b886931f26fbe99e5aa362e90cf81adee7)
The CMS looks great. I'm not sure about the tint on the second map though. If you want it to be fire I would probably choose a darker shade of red or orange, though you might also consider a custom made fog so that the tint looks like it's coming from the fires. It's up to your discretion.
Hold on a second. We're not going just let Derrt's map go unnoticed here, 'cause it looks friggin' fantastic!
It's a bit too small to see if there's any mapping flaws, but the amount of details and lighting are positively orgasmic!
Yeah, that is a great map Dertt
Thanks guys.
Here's a shot of the sanctuary with a few worshipers.
Looks good Dertt.
I tried to add a fog to make it look like the room is full of smoke, and I changed the tint.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer.png&hash=e3ac059352ac7536d4183c36446571df9eee4674)
I think it would much benefit from using an alternate fire char-set (I remember seeing a nice big one somewhere). The small RTP fires seems a bit awkward when combined with such thick smoke.
(Oh, there seems to be a fire on the water as well.)
I made a big flame, perhaps you could use it.
Thx Dertt, but they were to big. If they were smaller, I would use them. I also found Zanyzora's flames, but I kind of liked your flames better.
Here, I resized them.
Thx Dertt :)
Here's the end resultate. It's either like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-3.png&hash=7413f999a7407b6a9403d66cc17cdf85a290b9e9)
Or like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-4.png&hash=27fa323f8e4ad23c8013c1deec5f904ba9309567)
Which one would be the best?
The Shadow: I think the first one looks more natural.
I'd go with the first one too. I like the second one better by itself, but on that background, the first seems more fitting. By the way, it might be a good idea to have different opacities for them; that might give it a less uniform-flame ish feel. :)
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20001.jpg&hash=570e30e958ebceb4752c94fb82c4b7bfac981716)
Just before entering the tower of Batroga to end V.8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20002.jpg&hash=88c8d7ba84d41236301e4efed34d5397cac21ee8)
Vestopa is the castle of the dead. To get in, you will need to face them.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20003.jpg&hash=1f73f59292a870b63b9a3d4aaee999ff246b7586)
When you return to Vestopa, the defenders will not treat you as nicely.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20004.jpg&hash=17408c4d5cfcafd1b09f69509f10795b49925a92)
The prison of Vestopa Castle is in shambles due to Lord Sordik's pet.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20005.jpg&hash=56ed26f4edd455210ab501c46ee935c29124552a)
The first floor of Vestopa is in ruins from the corpses.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20006.jpg&hash=d3269d358a3a3813137d5a59a75909e5796d7599)
To get through Lord Sordik's secret passage, all four switches must be flipped.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20007.jpg&hash=985a8620c62c5e063af8eee185cee5d52b3e759f)
The town of Lamenista after the skies turn red.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20008.jpg&hash=a43c53396eb5a0e1981bcea3d4f95210100dbc07)
Inside the grand hotel of Lamenista. An expensive night's stay.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20009.jpg&hash=0e3feab8ae4ee2a071990f8ca2736ff261e1c3d3)
The pub is always a great place to find information and rumors.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20010.jpg&hash=2be8de1be62ebf6c80b37527cee6f83ce085d57a)
The churches are around to revive your dead and fully heal your wounded when you cannot afford the inns.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20011.jpg&hash=bcd3e2d15ff593fa7342c5172e9dcdc5e5dcf4f9)
RPGs are all about choices, and seeing goals that you cannot immediately achieve.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20012.jpg&hash=36ab622aa07fbc5c6a217d27c213ebc05693406b)
Kendall Grove at night. Where the beast stalks for children!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20013.jpg&hash=ab0afdc5418df593bd6abbb271bf56fdc39ca5d4)
King Armonik cannot help for a specific reason.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20014.jpg&hash=897c98eb099453bdde81264784c2bb234cee7e7c)
Inside Krandu, the cave of the beast.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20015.jpg&hash=b6d7a2a0dad0b733ebcd68075a66ee223b9fb714)
The bones of those that have lurked inside of Krandu. Not all bones are still though.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot20016.jpg&hash=11595271a7f49949f96742275a42ad47ad0365eb)
There are puzzles galore in Krandu, including the way to call and defeat the beast.
[/spoiler]
I like your choice of tints - they set the mood of some of those maps really well. Also, the maps look great - I didn't even think it was possible to make good maps in VX, but yeah - I like them.
@maia:
Looking nice, I especially like that bar/inn map. The prison seems slightly clustered with one-tile objects, though; but they may be for a purpose.
~~~
*Inhales*
[Now available: C7&8]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FSs1.jpg&hash=014f664242a067ad9d8f1603adf5c049743f1341)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FSs2.jpg&hash=397c04a9df57d53760ea1c4c85f95076b4e73ead)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FSs3.jpg&hash=bb80565b99e4248f0d2dfd690e38c30f7f8a6903)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FSs4.jpg&hash=6445a32511e45f88ce8ccccbd6601181904fd40a)
[Excuse the shameless plug.]
Thanks so much for commenting. I am hearing crickets at the real post. As for the prison looking clustered. It is in shambles from the pet that lives there. Prisoners are fed to the pet :-)
@maia:
Those are great. Especially the Hotel and Bar map. 10/10
@Reives:
I see a carnival there! I don't quite understand the third one 9/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fmap004.jpg&hash=c362db057adbddd3c4bb25e8b4ae4b313663d171)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fmap003.jpg&hash=40e447bbb1783454ca7fbcc9003468338f0964f6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-6.png&hash=c2b8f9451dac5681f6b90079f52eef8cb2fff0e5)
Looking good as always, Shadow.
Attached: Oh hell... ghosts? Honestly?
Wow Dertt! 10/10 I see... 3 ghost.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Ftalaris.jpg&hash=94442526787b8a6a8422075811e08873590c1980)
Enter The Cave
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-11.png&hash=440158500d6e6ff6eafb4a40f8b516f347f938ce)
Mini-Game finished :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fwrwer-12.png&hash=84577bf421b4bc6f6c55113ff93a497bb97a8828)
@maia - nice cave
@shadow - those look pretty nice.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FKnifeOpening.jpg&hash=3587a705463cac2612e25267d4cdb3de5cb2a96e)
I'm trying out a new intro of sorts. Blood is slowly dripping from the edge of the knife the entire time as the "camera" slowly pans up to the knife and the mysterious hand holding it. I've still got some work to do, but how does it look so far?
So far, it looks pretty good. The knife needs some more work, but other from that, I like the idea of it.
That look really good, Zylos.
@Shadow:
Looking good, I especially like the vines in the cave - they really add a nice touch.
@Zylo:
Great concept. I think the knife could benefit from shading some kind of edge to it - just use the Dodge tool and trace along one of the borders, if you have photoshop. :)
Shadow, there is something about the second screenshot... The cliff where the chest is. Something about it seems wrong to me... I don't know how to explain it.
Yeah, I've been looking at that cliff too and it looks like it's not on the correct level. The cliff there has a level base, so that it looks like it continues directly from the level on the left, even though the level on the left should be two squares higher.
Quote from: modern algebra on April 19, 2008, 04:20:09 AM
Yeah, I've been looking at that cliff too and it looks like it's not on the correct level. The cliff there has a level base, so that it looks like it continues directly from the level on the left, even though the level on the left should be two squares higher.
Yeah, that's it! Thanks for noticing and explaining it. :)
I just started re-mapping my game's first castle town.
am i doin it rite?
Quote from: Dertt on April 20, 2008, 01:13:52 AM
am i doin it rite?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.loldjs.com%2Fwatermark_cache%2F895aebc7c7366a45855393a2c6dba890.jpg&hash=b5d3d0f570fdbcb5ae6a9c5ecac788f0ee0f6217)
Actually, I really like the way you're going with that. It also reminds me much of how I mapped with that set in Aeria, heheh. There are some empty spaces there, but I'm pretty sure it's because that it is still work in progress. Looks organized like a city is supposed to, and the recolours of roofs add a nice touch. So far, looks great. :)
Quote from: Dertt on April 20, 2008, 01:13:52 AM
am i doin it rite?
Yes, the map is still a bit empty but I know your still in work with it. Also I like the recolors of the roofs.
I haven't mapped in a really long time, so I decided to start practicing again. This is what I came up with for a small farming centre (not actually farms, but like a village surrounded by farms). The tileset was created/edited by ccoa, with a few minor additions of my own. Also, the rounded water and grass autotiles were made by Shadow Slayer and the dirt patch by savarast
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg181.imageshack.us%2Fimg181%2F5776%2Ftownmapjx2.png&hash=f791075542edf14a1eb254918ac8262a7f3cd597)
The middle part of the map, with the land bulging out into the water seems odd to me.
Setting that aside, your map is pretty good and have good detail in it.
Woo hoo my first rm2k3 screenshot..., anyway here's a test screenshot of my untitled game, just finished making the hero's face too ;D, please tell me what you think about it all so far.
Forgot to add that the Legend of zelda style bulletin was made by me but it is temporary until i make something better.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwaiyem.fileave.com%2FRM2k3works%2FPixelerogamePic.PNG&hash=ad1763606f1d00c731c074b2983ea92e0b5e3de5)
The right eye for the face portrait has been edited, seemed like it was popping out a tad before (as you can see here), also check out the 2k3 section for a goblin face i put up.
Been improving my work, here's a better look.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwaiyem.fileave.com%2FRM2k3works%2FTilesetImprovement.PNG&hash=f1776c18e727951579fbb7776e7f9869144dda5c)
5/10
There is much open space in the map, although I don't know much about rm2k3.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F6758%2Ftestmapkh6.png&hash=0735bc213a215feb847a6606075f442e635f5de5)
Excuse the ugly sprite.
I like it, has a nice atmosphere thing going on.
That screenshot of mine was a test actually, did not have enough to make a good map with it then :)
@006 - I really like that :P. 'Specially the atmosphere, but overall, it looks really good :P
9/10 ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F6003%2Fseasidevw7.png&hash=3acfa6842c39f8490ff312dd8d3134c8ae375eca)
Quote from: 006 on May 02, 2008, 10:28:03 AM
5/10
There is much open space in the map, although I don't know much about rm2k3.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg241.imageshack.us%2Fimg241%2F6758%2Ftestmapkh6.png&hash=0735bc213a215feb847a6606075f442e635f5de5)[/spoiler]
Excuse the ugly sprite.
8/10 There's some Edges that looks square. mostly the curve on to the cave. Overall, nice screenshot.
Quote from: Ocean on May 04, 2008, 08:11:20 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg88.imageshack.us%2Fimg88%2F6003%2Fseasidevw7.png&hash=3acfa6842c39f8490ff312dd8d3134c8ae375eca)
By this side <- there's an error with the road. It looks as thou they both connect, but it's awkward, as I can see, it's suppose to be above the road? or was that intentionally?
Other than that, luve it's simplicity =X 8.9/10
No, I just forgot to change that. The white railing is supposed to go over the blue ones, but I haven't made it do so yet.
I see that . . . =X & off-LUCKY STAR FTW!
Post some old Screenies
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F9435%2Fpkopkows2.th.png&hash=de0f4db73af7ef7d1305cef9024d09f35f5a0c81) (http://img518.imageshack.us/my.php?image=pkopkows2.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F5338%2Fkalintzthroneroomug5.th.png&hash=982093fb2403bf07e7452ae2487ac46dbeeb7cc1) (http://img518.imageshack.us/my.php?image=kalintzthroneroomug5.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-1.png&hash=4212ca807d46b5e5339db7c806608e0cf62c4fb8)
Nice Dining Hall Caro.
And great map as always, Shadow. Keep up the good work.
Thx Modern :)
New screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-2.png&hash=1e22a1df7f5b40f7c4b04d3f986b938d2e9c0277)
(I have changed the chest in this picture, so ignore the chest)
Nice one, except, well, you fix it anyways =p
=X
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F4616%2Fe32q24cs0.png&hash=f27515e28b3c6b551da569c11b3651533b17aff4) (http://imageshack.us)
I hate the Space Tile set, never knew how to make it look great. =__=;;
It ain't great but testing my new tileset.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fscreeny.jpg&hash=4bd2510926ee9bd51595183b3296befce2965d21)
[spoiler=Port of Oakvale Town In Albion](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg372.imageshack.us%2Fimg372%2F6578%2Fportofoakvaletownky1.png&hash=2edacb585140109e4b13c173962c292feb5f2268) (http://imageshack.us)[/spoiler]
I got tired of the Space Tile & went over a few "Chapters" ahead -.-;; still, love it <3
Quote from: AlienSoldier on May 21, 2008, 02:12:26 AM
It ain't great but testing my new tileset.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fscreeny.jpg&hash=4bd2510926ee9bd51595183b3296befce2965d21)[/spoiler]
Are you modding that? :V
Quote from: Caro Ru Lushe on May 21, 2008, 06:31:33 AM
Quote from: AlienSoldier on May 21, 2008, 02:12:26 AM
It ain't great but testing my new tileset.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fscreeny.jpg&hash=4bd2510926ee9bd51595183b3296befce2965d21)[/spoiler]
Are you modding that? :V
Nope.
this screenshot is very empty! its alot of space...but..what are on a mountain hight?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F2073%2Foutpost22stianartsub1.png&hash=eec72acc6887ecf242fe5c6316f3aec09b3d83df) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg161.imageshack.us%2Fimg161%2F3531%2Frpgwildlinetittlesj5.jpg&hash=5eb1a9f2c5c1fe5d291fc75ec470b361a2774151) (http://imageshack.us)
Wild line
That mountain is too square, toooo square. Nature is balance & different in every aspect!
& yes, it's toooooo empty around it, need some trees or rocks & effects around it.
I've never posted here before? well, heres some screens of a FE game I was working on a few weeks ago, I'm halting it till the start of summer though :P it's mainly for fun as I'm a huge FE fan XD
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Ffe3.png&hash=9a23a0b78372d6c5be4e123cfff8576eccc85f9b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Ffe4.png&hash=bef5cfe0c1eb594519f7d76d177a30cf3aee9df7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Ffe1-1.png&hash=835d286d7eb4aaa48172d499ace05ad7c296ddf0)
yeah, the lips does move for the busts in the left portion of the text box itself.
And this is the focus thingy, where if the cursor is on the character he goes into a different animation.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fselect.jpg&hash=90706e47483efa46437afe01d3df71f92a782841)
[/spoiler]
Awesome! That looks great! Fire Emblem FTW.
That game would be awesome!
Are using a different maker, Sim...something (Can't remember)
still using xp :P I'm just fooling around with the ZTBS, I'm hopeing to customize the hud next, but, first it's exams XD glad you like it though :tpg:
Quote from: Caro Ru Lushe on May 22, 2008, 03:46:53 AM
That mountain is too square, toooo square. Nature is balance & different in every aspect!
& yes, it's toooooo empty around it, need some trees or rocks & effects around it.
thanks for the tip!
Your welcome.
-----------------------------------
Caro tries VX:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F1776%2Fj0poooi3.png&hash=105b9143687a730ad69b63895b7304265136019e) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F1330%2Ffreakskellyleavemealoneci1.png&hash=bd6f8424b0014d45838361f371d184faa5d9957b) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F5706%2Fooioppizu3.png&hash=4e83a2258f4adb8b1fdb59e298c395419576340d) (http://imageshack.us)
This is seriously not working for me. <sigh>
Quote from: Naith on May 21, 2008, 01:55:01 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg161.imageshack.us%2Fimg161%2F3531%2Frpgwildlinetittlesj5.jpg&hash=5eb1a9f2c5c1fe5d291fc75ec470b361a2774151) (http://imageshack.us)
Wild line
What.
Are you doing with.
A screenshot of Zul'Aman?
9/10 on the last screen shot and I will upload mine here.
Greetings folks, awful weird place for my first post, but here's a screenshot from a game i'm working on, called Hollow Faction.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi68.photobucket.com%2Falbums%2Fi10%2FAbiK%2FUntitledProject%2FBorderPass.jpg&hash=491f892a5d34d41ec0fde487620d5626fd05bbed)[/spoiler]
I know it's a bit empty, but i'm completely dumbfounded at what to do with some of the empty space, thoughts?
It's a nice start. The best thing to fill up space there would probably be the tall grass. Small rocks and other things like it are also good to fill up space without being too obvious, in my opinion.
Screenshot from a SUPAHSCRET NEW PROJECT.
8/10 Very nice.
Quote from: Dertt on May 25, 2008, 11:38:02 PM
Screenshot from a SUPAHSCRET NEW PROJECT.
YOUR SECRET SHALL BE REVEALED!
I am liking the look on that screenshot Dertt
SUPAHSUPAHSECRET:
The red-haired guy is the sprite-likeness of me. The character's not me, though.
I like that Train Station!!!!!
Thanks. The tileset is laid out in the weirdest way.
Me want that tileset! ;8
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F4729%2Fy546y6y65lf5.png&hash=92758686ad3294cac05433d7cc47de4026a4a9d6) (http://imageshack.us)[/spoiler]
I hate it when they ask that question, it's so obvious, becuase he's the main character! Duh ;D
I like how your using the wall top tiles here, idk if they were meant to be used like that but it works out alright.
Quote from: monkeydlu on May 28, 2008, 06:24:25 PM
I hate it when they ask that question, it's so obvious, becuase he's the main character! Duh ;D
I like how your using the wall top tiles here, idk if they were meant to be used like that but it works out alright.
lol, can't make much with that one =p
Here's something I was making:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F4774%2Fwfe4few34om6.png&hash=b1c78ce4d46e076e8851894e8b0ee43e7d8ee7a0) (http://imageshack.us)
Thinkig of makig another game Call Elven Lies . . . <,< Or something close.
& Have to go with a well thought plot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg444.imageshack.us%2Fimg444%2F7520%2Felvenliestitlecopyfv4.png&hash=279e212ac9369c93061ade6eb736ab6755aaaa1b) (http://imageshack.us)
Spells: "
Oh Father, Oh Father, Why have you abandon me?" ( I realize I wrote Abandon wrong >__>;; )
Nice lighting and biblical reference there :P
10 / 10 for both I'd say
Caro...
"Oh, Father, oh, Father... Why have you abandoned me?"
"Oh, Padre, oh, Padre... ¿Por qué me habéis abandonado?"
(The accutes (acentos ortográficos) are missing; as well as the capitalized "Father" or "Padre", if it truly is a biblical reference. Otherwise, it depends.)
And in a previous screenshot that you posted (your post previous to the last in this thread), you used "your" when it should have been "you're" or "you are".
Just pointing those out before it's too late. I know that you realized the "abandon" part already, but still. ^^; I hope you don't mind.
I blame Babelfish >__>;;
I thought I was missing something, thanks Starfish =3
BTW, lol, Starfish! Clannad <3
Quote from: Caro's MO NO BE on May 29, 2008, 06:06:14 AM
Thinkig of makig another game Call Elven Lies . . . <,< Or something close.
Something close to "Elven Lies?"
How about "Elfen Lied?" lol
Edit: wow, wtf happened there
What the-!?
lol, no, Then they expect a lot of nudity & Blood sched . . . thou . . . it could work, making something obscure & scary >:3
Anyways:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F1439%2Fthegirltowhichthestarssrn4.png&hash=4f5e7bea466b46da4faf4a741ea3684cb0cd308c) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F8259%2Fjustforthismomentnr8.png&hash=176391f7b4deccf59e9a3d007d5c59ebf4d030e7) (http://imageshack.us)
Gasp, that's an extremely nice bridge!
....but the shadows seem uneven.
Yeah, I notice it now . . . <shrugs>
The tileset didn't come with a solution to it -.-;; I might have to fix that.
Clericus is alive!
A "traitor to the crown" is dead!
That map looks pretty good Dertt. Nice work.
Anyway, I'm trying out VX mapping:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F3160%2Ffarmhousebw9.png&hash=5a6c1377bbf67249dd26c74e7134548d70c5db5c)
Quote from: modern algebra II on June 07, 2008, 02:53:11 PM
That map looks pretty good Dertt. Nice work.
Anyway, I'm trying out VX mapping:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg176.imageshack.us%2Fimg176%2F3160%2Ffarmhousebw9.png&hash=5a6c1377bbf67249dd26c74e7134548d70c5db5c)
Whoa! ;D
Really nice indoor map there, modern. Though I'm not sure why there are two beds in the bedroom. :-\
@modern:
Looking very nice and clean! c: Only thing that bothers me a bit is that it feels as if the carpet in the bedroom should extend one square down (under the wall), but I'm not sure if the mapping system allows that.
@Lev - two parents, one child, small house :P
@Reives - yeah, I haven't found a way to trick the system yet. If it were XP I'd use layers, but no such luck. You can't even break an autotile into components in VX :( Go figure. The best I can do so far is hold down shift when placing the wall tile - it works, but it has no edges. I'm going to keep trying. Of course, you also can't walk underneath roof tiles in VX, so the implied space is even less implied. But, I am using it for the bed and the crates, so either I will shrink the carpet by one square to the left, right and top, which would imply the carpet is centred with a one tile rim, or I will keep the weird looking roof.
EDIT:: Here, which one looks better to you? I forgot the bed in the large carpet one, but just imagine it is there.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg205.imageshack.us%2Fimg205%2F9778%2Fcomparisonvt8.png&hash=305af02162423a6917ba2093094a12428d2586a8)
Oh okay, if you can't walk under the wall-top then it's no problem. I'd go with the second one of the two there, although if it could be extended to under the double-bed as well, it might be cool too. c:
:=
[spoiler=Klyron, Fianna & Shinary vs. Hallow's Shadow Rippers](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg175.imageshack.us%2Fimg175%2F1045%2Fbattlegrounforestheavenlw8.png&hash=1704efffd843a8346cf98be63dc21368e676873b) (http://imageshack.us)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FScreenC.png&hash=6ffe15b8ae5f55932672df2102461a152fbc4ee3)
Gay bar. Pub.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FScreenE.png&hash=34e8594b692cb4919a44eb177192121faf851230)
"i didn't hear him said there were bats in here!"
@Caro - Looking awesome, as always. :P
I'll give it an 8.5/10. ;)
@Levvy - Both maps look good, but I agree with Zylos on the wine. 8/10 and 9/10.
@Zylos - I'm taking it that's going to be similar to midnight? Looks awesome. 9/10.
Me? I'd post a map or two, but I have no new, interesting maps/whatever to show.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FScreenD.png&hash=04d7be63e420f24fd8905cfcc6a91b4da4e2e458)
@Zylos and Rune
Thanks for the tip, fixed (the project of course not the screenshot)
Looking good. ;8 I give it a 9/10.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FScreenF.png&hash=3199346b0752688f107348233cb13948019b8983)
Well, I'm out of screenshots :lol:
Back to work.
I have been in lol for a while, About those RMXP Monsters Sprites =p They look nice combine thou
What do you mean when you say the housing units in the subconscious mind have "questionable" living conditions?
The panorama works great!
It gives me the creeps. 8.5/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg385.imageshack.us%2Fimg385%2F4496%2Fscaryscena9pd1.png&hash=538936470d418fc26bb641973b3f3ed5fec98877) (http://imageshack.us)
This is one scary situation . . .
10/10
8 for mapping; 2 for ashwalker.
The dead soldier sprites would look a lot better, bloody. But for the mapping: 10/10. I love the atmosphere, and the mapping itself.
Testing Belle's Sprite & a few others.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg380.imageshack.us%2Fimg380%2F564%2Fbelleangerburnsall331hb5.png&hash=feacb7d164e4e31c28c262cf2f27c739d11779fc) (http://imageshack.us)
Belle is reaaally angry right now
Awesome--It feels almost like the fire is actually radiating heat, and I love the effects your game utilises, like the falling leaves and the sparkles. Your mapping is great; everything looks very natural.
...but she's burning my babies. lol
Anyway, here are a few of shots from the opening sequence of Clericus. Well, the last one isn't really in the opening sequence, but it's kind of funny because Clark basically has a hangover, and Kyle has a really stupid question to ask.
Intriguing?
lol "Kyle what the hell"
Well, if you like that, then, You might love this more.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F381%2Fberserkfiannaisjustawesgf9.png&hash=4d1b473ef96c469c7caf15f8e6e38f72d4b7a39a) (http://imageshack.us)
Those "Flames" character sets sure can work for like, Anything I want to make <3
That looks like a cool scene, but the floor seems kind of strange since there're no edges to it.
Quote from: Leviathan on June 25, 2008, 02:24:18 AM
lol "Kyle what the hell"
I swear, if this is this only comment on my five screenshots...
lol
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg157.imageshack.us%2Fimg157%2F6124%2Fangryasaiji32converatiouu4.png&hash=6bb0c11852ecedc3a2810ee350f943f649ed3803) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg157.imageshack.us%2Fimg157%2F9276%2Fangryasaiji32he7.png&hash=d8b7a78f92aff179cea0b7a5e855a6c482ff3f49) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F1968%2Furiuinvaeklyronsroom203mr1.png&hash=1822dd2f77c40d713873c377ac126a425ff14742) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F4093%2Fclashoftheeternalsioi9iz1.png&hash=ef73a7430f2d3c7d108671fc82897971db0fa71d) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F9868%2Fholdingbeforethefangsofto7.png&hash=dc48229f3d79859aa9d04a2ee48601d083c1d527) (http://imageshack.us)[/spoiler]
Quote from: Dertt on June 25, 2008, 11:07:42 PM
That looks like a cool scene, but the floor seems kind of strange since there're no edges to it.
Quote from: Leviathan on June 25, 2008, 02:24:18 AM
lol "Kyle what the hell"
I swear, if this is this only comment on my five screenshots...
lol
Wish to fix that floor, but, well, you know, I sux at adding add-ons in a tileset ;-;
I'm not sure whether to love you or hate you. I envy your skills.
I'm loving the new shots. Only errors I can see is that in the last shot, the walls appear to raise a little, not sure how to explain it. Where the floor meets the wall, the wall raises two squares, but a little further up, it raises three.
Other error is in the second shot, one of the walls just doesn't look right. I don't suppose that's an error though, just your style. Up to you. ;)
Other than that, <3 10/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi292.photobucket.com%2Falbums%2Fmm8%2FYummyDrumsticks%2FMy%2520Games%2FNightshift%2520Noble%2FChinatown.jpg&hash=e530ec977ee85dce653407fa63a18f6ff514d1c5)
Looks good. Nice lighting. I don't really know the capabilities of the tileset you're using, but the mapping looks decent.
Quote from: Minato on June 25, 2008, 02:24:18 AM
lol "Kyle what the hell"
...so this
is going to end up being the only "feedback" on any of my screenshots. ;9
Quote from: Dertt on June 27, 2008, 12:05:42 AM
Looks good. Nice lighting. I don't really know the capabilities of the tileset you're using, but the mapping looks decent.
Quote from: Minato on June 25, 2008, 02:24:18 AM
lol "Kyle what the hell"
...so this is going to end up being the only "feedback" on any of my screenshots. ;9
If you want I can criticize you properly.
Quote from: YummyDrumsticks on June 26, 2008, 10:35:58 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi292.photobucket.com%2Falbums%2Fmm8%2FYummyDrumsticks%2FMy%2520Games%2FNightshift%2520Noble%2FChinatown.jpg&hash=e530ec977ee85dce653407fa63a18f6ff514d1c5)
That's a great tileset. Share!
Quote from: YummyDrumsticks on June 26, 2008, 10:35:58 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi292.photobucket.com%2Falbums%2Fmm8%2FYummyDrumsticks%2FMy%2520Games%2FNightshift%2520Noble%2FChinatown.jpg&hash=e530ec977ee85dce653407fa63a18f6ff514d1c5)
come come! to the Telephone center!
lol, a rather shady ally for there to be a telephone store, but who cares, maps looks amazing XD
nice job on the lighting, looks like cosmetics to me, but idk, I'm not that familiar with it, still, it's a nice job.
p.s.
I never noticed how well xp monsters worked with vx characters, I mean, now with size relation, the monsters actually seem scary XD
Quote from: Minato on June 27, 2008, 07:20:56 AM
If you want I can criticize you properly.
Yeah... that'd be nice.
Photobucket for some reason didn't like the pics I took, so I deleted my last post and am reuploading some new ones.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero1.jpg&hash=8a968f68f7d684043294d085f2258a5f479237d5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero2.jpg&hash=2d083ad40f0c7e123fd1e9405e482e0e43dedfdb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero3.jpg&hash=12de1ed059f932270c43756f0e27683e7b90948a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero4.jpg&hash=02e24e55c2b45fdb09bae3ba59301da2484ea264)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero5.jpg&hash=945acfd0651b5ccdf4f563844b660fa71e6885c7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FM-Zero6.jpg&hash=443b437fe6bcea2a1fd6c51ecb3d5aa74eca954c)
[/spoiler]
[Spoiler="Screenshots"](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-2.png&hash=e549deab580d4fab6f279d187fd7b3248f4b5c39)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-1.png&hash=7ff570c5cdd9e62165ae1c7772b46318ab0736bb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-4.png&hash=8f6c8f5483b1f417fc15edf8abdf6becac9c68ef)[/Spoiler]
The shadow error in the last screenshot has been fixed. Also, the flowers in the first picture has been edited.
@Zylos: Nice spooky Screenies, so, we get to use also other weapons besides the hand gun? =X
@Shadow: Well, seen as you say you've edited The Flowers & Fix the Tree's shadow I see nothing much to say but . . . last screen where the ruin Bell or tower thingy I luv it . . . & I want it ;-; Puhi~ Puhi~
@Shadow:
Cool stuff, I especially like the last one. c:
Complete revamp of Korbin Village.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.quintessence-tbv.com%2Fimages%2FKorbin_Village_Revamp_Icon.jpg&hash=f37b8bdb7dfdeeb4fbce87ef0bdc96d11c2e7ebb) (http://www.quintessence-tbv.com/images/Korbin_Village_Revamp_C9.jpg)
@Zylos: The guy in that picture, fits more with Lee's face.
@The Shadow: Amazing mapping, man.
@Reives: Godly mapping. O_O XD
I must say I was laughing watching the cast Reives =X
Soo many "Ahhh" moments x3
Korbin Village looks beautiful, but, the bridge sorta looks, ermm, weird thou, seen as it sorta takes more ground than water that is.
But, other than that, nice tileset ;3
The tomb of Lady Galatea.
Only... where's Galatea?
That Screenshot make me Jealous, I want that Tomb =P & WHere the heck is Galatea?!
@Dertt: That tomb is impressive, nice work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg370.imageshack.us%2Fimg370%2F4006%2Ffunnyopijoipqc1.png&hash=6007abe6faad21cb1220aafba7b4d487fbcde4c3) (http://imageshack.us)
Small, but, A Funny Scene:
Fianna: No, I did not drink Sake . . .
Klyron: & What's with all the empty bottles?
Fianna: I am a women, I have my problems to deal with everyday.
Klyron: -__- No, your just lazy.
Fianna: I'll work when my head stops hurting & I Finish the Cake. >__>;;
Uriku: The Cake is a Lie . . . ^.^
=<
Oh, nice sprite work!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F3852%2Fpopeoal1.png&hash=fecf66c853437957508b2b587bedf0c8956d6ea3) (http://imageshack.us)
Nice beach mapping, Caro. Great edition of the seagulls.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot30001.jpg&hash=66e0fe97790152f9ad2776467654d4e85937e714)
A bunch of pirates lurking around does not look like a moment to savor.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot30002.jpg&hash=4ed75fdeef13d9f98a4554902e696165ef282985)
The first step in the new kingdom of Ravana.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot30003.jpg&hash=8df858c57b5ac45f5d68e43510e41009fc3f7d46)
The sky dims for nightfall in a courtyard full of fools.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot30004.jpg&hash=d34b613e93a73fc50e488a6f7b1af6ccf380eb3d)
The new castle of Ravana.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot30005.jpg&hash=5d3bd1edc59f35da496e80734427242efdc486cb)
The guards make sure you cannot refuse the king's hospitality.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fmap2.jpg&hash=fedbcd7fede9f09ae5d2363be87839e72821e8c2)
The new land mass of a kingdom north of Alefgard.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fravana.jpg&hash=7916953185dd4b85e76a190b3173ff0e0fc0d4e5)
The entire second floor of Ravana.
[/spoiler]
As always, excellent mapping maia - you make it look easy, but whenever I try to map in VX I end up with something terrible. I particularly like the first screenshot (the mood of the map is established well by the tint) and the castle of Ravana
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F1776%2Feww33pu6.png&hash=34d29d675ae3cb57b6897a37353e4003a513cd36) (http://imageshack.us)
^^ that is a really nice shot.
Great mapping Caro, but whats with all the cats? XD
It makes me want to have a do some sightseeing in that town. ;8
I'm trying something different than I'm used to for my Game in a Month project. It's a futuristic shooter game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FT_Shop.jpg&hash=b7866709dcfe90f0412ea96a31e8f839c4f485e7)
This is what the shop will look like. Rather simple. Please note that the girl is actually animated with the equivalance of a GIF.
Zylos, that looks pretty cool. But, what maker is it what with? (The icon next to name doesn't help me at all.) XD
That's with RPG Maker VX.
Zylos, it looks a bit odd to have her body just appear at the top of the window. The window is transparent, and she only has half of a body.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1633%2Fmklknk8.png&hash=5f53a5334ab201dc1af7f03412de0f6bd08a260a) (http://imageshack.us)
Working with the sprite . . . on having their own emotions like sprites too & Poses.
Quote from: Dr_Doctor on July 12, 2008, 08:15:29 PM
That's with RPG Maker VX.
Thanks.
@Caro: Very nice mapping, the only things I dislike is the fog. But that's only my opinion. ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F4967%2Fkatimaeventmeetingp290cl6.png&hash=40b48f7561a8e95f65171da0db9943300b00ea03) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg133.imageshack.us%2Fimg133%2F2856%2Fioj2ejo3vu9.png&hash=eb37fad78181a7d59972ccf24e347379736ed6b0) (http://imageshack.us)
Nice maps DAS.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg234.imageshack.us%2Fimg234%2F7314%2Fcemeteryfu6.png&hash=8a069fb76acd0d00ffbe7ea5aae3387be569ea80)
Also, I am moving this thread to Game Creation General Chat - No reason to exclude Game Maker from the thread.
Looks nice, MA. But, using the RTP with it just doesn't fit.
@MA: Use a fog, make things dark, if not and your going to display it during the day time, then tone down the RTP tileset, somewhere to about -33saturation would be good, most people use that as standard.
working on a round pond auto tile, it's not done but it's almost done, lol, gotta make the corners work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2FCFscreen-4.png&hash=68e6a2406f7c15cd4cefaa6706e0f8f79b66a447)
and a few CF screens XD
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2FCFscreen-2.png&hash=672b44a23a790f1fe9ea9c409b27185df075da92)
Messed around in photo shop a bit and came up with the location name designs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2FCFscreen-5.png&hash=378226d6c7992bbd08e67d5f6fb28be59411bfb8)
It's a new story line, but the character's personalities haven't changed that much :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2FCFscreen-1.png&hash=5c45e83850f112adbd203eb9f7b3f0c899d03bde) (http://www.mediafire.com/?tq95wx9sy10)
(click to download the new CF preview :P)
You visit the cemetery in the nighttime, and there is a tint but that screenshot was taken from the editor.
The rounded autotile looks pretty good, but yeah there are couple corners on it that get caught. It also look a little weird when you have a straight side that it bumps up and down like that - I'd suggest that you mix the two up when you use them in a real map.
The location screen looks awesome.
I made a straighter round version, well, halfly anyways, but I decided that since Iw as going for the "circle" look, it don't look as good.
http://i180.photobucket.com/albums/x268/monkeydlu/ne%20album/screeb-2.png?t=1216574044 (http://i180.photobucket.com/albums/x268/monkeydlu/ne%20album/screeb-2.png?t=1216574044)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-11.png&hash=2882ef45560f6339e8716d835bacbcf56900d7bd)
Briliant!
wow, that was amazing shadow, one of the bests i've seen from you so far without a doubt, having a beach inside a cave, don't see that often eh? XD
love it, really amazing.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F5319%2Fdefaultue6.png&hash=eed2574ab5f4158c960fc8de63ca6fde5654198f) (http://imageshack.us)
The smallest trees has a solid shadow.
Other from that, it's a pretty good map DAS. The only thing I can comment on is that I prefer green grass rather then brown grass, but that's just what I think :P
I prefer it brown that way, it shows it as it is a dead forest.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fblog2.fc2.com%2Ft%2Ftoriaka%2Ffile%2Fss001745.jpg&hash=3472b9f7e083d0f2225db11bcf28e028099f8042)
Not my project, but it's a good screenie.
A screen of Rincendaria, the village immediately following the end of my current demo.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.galanovagames.com%2FGraphics%2FScreenshots%2Fffpp_s7.jpg&hash=80154fa70aef54f6b27bd53c31956d884355c92f)
Great mapping madriel
Here's a look of the revamped battle system. There's a lot to it as I really wanted something that allowed the user to both have fun yet not be over-consumed and overwhelmed.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi33.photobucket.com%2Falbums%2Fd77%2FBlazinhandle%2FBattle_Makeover.jpg&hash=89036e56c1235d58d472a17afd9f13ceec6011dd)
That looks amazing blazinhandle. Nice work.
It looks very nice, just a couple aesthetic things to work out. Your player sprites don't appear to be "clean cut," meaning that the transparency and cut needs to be addressed. I see the same issue with the face on the bottom left, just a bad cut. A little photoshop/gimp work should do the trick though, nothing major.
I'm also not crazy about the fonts for the numbers in the upper right, and the action description on the bottom of the screen. I think you'd be a lot better off using the font you used for "Adrenaline" and "Life" throughout; it would make the screen much neater, crisper, and easier to read (especially those numbers, they're tough to pick up at first glance).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FAve.jpg&hash=c0822b8fa56a9d74e93f6c49769183be198e3d1a)
Could use more stuff around, it looks empty. & the stone desk goes on the Wall.
---------
Battle system, the skills . . . well, the battlers aren't acting quite well to the attacks .____.
A Pokemon ame I am making . . . while I get my resources back . . . :0 Just wasting time in it. =
It's almost like the mapping is too good for a pokemon game. Well done; I love the colors ^_^
Very good map.
30 New Screenshots
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50001.jpg&hash=ae6f9773fad8289f324a1464ada10e2b54b73ab0)
The ice tower of Sheol is too cold to trek through without a way to keep warm.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50002.jpg&hash=98d7098938e1e0263128ea2aa19ee7cb5aac1f5b)
There are many dead bodies piled up from the cold.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50003.jpg&hash=79eade010faa80d96ca8e3e61de33b5409559b38)
Showing off the new lighting effects. Glowing save crystal and lit lanterns.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50004.jpg&hash=2a46fddc03a77044b922469daba54903534865b0)
Fort Weston that defends the western portion of Ravana.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50005.jpg&hash=10dd7e7e1ac55ce6db58c51f3acb59fbe534d307)
The path leading up to Fort Weston with a grave to the north.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50006.jpg&hash=6152ccc95a3fc019d39bb476aff37ac5aa090262)
It will take more than the king's permission to get past the guard that blocks the way.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50007.jpg&hash=249c332a45dbbb412f39c148eaa78981dc1553c2)
Hope not to see the dungeon of Fort Weston.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50008.jpg&hash=f032516d719f5d60da50ea234f8a9a9d2e74ef83)
The entrance to the Shrine of Xarzith.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50009.jpg&hash=7caf60598ee6fc41e1b82c5fafcd2324425d21ee)
Class changes can leave a single character with some interesting skills.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50010.jpg&hash=ea4535f0968a87d41e0bc10b06ed5afd16f0388a)
A boss fight with an interesting background.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50011.jpg&hash=e9e4ae11a21b48a3ab96e5d815277cdf689c711b)
The mysterious ruins.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50012.jpg&hash=5efee44153ada3cfadc2ebe0e8615a9fb9cdfc66)
A path inside of a labrynth of dead trees.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50013.jpg&hash=588371e06740d32775c0af8aa53d2a3bbd4bc718)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50014.jpg&hash=1e5738e36ba7944e0b97a9c4e1ffb6d1a1d0dc2f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50015.jpg&hash=e7456cc3596bbcae5f0a5b2960d4fb4aaa623441)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50016.jpg&hash=9d5706c4acb54eb39418cbb60c4da513695c65df)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50017.jpg&hash=01de7b73572a76d1549d2fdd2d27f3f58d77592c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50018.jpg&hash=a2b78e55120dbf4df0bd210e86f04b99a2e00fc8)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50019.jpg&hash=ba024b1fcb39ec6271d6ba681887dbb74a528ed7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50020.jpg&hash=fc26c8c5dfb80278f7cf0fc04dd56c89ec17e1b0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50021.jpg&hash=e1f8e847880317797897731ba8badb7beba07953)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50022.jpg&hash=0ace08a590bece3851df08bc2e48a7c875c0c09b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50023.jpg&hash=b295f7a55a1026d62db9ebacddfa45d4bcad593b)
A pit of dead animals that are there for a reason.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50024.jpg&hash=a71a6cf215f13ac4508f66e624115537103aa34f)
The many mysteries of the witch hut.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50025.jpg&hash=1890827dc24de2367fd11f0035bcff0f659390f0)
The witches were bannished from the village for accurately seeing the futre.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50026.jpg&hash=da2c2ab726502592c26c40546ac8161c0379de41)
Just a demonstration of how long I have been playing the game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50027.jpg&hash=91f598af994924fa084b54ce75966c6c85d7cf1f)
A canoe can take you to mysterious places.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50028.jpg&hash=c92b176f22abf242afb14ff28511bddb0c700c5e)
A very intelligent cave to be in full of tricks and traps.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50029.jpg&hash=2744abecf5b635177e6c351d9902f229f324fda3)
There are secrets everywhere.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2FXtra%2Fshots%2Fshot50030.jpg&hash=afa04726d865e81f04475e39170379ccc87d7f17)
Levers help solve bridge puzzles everywhere.
[/spoiler]
It's too hard to comment on 30 screenshots >:(
Especially when they're all so beautiful. Great work maia.
wow
So comment on the best ones?
Well, I love the one with the light effects (3rd). Not only because of the light effect but because of the way you mix the two ground tiles to make them seem natural. As I said in the other topic, the ruins are very nice. And I also really like the very last screenshot. I think the way the river seems so natural is what I like about it.
The only screenshot that I think is a little sketchy looking is the exterior walls in Fort Weston - the same base wall with the tops the way they are kind of looks weird.
New Screeny . . . playing with Inquisitor's Exterior Tileset. :=: (for a "prequel" probably)
I have to do something with those Wolves, Their color clashes.
The lighting effects looks fantastic, maia! ;8
About the screenshots, I wonder if that is what lures people to my project's post 100 a day... yet no one posts...
The only thing I really look at in most projects are the screenshots. =x
just desaturate the wolves a bit, 35% or so would do.
Quote from: Raphael on August 13, 2008, 04:10:37 AM
The only thing I really look at in most projects are the screenshots. =x
The only thing that matter first.
Quote from: modern algebra on August 11, 2008, 11:32:28 AM
And I also really like the very last screenshot. I think the way the river seems so natural is what I like about it.
Woo! I made those :P
Quote from: Raphael on August 13, 2008, 04:10:37 AM
The only thing I really look at in most projects are the screenshots. =x
As do I...
Quote from: Code Geass on August 13, 2008, 06:17:45 AM
just desaturate the wolves a bit, 35% or so would do.
Also, I agree with this. De-saturation would help a lot.
Better or worst? :x Trying to make them black yet gray thou . . . they won't be seen at nigh easily.
I think it's definitely an improvement from your last shot. I think they could still stand some de-saturation though.
I Think i have better mapping skills now...
1.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff267%2Fnaithsaber%2FMap1.jpg&hash=adeda41986aabc5f325aa957edf60ed66edb6467)
2.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff267%2Fnaithsaber%2Fggdg.jpg&hash=fec80ff0bcdd1c6fba08700a2f71f23975f45585)
3.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.photobucket.com%2Falbums%2Ff267%2Fnaithsaber%2FSccreees.jpg&hash=7bd65c22d31a1d8550255f0ca9b4f3f5a53a4901)
Don't Quote The Mapping error on the 3rd, please
Your first map feels a bit empty, don't know. The second, pretty good could be improved. The third is a lot better, you've done a good job on it.
I'll agree with DeathLock on your first map. It appears a little empty. The second map I think is too symmetrical for such a place. The third map is really nice after you fix both mapping errors :P . I'm not sure which one I'm not supposed to mention ;9.
I'd give it a 7/10
There is still a lot of room for improvements. Keep practicing!
Quote from: grafikal007 on August 14, 2008, 02:14:05 PM
I'll agree with DeathLock on your first map. It appears a little empty. The second map I think is too symmetrical for such a place. The third map is really nice after you fix both mapping errors :P . I'm not sure which one I'm not supposed to mention ;9.
Both obviously :p
Quote from: grafikal007 on August 14, 2008, 04:08:19 AM
I think it's definitely an improvement from your last shot. I think they could still stand some de-saturation though.
They're base from the screeny below
Oh, I see. Then yeah, I'd stick with a de-saturation. At first glance I would say, "Match their color" since they're clearly more white in the latest screenshot. However, after looking for a minute, it's like there's an ambient glow most animations use to contrast the characters from the background. So the wolves are probably pretty dark in color but I don't think they're as dark as the gameplay screenshot. I'd go with a Blue-violet color and de-saturate into a colorful grey. If "colorful grey" even makes sense lol.
In game:-
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi178.photobucket.com%2Falbums%2Fw267%2Flegendofthefallen%2FUntitled-1-3.png&hash=ae8a10437c8f86751d845a2c8961ffdbbc4a40a2)
In editor:-
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi178.photobucket.com%2Falbums%2Fw267%2Flegendofthefallen%2FMiniLodge.png&hash=2520d2d8d4c132257e891d6192f6191cae006585)
And another shot, but in the Editor (Looks better in game, but I can't fit it all in, MASSIVE):-
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi178.photobucket.com%2Falbums%2Fw267%2Flegendofthefallen%2FStation.png&hash=88987664b95f581cbb9e1d7b091d39e19f36284e)
My Slums Tile set, in the editor:-
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi178.photobucket.com%2Falbums%2Fw267%2Flegendofthefallen%2FExample-4.png&hash=69644908e22304fb84f86f1df27ca408e2b4c0b8)
The first castle tileset you're working with looks a bit too blurry. =x
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fleventhan.files.wordpress.com%2F2008%2F08%2Far0.png&hash=3c9202948295e34f5eb6183a1d68bb9b6f26c53b)
Leviaaathaaaaan
*drops jaw*
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-10.png&hash=6ce6e11b27bb7dda47b3eee7a4d91d9dec2b8309)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F6324%2F12435175sp4.jpg&hash=5a800fd34bf1a918984f8d97ff4e03b99e276edd)
@LOS: Some of the pieces don't match the RTP, kinda ruins it. But, I guess overall it does look good.
@Leventhan: Love the lighting effects, man.
@Shadow: Great mapping.
@Grafikal: A bit strange, but I don't know since I don't like VX that much.
Quote from: grafikal007 on August 18, 2008, 04:08:07 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F6324%2F12435175sp4.jpg&hash=5a800fd34bf1a918984f8d97ff4e03b99e276edd)
I know I like it.
Quote from: maia on August 18, 2008, 03:00:23 PM
Quote from: grafikal007 on August 18, 2008, 04:08:07 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg244.imageshack.us%2Fimg244%2F6324%2F12435175sp4.jpg&hash=5a800fd34bf1a918984f8d97ff4e03b99e276edd)
I know I like it.
I know I do too, it's one of those screenshots that tells you a story.
It's snowing in there but you can't even see it :mad:. Looks cooler in game. Lol.
I know its snow in the map. >_>;
Some random town:
[spoiler=Whole Town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg297.imageshack.us%2Fimg297%2F6855%2F7wholemapdq3.jpg&hash=ec451f118857aca069684c7e2a57507bce1e83ee) (http://imageshack.us)
[/spoiler]
[spoiler=Town Square/Bar]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F1715%2F1middleoftownpc3.jpg&hash=88a51c195d98ad2a3dee72e78816575992d1ff5a) (http://imageshack.us)[/spoiler]
[spoiler=Residential Area](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F5080%2F3residentialzm2.jpg&hash=4e889019d14f44178fdc8e24c72810c705fd8bef) (http://imageshack.us)
[/spoiler]
[spoiler=Church/Graveyard](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F859%2F2churchgraveyardtd6.jpg&hash=8246dc843cb4d764923157720eb899a43a47afbc) (http://imageshack.us)
[/spoiler]
[spoiler=Mansion/Mayor's Home](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F3613%2F4mansionoh1.jpg&hash=79dce216aef4dd017bc2d04a764b05b7d76ba68c) (http://imageshack.us)
[/spoiler]
[spoiler=Lake Side](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F3873%2F5lakejp8.jpg&hash=2ccc69d8a83e0c5da7ea026f1b23cdae98198c78) (http://imageshack.us)
[/spoiler]
[spoiler=Pond Area](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg143.imageshack.us%2Fimg143%2F4108%2F6pondic7.jpg&hash=bd3a7f55d53e75c9d14016d49f4628a0ab47921e) (http://imageshack.us)
[/spoiler]
[spoiler=Bottom corner of a desert city](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F4365%2Fnosandcc3.png&hash=a7bb59f15f56a13d95e310786d44714a93dff35b)[/spoiler]
[spoiler=Bottom corner of a desert city during a sandstorm](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg509.imageshack.us%2Fimg509%2F447%2Fsandei2.png&hash=dd56e751a92fe4519f3fcf16b807d72c8ecaa02b)[/spoiler]
[spoiler=Bottom corner of a desert city during a sandstorm while talking to a merchant on a rug](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg529.imageshack.us%2Fimg529%2F5853%2Fsandtalkrl1.png&hash=3431457a301996b95785e961c9b287a4ebe09924)[/spoiler]
Horrible :mad:
:mad:
[spoiler=SE corner of a town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww4.mediafire.com%2Fimgbnc.php%2Fdc8bc47471d3e727a39d87617d38b6166g.jpg&hash=84d678e85473665dfd3cb8fb4728bc3aeaabaa2f) (http://www.mediafire.com/imageview.php?quickkey=w5yzj3csxyn&thumb=4)[/spoiler]
[spoiler=NW corner of a town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww3.mediafire.com%2Fimgbnc.php%2F90f979c7222eede80b7a447e61001ab56g.jpg&hash=0cb59e4f668d813a65c89c8a55cc0bdf9f122f05) (http://www.mediafire.com/imageview.php?quickkey=zmzydfnnyjz&thumb=4)[/spoiler]
I like it a lot Irock. Great mood in the second shot.
Garge - your maps look nice too - too zoomed out for a lot of focus, but it does look good from what I can see.
I am glad to see that RPG VX is becoming popularized.
I expanded upon the last map I made and created a village. Put together a 1599x1600 image of it. ;3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi38.tinypic.com%2Fj9688j_th.png&hash=4a1ada586aefef0f5ae6b824d57888f256fe2c04) (http://i38.tinypic.com/j9688j.png)
EDIT: I moved the merchant on the rug over a tile by accident, but it's not work correcting. ;9
Interesting. I like how the dirt path through the center of the town feels like a back alley. Like you'd totally get mugged going through there.
Quote from: grafikal007 on August 20, 2008, 11:45:51 PM
Interesting. I like how the dirt path through the center of the town feels like a back alley. Like you'd totally get mugged going through there.
That's actually what I intended it to feel like. =o
Good job then :)
World Crafters grows hungry :-)
I really like all of these except Irocks for biased reasons.
Grafikal, the huge map of yours is fantastic, I stare at it all day ;o;
Cheers for RMVX!
Great maps everyone. ^_^
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FDungeon1.jpg&hash=248dc41ce80f7d544279b2a13367d959186283a6)[/spoiler]
@ruzu: A little on the plain side, needs some more going on. Hard to tell if it's suppose to be a cave or a mine.
Here are some SS from a project I'm working on for Maia's World Crafters.
[spoiler=Order of the Arcane Blade](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww0.mediafire.com%2Fimgbnc.php%2F015fa0886137681df4fad8e4095e8ec05g.jpg&hash=284a988e6ee1f4907ae30dd06a82694548382b6e) (http://www.mediafire.com/imageview.php?quickkey=xsnw5mggmxz&thumb=4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww3.mediafire.com%2Fimgbnc.php%2Fbc213ce6dbbdde60c7930a62821daed35g.jpg&hash=3a3027885f6fd28122a362d52ca519bb1a4ef9dd) (http://www.mediafire.com/imageview.php?quickkey=yevvz1wz0g1&thumb=4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww3.mediafire.com%2Fimgbnc.php%2Fb3049c5d26c03075ea909ff666a6b2e35g.jpg&hash=25d14b41cc83acc15c86b05d65eff14d28a681d0) (http://www.mediafire.com/imageview.php?quickkey=emsb1ipdjen&thumb=4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww3.mediafire.com%2Fimgbnc.php%2Fbcfa67fc75f423d383c89e68e4f4a3105g.jpg&hash=d6585d0195e80b294b6d9d97a44fba77b9c564b7) (http://www.mediafire.com/imageview.php?quickkey=hmezsc20cgo&thumb=4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww2.mediafire.com%2Fimgbnc.php%2F75b9787b10a622e6c1e608b2104de9c45g.jpg&hash=8b619dd04eebd30ac5296968ff5a34d99203b5fe) (http://www.mediafire.com/imageview.php?quickkey=b50ndpnwjrq&thumb=4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww3.mediafire.com%2Fimgbnc.php%2Fc988b2d33163f2d9d1d080ea37380ccd5g.jpg&hash=119e5d8c74a93b223cee89086c747cfb2b2b7781) (http://www.mediafire.com/imageview.php?quickkey=zdjdm2ljcdm&thumb=4)[/spoiler]
Time to break everyone's VX fun (lol)
Testing . . . . a new extra box for the Name, I was getting Annoyed with the name standing in midair & as you can see, The Portraits aren't appearing in the middle of the map in game play, that's what the Scenes are for.
In the second one, I was just testing a windowskin I made myself . . . but, technically, it didn't work like I wanted it to work =__=
The first map looks pretty well done, for the second map the windowskin's outlines is what ruins it in my opinion.
;9 I know . . . I'm terrible at making custom windowskins.
Quote from: Dark Angel Scion on August 25, 2008, 12:09:06 PM
;9 I know . . . I'm terrible at making custom windowskins.
I'd try something more simple for the windowskin. =o
>__<;; True, Thou I would've actually liked it would look rather, well, Brown & blue.
Here's another one (I was just simply testing positioning on the images & fades for their expressions .___.)
I'll get to the maps later on . . . . & I just wanted to put that one up for technically, Blizzard's windowskin looks better than mines.
I'm still learning the mapping system of RMVX, but here's a quick one I did. What do you guys think?
Quote from: Revo on August 28, 2008, 01:23:47 AM
I'm still learning the mapping system of RMVX, but here's a quick one I did. What do you guys think?
The things in the yard look a little too clustered or random.
Quote from: maia on August 28, 2008, 02:21:52 AM
Quote from: Revo on August 28, 2008, 01:23:47 AM
I'm still learning the mapping system of RMVX, but here's a quick one I did. What do you guys think?
The things in the yard look a little too clustered or random.
I'll agree with her, Revo. I think you have just a little too much going on in there. I like where you're going though. Good to see that a statue is broken, the rubble next to it is the key there giving a hint as to where the statue is now that it's busted up.
The only time random is wrong is when it's man made, such as those graves. Everything else is fine.
Using a dark tint screen event for a rainy map makes it look better as well.
Thanks, for the help.
The graves are supposed to look just kinda thrown together because of a massive attack.
practice makes perfect :)
keep trying!
A map for a Wind Castle maybe?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-19.png&hash=14c3fc66210ccd80e22c26e969a74e8c9873c69f)
That looks pretty cool, but there's a few map errors (or tileset), but they tiny to be noticed.
Wonderful!
Although I can't help but feel that the underside of the bridges looks a bit weird.
Yeah, Im currently working on the bridge thingy. Im going to make a second version of the bridge with a straight underline instead of the standard one.
DeathLockBM@ It could be both tileset errors and mapping errors. I've noticed some errors after I posted the screenshot, but most of the have been fixed.
EDIT: Meh, now when I've fixed it, I think that I could share it with everyone.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTilesetPiece.png&hash=83530cde9365053fd2d67171450f1fce5833d8b4)
No credits needed. It's just an edit ;)
Looks amazing Shadow. Nice work.
That looks a lot better, nice.
Quote from: The Shadow on August 29, 2008, 12:40:54 PM
A map for a Wind Castle maybe?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-19.png&hash=14c3fc66210ccd80e22c26e969a74e8c9873c69f)
Other than the tileset error, the map looks . . . beautiful. It makes me actually cry ;=; (lol)
That's the reactions Im aiming for =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-20.png&hash=e87bf2f31af8c7ba54f777356f53a71bec5f5828)
Quote from: The Shadow on September 01, 2008, 09:00:26 PM
That's the reactions Im aiming for =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-20.png&hash=e87bf2f31af8c7ba54f777356f53a71bec5f5828)
There is a lot of wind in the desert. So would it not turn into a rainforest then?
I will quote what a guy said in my project thread on hbgames.org said.
QuoteThe world will not turn into one big desert. But since wind is needed to blow clouds somewhere and if the clouds wont get there it wont rain. Then plants will die and rivers wil vanish. And voila you have a desert like enviorment. Not a real desert since it is not sandy and stuff, but a dry place where nothing grows.
Quote from: The Shadow on September 01, 2008, 09:00:26 PM
That's the reactions Im aiming for =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-20.png&hash=e87bf2f31af8c7ba54f777356f53a71bec5f5828)
nice one=)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F7051%2F61866284zi3.th.png&hash=0c51bd92b88272bb75f04187945c028723b7be51) heres mine
http://img166.imageshack.us/my.php?image=screen3xe3.jpg (http://img166.imageshack.us/my.php?image=screen3xe3.jpg)
like it ?
@XselmoelmoX: Could you post the full version, no one can actually give anything from that.
@JJannem: I can't see any image. EDIT: I see it now. It's a bit empty. You need to add some more details(Rocks, tall grass ect.)
New Screenshot from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-24.png&hash=8cfaaef8d94e9e9255d3200d2652a64d41547767)
@JJannem: As Shadow said, it lacks a lot of detail.
@Shadow: That's a lot of purple, other than that looks great.
I've added some gold to the curtains, and the sofas has been recoloured aswell. I like the purple, it stands for the Castle in the story, and it's also relaxing for the eyes.
Oh wow. Shadow, that looks great! :D
But like DeathLockBM said, that's a lot of purple. :-\
Here's an update version of the screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-25.png&hash=2d0dc7e1735c606d2c12830ce176a270b8e724f7)
Im sticking with the purple.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg178.imageshack.us%2Fimg178%2F6088%2Fscreen8bo3.th.jpg&hash=eee9f25fedb901dc4d388de5f20cb09ee579489e) (http://img178.imageshack.us/my.php?image=screen8bo3.jpg)
better??
Still its a bit empty, you need to add to it, little plants, heavy grass, customize your tileset. Don't just stick with the RTP.
uhh..yea.. i see that now.thanks :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-29.png&hash=99b1e229fdf4d59e8b90a72f4a6da6aec93070e0)
As usual you supply a great map, but I don't think limiting yourself with the default message system (if you're using it).
Yes, Im using the defualt message system. But Im considering to change in the future.
Shadow, your Maps are beautiful as always.
:-[ I envy you . . .
:)
Your mapping skills is good aswell DAS.
And a new screenie from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-30.png&hash=1199166ed6793338852123909da8a34121c6c8ef)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F1371%2Futennavnkf8.th.jpg&hash=b9b0ea609012075cfa73f9df4b6206bfcf3c5c7f) (http://img152.imageshack.us/my.php?image=utennavnkf8.jpg)
Better?
The trees has solid shadows. Use the resouce manager to get rid of them. Also, the cliffs is way to straight. Other from that, it begin to look like something :). Keep going.
@The Shadow: Beautiful mapping, seriously.
@JJannem: You're getting the hang of it, but the shadows are the biggest fault right about now.
Nice JJ, your maps still need work, but they don't look hideous :P
You should work more on mountains, check mountain tutorials, they make any map look much better.
You're relying too much on autotiles to fill space, use more tiles.
Quote from: Falcon on September 14, 2008, 11:56:23 PM
Nice JJ, your maps still need work, but they don't look hideous :P
You should work more on mountains, check mountain tutorials, they make any map look much better.
You're relying too much on autotiles to fill space, use more tiles.
kk. ill do that. thanks :)
@jj: the cliff stuff is really linear, try making it more jagged and random :)
the flat moss on top of angled roofs also creates a weird look, almost like it's all floating and stuff :P
Quote from: NAMKCOR on September 15, 2008, 01:14:00 PM
@jj: the cliff stuff is really linear, try making it more jagged and random :)
the flat moss on top of angled roofs also creates a weird look, almost like it's all floating and stuff :P
ill keep that in mind.
I seriously don't like the School Tileset I'm using . . .
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F1706%2F2wsoa3.png&hash=6618c2847fadcd51ab2e80540d05b931e1f90a7f) (http://imageshack.us)[/spoiler]
Wanted to make an Elevator:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F5323%2Fjknlnrt4.png&hash=8dd11839f20a8bfcf549bd4bb430453dd3c16c52) (http://imageshack.us)[/spoiler]
Eye Candy:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg114.imageshack.us%2Fimg114%2F8126%2Ferferfkk0.png&hash=f371139a7138bcb7edb179b69cff0c98cbca3f01) (http://imageshack.us)[/spoiler]
Just throwing my cents in
@DAS: The school tileset can be edited, don't know put a bit of Zanyzora's tileset use in there. The elevator, well I have not much to say about that.
There better be elevator music :D
Map is by Sithlord as usual XD
the numbers of lights up top as has been lowered by 2 already :P
I'm testing the template I'm going to be using for CF with this, so give me feed back on that XD It's basically Grandeth Adv combined with a more anime like look and coloring style
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen-11.png&hash=6a5d837f4a3b51f9ee73000df37883a9f66edb14)
The doors has been upped a bit to fit the template, but I think everything else fits nicely, since grandeth adv was original made to fit the rtp.
btw, the sprite itself :P
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2FAvionM-3.png&hash=743a5485e9ef8dbc39b763908b9ad815c6ab7096)[/spoiler]
edit-
I might also be looking into trying my hand at cosmetic lighting in the near future, but Idk, it should be nice though.
Chipset edit I experimented with.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F6123%2Fscrn5mu8.png&hash=1a28102a6a37f4651e39dac6410b737e47e2555d)
Quote from: the_nackster on September 18, 2008, 02:57:31 PM
Chipset edit I experimented with.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F6123%2Fscrn5mu8.png&hash=1a28102a6a37f4651e39dac6410b737e47e2555d)
that's nice
the only thing I can say is I really dont like that tree autotile.
Everything else is great :)
maybe a bit more details inside the path itself though?
the pale green almost seems a bit bare.
Screenshots of SR2 Opening: "Ash Like Snow" (Sorry for the ugly format.)
[spoiler=56k warning !___!]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F796%2Fedfr3fk5.jpg&hash=7b57425c8816c44aef88abd3f00d5c84616cce86) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg371.imageshack.us%2Fimg371%2F5607%2Fahsliksnowie92jt8.jpg&hash=e545226553c8d5980a74baa71b4f228c58bc23d1) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F3381%2Fedde23rcm2.jpg&hash=99850d358804827b1102b3e5053560c70678ec7c) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F5160%2Fde4decaq4.jpg&hash=5c09c2015e95cb53fb7d209df474e847e2d2315e) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F5403%2Fwwerkw7.jpg&hash=cf2726bdf08a4fd0a1ffcf5b2263c986c3180f4c) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg228.imageshack.us%2Fimg228%2F9992%2Fcddcsf5.jpg&hash=5ba4bd6d8058979881bd8eaf70c279ff0c382034) (http://imageshack.us)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FAutomata.jpg&hash=eb216c6939a7498ea86ed62b02615ba36538945b)
Something I did during study breaks. ;8
It's a small side project I work on~
Here's Ongria!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-32.png&hash=044c148fc2bad5bfc7ea3c2e64b27a82d38686c5)
Levent, that looks pretty nice? Is it some kind of modern based game?
Quote from: The Shadow on September 19, 2008, 10:18:30 AM
Here's Ongria!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-32.png&hash=044c148fc2bad5bfc7ea3c2e64b27a82d38686c5)
Levent, that looks pretty nice? Is it some kind of modern based game?
The game is about a drone in a space station. ;8
Oh and the rock on the water of your map doesn't seem right. :-\
Quote from: Leventhan on September 19, 2008, 06:56:29 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FAutomata.jpg&hash=eb216c6939a7498ea86ed62b02615ba36538945b)
Something I did during study breaks. ;8
It's a small side project I work on~
seriously Lev, you're like..the only person who I've seen that can make VX maps look good
Quote from: NAMKCOR on September 19, 2008, 11:30:58 AM
Quote from: Leventhan on September 19, 2008, 06:56:29 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FAutomata.jpg&hash=eb216c6939a7498ea86ed62b02615ba36538945b)
Something I did during study breaks. ;8
It's a small side project I work on~
seriously Lev, you're like..the only person who I've seen that can make VX maps look good
Thanks for the compliment NAMKCOR! :tpg:
*blush*
QuoteOh and the rock on the water of your map doesn't seem right. :-\
Hmmm, maybe you are right. That rock fits in more in the sea, rather then a lake.
Removing the rocks, and also changed fog =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-34.png&hash=d9adbd54541095d00bb983d460fec7aa6a1caae6)
wow, I totally would have never thought to do that with the caves adn the waterfalls.
The waterfall flowing out of the cave really is a nice touch. The lighting effects looks sweet too. ;8
Thx for the comments. The hole has been edited, so it can be on a cliff was without needing any connection with the ground.
Here's a new map(Which was a living hell to make x_x, and it's a living hell to work on it x_x). Im standing behind the waterfall, and you can still see me! ^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-39.png&hash=64410e33aa8f81dd4cf53f353e8d217ae27977a8)
will you map my babies?
XD
Same map, but below the waterfall.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-40.png&hash=65ec93c6db5e947049f762ef959d29e472b18019)
Not as good as the waterfall shot though ;9
the top and right sides of those waterfall-caves seems a bit weird.
and it looks strange that they're all in a perfect line like that...
@Lev, I just fell in love with your screenshot
Here's a village I've made:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-41.png&hash=3b3bc32e55db00e07e778921e2863c3b9c98aa7e)
Aside from what looks like a little map error on the roof of the inn, that map is stunning. Excellent work Black Shadow
It probably messed with the prioritys there. Thx for pointing that out, because it looked good in the program.
Quote from: Nessiah on September 21, 2008, 09:49:24 AM
@Lev, I just fell in love with your screenshot
That's the reaction I'm aiming for. ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F7466%2Futennavn3tn9.th.jpg&hash=bedb962b8bf3d519ddd6894beeef16fa59434f02) (http://img504.imageshack.us/my.php?image=utennavn3tn9.jpg)
oooooh very nice, I like the use of fog and the little light :)
Quote from: Leventhan on September 19, 2008, 11:43:26 AM
Quote from: NAMKCOR on September 19, 2008, 11:30:58 AM
Quote from: Leventhan on September 19, 2008, 06:56:29 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2FAutomata.jpg&hash=eb216c6939a7498ea86ed62b02615ba36538945b)
Something I did during study breaks. ;8
It's a small side project I work on~
seriously Lev, you're like..the only person who I've seen that can make VX maps look good
Thanks for the compliment NAMKCOR! :tpg:
*blush*
Man That's looks TOTALLY COOL!!! I wish I have the skill like you
Quote from: NAMKCOR on September 25, 2008, 12:29:37 PM
oooooh very nice, I like the use of fog and the little light :)
thanks :)
Quote from: JJannem on September 25, 2008, 01:44:19 PM
Quote from: NAMKCOR on September 25, 2008, 12:29:37 PM
oooooh very nice, I like the use of fog and the little light :)
thanks :)
I agree, the map looks really atmospheric with the fog on. ;8
Quote from: JJannem on September 25, 2008, 12:13:59 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F7466%2Futennavn3tn9.th.jpg&hash=bedb962b8bf3d519ddd6894beeef16fa59434f02) (http://img504.imageshack.us/my.php?image=utennavn3tn9.jpg)
I swear that I have seen this screenshot before, just not with fog.
Quote from: maia on September 25, 2008, 03:07:34 PM
Quote from: JJannem on September 25, 2008, 12:13:59 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F7466%2Futennavn3tn9.th.jpg&hash=bedb962b8bf3d519ddd6894beeef16fa59434f02) (http://img504.imageshack.us/my.php?image=utennavn3tn9.jpg)
I swear that I have seen this screenshot before, just not with fog.
really?
my friend and i made this she also posted this on hbgames.org :-\
@Leven:
Love the data-mech effect ya got going there; seems to work very well in that map.
@Shadow:
Nice and clean, very easy on the eyes. I like what you did with the plants on the houses, although some of the thick ones feel a little awkward - almost looks like mini horizontal canopies instead of vertical climbs.
@JJ:
Very fitting tint; the greyscale makes the atmosphere quite effective. If there's one thing I'd suggest, it is to extend the platform just one square left-ward on the Northern part where the house seems to be aligned with the platform (which can't be seen) - it might feel more concrete that way. c:
-----------------
I'm a little too cramped to get separate ss, so I'll just post this "poster"ish thing that includes screenshots. Shameless plug? Perhaps. :p
Here:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fquintessence-tbv.com%2Fimages%2FNRP.jpg&hash=2bbd2ac74364ad0703a3ac698e0851311d2eaa11)
that looks absolutely lovely Reives, I'll be downloading tonight for sure :)
Oh, won't be out until around this Saturday. :p
ah, sunday then, I'll be occupied saturday :P
Quote from: Reives on September 25, 2008, 06:00:06 PM
@JJ:
Very fitting tint; the greyscale makes the atmosphere quite effective. If there's one thing I'd suggest, it is to extend the platform just one square left-ward on the Northern part where the house seems to be aligned with the platform (which can't be seen) - it might feel more concrete that way. c:
-----------------
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F1381%2Futennavn3cm3.th.jpg&hash=3127581660376e8d7a43c1f4f30f551e6cec019b) (http://img141.imageshack.us/my.php?image=utennavn3cm3.jpg)
kk, i edited that ;)
nice work reives :)
@Revies: Looks amazing, nothing much too actually critique. Vikon's stories are basically very unexpected or strange.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F3233%2Futennavnll5.th.jpg&hash=f5a2e7db697898f2616fc3b91f8c29a83a38b064) (http://img517.imageshack.us/my.php?image=utennavnll5.jpg)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimages%2Fthpix.gif&hash=7a444838033d91e242d9087773b1f3ab7afe1af0) (http://g.imageshack.us/thpix.php)
it wasnt supposed to have fog but i like it better this way :lol:
JJannem, that map looks great from what's shown :)
also thanks to everyone for making this topic such a success!
@JJannem: Looks great, but I would suggest customizing your tilesets, using different types of trees, you know.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F9773%2Futennavnjuw5.th.jpg&hash=2f92362d3a5292de9cf861298bf7490f2b6e11fd) (http://img402.imageshack.us/my.php?image=utennavnjuw5.jpg)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimages%2Fthpix.gif&hash=a9cb3e927ae67a895f589499d0c5c30b94bf14d9) (http://g.imageshack.us/thpix.php)
i just like this use of fog . :lol:
That looks good JJ, I like it! 8D Good atmosphere.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.tinypic.com%2F2r7lmoj.png&hash=a4d1cda821062e72d7d6f66610d2604b6a3a86b9)
Nice maps JJ and Space Croc.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS1.jpg&hash=28241497f451a7e581b465ff6df3605e191e6be3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS2.jpg&hash=9cc21e3fc4cb4f17e32f2b580147df9d4471eb8c)
[/spoiler]
Quote from: Ruzu on October 01, 2008, 12:16:08 AM
Nice maps JJ and Space Croc.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS1.jpg&hash=28241497f451a7e581b465ff6df3605e191e6be3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS2.jpg&hash=9cc21e3fc4cb4f17e32f2b580147df9d4471eb8c)
[/spoiler]
looks good, but try add more to it it feels so empty.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F2292%2Fpreviewjy6.png&hash=3020587b2506c4a89b4f31fdded7e54944070826)
You guys think it's worth making a tutorial to show how to make this kind of map?
That's a nice map Falcon. I think it would definitely be worth it.
Quote from: modern algebra on October 01, 2008, 02:02:18 PM
That's a nice map Falcon. I think it would definitely be worth it.
agreed
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi496.photobucket.com%2Falbums%2Frr325%2FJJannem%2FUtennavn3.jpg&hash=c9258f6a2ee9870c474c79ff5a2c34b4a9ab973d)
The tree symmetry kinda bothers me, and it happens twice :o
Other than that, very nice :3 though one might argue it might be sorta-kinda cluttered..?
Yeah, I think it looks nice JJanem, but I noticed the tree thing too. I don't like the look of the round water myself, but that's a personal preference.
Anyway, I have been playing around with making cosmetic fogs in RMXP. I read Calibre's tut on it. The sprites are generated from looseleaf, and the glow charset is from Kraft.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg209.imageshack.us%2Fimg209%2F6113%2Fcosmeticfogtestpg7.png&hash=b210f368daff31299eed4c29ba190446de0aadeb) (http://imageshack.us)
How is there a waterfall coming out of a pond? The water would all leave the top pond and end up at the bottom of the cliff, unless there's a water source in the top pond. =o
I didn't notice that, but it is pretty weird. I guess there could be a spring at the bottom of the top pond, but still looks weird.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg210.imageshack.us%2Fimg210%2F7550%2Fpokmdevo2.png&hash=cfe26d2827c3d85ac0c0bd3149d94107789ec2ef) (http://imageshack.us)
Ugh . . . My skills are diminishing, I get the feeling I forgot something . . . don't remember what.
Cliffs are bland, you don't change height of the cliff at all. Upper left section of the map is also too empty.
I agree about the gradation of the cliffs, but I don't see the UL corner as empty really.
Could use more grass and trees. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F1500%2Fvillageqq1.png&hash=77cd25eef9ffb2ad4f1064bee3da1011c4ec6ae8)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F5360%2Fde223yz3.jpg&hash=811d59dff243702bf909f75520dd7d6a602190f0) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7480%2F43ts9.jpg&hash=5d1526ad81fea47930901143ce2c87e41d97f303) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F252%2F223hn8.jpg&hash=94be50fb71bdc85eb0adf795c0973f2ec385aab1) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F8729%2Fe43pg7.jpg&hash=8b6af8835ba86146b39bfdedc64bbfd86a5f6171) (http://imageshack.us)[/spoiler]
Dammit, we can't build a house. ;-;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F8663%2Fredwhc5.png&hash=57f26d63ee2729422fb8b0095aa186bd3e59b1d2)
Yay, we cut down some palm trees, collected supplies, and now we can build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F9288%2Fgreenwkx0.png&hash=cf86db4164102d3f58259e475987b7f93a886cc2)
YAY A HOUSE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F6646%2Fhouse11vv1.png&hash=0449a29df14061339c9de6e4c42ad7e73ab83aac)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F8739%2Fshuckspi9.png&hash=9adafa95140272e617389ddc011ed1f643af807d) = Doesn't meet the requirements to build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F9479%2Fyaybo9.png&hash=e8464de4a10c886d4998fd2a23c168a1029b8961) = Is able to build a house there. :3
Quote from: Dark Angel Scion on October 06, 2008, 04:44:59 PM
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F5360%2Fde223yz3.jpg&hash=811d59dff243702bf909f75520dd7d6a602190f0) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg147.imageshack.us%2Fimg147%2F7480%2F43ts9.jpg&hash=5d1526ad81fea47930901143ce2c87e41d97f303) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg101.imageshack.us%2Fimg101%2F252%2F223hn8.jpg&hash=94be50fb71bdc85eb0adf795c0973f2ec385aab1) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F8729%2Fe43pg7.jpg&hash=8b6af8835ba86146b39bfdedc64bbfd86a5f6171) (http://imageshack.us)[/spoiler]
I like the tileset in those maps, is it custom?
Can't say for sure, they're tilesets I found in a japanese site while searching for school tilesets :x guess they could be, dunno.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F9532%2Ftt5t3t5un2.jpg&hash=32c4f5ea466fe864b80104399e5a2713ae283d40) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg243.imageshack.us%2Fimg243%2F2862%2Fderfe3vg3.jpg&hash=ae261d50b91358dc323ce25958d5c373cf7b6444) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg183.imageshack.us%2Fimg183%2F7084%2F3f34fo5.jpg&hash=e0b4a8934d3992298c5bb574523c5683bedc60c3) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F1492%2F23er4kd3.jpg&hash=5db8185ac51395636bf342323aac570aded3efe9) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg389.imageshack.us%2Fimg389%2F2851%2F23r2ewwq5.jpg&hash=53c989bcb2c05806bda0c494d910bb9119e543b5) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg404.imageshack.us%2Fimg404%2F5618%2F2r33rxd8.jpg&hash=fed062be6cfb1bb222af434cf93556845e2b1648) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg517.imageshack.us%2Fimg517%2F5408%2Fpokweket9.jpg&hash=f4a9f3d79f885f36831a0fb1119b3098ca10f7f8) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg523.imageshack.us%2Fimg523%2F453%2Ffwf3re3xs0.jpg&hash=25ba9a440cf817c1de988c52fc6a863386fd1d2f) (http://imageshack.us)[/spoiler]
(I know I posted them in my project, but meh . . . )
Quote from: Dark Angel Scion on October 07, 2008, 01:03:38 PM
Can't say for sure, they're tilesets I found in a japanese site while searching for school tilesets :x guess they could be, dunno.
I don't suppose you could link to it?
I don't see the reason why I shouldn't.
Linky: http://yss21.raindrop.jp/html/tileset.htm
:D thanks
Quote from: Irockman1 on October 06, 2008, 04:55:44 PM
Dammit, we can't build a house. ;-;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F8663%2Fredwhc5.png&hash=57f26d63ee2729422fb8b0095aa186bd3e59b1d2)
Yay, we cut down some palm trees, collected supplies, and now we can build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F9288%2Fgreenwkx0.png&hash=cf86db4164102d3f58259e475987b7f93a886cc2)
YAY A HOUSE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F6646%2Fhouse11vv1.png&hash=0449a29df14061339c9de6e4c42ad7e73ab83aac)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F8739%2Fshuckspi9.png&hash=9adafa95140272e617389ddc011ed1f643af807d) = Doesn't meet the requirements to build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F9479%2Fyaybo9.png&hash=e8464de4a10c886d4998fd2a23c168a1029b8961) = Is able to build a house there. :3
That looks cool Irock.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS3.jpg&hash=f8c4e847f5ebc3a11ed94460bd6f7c4ee95603d3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi320.photobucket.com%2Falbums%2Fnn338%2FRuzu%2FSS5.jpg&hash=3db87925619d4acb704819a9e90578c29b2157dd)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2FAscreenshotwhat.png&hash=326d26f23d3449ebcde90a83e1fe04ecdf9edfc5)
:tpg:
Quote from: modern algebra on October 07, 2008, 03:18:12 PM
Quote from: Irockman1 on October 06, 2008, 04:55:44 PM
Dammit, we can't build a house. ;-;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F8663%2Fredwhc5.png&hash=57f26d63ee2729422fb8b0095aa186bd3e59b1d2)
Yay, we cut down some palm trees, collected supplies, and now we can build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg407.imageshack.us%2Fimg407%2F9288%2Fgreenwkx0.png&hash=cf86db4164102d3f58259e475987b7f93a886cc2)
YAY A HOUSE
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg504.imageshack.us%2Fimg504%2F6646%2Fhouse11vv1.png&hash=0449a29df14061339c9de6e4c42ad7e73ab83aac)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg412.imageshack.us%2Fimg412%2F8739%2Fshuckspi9.png&hash=9adafa95140272e617389ddc011ed1f643af807d) = Doesn't meet the requirements to build a house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F9479%2Fyaybo9.png&hash=e8464de4a10c886d4998fd2a23c168a1029b8961) = Is able to build a house there. :3
That looks cool Irock.
That looks incredibly interesting, is it some kind of survival game? :tpg:
My fist time mapping... Haven't add door yet...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi275.photobucket.com%2Falbums%2Fjj287%2FShiriko1989-chan%2FTownmapping.jpg&hash=41b4c9193fbb6d60a787ac1e5eeca533ca95eef9)
Looks a bit bland and boring. Try to add some details to it.
Playing with my little add-on I recently made . . . . but I'm having trouble putting them together as a tileset.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg413.imageshack.us%2Fimg413%2F5526%2Frefdx2.jpg&hash=fd0bf8153501c6c4b29b3038ce40d3e42d3bbdf9) (http://imageshack.us)[/spoiler]
Forgive for the horrible mapping like. .___.;; I was just playing, just wanted to show the add-on.
@DAS: That looks really strange, but an interesting approach.
I know, It's suppose to be one of many add-ons for a custom Tileset I'm working, specially, to represent a certain world that is neither Light or Darkness, just bizarre where everything that ends meets up.
Edit:
Screeny as I work on the Tileset itself.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F2072%2F3f4ftv3.jpg&hash=1a1b469d6c8779be2fb23a739d417d1d20926bad) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F3f4ftv3.jpg%2F1%2Fw645.png&hash=7288550e7450716bf6ba553a52d2443ded9105c0) (http://g.imageshack.us/img171/3f4ftv3.jpg/1/)
@The Shadow: Okay I'll try my best on it
Quote from: Leventhan on October 09, 2008, 08:20:46 AM
Quote from: modern algebra on October 07, 2008, 03:18:12 PM
Quote from: Irockman1 on October 06, 2008, 04:55:44 PM
Dammit, we can't build a house. ;-;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg98.imageshack.us%2Fimg98%2F8663%2Fredwhc5.png&hash=57f26d63ee2729422fb8b0095aa186bd3e59b1d2)
MADE THE POST SHORTER
That looks cool Irock.
That looks incredibly interesting, is it some kind of survival game? :tpg:
Possibly. It's just a system now. Haven't decided what I want to do with it. =o
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.smwcentral.net%2Fimage.php%3Ftype%3Dhack%26amp%3Bid%3D1302%26amp%3Bn%3D7&hash=500ffc4156e21221201b09d8cc2648512985248f)
>_>
Halo's making a game?
:o
Halo, what is that being made in?
Wow Halo that looks cool.
Is that a Mario hack?
lol I didn't make it. :tpg:
:tpg:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2Flev5.jpg&hash=8ace4cddb2297afb53e3ecfb5b3bb30a885438de)
New ABS <3
[/spoiler]
Horrible map, do something about the ground; it shouldn't be all one type of tile.
Falcon wouldn't know a good map if it hit him. <3
If you play on Phylomortician difficulty, skill and item names are randomly replaced.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgmaker.net%2F%7Ecraze%2FPika%21%2FPhylomode1.png&hash=0dab61ec6d205bb5161ae5db950a9140ff41babd)
If you play on Edgeless or Story Mode difficulty, you'll recieve a plain-English explanation of hints like this one.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgmaker.net%2F%7Ecraze%2FPika%21%2FOxymoron%28Oxyoneslol%29.png&hash=02fedad67454c7ed053240c7d5f4321928197fca)
If you play on any difficulty, bosses tend to explode when they appear on-screen.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgmaker.net%2F%7Ecraze%2FPika%21%2FEruption.png&hash=13385da4e686ba81e9e087d70984798aed186333)
MODIFY (reaction to below post): I love it when moderators call members idiots because they don't know about deleted posts.
MODIFY2: Fixed the second set of images, sorry about that!
The person deleted their post you idiot.
Edit to respond to ^: I love it when people can't even read, clearly Leventhan used more than one ground tile, so I wouldn't be referring to his map.
Uh Craze, I'm sure Falcon thinks Leventhan's map is good, he was commenting on someones map who deleted the post after he criticized it. Stop being a fag >:C
Don't delete topics to make a fool of other members because you can't handle criticism the right way.
banned - 1day
Uh, who got banned?
I would assume JJanem.
Also, to be fair to Craze, there was no way he could have known that JJanem deleted his/her post.
EDIT::
Actually, it was Craze. I unbanned him as he did not delete anything.
And I didn't ban JJannem because I do not think she deleted her post with the malicious intention of making a fool of anyone. :police:
Haha. Surely that was an accidental slip-up. ::)
Commenting on my screenshots would be a nice conclusion to this whole debacle!
I think the replacement of skill names is pretty cool.
Also, are you phylomortis? I remember playing a game way back where you're an ambassador or something at a party and people attack - anyway it was fun and I think made by phylomortis.
Anyway:
I think it strange that there is a plant in the midst of what looks like some lava pit of doom. I don't know if I like the one level of gradation - but I think it works for that map if it's inside a volcano or something as I would assume.
I also like the font you are using a lot.
alright, sorry shouldnt have deleted that post.
ill be gone. ;)
Phylomortis: Avant-Garde (the game that you're thinking of) was made by RPG-Advocate, who the internet sadly lost due to WoW. :< In certain other forums and rm* cliques, "Phylomortis" is a synonym for "RIDICULOUSLY AND ARBITRARILY DIFFICULT."
I chose the green flora because it's a strong contrast. The map is part of an entrance to the "real world" (not OUR world, but a real fantasy world) from a sort of limbo. I felt that the contrast fits due to the chaotic nature of being not-real! The mapping style might be off-putting at first, but the entire game is done (well, going to be done since it isn't complete :< ) in that sort-of side-view style.
The font is Qlassik Medium and can be found for free at [every font site ever], if you're interested.
I remember avant-garde.
And his site.
Those were good days, i forget where his site was though.
Nothing there except a shitload of rips and some decent 2k3 tutorials.
I hear he's working on ara fell now. good stuff.
Sorry for the whole banning. No one should have been banned, it was just something stupid to do.
The skill names sound pretty badass.
lol k, I was wrong. I though that same guy deleted his previous map to make it look like falcon was commenting on DAS's map.
C:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fmotobyke.org%2Fimages%2F00convergence%2Ftestshots%2Fenv_022.png&hash=63b4dde411891eeba7c7617de6e2936bbc5430bc)
I like that map a lot, Nessiah. Is that an original or a rip?
I like that map too. .___. looks awesome.
Someone suggested something with pictures for the branches, thou, it's bothersome when they follow you for the entire screen in gameplay.
[spoiler=Less Branches, darker shade, branches overlap, <sigh>, Temple incomplete & buggy, Message window messing](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg78.imageshack.us%2Fimg78%2F2029%2F667ju3vq2.jpg&hash=79e58cbbf64029db2454182a2fc54b05b0f9d332) (http://imageshack.us)[/spoiler]
I guess its a start. I just don't like the border of the windowskin. :-\
Nice, on both counts.
I need, on both counts 8D
Might as well throw something here. Here's some screenies for an new RMVX collaboration between me and the Playful Otter. It's called HELL BREAKER, a fast-paced action/fighting game in which "all Hell will break loose". There's still a lot of emptiness because we need enough room to manuever the player yet have it look nice. It's a work in progress.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie1.png&hash=2d60868727ee25e27e9bc91ddde73a8c2f21eefa)
Simple battle on top of a clock tower. Oh, and that yellow orb is a just ball of energy that is about kill you if you don't dodge it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie2.png&hash=2929b248583a6e1a781c73a404d8755a03ed57ed)
Continuation of above battle as it reaches its climax. By odd luck I caught the sprites in almost exactly the same location.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie3.png&hash=0c4ab95eac76eafc8621ededddf13f59d26ec0e7)
Heated battle in the lava pit. Watch out for random spurts of flame that will appear every once in a while.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie4.png&hash=028e7dc677f1d2899650213eb72ecd265bc6a359)
Just two people having fun in the snow. Well, assuming trying to slit each other's throats is fun.
Quote from: Holk on October 14, 2008, 10:02:34 AM
I like that map a lot, Nessiah. Is that an original or a rip?
We ripped it from Romancing Saga 3 from SNES :)
It was pretty hard since Romancing Saga's maps are 8x8 tiles
The mapping is lacking a lot. Just because you need emptiness doesn't mean you can't put some stuff in the background.
I think a wicked parallax would be great on those maps.
cool idea so far Zylos, I hope the game comes out well.
Quote from: Falcon on October 15, 2008, 10:11:30 AM
The mapping is lacking a lot. Just because you need emptiness doesn't mean you can't put some stuff in the background.
Yeah, it's still a work in progress. Combo of me not being that great of a mapper and working with RMVX tilesets makes it tough. Any suggestions as to what exactly to add to the maps?
I understand you need to keep the main field barren, but why not put some stuff in the background? Put some rocks, towers, crystals, etc. Just anything, use up some of the space ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F6177%2Fstreetfightdz4.png&hash=c256f400a520322b00b0205acc2e7da9ca6c4d5c)
Tyrius and Dane betting on a fight.
Falcon: I love that screen. You've managed to make a very nice map without cluttering it fill of BARRELS AND FLOWERSLOL.
ABS guy: That lava pit fight upsets me. Try something more like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgmaker.net%2F%7Ecraze%2FJunk%2FLavaPit.png&hash=3ac23f0443267902e8aca6233d2e4cb1abcaa003)
I don't have a lava parallax so I used a tile other than the wire, but you get the idea. Add stuff AROUND THE FIELD and make the battle area less perfectly symmetrical. The player has plenty of room on this sample map. Some things make sense to so right-angled: the tower is fine, but maybe you could add some turrets on the side? That icy place could use a few cracks and juts.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg394.imageshack.us%2Fimg394%2F9463%2Futennavn3ft6.th.jpg&hash=9b4f6972f388849b8955906d9e6acda57bb60f0a) (http://img394.imageshack.us/my.php?image=utennavn3ft6.jpg)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg394.imageshack.us%2Fimages%2Fthpix.gif&hash=34a6210205a98ce78190d2e00ace9bd351ea5521) (http://g.imageshack.us/thpix.php)
lol, I have now been dubbed the ABS guy. Well, while your example map certainly is a lot less empty, that sort of randomness and extra stuff looks horrid to me. This is a man-made arena suspended over a lake of lava, thus it is supposed to be symetrical and more mechanical than natural (IE, no random rocks in the lava). Also, that's not a paralax, it's just the lava tileset.
Anyways, these are some of the improvements I made last night.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie5-1.png&hash=195c7a38fd9b84a921a821a2ab6e2c177123f8ca)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FHB_Screenie6.png&hash=0b75b2955682a7ab884635339fd14ba930c4dbf6)
Any better?
@JJannem: The only thing that bothers me is that the waterfall is falling into a pond, its strange that the pond doesn't have a river or something to continue.
Quote from: Kuja on October 17, 2008, 08:35:48 PM
lol, I have now been dubbed the ABS guy. Well, while your example map certainly is a lot less empty, that sort of randomness and extra stuff looks horrid to me. This is a man-made arena suspended over a lake of lava, thus it is supposed to be symetrical and more mechanical than natural (IE, no random rocks in the lava). Also, that's not a paralax, it's just the lava tileset.
The platform can be natural, but the lava rocks shouldn't be, man may be able to suspend a platform over the lava, but they shouldn't be able to control everything that goes into the lava itself.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg508.imageshack.us%2Fimg508%2F8964%2Fwdcew3dt9.png&hash=797122b3ed48c67070e5a2ec85b3f3f00f5dd8d6) (http://imageshack.us)
Euphoria begins to take shape !__!
I actually love the map, though it would be even better if it were less symmetrical.
two tree's on each side at the top and bottom as well as the cliffs taking the same shape for the most part.
:)
Is this much better?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg120.imageshack.us%2Fimg120%2F1448%2Fforesteditfixen7.png&hash=5ccfd379bf8df9689c0674057793c7251639dc53) (http://imageshack.us)
I see a shadow error DAS
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMappingError-1.png&hash=1cc9dc2791ac9d80155a288c7fac47ee813b5ece)
Other from that, much better then the old one. But I don't like that some parts of the cliffs are symmetrical. Maybe do some variation on them aswell?
EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-16-3.png&hash=e6706e40e80144b56941dc2cae035b173d344042)
I disagree, i think the symmetry has a certain charm to it, but in any case this map already has so much realism and detail that soon people will start having seizures.
I like the idea of the map a lot BS, but I don't see how the waterfall is able to extend far enough to fall past the bridge and not onto it. Know what I mean? Also, are there any support beams for the bridge? It seems quite sturdy for a bridge with no support.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F5695%2Flavarophuj9.png&hash=5aaa1b1d789023383b53c92bd8a00e292fd821bf)
What is it?
a volcano path? why are all the items scattered like that, adn the fence is pointless if its not really fencing anything in but the wall.
overall - your best map yet irock!
Quote from: Nouman on November 08, 2008, 05:37:06 AM
What is it?
a volcano path? why are all the items scattered like that, adn the fence is pointless if its not really fencing anything in but the wall.
You're in a volcanic cave.
There used to be miners there. Those were their items.
That's made for cave walls. It's there to help stop the ... boom.
HEY LET'S PUT A WOODEN BRIDGE ON TOP OF LAVA :V
Quote from: HaloOfTheSun on November 08, 2008, 05:49:43 AM
HEY LET'S PUT A WOODEN BRIDGE ON TOP OF LAVA :V
It's metal.
Raph's screenshot's not loading for me now. :(
I haven't posted any screenshots in a long time, so here's one to make up for it:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fquintessence-tbv.com%2Fimages%2FCXSSMPrev.jpg&hash=2f920af3ba5dc50629a205ae2f237745e527f795) (http://quintessence-tbv.com/images/CXSSM.jpg)
^(Fairly generic as map type goes but eyyy. :x)
P.S. Yay @whoever gets the cheesy "joke".
It's not loading for me either. :(
@Reives
That's really detailed and well-made, not generic at all. ;8
Great job :3
Bridge to nowhere? >_>
meh, working on npcs, all that good stuff, things are coming back together :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen2.png&hash=6cedfe8f74562fcf4663763302796f54ddf71d61)
Reives your not allowed to map anymore, you destroy people's hope in mapping well ;-;
11/10
Quote from: Nouman on November 09, 2008, 03:46:21 PM
Reives your not allowed to map anymore, you destroy people's hope in mapping well ;-;
11/10
He does?
...wait, yeah he kind of does that :lol:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5439%2Fscreeniebw1.png&hash=2176711d8fa0045b8c8d78d58c86235b77c558a2)
After a long time... I update my CBS progress here! ... well post a screenie of it.
Nice
although amazing rm2k3 eventer is a bit egotistical =O
Quote from: Jirbytaylor on November 10, 2008, 06:07:16 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F5439%2Fscreeniebw1.png&hash=2176711d8fa0045b8c8d78d58c86235b77c558a2)
After a long time... I update my CBS progress here! ... well post a screenie of it.
God that looks awesome. :tpg: That's in RM2k3?
Quote from: Code Geass on November 09, 2008, 01:12:58 PM
Bridge to nowhere? >_>
meh, working on npcs, all that good stuff, things are coming back together :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen2.png&hash=6cedfe8f74562fcf4663763302796f54ddf71d61)
Other than me thinking of a Caterpillar is in need there, :x Not much to say about NPC work-ou.
I think Sean would look better sitting on the chair thou :x
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F4813%2F2e3rrwr0.png&hash=b03deb2d35521b00dfc3aac9c50e86caf4ca8702) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg355.imageshack.us%2Fimg355%2F15%2F3rfrfvcdj4.png&hash=788dc5dcee13c485223dae783ae47fc0e43a715a) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg355.imageshack.us%2Fimg355%2F3650%2F2de23fg9.png&hash=f9145fe829d28f34388d545e9256ead34d1a7d72) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F3254%2Flkilj908kw6.png&hash=9aa0ac24e4e425ee8f9645cd599cdd3f25492dd8) (http://imageshack.us)[/spoiler]
Quote from: kitkatkan on November 10, 2008, 11:52:55 PM
Nice
although amazing rm2k3 eventer is a bit egotistical =O
Yeah probably... *cough* :V Several other RM forums have personal "ratings" for your RM skill.. ..I feel stupid now I'll remove it. *hides*
I've a big ego about my evented CBS. o.o;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg171.imageshack.us%2Fimg171%2F6214%2Fdarkworldaleluyaca7.png&hash=b8dc29bcfe89786d010c0485095e8ba1426b4186) (http://imageshack.us)
Almost done with the Tileset, only thing missing are the roots.
-Edit-
One with the roots, The tileset looks better with the tint than without it (lowering it would also make it look too 'Blue')
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg353.imageshack.us%2Fimg353%2F3980%2Fbreathtaking22esu9.png&hash=3743907cffe3ec64cb2e99590a4d7a410336b69e) (http://imageshack.us)
I agree, the first thing i thought was "blue."
other than that, you've done a good job with the tileset, although things like cliffs and that are hard to make out, going back to all of that blue.
Caro make it a lil bit lighter, I didn't notice klyron(?) until I looked at it closely :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg239.imageshack.us%2Fimg239%2F4599%2Fheiot4.th.jpg&hash=8f7c9587e08db582a9c35c20b1100b6fff0c69a0) (http://img239.imageshack.us/my.php?image=heiot4.jpg)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg239.imageshack.us%2Fimages%2Fthpix.gif&hash=64600127d8486b535f0442735327158da2df19d6) (http://g.imageshack.us/thpix.php)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-16-4.png&hash=44fc53796047ab8817dd2532ec0a5fd5361cb42d)
House for sale.
Talking about people shattering dreams of making a good map, nice going, Black Shadow, that looks amazing.
@JJannem, that also looks amazing.
An oasis area in my game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FWoESSdemo.png&hash=2cd01084cf01f9678bd3f3c662ce242531362d51)
Here is the map of the whole area, only thing is it's used for a "chase" event so it's set up where you have to chase the guy into a corner other wise you loop in a complete circle over and over. Also, I hate how the edges in VX are so square :mad:
whole area:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FWoESSdemo2.png&hash=9919193024267ebf49c10ad1215019c1d1693669)
[/spoiler]
@HowlingWinds: That's just too much water, rivers, and waterfalls for a desert oasis. A desert is suppose to be dry.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi496.photobucket.com%2Falbums%2Frr325%2FJJannem%2FHei.jpg&hash=315bcda62cb1f12dbddaacb1e55e7859fe7c538c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi496.photobucket.com%2Falbums%2Frr325%2FJJannem%2Fdarrenshan-1.jpg&hash=635e68ddbfc2e5d6eabd249702a4d9342c802bd9)
JJannem, that's an awesome change of Seasons :D Most of the people here have such good maps, it makes me wish I had those skills...
Oh well, here it goes anyway. This map is a tad big, so I'll hide it:
[spoiler] (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg227.imageshack.us%2Fimg227%2F6118%2Fgamemountainszi4.jpg&hash=18e41e6904fffcab4f38abda5fba7edf154808b9)
There are still a few height issues, but the map's so big that you don't really notice in the game. Lucky me, I guess. [/spoiler]
Oh yeah, this is 2k3, not XP, if that means anything at all.
@Sirius: I'll just say, cover up some of the empty space. Grass, rocks, you know.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F5671%2Fdontwkebthym4.png&hash=a534c20b4478a999ca8424f1cee9728584805cc0) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F1361%2F3f4f43lw1.png&hash=9d20d7cf015c92e26fceb0dc4f6b66c029cb0a5a) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F9054%2Fed3ervv4.png&hash=2edc56a88201a5588e495005b6b84972dfaca2d5) (http://imageshack.us)
awsome maps caro :D ;D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-16-5.png&hash=261670970a4a2c758111bf66de63de462db32651)
Quote from: Black Shadow on November 14, 2008, 07:46:29 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshot-16-4.png&hash=44fc53796047ab8817dd2532ec0a5fd5361cb42d)
House for sale.
I really want the light graphic D: (For some reason, I can't seem to find light beems, especially that really common one that goes from top right down x.x)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen1.png&hash=520142c03c6218215db7285b01330c40afdaaf87)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen-21.png&hash=bb054d73bbad7fe4832f910c0f51b6e66cc53bb8)
edit-
idk how much of difference this makes, but I think it look better with a different floor tile :x
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi180.photobucket.com%2Falbums%2Fx268%2Fmonkeydlu%2Fne%2520album%2Fcfscreen-22.png&hash=9a1c5a590fa3af49a1fde1a5f5d45a405d405f75)
Its pretty strange to see street lights in the morning.
Currently playing around with interior mapping:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fscripterror.png&hash=20a38fa21260c9fa51ece330c2e543477fca3fba)
Like the look on the interior :3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg510.imageshack.us%2Fimg510%2F8980%2Fefcfcexx2.png&hash=f423ffd1feb37b3dd3ba6986578151de0e45cdd6) (http://imageshack.us)
Need to fix that blue >__>;;
It's a little to much blue/purple in that one, but other from that, it looks pretty cool.
More interior mapping:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fscripterror-8.png&hash=d88f3b6c9e773177c6df14b07c3c08652d4e490c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-2.png&hash=8ff073fbc7c50137117b1ae2b60c22fb2d964010)
That dog needs a shadow lol.
I think it looks pretty sweet, Black Shadow.
Man, I really wish I could do as good as you guys. Anyways...
Random screen.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Ffdsfdas.png&hash=6393d1f37b7ef5a6fd3d8785478c67b33780ffc9)
I like it. I really like the dead sprite! Nice touch and custom.
You know, I feel like more and more of a bad mapper (mappist?) seeing these. Good job guys.
Revo, I especially like how you can sort of tell a story just with a single screenshot with no dialogue (or monologue).
Thanks guys.
Looking for some criticism for this map.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fswamp.png&hash=7447b82eff6eb72163cb584d14d0e43bfbe391be)[/spoiler]
I don't really think I'm that good at swamps. So, I'll take any advice.
It really isn't that bad, I think it needs a lot more trees. Swamps are actually retardedly crowded. Unless you're thinking like coastal marsh type deal. Otherwise I think you've done good with other details and I didn't really hardcore inspect it for mapping errors. So, it's fine.
10 screenshots
Those are some great maps, A.I.am. They're not too crowded, and not too empty at the same time. If only I could do the same :P
The indoor maps looks great :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi496.photobucket.com%2Falbums%2Frr325%2FJJannem%2FHei-3.jpg&hash=92dbbe59874f67c3c36b9da6b70c6e064345e2ae)
The shadows on the trees are solid, and the map is a bit empty, but it's a good start. Keep going :)
I agree with BS. The maps a slight bit empty and shadows are solid. Also, in my own opinion, I feel that red tint is a little hard. I think you should turn down the red a little, not to say to get rid of it as I can tell the effect would be nice, but I think that tint really dampens the image.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg247.imageshack.us%2Fimg247%2F2388%2Ftrstwg4.png&hash=ba79044bd4b2fa44e30f597f0c9c49073eab83b4)
:c
What do you think you're doing, you don't map. :mad:
But I don't care. That's really good. Nice composition and a good proportion of map detail so it's not cluttered. I like the tint.
Thanks :3
I play around in RPG Maker every now and then. .-.
that's nouman there in the cell you can tell by the turban
That's a very good map, Irock :3
Irock's shot don't show up for me.
We should get all crazy and name the greatest screen shot of this posts's history.
Quote from: Irock on December 14, 2008, 04:01:50 PM
Quote from: A.I.am on December 14, 2008, 03:44:07 PM
Irock's shot don't show up for me.
okay
It doesn't show up for me anymore either, but I saw it earlier and I thought it was good.
[spoiler=Here's one I made earlier...](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FDesertCliff.jpg&hash=4293b6e7256dceeae76ffe303b4081de2e14783b)
(There's an underground oasis through that cave so that's why there's green stuff everywhere.)[/spoiler]
Try ctr + F5ing
It looks pretty good. The only thing that I don't like is how everything is spread out at a pretty equal length in all directions. Try putting some of the objects (mainly plants) close together.
Quote from: Irock on December 14, 2008, 04:52:57 PM
Try ctr + F5ing
It looks pretty good. The only thing that I don't like is how everything is spread out at a pretty equal length in all directions. Try putting some of the objects (mainly plants) close together.
I shall take note of that, thanks for the advice. Oh, and I can see it again now without having to hit ctrl+F5. Must of been a bad connection before.
Quote from: Irock on December 14, 2008, 04:52:57 PM
The only thing that I don't like is how everything is spread out at a pretty equal length in all directions. Try putting some of the objects (mainly plants) close together.
Exactly, that's what I was thinking.
Another thing is, "one-cube cliffs" like the one near to the left of the signpost doesn't look very good.
One my maps at least, I'll use two instead of one as a minimum. It makes the cliff wall look overcomplicated.
But other than that, an impressive map overall. :D
~IMAGE IS LARGER THAN LIFE SO CLICK HERE~ (http://rmrevolution.com/irock/you.png)
I made the map ages ago, and I probably posted it before, but I made it seem less empty and more alive by adding things.
The woods are so dense because it's a town deep in the woods.
Also note how every butterfly is facing up. They did that on their own, as I set them to random.
Well done, Irock. Definitely one of the most detailed VX maps I've seen so far. :D
Very impressive. I like the way everything is done, and the hospital(or w/e it's suppose to be) is a nice addition lol. Good job! :lol:
More screen shots.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F4909%2F3ef3erfob1.png&hash=618ee03921b00c1400489945feda92607db7b65b) (http://imageshack.us)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg383.imageshack.us%2Fimg383%2F983%2Fewdefecf9.png&hash=7108c35094c9f23164c22bb73279da23731ca5a7) (http://imageshack.us)[/spoiler]
Nice ones A.I.am - the burning house looks very nice.
@Caro - the bottom shot is very very dark. Nice battle system there though.
@A.I.am:
Lol, those are the screenshots I liked most from your topic. :3
@DAS:
Mmmm, Still love your maps. :3 Nothing new, carry on.
Why not...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-03.png&hash=bfa4b7510d106532642a67778b388dabed49fa2b)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-01.png&hash=511b48338216fb3534f4afef0355c77a2cb5b282)[/spoiler]
Quote from: joy on December 19, 2008, 08:54:35 PM
Why not...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-03.png&hash=bfa4b7510d106532642a67778b388dabed49fa2b)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-01.png&hash=511b48338216fb3534f4afef0355c77a2cb5b282)[/spoiler]
Really nice, I love the tileset.
@Joy, damn Revo beat me to it, I really love that map to be honest!
It...feels so natural
I think it's called Mack's tileset or something : http://cyocorune.cocolog-nifty.com/daily_vx/
joy is insanely good, usually when we get new members they are really bad.
hello codemiester :V
Levi, You're going to have to read that to me :mad:
The good thing about the map is it doesn't have the "blocky" feel despite it having square corners at some parts
Quote from: Prince Grafikal006 on December 20, 2008, 04:48:49 AM
Levi, You're going to have to read that to me :mad:
I can't read Japanese :mad:
Good thing we have Google Translate (http://translate.google.com/translate?hl=en&u=http%3A%2F%2Fcyocorune.cocolog-nifty.com%2Fdaily_vx%2F&sl=ja&tl=en&swap=1)
I think I'll post the experiment I've been working on:
[spoiler=Experiment]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2FTestingsStuff.png&hash=71a43802e1e4d7d1a1a622a2c8a7f3f74b5e8ae4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2Fbigmenuportrait.jpg&hash=baeeab69d03c232428773a3f4740f4b9c5a81cc8)[/spoiler]
Basically it's early stages but I'm trying to make a CBS and CMS in rm2k3 again as some warm up and going to give out later :3
Although...it's unlikely anyone will use it anyway <_<;
It looks pretty solid and well-made, Nessiah. :)
Though I would prefer to have the character picture in the menu to be smaller to fit the status mindow, it
overpowers the rest of the menu ;-;
(One of the new screenshots of Project Leviathan)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi185.photobucket.com%2Falbums%2Fx99%2FGesselschaft35%2Fscr2-1.jpg&hash=6b6b7a7a44f5066ce1c57eb4eb026e92f9b57ec7)[/spoiler]
Actually I tried that out of 10 people I asked everyone told me big is better
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2Fjokemenucopy.jpg&hash=ab118be2fa0bdce97cc4bcb3349d42de79410ad9)
Oh well, it's a matter of preference I guess. O_o
Both looks fine to me.
Quote from: joy on December 19, 2008, 08:54:35 PM
Why not...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-03.png&hash=bfa4b7510d106532642a67778b388dabed49fa2b)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenMap-01.png&hash=511b48338216fb3534f4afef0355c77a2cb5b282)[/spoiler]
I like those screenshots. The characters you are using looks great aswell.
I've gotten the sudden urge to map recently...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fsdafjtr.png&hash=d7c82ead31985613cf72f52a4801cd0372c19e4c)[/spoiler]
From one of my projects that will probably never see the light of day. :-\
Also Nessiah, I love that Status screen. <3
Quote from: Nessiah on December 20, 2008, 05:39:59 AM
I think I'll post the experiment I've been working on:
[spoiler=Experiment]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2FTestingsStuff.png&hash=71a43802e1e4d7d1a1a622a2c8a7f3f74b5e8ae4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2Fbigmenuportrait.jpg&hash=baeeab69d03c232428773a3f4740f4b9c5a81cc8)[/spoiler]
Basically it's early stages but I'm trying to make a CBS and CMS in rm2k3 again as some warm up and going to give out later :3
Although...it's unlikely anyone will use it anyway <_<;
Interesting, i am intrigued, as leventhan said, it's a little, um, big o.o; I'd suggest dwarfing the picture down to avoid overwhelming the entire scene.(Sort of like leventhan said :V)
Quote from: Revo on December 20, 2008, 08:44:45 AM
I've gotten the sudden urge to map recently...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fsdafjtr.png&hash=d7c82ead31985613cf72f52a4801cd0372c19e4c)[/spoiler]
From one of my projects that will probably never see the light of day. :-\
Also Nessiah, I love that Status screen. <3
Interesting map, the trees kind of clog everything up, but solid ;8
a good technique for creating the illusion of a deeply forested area is to use a leafy layer overtop everything, many maps include a tile that appear to be the top of a tree or perhaps a bush, splay that around the edges of your map and all of a sudden your hero is surrounded @_@. another, considerably annoying alternative to this is to use a translucent shadow of leaves, but this is annoying, it's hard to see unless you play it right .-.
Quote from: *kitkatkan* on December 20, 2008, 08:50:46 PM
Interesting map, the trees kind of clog everything up, but solid ;8
a good technique for creating the illusion of a deeply forested area is to use a leafy layer overtop everything, many maps include a tile that appear to be the top of a tree or perhaps a bush, splay that around the edges of your map and all of a sudden your hero is surrounded @_@. another, considerably annoying alternative to this is to use a translucent shadow of leaves, but this is annoying, it's hard to see unless you play it right .-.
Thanks for the criticism. Although, I wasn't really going for a thick forest look. Mainly just a mountainous region. Although, I might try those things later and see if I can get it to look a bit better.
Been a long time since I've posted anything. Anyway, this is a fortress built into a mountain. I'm mainly concerned with the 1/10 of the map that is traversable, but the rest is important too as I intend to show the entire map to the player when they enter, as it is a dungeon. Also, the traversable part of the map looks like an obstacle course because the character has the ability to teleport three squares at a time.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg389.imageshack.us%2Fimg389%2F3659%2Fmountainfortoc5.png&hash=7f8cb76773c66990906deec4d8c3d49b0b9cc605)
OMG you're ava... you're like... a santa ninja.
I like that tileset, I'm so out of the loop on that one >:(
Some of the cliff tiles feel odd, but not that it matters, in game you wouldn't even see the ones I'm talking about. I like it.
To me, the shadows at the bottom of those cliffs look really odd. They're darker than the actual shadows which makes them seem really off. I dunno though. Could just be me.
I was looking through my folders and found a screen of a project I started a few months ago and forgot about.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fbegin-1.png&hash=192e7a1ca2e5fd2ecbfe368aaee99cf0865de77c)[/spoiler]
I might start it up again. It was going to be a fun project.
Something I just made of boredom with a tileset I made:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fmappingpic1.jpg&hash=0cea09ab417f6e181795d248a86cf195ce5a73b8)
LOL really? I'm almost positive that's actually in the game ._.
Quote from: Prince Grafikal006 on December 21, 2008, 06:17:48 AM
LOL really? I'm almost positive that's actually in the game ._.
Yes that bit is in the real game, just made a minor change. By the way here's another one:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fmappingpic2.png&hash=f2d4215e9fc09a85ca24ceb8b7dc000aba27a828)
Cool :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F7163%2Fdarrenshanyv4.th.jpg&hash=00e7d9b40df95bf0fa12eb4965c35537ed0174b9) (http://img357.imageshack.us/my.php?image=darrenshanyv4.jpg)
tileset from aveyond 2
http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=sc&cat=2
I love that tileset, JJannem. Well, at least the houses. It looks really nice.
Sweet tileset! Might I suggest though, to not place two trees on the same X tile and overlap them like in the lower right where there are three trees. It looks really really weird in that overlap. You should bring that middle tree down one tile. :)
That is a really cool tileset JJanem.
@grafikal - yeah, it's a mix of RTP and Mack tilesets
Quote from: JJannem on December 21, 2008, 02:26:36 PM
Cool :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F7163%2Fdarrenshanyv4.th.jpg&hash=00e7d9b40df95bf0fa12eb4965c35537ed0174b9) (http://img357.imageshack.us/my.php?image=darrenshanyv4.jpg)
Uhm, isn't that the graphics from Aveyond 2?
Screenshot from Aveyond 2, made by amaranth Games:
http://www.harmonicflow.com/game/screenshots/aveyond-2_screen2.jpg
Either you have taken a screenshot from the game, or you have found the graphics from the game? :-\
Quote from: JJannem on December 21, 2008, 02:26:36 PM
Cool :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F7163%2Fdarrenshanyv4.th.jpg&hash=00e7d9b40df95bf0fa12eb4965c35537ed0174b9) (http://img357.imageshack.us/my.php?image=darrenshanyv4.jpg)
That tileset is from Aveyond . . . my question is, how you got your hand on it.
*Caro feels uncomfortable*
Rips?
Quote from: Prince Grafikal006 on December 21, 2008, 04:00:21 PM
Rips?
I doubt she had permission to rip graphics from that game. Most of the graphics from the game was custom made for the game, I belive.
question is, how did he grab them . . . and, won't this be consider as plaguerizme?
He hasn't answered since then too. :mad: :mad:
It's also only been three hours. If it is stolen, it's not plagiarism, as he is not claiming to have made the tileset. It's also not anything I would take action on, since he is not sharing the tileset.
@NAM - an open game?
Quote from: The Commonwealth of Modern Algebra on December 21, 2008, 05:33:53 PM
It's also only been three hours. If it is stolen, it's not plagiarism, as he is not claiming to have made the tileset. It's also not anything I would take action on, since he is not sharing the tileset.
@NAM - an open game?
gametap is a pay-to-download service.
as in you pay a monthly fee, and download whatever games you want.
I doubt it's an open game
also: it'd be hypocritical to endorse SNES rips, but not RMXP rips, so I'm not going to say anything.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FCrystalSprings1.jpg&hash=62fa9da800c5d3bb7d5b0ca774a4e761fe0c0e16)[/spoiler]
Thoughts? How can I improve it? Thanks^^
I think it's a nice map. Maybe a little blocky, but that's VX's fault, not yours. I like the way the houses are structured. I think the trees are used a little too often, but it might be that I'm just seeing a lot of them because it's zoomed out. The rosebushes seem out of place for a desert, even an oasis, but I do like the map. It's a little weird that the roads don't lead to most of the houses.
Anyway, a screenshot of my Grid Inventory System vamped up with some of the awesome graphics grafikal made for me. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F6064%2Fscreengm2.png&hash=cdf9eb9083289073d98fc2846cbf0e9d856c5994)
Lol a legionnaires shield! It looks good! (And good work Grafikal!)
Would I be right in assuming that different items take up different amount of blocks and you can't have more items then space they take up on the grid?
Yes, you would be correct in that assumption. Basically, the user can set the dimensions of each object individually, though it has to be a rectangle or square, and yeah, no more than the grid. The grid, however, can be set to whatever size the user wants, and is set individually by actor, so certain characters can carry more or less.
And the Information screen for Armors (and Weapons; Items is a little different, but same idea)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F728%2Fscreenra9.png&hash=769889d0eeae23ab8eecd2ba9ea7d47c3605e727)
I didn't make that shield though lol. I like how it's coming along :)
I talk with Amanda the maker of Aveyond quite frequently, a Korean company makes her graphics.
Perhaps the Korean company steals them, because I remember Aveyond 1 having graphics that looked extremely familiar.
I've dealt with the company too.
We won't know for sure until JJanem answers . . .
Meh, no use worrying about it :)
Quote from: Black Shadow on December 21, 2008, 03:36:27 PM
Quote from: JJannem on December 21, 2008, 02:26:36 PM
Cool :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F7163%2Fdarrenshanyv4.th.jpg&hash=00e7d9b40df95bf0fa12eb4965c35537ed0174b9) (http://img357.imageshack.us/my.php?image=darrenshanyv4.jpg)
Uhm, isn't that the graphics from Aveyond 2?
Screenshot from Aveyond 2, made by amaranth Games:
http://www.harmonicflow.com/game/screenshots/aveyond-2_screen2.jpg
Either you have taken a screenshot from the game, or you have found the graphics from the game? :-\
From what I remember seeing a few days ago, Amaranth Games released their tilesets and graphic stuff to the public as a christmas present. Now if only I remember where ;-;
Could be rpgmakervx.net, I think.
yeah woops forgot te rules amanda posted about crediting ;)
the tilsets are from Amaranthia,aveyond 2
sorry, wasnt online until now :P
 found on http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=sc&cat=2
ps: not screen shot from the game.
Ah, if she uploaded them herself to the gallery, then it's probably nothing to worry about anymore ;)
Quote from: Darico on December 21, 2008, 06:18:53 PM
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FCrystalSprings1.jpg&hash=62fa9da800c5d3bb7d5b0ca774a4e761fe0c0e16)[/spoiler]
Thoughts? How can I improve it? Thanks^^
The most distinct problem there is there's too much evenly-spaced clutter!
Quote from: JJannem on December 22, 2008, 10:17:44 AM
yeah woops forgot te rules amanda posted about crediting ;)
the tilsets are from Amaranthia,aveyond 2
sorry, wasnt online until now :P
found on http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=sc&cat=2
ps: not screen shot from the game.
Case Closed.
Now time to look at the bright side & try something different ;p
Grid inventory is looking great MA, I can't wait for it to be done ( I could use it for one of my larger projects xD )
Really digging that grid inventory.
Something olld I found while looking for resources to post, considering finishing this tileset and posting it . It'smostly frankenspriting with a few customs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FTilesetExample-008.jpg&hash=effa4688413a98cffbcb443b5da32b0a951773b9)
like the design, 10/10 for design.
the steps to the doors look a bit weird, as they look like they are flat at the ends, but that's ok, it dosn't really notice, and isn't very avoidable, without using up more tiles 9/10 for accuracy.
9/10 overall, excellent map except for the steps!
Yeah, one of the things to fix is adding a top piece to fix the steps.
Wow..... That's a gorgeous map. What ever that is, I'd LOVE to play it just to walk around.
Quote from: joy on December 22, 2008, 03:38:26 PM
Really digging that grid inventory.
Something olld I found while looking for resources to post, considering finishing this tileset and posting it . It'smostly frankenspriting with a few customs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FTilesetExample-008.jpg&hash=effa4688413a98cffbcb443b5da32b0a951773b9)
I . . . need it. +__+
It looks . . . beautiful.
Quote from: Leventhan on December 22, 2008, 01:45:19 PM
Quote from: Darico on December 21, 2008, 06:18:53 PM
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FCrystalSprings1.jpg&hash=62fa9da800c5d3bb7d5b0ca774a4e761fe0c0e16)[/spoiler]
Thoughts? How can I improve it? Thanks^^
The most distinct problem there is there's too much evenly-spaced clutter!
I am terrible for the evenly-spaced clutter :( one shall try and improve lol
Nature, is random good sir. :)
Oh oh, don't forget as well to maybe include more stumps than trees inside the fenced area. It has been developed by people and people usually cut down trees to make way for stuff. Also, including rows of people placed plants wouldn't hurt since people tend to be linear.
Point taken. And kinda implemented in this one. However, the tree stumps look kinda stupid as it's a different kind of tree. My opinion anyway. Is this one an improvement? (It's a different place from the other one)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FPortScille1.jpg&hash=bc825d0e0edd58f64caf3669912187d1884c0c5b)[/spoiler]
Quote from: Darico on December 22, 2008, 05:37:06 PM
Point taken. And kinda implemented in this one. However, the tree stumps look kinda stupid as it's a different kind of tree. My opinion anyway. Is this one an improvement? (It's a different place from the other one)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FPortScille1.jpg&hash=bc825d0e0edd58f64caf3669912187d1884c0c5b)[/spoiler]
That one looks like a bit of an improvement. If anything, I would say there are too many trees (Even for a town like that), especially outside the walls. Maybe try getting rid of a few of those and make it look a tad more random?
I could be wrong, though. But seeing that many organized palm trees looks a little off for desert area. Even then, you may only notice that when it's zoomed out like that. Ok, I'm rambling. I'll stop :P
Quote from: Darico on December 22, 2008, 05:37:06 PM
Point taken. And kinda implemented in this one. However, the tree stumps look kinda stupid as it's a different kind of tree. My opinion anyway. Is this one an improvement? (It's a different place from the other one)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FPortScille1.jpg&hash=bc825d0e0edd58f64caf3669912187d1884c0c5b)[/spoiler]
Good point about the stumps. They are different, I forgot about that. Oh well. If you had a stereotypical town the stumps would work :mad:. lol.
Whoa, also your paths are freakin me out mannn. When you put it over the water, to fix it a bit, use the impassable left sided shadow tile on the ride side of the bridge. That way it gives the illusion that it's more like a bridge over the water.
Quote from: Prince Grafikal006 on December 22, 2008, 06:58:12 PM
Quote from: Darico on December 22, 2008, 05:37:06 PM
Point taken. And kinda implemented in this one. However, the tree stumps look kinda stupid as it's a different kind of tree. My opinion anyway. Is this one an improvement? (It's a different place from the other one)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi74.photobucket.com%2Falbums%2Fi269%2FDaricogov%2FPortScille1.jpg&hash=bc825d0e0edd58f64caf3669912187d1884c0c5b)[/spoiler]
Good point about the stumps. They are different, I forgot about that. Oh well. If you had a stereotypical town the stumps would work :mad:. lol.
Whoa, also your paths are freakin me out mannn. When you put it over the water, to fix it a bit, use the impassable left sided shadow tile on the ride side of the bridge. That way it gives the illusion that it's more like a bridge over the water.
Oh! Good idea!
Yeah perhaps you are right about all the palm trees, however on the world map it's completly surrounded by them so I thougt it might be appropriate. I'll see what I can do :). You can expect another one of my maps (not being from the desert) before xmas ;D lol
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg387.imageshack.us%2Fimg387%2F1333%2F34r3cewwk1.jpg&hash=61de5784874228d4da49a642e94e7af04aa19bb8) (http://imageshack.us)
Ti'll I get Soul-Reaver & Euphoria Working properly, here's something random I made with the RTP & Edits. :/
Quote from: NAMKCOR on December 22, 2008, 02:34:55 PM
Grid inventory is looking great MA, I can't wait for it to be done ( I could use it for one of my larger projects xD )
I'm glad to hear that you're interested. It'd be nice to finally see one of my scripts in a finished project :)
@Caro - I like it a lot - very nice. The top bridge looks weird - I think it's supposed to be a full bridge that is ruined, but it ends up looking like two separate walkways, or maybe a mapping error where you forgot to put the middle part in
No MA, That was intentional, wanted a Broken up Bridge been broken in half, :x Thou, guess I didn't get the right effect.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg165.imageshack.us%2Fimg165%2F4184%2Fc434423ab5.jpg&hash=a58b175a4287e1ca307aaeb58fa7df587976955e) (http://imageshack.us)
Still wasting my time . . . .
Great maps Caro.
Tilesets from Amaranthia(aveyond 2)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F5967%2Fheill0.th.jpg&hash=18d16558d25eb044ddecb63a878f2343ba4104bc) (http://img367.imageshack.us/my.php?image=heill0.jpg)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg367.imageshack.us%2Fimg367%2F1664%2Fjhhuhnv3.th.jpg&hash=78b21c6bfe5bc667328cef8b3e7eacb34e0d965a) (http://img367.imageshack.us/my.php?image=jhhuhnv3.jpg)
@Caro
The broken bridge in your first screenshot scares me ._.
Other than that it looks good. :D
@JJannem
Aveyond tilesets are really that sweet?
*snaaap*
Quote from: The Commonwealth of Modern Algebra on December 23, 2008, 12:11:18 AM
Quote from: NAMKCOR on December 22, 2008, 02:34:55 PM
Grid inventory is looking great MA, I can't wait for it to be done ( I could use it for one of my larger projects xD )
I'm glad to hear that you're interested. It'd be nice to finally see one of my scripts in a finished project :)
just let me know when it's out.
and I can seriously get to work on
Paths to Survival
Oh...You'll know when it's out...You'll know... :)
Working on a destiny system:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-22.png&hash=7966e18d2b970de08414ab3d2d1ebb9ad2e2b153)
Basicly, the green guy is The Destiny. He will draw ten cards. On each card, he will ask one question. Your main characters Class/Stats/Outfit will be decided, depends on how you answer his questions.
It's not 100% done yet though. The graphical parts is done(Not sure about the card frames though), so it's basicly the eventing part left -_-
It looks neat . . . thou, how many questions would there be?
Quote from: Black Shadow on December 23, 2008, 07:17:09 PMHe will draw ten cards. On each card, he will ask one question.
It looks good. UMS?
Quote from: Black Shadow on December 23, 2008, 07:17:09 PM
Working on a destiny system:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-22.png&hash=7966e18d2b970de08414ab3d2d1ebb9ad2e2b153)
Basicly, the green guy is The Destiny. He will draw ten cards. On each card, he will ask one question. Your main characters Class/Stats/Outfit will be decided, depends on how you answer his questions.
It's not 100% done yet though. The graphical parts is done(Not sure about the card frames though), so it's basicly the eventing part left -_-
:o Very interesting. The green guy reminds me more of a woman than a man, but thats just me.
Quote from: Dark Seraph, Caro on December 24, 2008, 05:12:05 AM
It looks neat . . . thou, how many questions would there be?
QuoteHe will draw ten cards
So it's basicly ten questions.
QuoteIt looks good. UMS?
Yes.
Are there only 10 cards? Wouldn't the amount of questions YOU have to make be the amount of possible cards?
It looks nice and interesting ^_^
Quote from: Zeriab on December 24, 2008, 11:15:24 AM
Are there only 10 cards? Wouldn't the amount of questions YOU have to make be the amount of possible cards?
It looks nice and interesting ^_^
the character creation isn't (shouldn't) be random like that.
you get asked the same 10 questions, it's just your answers that determine the outcome.
Quote from: NAMKCOR on December 24, 2008, 02:31:19 PM
you get asked the same 10 questions, it's just your answers that determine the outcome.
Correct. The test also decide if you turn Good, Evil or neutral. This will effect your character and class.
Here's an exampel of 3 of the cards in the test:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FBedgeCard.png&hash=73fd9e901c005a06c06ed45ecd68fa14b1f961b3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FAronCard.png&hash=e08f93e41b358835a8badfa6aabc2a6230b0e27d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FClarieCard.png&hash=245c991b7f88990f6102b519b0e8d12ae72315e1)
Cool.
I know where you got the graphics from, because I have it too. ;D
Yeah. Those graphics looks very good :)
Of those 3 cards, the first one is the only one without color edits. I've tried to change most of the colors in those pictures, but of 10, I think I ended up with 4 without edits.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg389.imageshack.us%2Fimg389%2F8433%2Fswqwdlg4.png&hash=ab8c79be26fd38c3ce23e58f18adea0f4995a7df) (http://imageshack.us)
Results are coming, althou I wanted to have a demo working by today, it just won't make it. Part of the 1st arc, at the beginning. ;9
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F6726%2Floipu9.png&hash=c3c4aa7e98444a2ce77723381055781d32e7ae01) (http://imageshack.us)
Both of those look very nice. I like how on the bottom screenshot how you layered the houses, which over all gives it that busy town look.
As for me, I've been working on a bandit town/busy market area. So far this is what I have :)
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FTownSS1.png&hash=5fc9df7a9d13bf4a38fe36e725ae8d53bc8319d4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FTownSS2.png&hash=e481708ca206a88de34c4b3bf3c873ef7dacff58)
[/spoiler]
Sticking with the light effect for now, hopefully I can figure out how to do a sandstorm effect.
Quote from: HowlingWinds on December 26, 2008, 11:01:11 PM
Both of those look very nice. I like how on the bottom screenshot how you layered the houses, which over all gives it that busy town look.
As for me, I've been working on a bandit town/busy market area. So far this is what I have :)
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FTownSS1.png&hash=5fc9df7a9d13bf4a38fe36e725ae8d53bc8319d4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi313.photobucket.com%2Falbums%2Fll387%2FFeliusfeefee%2FTownSS2.png&hash=e481708ca206a88de34c4b3bf3c873ef7dacff58)
[/spoiler]
Sticking with the light effect for now, hopefully I can figure out how to do a sandstorm effect.
Praise to those last two shots.
Quote from: NAMKCOR on December 24, 2008, 02:31:19 PM
Quote from: Zeriab on December 24, 2008, 11:15:24 AM
Are there only 10 cards? Wouldn't the amount of questions YOU have to make be the amount of possible cards?
It looks nice and interesting ^_^
the character creation isn't (shouldn't) be random like that.
you get asked the same 10 questions, it's just your answers that determine the outcome.
It doesn't have to be random. You could decide the latter cards from the choices of the first cards.
It does look nice. Have fun creating the system ^_^
Just playing around with some new things. Who knows, I might make it a project.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fvxtest.png&hash=8e050e5c298e5d9e45f34d4ee78bb41aab369c79)
EDIT: Where the hell did my butterflys go? I had like 4 or 5 on that map. :/
Quote from: Revo on December 30, 2008, 08:31:07 AM
Just playing around with some new things. Who knows, I might make it a project.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fvxtest.png&hash=8e050e5c298e5d9e45f34d4ee78bb41aab369c79)
EDIT: Where the hell did my butterflys go? I had like 4 or 5 on that map. :/
I can see one butterfly.
Other from that, it's a pretty solid map. Not to empty or cluttered. Nice work.
Yeah the rest ended up behind the message box. :/
Anyway, thanks. Coming from you, that means a lot.
Revo, make a project out of it, and use Vocaloid to have them speak their lines during dialogue.
lol Vocaloid :3
Quote from: NAMKCOR on December 30, 2008, 03:28:31 PM
Revo, make a project out of it, and use Vocaloid to have them speak their lines during dialogue.
Holy crap, I should. But I don't have Kaito or Meiko. ;-;
0_0 I just noticed what a great idea that is ;-;
...Torrent?
Quote from: Revo on December 30, 2008, 04:02:25 PM
Quote from: NAMKCOR on December 30, 2008, 03:28:31 PM
Revo, make a project out of it, and use Vocaloid to have them speak their lines during dialogue.
Holy crap, I should. But I don't have Kaito or Meiko. ;-;
Quote from: Leventhan on December 30, 2008, 04:12:57 PM
...Torrent?
But wouldn't it bloat the size of the game file?
(I'm not very familiar with vocaloid ;-;)
Well, you can save the vocal sounds as MIDI, so it might not bloat it too much then. And, a post I found on a random forum discourages me.
QuoteAs for KAITO and MEIKO, I have literally scoured the Internet and have found no seeded Torrents for these items I am sorry to report.
;9
The person that posted his VX project with the new tileset is probably kicking himself, because there went the uniqueness that he had and there are plenty of "games" using it now.
Lol, quit making a big deal out of it. It's a new tileset no one's seen before. Everything new everyone wants. Plus he was the first to use it, so we know this. Sooner or later it would have been found by anyone else and we would have started using it. I'm sure he knew that as soon as he posted everyone would ask him where the tiles came from.
Final Version of the title for my game:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-3.png&hash=67645fdf98e3d430db221aedd671d6dc7939adc3)[/spoiler]
And another map from the game:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-4.png&hash=ad3f58e7ffbf74e2b80c74f036613b6576e0f5a7)[/spoiler]
Making a slow progress here ._.
I don't like the Press Enter on your title =o
Quote from: Black Shadow on December 30, 2008, 06:37:11 PM
And another map from the game:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-4.png&hash=ad3f58e7ffbf74e2b80c74f036613b6576e0f5a7)[/spoiler]
The lower right corner tree looks messed up. ._.
Revo@ I didn't even notice that error ._. . Thanks ofr fidning it. I will fix it right away :)
Prince Grafikal006@ I agree with you, but I don't have any graphics right now to replace it with.
More screens.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fvocaloidgame1.png&hash=aab5d687f363e2f28209365b00e477adb410d4a8)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fvocaloidgame2.png&hash=57ebd82fcefa5d84a99f24e87f1adb9075144425)[/spoiler]
Yeah, I'm gonna make a project out of this. ;8
Quote from: Revo on December 30, 2008, 04:30:52 PM
Well, you can save the vocal sounds as MIDI, so it might not bloat it too much then. And, a post I found on a random forum discourages me.
QuoteAs for KAITO and MEIKO, I have literally scoured the Internet and have found no seeded Torrents for these items I am sorry to report.
;9
You're right, I can only find Miku, Rin, Len and Prima torrent.
Oh and great work on your maps. :)
@Black Shadow
Your second screenshot looks a bit bright for me j-j
[spoiler=Epic Spell](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg357.imageshack.us%2Fimg357%2F9190%2F2r443vd0.png&hash=6234d13cded6eeca3f0cc6bb4bf020e2e817ea9c) (http://imageshack.us)[/spoiler]
[spoiler=Day Light Modern Town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F8206%2Fwfew34nb7.jpg&hash=f26071da70d29343afbf93d45d0d239b378f61ed) (http://imageshack.us)[/spoiler]
[spoiler=Following the Leviathan at Night](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg352.imageshack.us%2Fimg352%2F3390%2Foioiew0.png&hash=37ddce654e3b96df101241becf2a8e39af035415) (http://imageshack.us)[/spoiler]
Those screens look awesome, Caro. I really need to get myself a decent modern tileset. :-\
So, a friend of mine wanted me to make a map with this "awesome" new tileset he found (That I've seen before many times). So I did.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fhorribletileset.png&hash=86057017c3e5260ed44264a73e2e653ad998c016)[/spoiler]
This tileset was horrible to work with. Nothing aligned correctly, I had to go and realign a lot of the wall pieces, and it still looks terrible. Also, there are about 3 things for this tileset except the walls, so I had to find some sprites to make it look halfway decent. It actually didn't originally have a diagonal /-like wall, so I had to go and flip the diagonal \-like wall and put it in. It made me so mad. :mad:
Also, I just realized one of the sprites' coat ended up transparent. :-X
And that dude in the blue sweater is some sort of computer hacker or something. Just because.
But it's a good looking map. I like it. Even if the tileset was a hell to work with, you did a good job and the resultate ended up good =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-5.png&hash=eb96a02c31c606c695bbd53cccfb4afc40a98167)
Oh noes! Arshes! Run!
Quote from: Revo on January 04, 2009, 08:41:06 PM
Those screens look awesome, Caro. I really need to get myself a decent modern tileset. :-\
So, a friend of mine wanted me to make a map with this "awesome" new tileset he found (That I've seen before many times). So I did.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fhorribletileset.png&hash=86057017c3e5260ed44264a73e2e653ad998c016)[/spoiler]
This tileset was horrible to work with. Nothing aligned correctly, I had to go and realign a lot of the wall pieces, and it still looks terrible. Also, there are about 3 things for this tileset except the walls, so I had to find some sprites to make it look halfway decent. It actually didn't originally have a diagonal /-like wall, so I had to go and flip the diagonal \-like wall and put it in. It made me so mad. :mad:
Also, I just realized one of the sprites' coat ended up transparent. :-X
And that dude in the blue sweater is some sort of computer hacker or something. Just because.
Where did you're friend got that tileset exactly Revo? :x
Quote from: Dark Seraph, Caro on January 05, 2009, 06:30:38 AM
Where did you're friend got that tileset exactly Revo? :x
http://www.teamanti.com/rmxp/ They have a good amount of tilesets there.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-23.png&hash=05617467f8a3b4273bf0d331c25b90721c6c652d)
Time to kick it old-school...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FLiftScreenshot.png&hash=8fde0eee56638e79fb04a70372fc61af63b98b1b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FPoisonousScreenshot.png&hash=c7d0f7e558885e5fc4a471251832ba1e38e10a5d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FPartySelection.png&hash=dd870f7bcb9ad257775e60ac48e206ab4c275f74)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FSkillLearningSequence.png&hash=86816bbf6ef73051c830540c3438d6c3eaae9652)
I don't know anyone who 'flicks' through a magazine, but i know a lot of people who 'flip' through one.
Dialects...
Quote from: Griever on January 06, 2009, 12:28:15 PM
Time to kick it old-school...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FLiftScreenshot.png&hash=8fde0eee56638e79fb04a70372fc61af63b98b1b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FPoisonousScreenshot.png&hash=c7d0f7e558885e5fc4a471251832ba1e38e10a5d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FPartySelection.png&hash=dd870f7bcb9ad257775e60ac48e206ab4c275f74)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv357%2Fgriever_upload%2FSkillLearningSequence.png&hash=86816bbf6ef73051c830540c3438d6c3eaae9652)
Some interesting stuff there, although i am at a loss as to what the pile of crap on the wall in the first screen is.
Quote from: grafikal006 on January 06, 2009, 04:56:08 PM
I don't know anyone who 'flicks' through a magazine, but i know a lot of people who 'flip' through one.
People who flick through magazines disgust me. that's an innocent magazine, and now it's scarred for life :mad:
nice dialect though :D
The menu in the third screen looks pretty good, i don't remember that being a feature of 2k3, did you make it yourself? if so NICE.
Also, i have to wonder what your resolution is, considering those screens are so small ._o
For a fangame <_<
>_>
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2Ftitlescreencopy.png&hash=0e68e2a34aa1aa9624b831b13c94f941b9e1ddb7)[/spoiler]
Quote from: Nessiah on January 07, 2009, 03:34:41 AM
For a fangame <_<
>_>
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2Ftitlescreencopy.png&hash=0e68e2a34aa1aa9624b831b13c94f941b9e1ddb7)[/spoiler]
Someone has been reading the latest Cirno Doujinshis ^^;;
Love that CG :3 & I am . . . surely want to play that when you release the demo
>__>
<__<
Caro you are late Advent Cirno is oooollldd :O
I just had the chance today to work on it though because of a contest >w<
QuoteThe menu in the third screen looks pretty good, i don't remember that being a feature of 2k3, did you make it yourself? if so NICE.
Also, i have to wonder what your resolution is, considering those screens are so small ._o
The menu is a custom system I made for party selection. It's map-based so it's hardly the most complex system ever, but it works fine.
The pictures are so small because I always F5 the game before taking them. I think it makes the screens look better, and it also stops the chain-screenshots (like the 4th one) being to large.
Quote from: Nessiah on January 07, 2009, 06:52:54 AM
Caro you are late Advent Cirno is oooollldd :O
I just had the chance today to work on it though because of a contest >w<
@__@ I am outdated on the latest Touhou >___>;;
Wish you luck on the Contest :3
===========
To be on topic:
[spoiler=Desert Town]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F2724%2Fdesertsk302lloidw2yy5.png&hash=ea44705539ba20394aab26674fdf6e8240bed4fe) (http://imageshack.us)[/spoiler]
I should post on some of the new stuff thou.
Quote from: Dark Seraph, Caro on January 08, 2009, 06:43:14 AM
===========
To be on topic:
[spoiler=Desert Town]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg126.imageshack.us%2Fimg126%2F2724%2Fdesertsk302lloidw2yy5.png&hash=ea44705539ba20394aab26674fdf6e8240bed4fe) (http://imageshack.us)[/spoiler]
I should post on some of the new stuff thou.
That map looks stunning. I love the atmosphere in the map. Well done :)
Full view of a village map I made:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FRandomScreenshot-26.png&hash=98a829bfcf84be6215d0fbdb0cd99b4c37d82281)[/spoiler]
looks awsome black shadow
but the cave looks a little strange with the water comming from the upper part instead of the lower.
very nice map dark seraph! are those tiles all custom?
Quote from: SolstICE on January 13, 2009, 07:13:13 AM
very nice map dark seraph! are those tiles all custom?
.__. Depends on what you meant by custom. As I just put pieces together/Rips, I don't make the actual stuff.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg234.imageshack.us%2Fimg234%2F963%2F56h56jc0.jpg&hash=7945f7a9b2f3c74af9930194506a5aaf3026a447) (http://imageshack.us)[/spoiler]
I wanted to try something with Inquisitor's maps >__>;;
It's really good, minus the part where there's a million identical fires. lol. Try taking a few out and resizing and stuff.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg379.imageshack.us%2Fimg379%2F5636%2Fhuioml0.png&hash=ac8d7e88998c905abd1336c3aedc88db31f86eac) (http://imageshack.us)
Nice, but you should try to change the color of the ground, if I remember correctly there should be a bunch of ways to change it.
You also have a couple errors, two tiles above the ruined ship the ground doesn't transfer into the rock wall correctly. Also, the path just doesn't seem to flow right in a couple places. In the sea I see rock pattern with some stray pixels.
Looking nice Caro. The only errors I can see is the one Falcon already mentioned, so Im not going to bring it up again.
There's a reason the bench is there, just so you know :S
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-9.png&hash=ce80918490d90b4fb146fbcead4b0da7079b9669)
More of a nitpick, haven't used RMXP in a while, but the for the bridge isn't there a rail for each side? It looks to me like you have used the right side railing for the left side. I may very well be wrong.
3 things.
1; It's odd for a lot of debris to be on a trail. Perhaps a trail flanked by cliffs, that isn't traveled often?
2; Lily pads very rarely grow in streams, creaks, and rivers. They uproot in moving water, and can't plant themselves at the bottom of streams.
3; Autotiled tall grass is a sin :-\
Edit:
Since I suck at manipulating scripts, this is my improvised MP bar on-map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi81.photobucket.com%2Falbums%2Fj205%2Fzanbatou-T-S%2Fshiptest1.png&hash=b080188d4573d900dbaf38329c6d565476f73243)
It's all done with pictures, and variables to count the base % of an actor's MP remaining.
Looking for a second opinion of the little hud bit there is bearable. From my own tests, it doesn't interfere much, despite the animation.
Quote3; Autotiled tall grass is a sin :-\
Why is it a sin? I don't see any problem with the Autotiled tall grass.
Neither do I. Your maps are always gorgeous, Shadow.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F3856%2F3t4erhp2.png&hash=0dcaa83e4954e07093dc0270d3ca717f92ac4252) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F3091%2F244fmg0.png&hash=1cdf12522535253d24245c599e27c2376088fbcf) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg141.imageshack.us%2Fimg141%2F5324%2Ff322cj9.png&hash=f413004080e575853738ae3a03b25f8e3a84ce1e) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg218.imageshack.us%2Fimg218%2F5149%2Fg34gow3.png&hash=3adf652ec6ca49a89824c9f69ef193094a92d0b4) (http://imageshack.us)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg91.imageshack.us%2Fimg91%2F7193%2Fg334gg8.png&hash=3520434515e64b7d05cde02b00484d13a46dbcb9) (http://imageshack.us)
[/spoiler]
Credit to Deathlock for the Hair of the girl in the first screenshot.
They look nice, Caro.
The people of Peridan don't fuck around when it comes to monetary stakes for their card games, even if the dealer is a little kid who's standing on top of the table.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F1zyj449.png&hash=468bf9211aff6af6cb64f5368e6c2eb9f029b8a0)
WTF, is that the same little kid working the bar? How? What?
Also, lol reference.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F3004e4o.png&hash=a63766be369cd8e3c487e137f41fb40d0a1d3a8b)
Yo Kyle, that's racist, man.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F334i72r.png&hash=288ec762dfbf3a77727519e734cb033f0d8c3db6)
"let's kick their green arses!"
indeed Kyle.
Your maps look great, i can't see any tiling errors, although when it comes to the pianist, the random carpet seems out of place: maybe make a small elevated area for the piano? the carpet doesn't look quite right in the first screenshot either, but it's not really a huge problem. it only nags weirdos like myself ;8
oh yes, and the piano is in scary proximity to the furnace or wood stove or whatever - OH NOES D=
Quote from: Dertt on January 30, 2009, 07:45:07 AM
They look nice, Caro.
The people of Peridan don't fuck around when it comes to monetary stakes for their card games, even if the dealer is a little kid who's standing on top of the table.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F1zyj449.png&hash=468bf9211aff6af6cb64f5368e6c2eb9f029b8a0)
WTF, is that the same little kid working the bar? How? What?
Also, lol reference.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F3004e4o.png&hash=a63766be369cd8e3c487e137f41fb40d0a1d3a8b)
Yo Kyle, that's racist, man.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F334i72r.png&hash=288ec762dfbf3a77727519e734cb033f0d8c3db6)
Big rooms are way too big. Need to pack a lunch to treck to the bathroom man.
I would disagree, big rooms are only a real problem when you walk and there's nothing but repetitive tiles or walls or whatever. Dertt appears to have filled them rather well, and for those scenarios a hugegantic room is realistic
EDIT: .
why would anyone want to gamble somewhere thats showing off all that money. gives impression they rip people off or win most times. but cool pics
Some screen shots of the battle system I created for my game.
Phase 1
Here you basically choose to fight, move or escape from the current battle.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F8154%2Ftdssodsgcbsphase1gm3.png&hash=46ef553f55d780d34645d6999d36f9e724d674b6)
Phase 2
On this phase you choose to attack or use skills, maybe defend or simply just use an item.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F9002%2Ftdssodsgcbsphase2nn1.png&hash=d18affe543be9ff1160b07e8b51c3ae35ef4e6fd)
Skills & Items
The item window is very similar to the skill window so I saved on space and only will show the skill window. Here you choose which skills you will use.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg516.imageshack.us%2Fimg516%2F6288%2Ftdssodsgcbsphaseskill1bn7.png&hash=715445380a7e0a0aab8073e02e69c8b66710229b)
Targetting
For targetting an X will appear below the active character marking them as active, but also a window so you can see who you are targetting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg526.imageshack.us%2Fimg526%2F2686%2Ftdssodsgcbsphase2enemytvs5.png&hash=21edc94444e8f19342b346c2cea5b0260c5e0f91)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg518.imageshack.us%2Fimg518%2F7992%2Ftdssodsgcbsphaseskill2tsx8.png&hash=7f1fc285df7b48fe0e3f4346103026aa8999df56)
And a small video for anyone who wants to see it in action.
[youtube=425,350]3q85YkUvIgs[/youtube]
That battle system looks awesome TDS. The only suggestion I have is that instead of stretching the icons to show in the big window, it might be a good idea to make larger icons and use them instead, because the stretched ones do look very pixellated. Also, the small trees and things look a little awkward with those big actors.
What function does moving serve in your battle system? It didn't look like things needed to be beside each other to attack.
That's just... so awesome! 10/10
Also like Modern said:
Quote from: Modern Algebra on February 04, 2009, 12:04:58 AM
What function does moving serve in your battle system? It didn't look like things needed to be beside each other to attack.
The small trees were part of the beta phase of the battle system which originally intended to have more squares to allow a more tactical approach. I will change them if feedback is too negative about them.
As for the icons, I've been slowly learning pixel art to try and make icons and characters be of the correct size instead of having a script stretch them, but so far I've been unable to successfully learn how to make good pixel art.
And as for the moving function since the enemies don't seem to move in the video at all because the battles were restarted too often which makes it seem unnecessary, but it work by making the battle system both tactical and a quick frontal battle system.
How it works it's very simple, depending from your distance away or towards the target the character attributes are enhanced. The closer you are to your opponent the harder you hit him, but in return he can hit you very hard too. And the farther you from your opponent the more likely attacks will miss or hit for less damage, Also being in the same line as your opponent increases the chance of critical hits.
You can also protect other characters by placing yourself in front of them to lower the damage they receive and also raise the enmity(hate) towards the character defending which makes it more likely for an enemy to keep attacking that character instead of the weaker ones.
The above is the same for enemies as they can move and protect each other.
There are many other factors involved in the movement during battle such as stamina, weather, fields, field hazards(traps), etc. These factors add some depths to battles, but are not completely mandatory to use since there is no need to move next to the opponent to attack, making the battle work both as a normal turn battle system and adding some tactical aspects for people who want some more complexity during battle. And of course using the tactical aspect will make battles far more easier and interesting than standing in the same spot attacking through the whole game.
that's pretty damn cool.
and it looks brilliant.
TDS, that is pretty awesome.
Anyway...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi159.photobucket.com%2Falbums%2Ft157%2FFinal-Knight%2Fmorecrap.png&hash=fc07ee9e4f5425131625a94fb5c6745ce1e2496c)
Someday, I'll stop posting random maps and actually make a project. I've actually been thinking about making some map packs. I might get around to it eventually.
Boredom :-X
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi179.photobucket.com%2Falbums%2Fw320%2Fynlraey%2FAdvent%2520Cirno%2Fscreenshot.png&hash=e87952ad17d532b20ee42120e1284cbef7dad747)
Also nice work as always TDS :>
D: Guess been bored does pays well for you Nessiah~
Day~
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F3495%2F456hvmm6.png&hash=a81d3bb5ba9adfe59fb0065024c64bc6cdaa4c99) (http://imageshack.us)[/spoiler]
Night~
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F6992%2F5gh6oo5.png&hash=9462d2dcb1082414fdeea0e14eddd8f98bec4723) (http://imageshack.us)[/spoiler]
10/10 Those are great! ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fgamescreen1.jpg&hash=08b8ee5041c749e422a23c8ab5f83ff8c307cbba)
Better get practicing. :-\
Did this one today as my pre-game warmup (I always make a map before I start mapping for my game). I kinda like it, might end up in the game after all.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2Fruins.jpg&hash=a813aba791ecaafd6aeabb178ba68825da4418da)[/spoiler]
Wow, that's a fantastic map madriel. 1000 / 10
@revo ~ nice map. Some of the spacing on the map is a little awkward - like on the left side of the map outside the fence there is not a bare spot. Also, given that this is a settled area, the prevalence of nature is a little awkward. And the clothesline is really far away from the house and inside a little wood. Every time you go to put up the clothes you have to or get water there's an obstacle course.
@Knight Rider - solid map, but I would put a little more gradation variance in the cliffs. I think it looks nice to throw in small ones that jut out ~ kind of like the one in the centre of madriel's map
@madrel that's a great map 10/10
@Modern - Thank you. I have made a improvement on that map and I think I did great on it. Here it is.:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fgamescreen2-1.jpg&hash=5e9ad703db289f839f403cea80052b292039b6a2)
- yes, there are some mapping error that I forgot to remove but photobucket is acting strange today so I can't upload the new one. :/
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F6449%2Flonkjokjnov5.png&hash=bd94711d760c03ecd2b9d6176b78b6f54e4c3376) (http://imageshack.us)
F*cking Die Already Zombie!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F6263%2Fyynran6.jpg&hash=a349f32131b0e0a40abbe8a220b686777c76a983) (http://imageshack.us)
Running like a Wh*re in the middle of the night?! IT'S TOO DARK, BUT I DON'T WANT THOSE TREEMEN To RAEP ME! HALP! (Too much Tint & Fog >___>;;; )
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg213.imageshack.us%2Fimg213%2F5716%2Fsxwqpm8.png&hash=a19b5dbc21cd63a94e1108866561b798f3e30466) (http://imageshack.us)
Same amount of Tint as the Above, but, without the Fog . . . interesting, isn't it?
i fkn love you caro. yeah but um... i totally can't see anything in that second shot...i mean..well... i think i see some treeeees and some dirt...but..that's about it.
Other than thatttt, i love everything else.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F7884%2F45g54bm7.png&hash=d2468c9592628ac7f0ecfa2fc4076ee5a37d9b83) (http://imageshack.us)
I'm beginning to get an Idea for a steady game . . . . In here, using Legacyblade's new sprite monsters Called Bloodlust Soldiers. And, they really do the job for what I want >.>;;; Super hardcore defeating monsters.
Quote from: grafikal009 on February 15, 2009, 12:01:55 AM
i fkn love you caro. yeah but um... i totally can't see anything in that second shot...i mean..well... i think i see some treeeees and some dirt...but..that's about it.
Other than thatttt, i love everything else.
What he said. Also those Bloodlust Soldiers looks fkn awesome!
Quote from: Knight Rider on February 12, 2009, 11:55:40 PM
@madrel that's a great map 10/10
@Modern - Thank you. I have made a improvement on that map and I think I did great on it. Here it is.:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fgamescreen2.jpg&hash=2313806dbc0bed2de2c26b2d6f74183965cb75ed)
- yes, there are some mapping error that I forgot to remove but photobucket is acting strange today so I can't upload the new one. :/
Great improvement.
Also, out of curiosity, when did fkn become a popular abbreviation? I age a little and already I'm losing a grip on the fads~
:tpg:
[spoiler=School Invasion Finale](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F5285%2Fhthch2.png&hash=52c1ef1e826b6a63887bc648f9d81482e6927d5a) (http://imageshack.us)[/spoiler]
Someone doesn't look good with that tint. -.-
Spent a couple of hours finishing a status menu for my game and wanted to share the results.
It's divided in 3 parts, Weapons, Attributes and Abilities.
Weapons: Shows you the status of the characters weapon, since you only have one the whole game and upgrade it as you go along with a possible replacement late in the game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F1304%2Fsodmenustatusmenuweaponfg3.png&hash=fd2e987d58053d1b375846f51e5e67b159553487)
Attributes : Shows normal character attributes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F3024%2Fsodmenustatusmenuattribdd7.png&hash=fdad5ead6f0996e4cbc28d1152c4f5d545e22980)
Abilities: Since there's no equipment you are able to learn and level up abilities that enhance the character. This part of the status menus shows a list of the abilities the character has. A more detailed menu allows you to level them up and modify them.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F9053%2Fsodmenustatusmenuabilitar8.png&hash=1b9a2a1e66fc11b3a01763b6785fb3b4eee43ad3)
And a bonus, the save menu.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg511.imageshack.us%2Fimg511%2F3503%2Fsavemenunewsodvariantgaab2.png&hash=cf177fae692f182f9d87b74f66ba5122ec907e17)
And thanks to everyone for their nice comments about the battle system
That is an awesome CMS you made TDS!
Very Shmexy.
The only thing I dislike is the sword in BG in last picture, first glance looks like it's a scrollbar of sorts, though upon second it is not.
[spoiler=Dark Realm?](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F4687%2Fr32r3gn7.png&hash=da4f706cd32fa63c106326f3afb5b87a44ad8dff) (http://imageshack.us)[/spoiler]
[spoiler=Dertt's Man-eating Trees!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg266.imageshack.us%2Fimg266%2F4657%2Fg454gju6.png&hash=a1a1199a959ba50797e13b6b5fd1aece97f6bb5a) (http://imageshack.us)[/spoiler]
[spoiler=EEEEK! The Light! Get to THE LIGHT!!!!!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F7622%2F3vgr5cn8.png&hash=8cdf61b00f8f5ae36d6774d1767194f038ce71c5) (http://imageshack.us)[/spoiler]
I love you Caro. :tpg:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi189.photobucket.com%2Falbums%2Fz133%2FAlienSoldier_photos%2Fgamescreen3.jpg&hash=e5e8ceb34832726a10c4d49af8b02ecbd0bde276)
:-X Thanks Knight Rider, I love that Tower btw x__x
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Flol-5.png&hash=b84e28e92602448ecf7f620daa5af8490c4c5fca)
For those who have noticed, yes, there's flowers and grass in the cave. The cave has connection to both sun and water, but I haven't made a sun-beam fog for the waterfall yet.
I must say Shadow, that map is interesting & in a way, surrealistic with the plants @__@
Thou, you could always make the Sun lights be spots charactersets. :x Thou a Fog does make it more beautiful.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg19.imageshack.us%2Fimg19%2F4974%2Ftvrwzo2.png&hash=d7706df63f07b3a2372704b05ec8e7358a8587af) (http://imageshack.us)
I started to get interested in the Mack Tiles or how's it called >__> The tones fit my sprites better than the RTP's palettes itself in my opinion.
But I have been thinking of it too much, mostly with the fact that I wouldn't like the idea of it sorta looking like Reive's Quintessence or Shadow's Maps >___<|||[/spoiler]
Thx Caro^^
I've tried to make a sun beam from the waterfall through a fog, but it really looked of place :/. Im still looking for a way to fix that.
Your map looks good aswell. :)
Here's another cave map I've made:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Flol-6.png&hash=2d82258192901e92a1a4daaefef881549bc46960)
I still don't like to make Cave maps though :/. It's not as easy as Village and Forest maps.
love cms system zanaziel. looks fantabulous!
seraph the leaves by flowers really stand out in bad way. darken them bit or something will make better
bit dark cave guy above. hard to see on monitor
I think the cave looks great, but the vines going down into the abyss have a bit of a contrast conflict. ;)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg214.imageshack.us%2Fimg214%2F8724%2Fqefefqww32.png&hash=6a70129d9163f25ba49c4317236abcadebd7e95d) (http://imageshack.us)[/spoiler]
Sticking with the RTP itself, and getting already working Custom Tilesets & parts together ^^;; I never thought Putting Tilesets together was that simple. (|| )
XD
Seems a bit...symmetrical but that's almost to be expected of a school. Maybe stick some sort of tree or statue thing in the middle? Something to spruce it up?
looks great to me dark seraph. fog looks almost like claw on roof
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F3661%2Fsolscreen2.jpg&hash=126195c1a473388f45a4ae47adadc28489cf76c7)
:angry: RTP ground haet!
[spoiler=G'rr, Brightness evil!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg8.imageshack.us%2Fimg8%2F6853%2Fevr.png&hash=201ca0d9572b4606acebb70b4e6f50a2da5b068b) (http://imageshack.us)[/spoiler]
[spoiler=School Interior, Finished at last!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F2446%2F4tf34.png&hash=ccae17180cf4b57a6520e3a062d717eef7db7913) (http://imageshack.us)[/spoiler]
I'm aware of the ground, I might just go with the dark atmosphere
Looks great Caro. Although, I spotted one mapping error in the first screenshot, that looks wierd:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FMappingError-4.png&hash=11d1fa18f3beb95af99f29f2ef12de7ae2c3d727)
Other from that, it looks good :)
Screenshot of Mist Village.
[spoiler=Screenshot](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Flol-7.png&hash=f479836f891df4c9a054e49ddf1df8c3502f8acf)[/spoiler]
Yeah, another village picture by me. Getting alot of them these days <_<
There might be an error somewhere, because I copy/pasted the whole image in paint >_<
Sharp Eye Shadow :< I didn't notice that one >__>;; Will have to fix it now but currently:
[spoiler=Fixed Grass & Cliffs](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F3655%2Fy6f433r.png&hash=ee7980c7e95490dd4f88c24e1d7c7fdb6bf553bf) (http://imageshack.us)[/spoiler] De-saturation and a change in it's hue, I got quite a 'darkish' green tile :3 and I'm loving it. (Thou I realize it'll be a pain on putting it on the tiles SR is using >__>;; )
Grass Atmosphere based off of Reive's Quitessences & shadow's very own strange fogs =D
*Also, after seen it, I'm jealous of your skills in making beautiful Villages D: *g'rrr, must keep practicing*
RPG Maker 2003 lawl:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FAlmost-1.png&hash=315cec978372005bf587ec7d330ef1f6d8b75205)
The job system itself is finished now, I am just finishing the layout and it will be fully functional!
All I need to do is add the job name, level and current job level AP to the top of the menu.
Credit to Redwyn for the Paladin. :)
That's awesome, Tezuka. :D
that's pretty damn sweet Tez.
Finished!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FDone.png&hash=138e2f49f4e3a70299533be5f330da1ab3a15329)
Yes, everything in that screenshot works as it does in the original Final Fantasy V.
Also because I didn't want to make it look like a half job:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FMenu.png&hash=46c7520d891facef6b5a3048d926b0dfeabe07cd)
So what do you guys think?
I'm thinking
:tpg:
lol KitKat. :D
Now I have to go finish the ability customizing menu. I guess I'll post here when it is finished.
[spoiler=He's jumping, for real.](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F4177%2F3c34e.png&hash=d54effb8b45f6bff4e6b20f2b4af23a19dd2cbfa) (http://img7.imageshack.us/my.php?image=3c34e.png)[/spoiler]
[spoiler=A good room?](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg160.imageshack.us%2Fimg160%2F3264%2Foijoi.png&hash=d18ee6f7b83ef742868f48cbbf25b2a689ee1e79) (http://img160.imageshack.us/my.php?image=oijoi.png)[/spoiler]
small room. lol, but nice room.
That looks beautiful Tez, nice work.
I'm still fooling around with it a bit, but this is a little town I built nestled at the foot of a mountain. I know the area it's in looks a little too square-y to be natural, but you can't really tell in the game.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7231%2Ftotallyawesometown.jpg&hash=eac98ce6e690fde36eaa39467d58cec491ba9f29)
Let me know what you think :)[/spoiler]
[spoiler=The Houses have a balcony . . . and a new color](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F2707%2Fu7nu7.png&hash=d7bde8231f4b1ae026561c0a4bb5ccaa16bc2598) (http://img5.imageshack.us/my.php?image=u7nu7.png)[/spoiler]
@Caro: The only problem I notice is that the shadow (under the roof and balcony) is full opacity.
Quote from: Sirius on March 08, 2009, 04:41:49 AM
I'm still fooling around with it a bit, but this is a little town I built nestled at the foot of a mountain. I know the area it's in looks a little too square-y to be natural, but you can't really tell in the game.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7231%2Ftotallyawesometown.jpg&hash=eac98ce6e690fde36eaa39467d58cec491ba9f29)
Let me know what you think :)[/spoiler]
You're right that it feels too "square-y". You just need to loosen it up a bit and add more than one layer of mountain. Also, try adding more trees or trees in more random positions because at the moment they're evenly placed around the map. From the perspective, the buildings look really nice and I like what you did with the dirt ground.
I'll have to fix those Shadows then . . . D:
Thou, while I was at it:
[spoiler=Ruined Shrine & Ruu! <3](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F7782%2Ferfrf3.png&hash=aebc6f30c51765f3059fa7a083116224b51e63f0) (http://img5.imageshack.us/my.php?image=erfrf3.png)[/spoiler]
D: God, that Ruu,(Small Floating Whale) was a pain to shade~
Caro, I want your skill :tpg:
Anyway, here's the mountaintop of that town I posted earlier (Which I fixed up a bit, thanks Grafikal), and the updated town itself:
[spoiler=Mountaintop](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F7178%2Ftopofhill.jpg&hash=0db8718a7803fcfe1ffc8603b7d339c5a1134ddd)
Hmm, now that I look at it, some parts look a bit forced (I'm looking at you, bottom right corner)... Oh well, I'll get on it.[/spoiler]
[spoiler=Updated Town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F9172%2Ftaun.jpg&hash=f8103cabe900c61f622852cecd88802cafabc2ee)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7145%2Fwipmenu.png&hash=33990a447121a7d4239f23ac0fb4de3ac5b6f359) (http://img23.imageshack.us/my.php?image=wipmenu.png)
Work in progress menu for my current project.
Very nice looking menu.
@Sirius:
Great sense of elevation, and I like the idea of a clearing in the middle of the town. c: Good stuff.
@Echopax:
Nice colours, looks pretty classy!
~~~
Here's something for fun:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fquintessence-tbv.com%2Fimages%2FWWPrev.jpg&hash=39fa0741855cbe052edd0cb9848db72c1b13f8be) (http://quintessence-tbv.com/images/WhereIsQ-tbv.png)
~~~
found him lol.
amazing map by the way. one of the best i've seen.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.angel-spire.com%2Fforum%2Fuploads%2FIMG26-1236816882.png&hash=ae926157be9572fab0c1019cebab697164964776)
Looks pretty nice. Im not a big fan of the 2k3 style, but other from that, it's a solid map.
There might be a small mapping error somewhere on this map, but I think the resultate ended up pretty well. Everything that's missing now is some fog effects and animals.(For those who have sharp eyes, you can see there's a cat in one of the windows.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2F2lda6v9-2.png&hash=cc22e58bc519047afa25faf35a22a40c0700c761)
Yeah, that map looks great BS. Always amazing stuff.
Anyway, I figure I should show some of the maps I had made for that competition that I didn't finish. They're not that good, because I'm bad at mapping in VX, but hopefully people will give me some tips to improve.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F1174%2Farmory.png&hash=4304554ae86e362f448bb4eb612fc8c1a9afd19f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4415%2Fcitysquare.png&hash=8a54f1e4843683b8e69fe5edd93664c8f8e1370a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F165%2Ftansystreet.png&hash=79543516e9e20b814a6df2ee427b5761a32aa05f)
Maybe put some items like barrels on the side of the streets in the last two screenshots, and add a few more NPCs. I'd also add more windows to the bottom part of the second screenshot. Maybe also add some pebbles to the grass and sand area. The grass area in the second screenshot is too symmetrical, but maybe that was intentional, I just don't like the way it looks. .-.
Yeah, I hadn't added non-crucial NPCs yet to that scene, and the grass area is a park. I'll see what I can do about the pebbles and windows and crates.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F5310%2Fbtt5.png&hash=a86f8ba08688381c85b0a39b9a3894c2bb1a2d24) (http://img410.imageshack.us/my.php?image=btt5.png)
Hmm . . . practicing Dungeon making. Always wanted to touch that Tileset at least a few times >__>;;
Here are two ss's from my current game. The first is an unfinished version of one of my cities. The second one is a ss during game play in a small section of the city.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fphotos-d.ak.fbcdn.net%2Fhphotos-ak-snc1%2Fhs038.snc1%2F2669_83500247164_577142164_2871059_1743056_n.jpg&hash=3ae8ab634efc9d2025ff8e31c77ad6bbb439bcd1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fphotos-f.ak.fbcdn.net%2Fhphotos-ak-snc1%2Fhs038.snc1%2F2669_83500257164_577142164_2871061_4402625_n.jpg&hash=80c58c39b1dd640fb1ff94d885cb2afd19822afd)[/spoiler]
@Caro: Heh, looks like a body's interior yet disfigured... =P
@Exer: Don't map all the buildings alike, it becomes rather dull.
:x If it looks disfigured, then it served it's purpose (lol)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F8027%2Ffevr.png&hash=cb88cd7ff54aa0ef5a661b15e11144d2741ff735) (http://img15.imageshack.us/my.php?image=fevr.png)
@Death: Thanks :D I'll keep that in mind!
@Dark: Ooh, nice map! Only thing I found odd was the angel statue on the far right facing a different way, but that's just me haha
:mad: I'm a bit angry with it thou, I have been shown there's glitches in it!
Well, for the moment, fixed Modern World Tileset of Soul Reaver, testing the new School uniform characters. (Thus the lack of fog, NPCs & my favorite twiks)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F7386%2Fde23.png&hash=f350975da6ba2efc3e070e8e56971939e3a08399) (http://img23.imageshack.us/my.php?image=de23.png)
same, but now retouched, added Fog & Tint, NPCs & details.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F6069%2Frfeww23.png&hash=c5275ae4c64bca0daa587e96d2b720e6ea1150fb) (http://img24.imageshack.us/my.php?image=rfeww23.png)
Celtic Gears Main Character invading a Occult's hideout/ritual/temple/whatever-you-call-it place of bad satanic rituals & stuff takes place D:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1214%2Frrfr.png&hash=a9949ba4664105aeb6f0cdafc04eeaae01c43a73) (http://img9.imageshack.us/my.php?image=rrfr.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg124.imageshack.us%2Fimg124%2F8281%2Fazureocean.png&hash=947730c0e718eaf19d013fc21821c67fb80d0c70)
I'm working on remaking the graphics for my RMVX RTP project. This is the first big area in the game. Then it's scripts that gives me some troubles, but I'll try to figure it out.
That's a really cool style Ocean. I predict good things from that game. I can't commit myself too much, since I will be going away soon, but if you need any helpw with scripts feel free to ask and I will see if I am available to help.
Ah, thanks! :D I'm trying to figure out scripting in RGSS also so I don't have to rely on copy/pasting scripts.
Wow, it's been forever since I put anything up in here. Well, as of today I'm working on a quick game for another BlizzABS contest, so I decided to go bring back Garrett MacIntrye once again and make a quick "non-canon" Midnight game using the new system I've been working on and the BlizzABS (obviously). Today has been mostly fixing up the gameplay to be quick, efficient, and rather fun, so I only have one test room set up.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss-midnight1.png&hash=8d157e0502a13b71b15c55b4ec337a0255ff1262)
I'm keeping the familiar picture HUD, but with a little graphical improvement to it and your ammo count. Sorry, no more infinite ammo! This time you have to keep an eye out for spare ammo. You tap A to draw, S to fire (or to use a knife if you do not have your handgun drawn), and D to reload if you have enough bullets left in your inventory. Additionally, it'll be literally a much darker game, using the same light effect as in Shadows. I have a flashlight system itself set up so that you can only see the enemies right in front of you, but I need to adjust the size of it first.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss-midnight2.png&hash=1447b74d4bb059ff567884f96382cf1d9ba446c1)
The room is very dark as you can see from the first picture, but the flare from firing your gun will give you a second of light. It will be useful for finding enemies in the darkness, if you have a few bullets to spare. Unlike the original Midnight, the health is not three-hits-and-gameover. It plays more like Resident Evil in as much as it'll take a few hits to drop your health percentage. Additionally, the HUD graphic changes more than just back color. The face will groan in pain when hit and become noticably weaker as his health grows closer to zero. The flashing HUD and the pace of his beating heart will warn you about his health level.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss-midnight3.png&hash=5180d9f985c0589edfede02e7de4f2f18ebe8c45)
The game itself does not place in a mansion on Devil's Island, if you haven't already noticed. It takes place in a modern underground prison. The very feel of everything will be much more serious, much darker, and less corny (if I can help it). If you run out of bullets and still have the undead in your way, you are not completely screwed yet. This time around, you come equiped with a small combat knife, so even if you can not use your gun you are not completely defenseless. However, to use the knife, you'll have to get in close to them and risk them ripping your neck out.
Heh, I thought the number was your health, before I read the ammo part.
I just get annoyed by the use of RTP zombies, makes it dull in my eyes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2Fscreen1.png&hash=625e5d3baf012e1b893fcc5d1857095de4c57aff)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2Fscreen2.png&hash=57dc72632efef60fce5ee145a57252db11ad2705)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2Fscreen3.png&hash=b947c3c434d74160dd5dcbc7f6a839cd9cb4bc06)
Supposed to be for Nam's VX challenge but I didn't make it on time so I decided to go full blow with it.
Quote from: DeathLockBM on April 04, 2009, 08:34:54 AM
Heh, I thought the number was your health, before I read the ammo part.
I just get annoyed by the use of RTP zombies, makes it dull in my eyes.
They're temporary this time while I work to turn all of the human RTP into zombies. I'm not a spriter, and I only touched up on a few of them in the original, so it'll take a little time.
Anyway, the walls of the first picture seem a bit too high, but I like all of the maps otherwise. :3
D: The Map could use a bit of more 'obstacles' if you know what I mean :3 I like the dark feeling of it Zylos, nice work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F6662%2F4tv45g.png&hash=0f1b3de61cf6f673910610953a0b1f3519cbb010) (http://img10.imageshack.us/my.php?image=4tv45g.png)
@Zylos - looks great for the most part. I don't like the thinness of the status font in the HUD though. Also, the solid colour HP bar is a bit too wide for the solid colour to not be a little boring. I love that the background colour of the face and the face graphic changes. This makes the HP bar a little redundant though. It's not a big deal, but I would probably either:
A) eliminate the status part of the bar and place the ammo somewhere on the face graphic.
B) Make the status bar decrease in size with HP loss so that it serves a function the changing face graphic doesn't
C) Just make it a little prettier, maybe by making it a gradient bar but not one that decreases, just have some gradation in colour in terms of height.
I've attached examples of what I mean below.
The maps look nice though!
@Ness - yeah, I agree with Zylos. I normally wouldn't go over 2 tiles high for an inside house, mostly because there's not enough things to put on the wall that won't make it look like a lot of empty space. Also, it looks bad because there is an imbalance in the wall that juts out. It's only two tiles high while the rest are three. Otherwise, they are nice. I love the facesets - very stylish.
@Caro - Beautiful map. I'm not crazy about the extra border for the water on the rightside, but I can see how it would look weird if it were absent, so I guess it's OK.
Quote from: Modern Algebra on April 05, 2009, 07:51:47 AM
@Caro - Beautiful map. I'm not crazy about the extra border for the water on the rightside, but I can see how it would look weird if it were absent, so I guess it's OK.
I just realize, that's Actually an Error of mines D: Ugh ~ Must Fix, my mapping is giving too much errors lately!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F7130%2Fuho.png&hash=9760458bf870e2a05e666c816da4d2ad2b326033) (http://img14.imageshack.us/my.php?image=uho.png)
What lies at the end of the Tunnel . . . To get out, A 'El Vegigante' awaits you at the End.
Well, I think you nailed this one, Caro. I like the light the torches give off, it makes 'El Vegigante' look pretty menacing ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F7114%2Fjustapic.jpg&hash=aa2c37922cd1cd42bee64c744e416c554e0e5d23)
D: That map gave me Nostalgia, regarding both Zelda & Mario 64.
Looks pretty decent :x
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F8985%2Fwef.png&hash=a5476922f4e67eae84876bff5c93442b552714c2) (http://img7.imageshack.us/my.php?image=wef.png)
D:< It Cannot Die!!!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F102%2Fiokopmp.png&hash=97c6216e14acfc5004a0a2aec7ff1391290fa42f) (http://img10.imageshack.us/my.php?image=iokopmp.png)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F9381%2Fuihiuoi.png&hash=76fadd236a1dd370bd715dbaec6b11e690f93b22) (http://img10.imageshack.us/my.php?image=uihiuoi.png)
<sigh> I want those sunlight Pictures Effects.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp1.png&hash=1cbfc5c8d39b57f3698ad1a965e4782e6f60fba8)
"Stop crying, you big baby. It's just a little blood from an exploding zombie head."
Alternately... "Dirty mouth? Clean it up with Orbit Gum!"
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp2.png&hash=423321f21626499a0a8b1b59654fb1c8b444bae5)
"Ah, the sweet serenity of a save room. Nothing going to eat me in here... or... or maybe there is... maybe there's a zombie behind those boxes, or... or under that desk, or under the tiles, or... or... in my pants... or..."
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp3.png&hash=64af77fe9f54aa8ad0525abe5c4a04f7d8d3d81c)
"I'm sorry sir, I've been drinking all night, so I'm fresh out of brains for you to eat. Sorry."
In program:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCursedLand.png&hash=2619b4a8cae9eb8deaf8757b41cf9fa9cf02fa75)[/spoiler]
In game, with weather and fog effect:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCursedLand2.png&hash=bdb612bc380456ee9f2a48b0350f69ee0053b2b2)
Quote from: Zylos on April 12, 2009, 09:30:22 PM
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp1.png&hash=1cbfc5c8d39b57f3698ad1a965e4782e6f60fba8)
"Stop crying, you big baby. It's just a little blood from an exploding zombie head."
Alternately... "Dirty mouth? Clean it up with Orbit Gum!"
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp2.png&hash=423321f21626499a0a8b1b59654fb1c8b444bae5)
"Ah, the sweet serenity of a save room. Nothing going to eat me in here... or... or maybe there is... maybe there's a zombie behind those boxes, or... or under that desk, or under the tiles, or... or... in my pants... or..."
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp3.png&hash=64af77fe9f54aa8ad0525abe5c4a04f7d8d3d81c)
"I'm sorry sir, I've been drinking all night, so I'm fresh out of brains for you to eat. Sorry."
[/spoiler]
Zylos, I like the Irony putten in here. And the Screenies, with such spot, it does make it look like a horror game, thou, A Smaller spot would be lovely to make it even more scarier.
And your truly evil as to keep those Zombies as little eye-catching surprise.
I just, feel like the last screenshot, was too big and empty, at least a few boxes or something on the sides would make it less 'absent' it just looks like the place is recently new.
--------------------------------
Quote from: The Shadow on April 12, 2009, 10:08:14 PM
In program:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCursedLand.png&hash=2619b4a8cae9eb8deaf8757b41cf9fa9cf02fa75)[/spoiler]
In game, with weather and fog effect:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCursedLand2.png&hash=bdb612bc380456ee9f2a48b0350f69ee0053b2b2)
Shadow, as of now . . . . I Envy your photoshop skills. D: That Ground . . . is just breath-taking for me.
Beneath the Wastes, on the Sanctums, lies the Tomb of the Kings, to which a weird spell has been re-animating the long-dead back, and seemingly, the cause of it seems to come from said pendant?
[spoiler=The Tomb of the King](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F7260%2Frfe34.png&hash=21d2e3ed3b0e9ca62c46c497584f096fc7555a0e) (http://img13.imageshack.us/my.php?image=rfe34.png)[/spoiler]
[spoiler=Underground Ruin City](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F9544%2Fxdw2.png&hash=5036c53d8125c89c12a99d358ea291d115dfbf30) (http://img27.imageshack.us/my.php?image=xdw2.png)[/spoiler]
Someone got the idea to use 'Fullmetal Alchemist' like criteria, a City buried Underground, using it's entire civilization as sacrifice to seal . . . something. And it's Golems won't let anyone near the Epitaphs
QuoteShadow, as of now . . . . I Envy your photoshop skills. D: That Ground . . . is just breath-taking for me.
I didn't make it :/. I got the tileset from here:
http://www.rpgrevolution.com/forums/index.php?showtopic=29572
Hah, Zylos, your last map reminded me of that one Team Rocket dungeon in Pokemon red/blue ;D I don't know why, it just does...
[spoiler=This is a little too big to just post straight up](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg25.imageshack.us%2Fimg25%2F6012%2Frockyb.jpg&hash=12aa90e26e37bd1476f179539343e3aa5ccea478)
I'm still messing with this tileset, it's hard to fill up space with only 1 type of tree, some rocks and one flower. Oh well, I'll keep doctoring it till it looks better.[/spoiler]
[spoiler=OMG~ CARO YOU COPYCAT YOU!!!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2982%2F45g4.png&hash=63ca9fd4417c0229ae0e77dd5d24c21c39ee38cd) (http://img4.imageshack.us/my.php?image=45g4.png)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F2420%2F4h465h.png&hash=df34726b91867b7043c5a6525417f3596a68f214) (http://img4.imageshack.us/my.php?image=4h465h.png)[/spoiler]
;9
Zombies are not final, I'm thinking of probably going using enemies with a similar story (Even make Cannon) of said anime.
Really, not final, and decided on the Enemies:
[spoiler=Are they . . .human or . . .?](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F3021%2Ferbrtb.png&hash=2262fecc501d1a87a8ca1afcab4a3e73891fb54d) (http://img15.imageshack.us/my.php?image=erbrtb.png)[/spoiler]
;3 Suited Man? Android? Or . . .
(BTW, the player can be one of 3 (haven't decided yet) characters to play as. :0 with a different storyline yet happening at the same time of events. (Replay Value <3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp4.png&hash=9eac6e79bc65e47f583bbb4ecfb7d6273ac7811a)
"Hold still, dammit! This isn't the original game, I don't have friggin' unlimited ammo!"
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mgp5.png&hash=cb56602dce0973b074911322ab6091e60d0d03f6)
"Shhhhh... be vewy vewy quiet, I'm hunting zombies."
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_mpg6.png&hash=8fdbb9f1e057744137ce7df85d216467541bf5d8)
*meep* "Dear God I'm gonna die."
A pic from the intro scene of a project I'm working right now. The Black Knight attacks the Castle from the Kingdom and slices in two a soldier after killing another 8 soldiers before. I'm not a really good spriter, and the blood effects doesn't look really well, but as the scene plays quick you haven't much time for seeing the details :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg254.imageshack.us%2Fimg254%2F9113%2Fdibujoppk.png&hash=79d051ab31244a083b4f4594474527fb32d785a2)
MS paint.
.___. MS Paint + Bad looking blood needs more 'shape', never use Blur tools, it makes it looks . . . well, yuck. & The Castle, needs working, it just stands out horribly.
I will try making shaper blood, thanks for the advice Dark Seraph.
However that was made with Paint Shop Pro, not MS Paint. It seems I am really bad at spriting, as it looks from MS Paint... Well, I just need more practice at this.
vgvgf@ The map looks a bit striahgt for my taste. Also, the blood dosen't look that great.
Possible Message System:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fbild-1.png&hash=b5a23a099ca55547b669d977d716f21d5d69a3d1)
@vgvgf: Here's a tutorial teaching you about shading blood: Link (http://www.eminweb.com/forum/index.php?showtopic=407).
Thanks to legacyblade for this. <3
Quote from: The Shadow on April 20, 2009, 11:11:32 AM
Possible Message System:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fbild-1.png&hash=b5a23a099ca55547b669d977d716f21d5d69a3d1)
that is gorgeous, Shadow.
Quote from: The Shadow on April 20, 2009, 11:11:32 AM
vgvgf@ The map looks a bit striahgt for my taste. Also, the blood dosen't look that great.
Possible Message System:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fbild-1.png&hash=b5a23a099ca55547b669d977d716f21d5d69a3d1)
Where do you people always find these wonderful character pictures? If the map wasn't beautiful enough as is, that message system just really catches my eye in coloring.
Quote from: Zylos on April 20, 2009, 03:22:59 PM
Where do you people always find these wonderful character pictures? If the map wasn't beautiful enough as is, that message system just really catches my eye in coloring.
he's paying someone to draw them custom
[spoiler=Frozen thundra wolves](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg207.imageshack.us%2Fimg207%2F8528%2F3grg.png&hash=bb5518f61edc7cf14025b49b9cb80ef639c95604) (http://img207.imageshack.us/my.php?image=3grg.png)
[/spoiler]
& Shadow has just killed me with that screenshot of his .___.
Extra new one:
[spoiler=Fortress's Caverns?]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F9076%2F2e3243.png&hash=e4916984ae773b5bca7fc94298016d8e7b23ce91) (http://img135.imageshack.us/my.php?image=2e3243.png)[/spoiler]
i love what you did with the connection between the cave wall and the brick wall, you did an awesome job blending the two together.
I agree, they blend together really well, that's awesome.
The sad part is, I didn't do the cave wall + Brick add-on.
The light from the fire is off center. :X
andddd it's a little bright.
Isn't it suppose to be bright in a dark Cave with no windows and have torches to replace the windows? >__>;;;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F1893%2F3fr34.png&hash=1bb75404737c1c297fcd70b9d96ac9fa40e81804) (http://img259.imageshack.us/my.php?image=3fr34.png)
x__x
Actually, rather than the light and the map, I'm more concerned about the status bar.
They are a bit too... contrasting. Umm, I don't know the correct word, forgive my bad English. T_T But it just... It doesn't go along with the map. Maybe it's just me...
Ah ~ the status bar / HUD is from Blizz-abs, just didn't felt like removing it in the occasion. :x
Soul-Reaver needs a bit of screen-time too.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg514.imageshack.us%2Fimg514%2F7357%2Fhika93e.png&hash=7e536dfbe5096684bcdacdbe1207bdc161c589c1) (http://img514.imageshack.us/my.php?image=hika93e.png)
Umm, to be specific, what I meant by the status bar is actually... the gradients.
Maybe better if translucent?
Sorry. >_<
I sense sarcasm in the Soul Reaver screenshot somehow.
BTW, no street lights? :3
Quote from: JAP on April 23, 2009, 12:33:47 PM
Umm, to be specific, what I meant by the status bar is actually... the gradients.
Maybe better if translucent?
Sorry. >_<
I sense sarcasm in the Soul Reaver screenshot somehow.
BTW, no street lights? :3
right, that's the default HUD for BlizzABS.
I also think it looks pretty ew, but it's functional *shrugs*
lol, comments :3
& yeah, you could say there's sarcasm in that screenshot in a way. :x Their relationship is quite 'awkward'
Quote from: Dark Seraph, Caro on April 23, 2009, 12:04:04 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F1893%2F3fr34.png&hash=1bb75404737c1c297fcd70b9d96ac9fa40e81804) (http://img259.imageshack.us/my.php?image=3fr34.png)
Where did you get that tileset? It looks pretty interesting to map with. Is it possible to get a link to it?
Truth be told, I seriously don't remember.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg142.imageshack.us%2Fimg142%2F4161%2Ffort02cave01.th.png&hash=d9f8ea92b5c8d337b43f929ee8b5d8181b4c1546) (http://img142.imageshack.us/my.php?image=fort02cave01.png)
kupoop ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi137.photobucket.com%2Falbums%2Fq211%2FFieryflames%2FMoogleplox.jpg&hash=7cb01e6d3dcc5fc030283d0c22a23fe07da8e0f4)
You're really getting a kick out of that kupoop thing, aren't you, Kupo? Oh, and if I may suggest, try using the thinner trees and maybe a few more patches of flowers/bushes. I like what you did with the changing terrain, though :)
Anyway, which one of these looks better?
[spoiler=Fog](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg11.imageshack.us%2Fimg11%2F3920%2Foasley.jpg&hash=9b40b0fbc40e216cf5b788dc278b55f9a2044f18)[/spoiler]
[spoiler=No Fog](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F3472%2Foasley2.jpg&hash=47672fe5f031156b65094eba68f10f45e1b34b15)[/spoiler]
are you able to have fogs with texture? cause just a flat transparency like that is pretty annoying. It's like turning up the brightness of an image without fixing the contrast and saturation.
Yeah, I've been looking for that. It's like I spilled a vanilla milkshake all over the screen, and I need something more like what Shadow did in that one pic about 14 posts down. Meh, I'll find a way around it.
You could show it as a picture, perhaps.
You can center the pic with this kind of algorithm: http://rmrk.net/index.php/topic,32222.0.html
I like the one with the fog cause it makes the dungeon more creepier.
Kupo?
Hah, I didn't even think to try pictures. Well then, I'll give that a shot and see what I come up with. I mean, the fog that comes with 2k3 does move, but it's so slow that you can hardly tell.
Ok, that whole fog thing is turning out to be more trouble than it's worth at the moment, so I'll get back to that later. In the mean time, here's half of a mountain-y area.
[spoiler=Wow, that's a huge picture!](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg258.imageshack.us%2Fimg258%2F6836%2Fmontanas.jpg&hash=fede3a63b645b2aecafb5b4ed8f1d403f991c7fb)[/spoiler]
How About this? ;D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg168.imageshack.us%2Fimg168%2F9391%2Fintromapwipk.png&hash=bec5b436d5b2b1ea9269d2299c7fd7d6bbb274e8)
Dunno if the ambience is okay..
Critique?
The small little trees looks a bit out of place in the stairs for me, .___.;; But other than that, Nice Map, a bit cluthered but nice, add a Fog and it'll be gorgeous! <3
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FNEOMIDNIGHT1.png&hash=f20fbd5ac23a3368b6e6e36ed56907593edc9c29)[/spoiler]
This was an experiment to see how I could improve the original Midnight. The room itself looks much better, even without the lighting.
A little bit of tint or fog like could help in a good way for it too :x like the details on the chair.
I also dig that chair. Nice atmosphere you have going there.
Got a WIP pre-shop screen. The Icons are placeholders until I make some more appropriate. Opinions?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FScreenCraft-03.png&hash=e7c45a27132847d02a449903f7fbc53d7b93eaed)
Wow, that looks awesome. I love how you put that face in there, like with the golden lines everywhere. I love the font, icons, background, face and everything. Keep it up!
Okay...tweaked it a bit..happy with the result, works like a dream in-game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FScreenCraft-05.png&hash=cf0090d7f08ef831b87b488719d047c6acfc46e7)
That's beautiful, joy. Simply beautiful.
Looks nice, but the font seems to take away from the picture. An elegant font like that is good for emphasizing names and whatnot, but it's not good for all of the text: it makes it much harder to read. The "E" in exit shop looks hardly like an E.
Yeah, it looks like Sait Shop to me or Sxit Shop. I like the font though, but maybe something similar but more readable would work. I love the screen though, very nice.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg239.imageshack.us%2Fimg239%2F7939%2Fmountainmenu.png&hash=597d0a2e636b2d174338e86a22b0a3f14f07f5f0)
Finished making icons, and made the mountain map background. I'll either work on the city map next, or start on the battle system since I have it planned out already.
Looks pretty fine Ocean. I like the windowskin you are using :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-11.png&hash=34c26abdff0c8096dc10855d8f31aa2690119a4e)
You can't see in the screenshot that it's actully a fog there <_<*
Oh Shadow, how could you? You know square is bad. ;=; I was liking the map ti'll I saw the 'square'.
& The transparency of the fog is soo little <__< It is hard to see if there is one.
Quote from: The Shadow on May 04, 2009, 12:23:09 PM
Looks pretty fine Ocean. I like the windowskin you are using :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-11.png&hash=34c26abdff0c8096dc10855d8f31aa2690119a4e)
You can't see in the screenshot that it's actully a fog there <_<*
Also, from a perspective standpoint, it's logically impossible to see the water under the cliff at the bottom of the screenshot. I mean the cliff with the vertical bridge. You wouldn't see that. That water is about 3 tiles down while the top of the water under the horizontal bridge is like 12 tiles down. You would only see more cliff rather than water.
And I'll agree with Caro about the squares ;_;
I didn't notice the square things. In fact, I didn't notice the waterfall error before someone mentioned it ;_;*Dies inside*
Going to remake the map totally.
EDIT: New version of the map
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-13.png&hash=ad53bb2c6ffb8715ac31c47328faed9fbd135e54)
That's looking a lot better. My only gripe is that your waterfall walls aren't even with the land ones. There are only about two tiles of cliff on the left side of the map, and 7 or 8 on the right.
[spoiler='Que Carajo haces aqui? Largate Cabrona!'](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg53.imageshack.us%2Fimg53%2F9915%2Ff3f434.png&hash=76f8e98668e62dbe8d4fc7ea6ceba20d575b5219) (http://img53.imageshack.us/my.php?image=f3f434.png)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F6083%2Frv3e3er.png&hash=335ee5ab5682c4ed9655ffea9a7bde7249898b30) (http://img237.imageshack.us/my.php?image=rv3e3er.png)
I have the desired 'theme' of Tilesets to play for this Survival Horror Game, thou, I might put survival action game @__@
I can't decide on the color for the infected people, I had a change of mind, instead of making the use of 'Zombies', I rather took the path on basing the Enemies/Infected People on the 'Ganados' & 'Maijins' from the Resident Evil 4 & 5 itself.
Taking the path on using the rather 'steampunk' like scheme theme for the Atmosphere, as it fits the scenario for a rather gloomy village scenario. Along I'm using steampunk-characters made by Sithjester :3 They really fit the tilesets & atmosphere. *As the setting is based more on Resident Evil 4 itself* I thought of recoloring their skin but it is quite troublesome. The Screenshot is at nightime thou.
Quote from: Dark Seraph, Caro on May 05, 2009, 08:47:36 PM
[spoiler='Que Carajo haces aqui? Largate Cabrona!'](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg53.imageshack.us%2Fimg53%2F9915%2Ff3f434.png&hash=76f8e98668e62dbe8d4fc7ea6ceba20d575b5219) (http://img53.imageshack.us/my.php?image=f3f434.png)[/spoiler]
Que Carajo haces aqui? Largate Cabrona!
ok, what does that mean?
been playing Resi 4 for days and it's bugging me.
In English, that would be: "What the Fuck are you doing here? Get out, Bitch!" Well, to what i can translate .__.
Quote from: Dark Seraph, Caro on May 06, 2009, 03:28:12 PM
In English, that would be: "What the Fuck are you doing here? Get out, Bitch!" Well, to what i can translate .__.
lmao, awesome
lol, well, regards to that, here's a work in progress Tileset:
I know the grass floor isn't good for something like this, as it makes the houses stand out too much, thou, dunno what to use, didn't want to use the RTP's tiles themselves. Pardon the 'Dark Atmosphere' as it's suppose to be night in there. (Hoping to catch said feeling.) I'm quite troubled with that damn Fence, as parts of it seems to be at 'odds' and have to fix it a lot. I used those torches from the RTP even thou they blatantly stand out >__>;; but would make sence if there wasn't no electricity in said town which takes place. But still thinking what other source for a light in the night could work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg135.imageshack.us%2Fimg135%2F4116%2Fforastero3.png&hash=15c5f903ea73a95ece19cc6c7369d6b567b0ed58) (http://img135.imageshack.us/my.php?image=forastero3.png)
I was planning on also adding a few 'mountain' like, at least to give a bit of nature, but thinking wether to use the new 'Savanna' like tileset from Shadow or the Grass tile from Mack's.
The 'Ganados' (The little country men with hats and spanish/steampunk outfits) fit well with the colors, thou I still want to make their skin look like 'dirty' but the colors I used either makes them look too green, night-elvish, blue, too damn pale white, or a rather Yellow-ish weird color or an obvious use of Purple with dark colors which makes their heads stand out from their clothing <__<
Still working on the Tileset thou, it's sorta my top priority at the moment.
Where did you got the style of that house in your last screenshot DAS? I've been looking all over for it, but can't find it.
It was from Raerae's Custom Castle Tileset. there were 2 houses of these. *Thou of different textures*
D: It was lying around taking Dust in my old cds. Can't find it in hbgames.org which is were I got it >___>;;
Anyways; Sharing for everyone:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg206.imageshack.us%2Fimg206%2F6862%2Fraeraesedits.png&hash=05b8aaaf21bc115fc11cb251a9263ef4f193ef62) (http://img206.imageshack.us/my.php?image=raeraesedits.png)[/spoiler]
Along with another screen with the Fixed Town:
[spoiler=No black fog or darkness this time <3]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg368.imageshack.us%2Fimg368%2F51%2Fbetterforastero.png&hash=903241e84efda47052034e3f75d159bfca4f1215) (http://img368.imageshack.us/my.php?image=betterforastero.png)[/spoiler]
Quote from: Dark Seraph, Caro on May 06, 2009, 06:07:54 PM
I'm quite troubled with that damn Fence, as parts of it seems to be at 'odds' and have to fix it a lot.
In either of your past 2 screenshots of this, it's better to place the back of the fence (that wraps around the front house) one or two tiles higher. The perspective is off. Close, but off. It gives the illusion that the house is tall and thin, whereas you tiled a house that's not as thin as it should appear. I also figure that you already thought that and (in most cases) it's safe to count the number of tiles the height of a front wall is, then if you were to put a fence around the back of the house to then count that same number of tiles down from the top edge of the roof. Like you did. However, since you have the house with that extra extension in the back center, it fools the eye into making the fence look really weird. So, basically... I'm just saying that might fix your fence problem.
For my first post to be in a screenshot thread, I must either be desperate for opinions, or have drastically high hopes. Anyway, here goes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F3683%2Fpakilukishire.th.png&hash=3bf77b7905b32a9da9f24525e4ef55abcf92e112) (http://img156.imageshack.us/my.php?image=pakilukishire.png)
And before you go pointing out the mistakes with some of the trees dotted around the place, I'll say I do know they're there. I was just, uh.. too lazy to update the screenshot. Made using VX, as I'm sure you can all tell.
If I had to judge it myself, I'd say it wasn't bad for my first town map ever, right?
....
Right?
Quote from: Alan on May 07, 2009, 04:29:33 PM
For my first post to be in a screenshot thread, I must either be desperate for opinions, or have drastically high hopes. Anyway, here goes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F3683%2Fpakilukishire.th.png&hash=3bf77b7905b32a9da9f24525e4ef55abcf92e112) (http://img156.imageshack.us/my.php?image=pakilukishire.png)
And before you go pointing out the mistakes with some of the trees dotted around the place, I'll say I do know they're there. I was just, uh.. too lazy to update the screenshot. Made using VX, as I'm sure you can all tell.
If I had to judge it myself, I'd say it wasn't bad for my first town map ever, right?
....
Right?
Your buildings need more details. Windows, cracks, strange quirks.
Quote from: Alan on May 07, 2009, 04:29:33 PM
For my first post to be in a screenshot thread, I must either be desperate for opinions, or have drastically high hopes. Anyway, here goes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F3683%2Fpakilukishire.th.png&hash=3bf77b7905b32a9da9f24525e4ef55abcf92e112) (http://img156.imageshack.us/my.php?image=pakilukishire.png)
And before you go pointing out the mistakes with some of the trees dotted around the place, I'll say I do know they're there. I was just, uh.. too lazy to update the screenshot. Made using VX, as I'm sure you can all tell.
If I had to judge it myself, I'd say it wasn't bad for my first town map ever, right?
....
Right?
There's a lot of empty space as well. Try filling it in with some small plants or bushes or just stuff you'd find outside in a town. You could throw a shadow under that bridge up north. You did good on mixing up the cliffs but try throwing some details on them other than that moss growing up on it. The buildings are really boring. Try doing what Maia said with that. They also don't have to be particularly square. There's a couple map errors in the lower left corner with the trees, also a tree error by the fence and cliff to the right, and a tree error by the cliff on the left. Speaking of trees, make them less square around the outline of the town. Bring them in and make it random, they're trees, nature is random and not full of 90 degree angles and stuff. The dirt/brown cliff you used might be a little strong. I don't know, it could be fine when other things are spruced up. Ya might even try using the bushy/green tile instead of that.
Also,
Hi Maia :)
[spoiler=Indoor Action](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F2394%2Fshopsxw.jpg&hash=272b914586e829399db74d7b6be3610b741805de)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg6.imageshack.us%2Fimg6%2F7110%2Fmuskyinside.jpg&hash=eb360e4bd98f7ef23cf80ab8281b966aecd8bf6c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F4715%2Fnormalinside.jpg&hash=7e0ec9cc6109c9a1a4761ea6da6c49ba14148b98)[/spoiler]
I just realized that I haven't posted any indoor shots yet. Well, here are a couple.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F2792%2Ft5t46.png&hash=2130f6b18ade1fbcabbbc425619c215cdc1cc08a) (http://img145.imageshack.us/my.php?image=t5t46.png)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg119.imageshack.us%2Fimg119%2F9433%2Ffwe32postsign.png&hash=1ffc5dca95b91ad50a276fcb4453141520a2ff23) (http://img119.imageshack.us/my.php?image=fwe32postsign.png)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F1715%2Ff343f4.png&hash=73611bb8c5947a0903a99ea73e7a4aacb3c2d2dc) (http://img134.imageshack.us/my.php?image=f343f4.png)[/spoiler]
[spoiler=SR New Screenshot!?](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg160.imageshack.us%2Fimg160%2F2384%2F4g4g5.png&hash=37d4c6e4bf2b98c393313c929499bfa2ab051764) (http://img160.imageshack.us/my.php?image=4g4g5.png)[/spoiler]
Wuzup :D take a look at my maps, they are all ripped isometric images from a PC game.. but first heres the logo of the "company"
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg23.imageshack.us%2Fimg23%2F2526%2F13040710.png&hash=5a2ec87722fbb48b8a1d209480f23b2bd4051b18)[/spoiler]
And then my title screen (used MOG script):
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F517%2F80923130.png&hash=c0b83f3b99ee3d6a1cb1aadf904cc9ecc0483943)[/spoiler]
The game will be vaguely based on a very old dead NES title wich i loved :P
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg26.imageshack.us%2Fimg26%2F1609%2F23085677.png&hash=65829a572c3e81f4ebd6f78d1105b901d0528331)[/spoiler]
it was not as easy as "copy paste" since you have to be very carefull when cutting the images so theres 0 mistakes, if you screw up whit a single inch the whole map will look glitchy
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7482%2F92252650.png&hash=b7248038a1badbef12caee9001d5a5448ddaa0b4)[/spoiler]
Then after i got all the layers i want compiled in a long tileset .png i paste them in the editor, the 1st layer, then the second layer.. that was the easiest part, now i must set the priorities, passeable tiles, wall tags Etc.. wich is the real pain in the ass since you gota do it individually on each map xD and Step3 is to cut and reduce pixels on second layers using photoshop.. on this image you see a very neat library
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F7306%2F25685065.png&hash=18757a6b11a007a0cca36779fbcca408d7f8f389)[/spoiler]
And finally the Roof, where your first boss will appear :)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F4283%2F89760629.png&hash=ab12b99b5a7c18d9100e062085959927a9aa7405)[/spoiler]
tadaaaah!!
That's really cool :)
I saw your topic a little earlier about your resources. It's awesome that someone finally got down to doing an iso game. Good luck!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdgd-14.png&hash=2730e724b51bf5d6e65d6872c81b4c3e337e6b34)
So close, but so far away.
[spoiler=New Job System look](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FFFV-II%2FFixedJobSystem.jpg&hash=aed4286517940dfb4f6e1aee2f126e3210bdf08c)[/spoiler]
[spoiler=New Menu](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FFFV-II%2FFirstOverworldMenu.png&hash=3e96d8c5c27607aaf44de851876385b7236235fb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FFFV-II%2FM-Menu.gif&hash=bf84a24d3e6654b7c5daaa8a1a6f3c24f4d76e09)
GP - Time: Total Gameplay Time
The rest of the options are secret. :x[/spoiler]
I finally got rid of the lag in the Job System and it is now ready for the new jobs and features.
Thanks again to my two spriters; Redwyn and JosephSeraph (who isn't a member of this forum). :)
One can only hope to dream ~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3018%2Fdreambattlesysteme3.png&hash=40e1210c150f8bfd7949ac81f4983b5f088bc770) (http://img219.imageshack.us/my.php?image=dreambattlesysteme3.png)
Event I was doing in RPG Maker XP to kill time. It literary doesn't work. Thou, leaving said idea for probably when I finally decide to get serious on Scripting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg220.imageshack.us%2Fimg220%2F4521%2Fb5356.png&hash=6f8ebfa9da23e6b5a03b2f0157260fb401f9b1c6) (http://img220.imageshack.us/my.php?image=b5356.png)
And here's something more on the mapping side for an Abandoned Kingdom in ruins, Among it, THE DEAD WALK THE EARTH!
Quote from: Dark Seraph, Caro on May 13, 2009, 11:36:03 PM
One can only hope to dream ~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg219.imageshack.us%2Fimg219%2F3018%2Fdreambattlesysteme3.png&hash=40e1210c150f8bfd7949ac81f4983b5f088bc770) (http://img219.imageshack.us/my.php?image=dreambattlesysteme3.png)
hey there Rydia, nice to see you again.
Redwyn wasn't happy with his last Paladin sprtie. :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FFFV-II%2Fnewpaladin.jpg&hash=b1ffdd8c337fd7336c8efde17fd2e4c58f765627)
Not that you have to conform to what every other paladin looks like, but I don't think I've ever seen one with a halo. (except whatever the hell head gear there was in WoW for paladins :X )
I kind of figured that since the Dark Knight had horns, the Paladin might as well have a Halo :o
Plus, when you get K.O.ed, the Halo is on the ground broken D:
haha, well that sounds pretty cool. good work redwyn, you make some pretty mean sprites :)
Hah, thank you Grafikal :] I still have a lot to improve on. And I need to break my laziness. Which I've been doing lately :]
[spoiler=World Map](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2FFFV-II%2Fmap.png&hash=4666f11663498106f4e9b2bb572d19570f0bfc41)[/spoiler]
Sorry about the picture quality, the map was too large to have it at another size, so this will have to do.
All credit goes to Shadowdude for this one for towards my project.
What's the light green terrain =o
golf courses.
LOL
I think they were added in Final Fantasy V for decoration, so we decided to do the same. :tpg:
Light grass I guess? Like a field or something...
Golf courses sounds more fun though :D
Great map, but I have one suggestion: Islands. Usually FF maps have a bunch of little island chains, with nothing on them but occasionally a forest or something.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F5703%2F4g5445.png&hash=7ddfe1a008d9dc946c46cc503010f5a277a04e59) (http://img198.imageshack.us/my.php?image=4g5445.png)
Gotta love the oldies
Quote from: Holk on May 16, 2009, 10:14:19 AM
Great map, but I have one suggestion: Islands. Usually FF maps have a bunch of little island chains, with nothing on them but occasionally a forest or something.
Oddly enough me and Tez thought the same thing. I just wanted to get the main thing done first, then add whatever else needs adding after it :)
But thats for the suggestion anyway :)
Guh ~ screenshot of horror. -.- so tired.
I should stop my Raping of Fatal Frame & Silent Hill
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F1949%2Ffg3w23.png&hash=3382380efe616b053c0368f793a4c4a4d459852f) (http://img521.imageshack.us/my.php?image=fg3w23.png)
-.-; I just don't know what to make up for this one's storyline any longer.
Lalala~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2FScreenshot1.png&hash=ee6785834e74d3c8f970a05f6cedb0d892e92582)
I will comment screenies as soon as my net returns to normal health '3'
So, I want to get back into the mood of game making here, and I'll start by showing off some "new" screenshots. I'm using a new tileset for a map type that I've never tried before: suburbs. This here is Eden Township, a nice modernish little community, all done on one large map. It needs a lot of work still, and since I've never tried this before, I'd greatly appreciate all feedback, positive or negative.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss1.png&hash=8cd4b413bbc259b49cdc8eb319fe6f6517b56d8b)
Residential section. Right now it's fairly cliche and repetitive, since each house looks exactly like the one you see here. North of here is the highschool, south of here is the business section, east of here is more houses and a border, and west of here is the main character's home.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss2.png&hash=2decc0bcb8ab5fe61d9ae17f3b23868a912b09b5)
Business section. I'll create some better signs for the shops myself. You can purchase some items here for later events. South of here is a park (which is still unfinished) and the docks.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss3.png&hash=1b16e3b827d6e4c829557a5adeba3c46ef040246)
The docks, a large retail section that will have a lot of people going to and fro from. Mostly, it just serves as a southern boundary for Eden. n_n;
This tree is in my way therefore it must be eliminated!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimageflock.com%2Fimg%2F1245024661.png&hash=fc72b3241a084b36a89d711197e91e79d9d65e65)
Lol, are you using my lumberjack event system? Haha. I recognize that treeee :P
Nice work on really improving your mapping, Bash.
@Zylos: I find the maps a bit bare. Maybe add some more stuff to them.
Screenshot with logo:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FCursedLand-1.png&hash=ed62644254323b944d1e8a769306aae8b0018922)
*nods* Alright, I'll work on that. More people and objects, maybe adding those paint lines to the road will help.
Anyways, your map looks amazing as always. Since you're so good though, I'm gonna be a bit nitpicky and point out small things... like, um... like that lilypad being partially on the land. Super small detail, but that's the only thing I find wrong with the map at all. :3
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FTitle.png&hash=8d1d19027db7a2ea85de3c7b2ee5a4be3c904771)
[/spoiler]
sneak preview title screen of my latest work.
Yes, that is Black Rock Shooter, I sprited her before I knew she wasn't just an OC in some random wallpaper, and the character design kinda inspired the story behind the game so I'm just going to stick with it.
Looks pretty cool NAMKCOR :)
Playing around with the water cave tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FEuroopemap-1.png&hash=4c00e66718d2bfd98080838db0ab4fe6f0febc1c)
You forgot to mention "water cave tileset"...IN SPACE! :D
Nice job Shadow.
Quote from: The Shadow on June 17, 2009, 11:24:01 AM
Playing around with the water cave tileset:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FEuroopemap-1.png&hash=4c00e66718d2bfd98080838db0ab4fe6f0febc1c)
The light in the 'Entrance' seems out of place, the entrance is dark, so why would the ground reflect the light when the entrance is technically . . . dark? Other than that . . . Beautiful map Shadow.
Quote from: NAMKCOR on June 17, 2009, 04:20:28 AM
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FTitle.png&hash=8d1d19027db7a2ea85de3c7b2ee5a4be3c904771)
[/spoiler]
sneak preview title screen of my latest work.
Yes, that is Black Rock Shooter, I sprited her before I knew she wasn't just an OC in some random wallpaper, and the character design kinda inspired the story behind the game so I'm just going to stick with it.
Namckor . . . . I reaaally want to see this now, >__>;; BRS ish favorite ~ <3
-------------
[spoiler=Fixing up Tilesets](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg72.imageshack.us%2Fimg72%2F9286%2F54rf4.png&hash=e3cfb500b3befa7f97e1d13a7a5f714c504ec48f) (http://img72.imageshack.us/i/54rf4.png/)[/spoiler]
That looks fantastic, even though i'm just a sucker for low gamma sepiatone things.
Quote from: Anski on June 27, 2009, 09:23:09 PM
That looks fantastic, even though i'm just a sucker for low gamma sepiatone things.
Seconded, it looks really beautiful and slightly surreal.
I like it too, but I feel like the underpass of the bridge needs a shadow.
I agree with
Their words are very agreeable, considering they echo what i think.
*cough*
WHAT'S THIS KITKAT? YOU MADE A MAP?
[spoiler]What's this kitkat? Imageshack is being screwy?[/spoiler]
Your cliffs need bottoms and the dirt...feels kind of empty ._.
but I don't know anything about 2k/2k3
Too true...I tried, however there aren't any underwater cliff bottoms for this tileset.
Regrettably.
Still, thanks for the critique! And the only differences between XP and 2k3 is some more aggravating layering potential, no autotiles, and smaller graphics, so your critiques should be good as anyone else's ^^;;
I got you covered, KitKat! (Sort of)
[spoiler=This may (or may not) blow your mindhole](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F2281%2Fkitkat.jpg&hash=055e0ba9b25a81a3e4c4a408c9bd626d1d1bf22e)[/spoiler]
That highlighted tile makes a rough excuse for a cliff-bottom. Use the other one for any side walls, though, it just looks funny otherwise. As for the rest of the map, try using the weird moss stuff & some of the rocks they give you. It's one of the lacking FSM tilesets, but it still looks good. I'm liking what you've done so far, though :D
THANK YOU, MY DEAR SIRUS!
Your tips highlight my day ;o;
*hugs sirus*
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi6.photobucket.com%2Falbums%2Fy237%2FDeepShitL%2FMechaGamepicII.png&hash=79dd1fa68e936793c0c0d640aa5993434c57fdb6)
A multiplayer platform game me and a friend is working on. I'm the programmer and it's coded in C# using XNA.
To see it all in action you can watch this vid:
http://www.youtube.com/watch?v=52j5X-EXcp0
That looks very cool Red Fox. Good luck with it!
Thanks. I just finished a function that allows you to play movies so expect a sexy intro movie to the game ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi168.photobucket.com%2Falbums%2Fu184%2FCoolKirby123%2FSnowForest.png&hash=69e5f2d8d34c87c7798e5bbdbcb4abeda9d100c2)
Yay map from Warrior Dee's RPG
I think this is my first post in here, but I know many people here from other forums :)
I like your screen Kirby, everything looks good, and the screentone adds to the mood.
Some new screens from a new area in my game. The ice cave.
I have yet to think what else to add to the chipset, everything looks too... blue, but I can't think of anything else to use... I can't have plants because nothing can grow with so much cold and dark, any ideas?
Btw, you slip in the ice, so the big ice area is like a puzzle.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg291.imageshack.us%2Fimg291%2F5451%2Flk3screenshot82.jpg&hash=7c8becb41f54b45342d96f6d8ec7fa190377dec0) (http://img291.imageshack.us/i/lk3screenshot82.jpg/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg229.imageshack.us%2Fimg229%2F9853%2Flk3screenshot83.jpg&hash=db6351a6e4e455dde01a2e3374fc07cac13c04ab) (http://img229.imageshack.us/i/lk3screenshot83.jpg/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F3296%2Flk3screenshot84.jpg&hash=0bf53f4a8803b3ee8dee8499e623f5f6c9a0e7df) (http://img198.imageshack.us/i/lk3screenshot84.jpg/)
Any ideas on what to add to the chipset ? :D
EDIT: the slight color difference between some of the ground tiles has been fixed.
Cray, you have some nice maps there: The last one is bothering me though. My only problem is with the ladder-paths: They don't look as good when they cross over each other, and the one elevated cliff is really killing it: Maybe if there weren't any ladder-paths going to the higher level, it would make a little bit more sense?
Still, you're doing a great job with your mapping in general. Maybe add a few more details to the big pile of ice in the second one just to fill up some space, perhaps? They don't have to have any significance to the puzzle, but it does look a tad better >.>
I think the top of his head is taller than the bridge that's above the bridge he's on. He'd hit his head if he tried to walk under it.
@cray: If you're up to it, maybe you can try editing your chipset. Pull up one of the bridge tiles, delete the edges, and replace a useless tile with it. Besides the little crossing bridge thing, though, your maps are looking great.
Thanks for the advice guys, I'll try to fox some of the stuff you've mentioned :)
Mm some new screens of new areas in Lost king.
Neige, the Snow village:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F8246%2Flk3screenshot85.jpg&hash=a834de4ee4e0af62a49ae5a3f0c448230e9e10e3) (http://img222.imageshack.us/i/lk3screenshot85.jpg/)
Glacial peak
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F4138%2Flk3screenshot86.jpg&hash=d534c07d9e5535c21ea3cd1535ae30943f4a01e1) (http://img197.imageshack.us/i/lk3screenshot86.jpg/)
Finally you have a ship! you can now travel ALL around the big world in Lost king! (it IS a big worldmap actually)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg440.imageshack.us%2Fimg440%2F9890%2Flk3screenshot87.jpg&hash=0fe8a9cf156d111ef0ee20e0452955e6ad2b9b2a) (http://img440.imageshack.us/i/lk3screenshot87.jpg/)
I hope you guys will like it =)
Not bad, cray, not bad. I haven't noticed any blatant petty errors as of yet, and all those maps are pleasing to the eye. My only suggestion (agree with it or not, I'm just throwing words out here): Make the compass and menu on your world map just a touch smaller (Side note - I don't know if it's just me, but the N on your compass looks like it could be slid one or two coordinates right; nitpicky stuff, though). I just feel like even if they were half that size, the player can still read them clearly and have a nicer view of your map.
The town map is a bit plain...
...but we're just trying to find faults.
I think that it has enough detail, although a little bit more couldn't hurt ;)
The start of a kingdom map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fwc2%2Fworld.jpg&hash=4587cbcd180f6536a90779dfd042f5d1821d375e)
Seems like a good start to me. I'd say near 13 the shore is a bit too linear, but that's just nitpicking. Can't wait to see it finished.
The map is done, it looks very different. I could PM it to you.
Or you could post it in the screenshot thread.
True, I could, but then it is like giving a map to a maze.
The start of something.
I'm liking the look on the tunnel.
Maia, nice start, maybe the walled area is too square? anyway I would like to see it when it's done.
Thanks for the comments guys, I'll see if I can make the compass smaller.
More Lost King spam, This time I just begun working on the new area, the Sky palace:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F8214%2Flk3screenshot88.jpg&hash=201e8c6931d3fd9c1ecd54b6affee5b7cdb063c4) (http://img217.imageshack.us/i/lk3screenshot88.jpg/)
Lookin pretty good to me cray.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FScreenBattle-09.png&hash=72e21b3b2621ba6cf60b53a549efe38cb7cd2a19)
Battle screen! Just started using Yanfly's animated backgrounds, so the woods are now a little more alive. The fog at creeps along the bottom and those glowing eyes in the darkness blink randomly. If my connection decides to speed up I should have a video to post later tonight or at least in the morning.
<3
both of these.
[spoiler]Oh dear crap I've been reading too much Suki, lol >.>;;
They're still awesome though X3
Seriously. i'm not just saying that because I read Suki and so now the whole world seems wonderful
because that's pretty much the entire point of Suki....
Allrighti'llshutupnow.[/spoiler]
Hah, KitKat, crack is bad for you, you know. :3
Joy, I really love your screen shots :)
and
Where did you grab the script for the blinking eyes? I think I may have seen it but never thought it to be too useful, however I think here it'll be an excellent touch.
It's the parrallax battle backgrounds script by Yanfly, has a lot more use than just scrolling the sky if you think about it. That instance has eye-shaped holes cut out of the standard forrest background with a scrolling image behind it consisting of random yellow gradient lines on a black background. The fog drifts in fromt of the battlers. Check it out in action in the OotM project thread. ;p
Maps
That mountain looks fantastic, and the town does too. The major thing I dislike about the town is that the river, I think, is too narrow. It winds consistently, suggesting that it is natural and not manmade, but it is so consistently narrown that it seems too manmade. It wouldn't be a problem, I don't think, if the water tiles in VX weren't so square, but I think those two factors combine to make it look kind of weird.
It is a stream :-) Not a river. Its a village, not a town :-) See there are slight differences. Actually something I just now remembered was I should have used the shallow water tiles and not the canal tiles.
Anyway, if you or anyone would like to update the map or detail it. Here is the link:
http://rmrk.net/index.php/topic,33789.0.html
Entrance to a forest:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2Ffoggyavalon.png&hash=4269cd7108b8651bd7a958d0c38fcfd3bcb5f33a)
Ooooh, pretty : O
I can't see anything wrong with it. It's a beautiful screenshot. Almost like art.
*Sniffle*
There's nothing better than an early morning walk up the cliffs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F2228%2Fcliffs.jpg&hash=77c124919e19c6c41b426d7e8a217b33e7c29276)
I don't know if I ever showed this map before, but this was for one of the game in a week competitions. Obviously never became a game.
Large and in charge. (http://i30.tinypic.com/2wddki8.png)
Could use some touching up. :<
That's a nice Seaside village Irock.
Ok, So I've read a ton of Tutorials, Taken something from everyone that I read, And I think I made a really nice town.
Needs more shit on the grass. Look at mine.
I think it looks fine : O
One thing: The graveyard in the corner looks pretty boring. Put some space between the graves, maybe a few flowers or birds or something, and everything'll look bettah : D
Here's Some Screen Shots of a little something I've been working on...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi30.photobucket.com%2Falbums%2Fc329%2Fkidlink03%2FTales_of_Fate_SS1.jpg&hash=831e3aad2b050f6678b476dbbecb3228b97bddfd)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi30.photobucket.com%2Falbums%2Fc329%2Fkidlink03%2FTales_of_Fate_SS4.jpg&hash=49b4aaf6e896d7c49f451cdb55cd9ec80b11241e)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi30.photobucket.com%2Falbums%2Fc329%2Fkidlink03%2FTales_of_Fate_SS6.jpg&hash=98646a0b2b244cee4309379f0597d83089cdd4a3)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi30.photobucket.com%2Falbums%2Fc329%2Fkidlink03%2FTales_of_Fate_SS7.jpg&hash=c7ee18c929c8ca56e701575e6e4246801270da49)[/spoiler]
Not that big a deal though it only took 3-4 day's to get it nearly perfect...
Still gotta bug fix a few things and stuff like that...
also notice that I'm using RPG maker XP and its normal Graphics... well for the most part anyways... I may have some downloaded graphics. much of the graphics though are place holders and are not final... Now where can I find a decent Spriter...
It's looking good. My only complaint is that your maps are a little too empty. There's that tall grass tile that makes empty space look much more appealing, and even though I don't use XP, I'm sure there are more rocks, bushes, etc. you can use.
Nothing really to comment on with the battle screen graphics.
Throw away the maps you have. Read some tutorials.
Default battle system >___> Unless it had some other graphic, there's nothing to comment ~ and those maps need more work, Combine Parts from other tilesets, like the grass, trees, etc. and the houses in the second look the same, at least a bit of difference besides use of windows. But they're better than other maps at least.
Some of my screenshots ._.
It's been a while.
[spoiler=stuffing in a turkey]
some place out front a castle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi26.tinypic.com%2F29cuxw6.jpg&hash=6cc8a80bfe04052ae06c0647ac31fec387996a45)
some place in that castle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2F21ca4nk.jpg&hash=25cccfc802fe57584fc3bf419288cbbf09938327)
some place in that castle's sewer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi32.tinypic.com%2Fael7ra.jpg&hash=7c9b2d0998af62d74e434c8c6686bf6ddf403773)
some place at the end of that sewer and up some stairs
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2Ffehw11.jpg&hash=74f2a7b00733d7797982dcac41f78d9c2ef4e2a1)
some place outside and not in a sewer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi26.tinypic.com%2Fnzhb80.jpg&hash=b4fcc5f0a903374e5886c476417c8a365b1209b9)
[/spoiler]
Looks pretty good. I like the last one the most.
Quote from: grafikal009 on July 17, 2009, 10:35:55 PM
Some of my screenshots ._.
It's been a while.
[spoiler=stuffing in a turkey]
some place out front a castle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi26.tinypic.com%2F29cuxw6.jpg&hash=6cc8a80bfe04052ae06c0647ac31fec387996a45)
some place in that castle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2F21ca4nk.jpg&hash=25cccfc802fe57584fc3bf419288cbbf09938327)
some place in that castle's sewer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi32.tinypic.com%2Fael7ra.jpg&hash=7c9b2d0998af62d74e434c8c6686bf6ddf403773)
some place at the end of that sewer and up some stairs
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2Ffehw11.jpg&hash=74f2a7b00733d7797982dcac41f78d9c2ef4e2a1)
some place outside and not in a sewer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi26.tinypic.com%2Fnzhb80.jpg&hash=b4fcc5f0a903374e5886c476417c8a365b1209b9)
[/spoiler]
I saw this as a download in the tutorial forum. It was pretty fun to run through it.
Here are some moar new mapz.
Quote from: maia on July 18, 2009, 10:10:42 PM
Quote from: grafikal009 on July 17, 2009, 10:35:55 PM
Some of my screenshots ._.
It's been a while.
I saw this as a download in the tutorial forum. It was pretty fun to run through it.
Here are some moar new mapz.
Yeah. It didn't include the last 3 screens or their zones. I haven't worked on it much. It's what I was telling you about online a few weeks ago.
Cube Colossus almost done (http://www.lucidrine.com)
[youtube=425,350]NRyPcrjlNXg[/youtube]
:O whaaaaaaaaaaaat!? i want to play that!
Dear god that is pure eye-candy. O_O
I'm going to assume this was made with game maker rather than RPG Maker?
Holy frikken s...
I don't like shooter games, but that is godly.
Well, might as well show a bit of what I myself am working on. I still have a lot to do, as I feel my maps really suck (especially outdoor ones).
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss6.png&hash=bb075963c870b91998f86f5f502174072562f543)
Eavesdropping is a bad habit. Let's do it a little more.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss7.png&hash=bffb622538cc44dfb9b689e9ee4ffaf911fc265e)
Something tells me he shouldn't be in here.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss8.png&hash=a7f4e654981f73a6cdb0a356ebe9a935940bef3b)
Scary attic makes great hide-and-seek area.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss4.png&hash=9955bfcb783a60f298ad6b38372bebe39a9f448d)
Mini-game where you have to hit all of the notes as they come at you.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss5.png&hash=77cca4e332e3408dad0fa8eba3b85c640b969f13)
Another screenshot of Eden, with a bit more added to it.[/spoiler]
Quote from: Zylos on July 20, 2009, 03:18:54 PM
Dear god that is pure eye-candy. O_O
I'm going to assume this was made with game maker rather than RPG Maker?
Oh it's made in flash XD
I thought so. It looks fantastic.
I have noticed more and more Flash games getting stuck into RPG Maker games.
New Trailer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi6.photobucket.com%2Falbums%2Fy237%2FDeepShitL%2FBEscreen.png&hash=5fe2c622bbdf5591baa59f54ea17bb9412cff10b)
Two players. Epic mushroom cloud deaths. Hell I would watch it.
http://www.youtube.com/watch?v=P-6Je1QkH3k&feature=channel_page
lol, that's awesome. What's it built in? Flash?
Anyway, thought I'd post some screens of my game, Last Man's Stand. All old screens I posted over on .org, but they're new over here, so:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgrou.ps%2Fuserimages%2Flastmansstand%2F20090319131819-acybtvniuqefdnacc.png&hash=29a6c2410efda3b2746206330bcafa2f72bc2ba9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgrou.ps%2Fuserimages%2Flastmansstand%2F20090413232252-acybtvniuqefdnacc.png&hash=aa78f0752f6305785c7742fa38ffb969007c6027)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgrou.ps%2Fuserimages%2Flastmansstand%2F20090319131818-acybtvniuqefdnacc.png&hash=f5c55de950e12558232d39c0e69c919bec7195d8)
Comments please.
i like ur traffic cones
Apparently my maps suck so much that they go unnoticed. ._.
Oh well.
i like your trees zylos. I didn't notice your spoiler tag ._.
also, that looks like an interesting mini game you've designed. How do you play it? I'm assuming it's like guitar hero or rock band, but horizontal.
So do my sprites. .__.
I like the second screenshot thou Zylos. But that 1st screenshot could use a bit of Work, Adding sorta like a Side-way Chairs, in my opinion would make it look good. The Rugs on the second floor, sorta gives the feeling of Huge space D:
===============================
Fox5; I don't like the look on those sprites, even thou they're old screenshots as you say D: But that mapping looks like real modern times.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-73.png&hash=c740a98c886628aa94bc40e6554a017dcf47ff9f)
I haven't mapped in awhile, so it should be an error somehwere in the map(I've found one already, lol)
Quote from: fox5 on July 22, 2009, 09:39:11 AM
lol, that's awesome. What's it built in? Flash?
No, Xna.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi6.photobucket.com%2Falbums%2Fy237%2FDeepShitL%2FTaunt.png&hash=8c11de321b2d8b854f9c0a53f4d0cec4f51b936c)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F2099%2Fecvrfre434.png&hash=71cb180998b3f161ad41367a6fdf6ca170e353e1) (http://img193.imageshack.us/i/ecvrfre434.png/)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg34.imageshack.us%2Fimg34%2F2260%2Fy4h4.png&hash=3f36f4f4f10998cc406678c82273a7168191712c) (http://img34.imageshack.us/i/y4h4.png/)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg398.imageshack.us%2Fimg398%2F87%2Fyhg6y6h5.png&hash=486fbf19b889bcccd4dd301f96fa39515e3e9cfd) (http://img398.imageshack.us/i/yhg6y6h5.png/)[/spoiler]
Looking pretty nice there, it's dark, but I can still see what's going on so that's very good. Though that green rug looks like it's under a black light or something, very bright compared to everything else around it.
Need some opinions on a tileset edit. I decided to see if I could edit Mack's lava cave tiles (since I know I'll not be using them in OotM..walking next to lava in an enclosed space would either oast you alive or melt your lungs with the fumes). So..trying for a shale-ish cave with some kind of ore veins. Also added a little hole in the wall for streams of water to cut through.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FCaveTest.png&hash=b63ae56a5b79079f5cef75f9e5db350d03526a8d)
It actually looks good. Heck, It looks like a Cave from XP than VX.
Those holes do quite the trick for the streams.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F7558%2F3rwegf34.png&hash=60fcc0dff8030360c6f7a90306faad6d14df920f) (http://img193.imageshack.us/i/3rwegf34.png/)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg233.imageshack.us%2Fimg233%2F6241%2F4tg45v4.png&hash=ed902cd18e6c7bcd2085eea915b77a9dff361995) (http://img233.imageshack.us/i/4tg45v4.png/)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg269.imageshack.us%2Fimg269%2F3161%2Ft45g54g.png&hash=86ee6455aaf5232b841388f7c9f5a66b352001d0) (http://img269.imageshack.us/i/t45g54g.png/)[/spoiler]
wow, joy, I love that screen. The sprite looks great as well. Also, Karo Rushe, it's always nice to see my tiles being used. But the shapes for those building are quite strange. I wouldn't imagine buildings being like that.
moar
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg208.imageshack.us%2Fimg208%2F5330%2Fg54g.png&hash=bfda7124a275594a667c89e631ad0ae08dcf3072) (http://img208.imageshack.us/i/g54g.png/)
:o Awesome map, Karo. The only thing I notice though are those roses. They are rather distracting. Either lessen them a little or add some to the other houses.
While normally you'd have a completely valid point Love, I'm going to have to disagree. : O Perhaps this just some silly poetic tweak I'm on momentarily, but I like them being so vivid. The way they wrap around the house looks kind of like a little path, and the way they stand out makes them look sort of symbolic. This is a bit of a gruesome example, but think about Frank Miller films- it's all black and white, but blood is always blisteringly bright red, to make it stand out and to give more significance to it.
Oh of course. I didn't say they looked bad or anything, they look pretty beautiful. But I wouldn't put such a symbolic item on an ordinary house. Unless of course, it belongs to someone special or rich.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg36.imageshack.us%2Fimg36%2F7431%2Feats.png&hash=8ee2dd57087cd0ef563770067f242c31b5a66cf8)
Nice map, irock. Good use of the roses. ^^ Nothing I can really complain about.
Wow Irock... That's fucking gorgeous.
I don't think I've ever seen an Irock original before. My only suggestion is... Uh...
Well, I tried. Good work, Irock :)
Here are some color tests. I am more concerned with everything being visible and nothing being too dark to see. So is everything visible? What do you think?
Thanks for the informative feedback. B]
maia: Everything is visible.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F2286%2Fthejungle.png&hash=232d65273768f118c3d3e148ca74f0894470027d)[/spoiler]
Jungle
Try making the trees more randomly placed. Place more plants and rocks randomly. Add tall grass patches.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F6448%2Fthejungle2.png&hash=8d0f819556bcd5e68e5f06456af55ef7764ade03)[/spoiler]
It's a little better. The border of trees are still square, and it looks like your plants are in horizontal lines.
Also, try adding some of these deals. Jungles usually don't have short grass.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2Fof8pk2.png&hash=aace6f917f3e0456f05949b1056447222af52ebc)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F2156%2Fthejungle3.png&hash=7d19d0a13619e517e6e44ff47d606976543bf89c)[/spoiler]
Trying as hard as I can.
There's a reason for the border. The tiles for it are a rounded square type, on the blank spot where the leafs end.
It's looking a lot better. Try removing the dirt that's under the long grass tile. Patches of long grass don't usually grow out of dirt.
I just noticed this, but you need to have tree stems under the top canopy. It looks like the branches are floating in mid air. ;o;
@Karo Rushe map1 Wow those maps look good! I especially like the last one with all thoese different flowers and the tint effect.
@maia mapsI I like the shapes of your dungeons. They turn out really good. They look creative. I like how you mix and match the different tiles together. I felt the first dungeon looked ugly though with the tiles you mixed, but the second one turned out really good.
@Karo Rushe map2 Another great map! You can really feel this place being alive and real with the amount of NPCs you placed on it.
@Irock Wow. That looks amazing! I really like the different types of flowers and bushes you have speeded onto that map. All those bright colours you used really add something to your game too.
@maia mapsII Well they're all very visible to me at least. I think those light effects really add something to your maps. You may want to try experimenting with some fog effects too and see how they turn out.
@Miles Castea latest map It's good, but the trees on the right side of the screen feel a little strange at the moment. Maybe if you moved one down a little and separated the other three it would look better. You may also want to add a few more flowers or rocks on the grassy areas. I really like the idea though. Still looks really good as it is.
It's hard to find anything wrong with the maps on this thread! :P
Scrap the jungle map, it's ridiculous. A square jungle makes no sense at all, not to mention you are misusing the canopy by putting no tree trunks under it.
You made that Irock? It looks very well made, you've done a great job adding detail to the map. Only thing that takes away from it is that the RTP doesn't mesh well with Inquisitor's tileset.
Quote from: Falcon on July 30, 2009, 10:44:38 PM
You made that Irock? It looks very well made, you've done a great job adding detail to the map. Only thing that takes away from it is that the RTP doesn't mesh well with Inquisitor's tileset.
Yeah. Is there a character set that would go with it better?
Edit: Whoops. I just noticed a mapping error. ~_~
I can tell you what I do, I lower the brightness and increase the contrast for Deira. I think it blends in a bit better.
And yeah, there's a couple map errors there, but they're hard to spot.
I'll try that. Thanks for the tip.
I only noticed one mapping error with a box (http://i28.tinypic.com/34h8io9.png). Do you see more than I do?
i spy with my eye
Stair railway seems strange. The houses should be in a cross shape. Putting them in a box seems very strange. I'd suggest moving it out one tile so the cross is complete. It shouldn't change the map much.
@Falcon: There's a reason why I'm not getting rid of the jungle. It's part of a section in my game.
I said to scrap the map. Not anything about removing a part of your game.
Another attempt at the Jungle map, and I think I did quite well.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg75.imageshack.us%2Fimg75%2F950%2Fthejungle4.png&hash=a75620b4925ed9e922638f11a93124e218f6719c)[/spoiler]
Also, does anybody know where I can find some BGS with jungle ambiance and jungle animal noises?
WAY more tall grass, much more flora scattered around, a lot more trees scattered, and don't make the border so straight edge. Try to vary that border up a lot too. Reason why I say add much more stuff is...well...it's a jungle. Since when are jungles all open and airy like that? (No comment on the deforestation shinanigans either)
Took your advice.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg248.imageshack.us%2Fimg248%2F1352%2Fthejungle5.png&hash=4aad5ba7a1082777db0ccffe18ebd9d273419327)[/spoiler]
I like the grass much much more, the flora is movin' up there, but you still need more trees. Overlap a hell of a lot of them and what not. Remember, it's a jungle. If it helps, just keep repeating "It's a jungle, it's a jungle"
or listen to::
[grooveshark]11946801[/grooveshark]
Either way, try to loosen up that border still. It's still straight.
I don't think I can fix the border much, I mean look at it:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F4477%2Fborders.png&hash=54fbe191d2a1f791c8b385234b73207053f80ee9)
Kinda squarish isn't it?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FJungleexample.png&hash=69a9f26fcaa9bcd9b103af23ef97b2a8d7e7d6b2)
It can indeed be more staggered in the edges. Also, I'd lament less the lack of tall grass and more the lack of smaller trees, bushes and plants in general. Whenever there is a break in the forest canopy, all manner of greenery fights viciously (in plant terms) to try and gain as much height as fast as possible, eventually blocking out the sun to the ground again, grasses are actually rare on the forest floor of a jungle, it's vines, young trees and short lived flowering things. The key is making those gaps in the canopy small and full of life (I would like to fill the map with even more greenery, but this is all the patience I have at the moment). And above all else, random!
I also noticed I forgot to add some fourth layer canopy edge tiles..oh well..just a quick example map.
Problem is I don't know how to make a non-square/circle border.
This is why I made this little gift for you, really look at it, and you can see and emulate what I've done. It's not magic, it's just examining how the tiles work together. I suggest placing the areas of the canopy with transparent areas on layer 3, the solid dark green canopy filler on two, then wherever the dark green is, you can cover it with another layer of canopy on layer three. Even just small patches of that make it more interesting.
Place your trunks on layer two, and don't forget to use the alternate versions at times (the ones with underbrush). On layer three you can overlap some extra small plants, trees and vines.
I think I'm going to leave my map as it, as I'm designing the jungle (which I dub Claw Jungle) as a series of interconnect maps like a maze like so:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX
Yeah but nobody's going to play your game if the maps suck.
Well, to each his own I suppose. I did put some effort into helping, so I suppose I did my good deed for the week, whether it did any good is up to you.
Now, since I was nostalgic in opening XP, I'm gonna post an old little map from an old little project. Do excuse the naked NPCs..never did get around to spriting them, and good ol photobucket has shrunk it, shame.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FMAP001.png&hash=cf69b806c14f7f07c86762ee7adc29228e97e0df)[/spoiler]
Quote from: Irock on July 31, 2009, 05:33:21 AM
Yeah but nobody's going to play your game if the maps suck.
*bricks*
That Garden Tile got my eye for sure ~ +w+
Ermm, btw, for the one who said regarding those NPCs in my map, they are actually enemies <__< (Angry Villagers)
The flowers '3' I wanted to put something that would catch one's eye, after all, it's quite a Symbolic message ~
Quote from: The Shadow on July 23, 2009, 09:21:57 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-73.png&hash=c740a98c886628aa94bc40e6554a017dcf47ff9f)
Reposting it, because I didn't get any comment on it.
Shadow, no comment is needed. All your maps a fucking awesome.
Joy, you've done a good job with the market area, it looks nice, the only problem with the map is a lack of space, but some NPCs always fix that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg70.imageshack.us%2Fimg70%2F1715%2F65yh6h7.png&hash=755099b331b448567fb4bf99c37959a6c3cc4060) (http://img70.imageshack.us/i/65yh6h7.png/)
Hmm . . . Beef ~
Nothing to complain about, Caro. :]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2eewnsh.png&hash=7f55ef1ccf46073285d6652d647a8e6073d2d2e8)
I've never really been great at making graveyards. :S
Screenie~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.xieke.com%2Ffiles%2Funtitled7.PNG&hash=780829ad5e9923120554297e39900f82758fe534)
Battleground:earth pre-Alpha gameplay
[youtube=425,350]fJOt4XHk1gw[/youtube]
Most everything looks great. I think the smoke particle effect when you're levitating could use a faster spawn rate though. Looks like a lot of circles are shooting out of the robots. ;[
Quote from: Irock on August 01, 2009, 10:50:45 AM
Nothing to complain about, Caro. :]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2eewnsh.png&hash=7f55ef1ccf46073285d6652d647a8e6073d2d2e8)
I've never really been great at making graveyards. :S
actually it is pretty good.
I like it. Congrats, nothing like your maps on eye of the tiger games...
Except that some of the graves look like they've been paved over. The headstone is above the grave, so if you put one right next to a road, it doesn't make sense. Other than that, it's pretty awesome.
Oh, I didn't even think of that. Thanks. ;3
Here is a screen showing one of the custom job in Tezuka's game, FFV-II Sacred Chains for Bartz; the Paladin.
I'm posting it here as well in case no one sees the video I posted in the Project topic.
Also, in the screenshot is the Paladin/Base class exclusive weapon, Klauser, which is the 2nd/3rd best weapon in the game for Bartz excluding the Dark Knight counterpart.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg16.imageshack.us%2Fimg16%2F7420%2Fklauser.png&hash=4a25349fab983f3d9678c1652b31f8448d44abd9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F5646%2F5h66h.png&hash=85101ef8ed40403900c36315b31c19713a59c29b) (http://img40.imageshack.us/i/5h66h.png/)
:mad:
The chairs seem a little out of position, as if they could all be moved to the right a little more. And something feels off in the two top corner walls, though it's hard to explain it. Other than that, it looks amazing as always, Karo. :3
I have been play testing...
The volcanic shots are from grafikal's contribution.
3,4,5,6
I just have to ask quickly.
Is this good mapping for a menu?
I've actually only used RPG Maker XP in like 2,5 months.
Updated: Less Squary cliffs
You need to make your cliffs less square. That's basically my only complaint. Other than that, the fact that water RANDOMLY just spawns at the top of that mountain and enough of it to form medium sized waterfalls all over there lol.
Better now?
No lol, that's not what I meant. I meant the WHOLE thing, not just that front. Also, you didn't make it less square by rounding the front cliff face. Take a look at some better cliff maps and check out how they did it. You can look at a lot of Shadow's stuff or Caro's stuff.
It is too square.
That design is actually very close to a map in Quintessence. It's where you first encounter Lunair. I suggest you play through that a little just to see that map, since it sort of shows how the same idea can be made really pretty by being less square and stuff :)
Oh! I think i see what you mean.
Is this something that you meant?
Eh, better, but the right side of the cliff is still a straight line. You don't have to show the entire cliff on the screen .__. You can leave some of it up to the viewer's/player's imagination. That's what makes it interesting.
Yeah, much better. Keep in mind that your rivers have to come from somewhere, though.
Quote from: Sirius on August 18, 2009, 08:47:36 AM
Yeah, much better. Keep in mind that your rivers have to come from somewhere, though.
They are coming from underground. That is possible evenin real life.
And for grafikal: this is my last modification
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2jfbq14.png&hash=8959832c29ef8e7c33de939a21773633b0605fef)
Still the same map I've been working on. You can see the pub (left) from the screenshot I posted a few weeks ago.
Irock, that just gave me an Orgasm :V
VERY nice Irock. Only one little thing I noticed (And I'm surprised I did) is you're missing the verrrry tip of the shadow on the right side under the tree in the middle of town.
Thanks Karo and grafikal.
Quote from: grafikal on August 19, 2009, 10:09:40 PM
VERY nice Irock. Only one little thing I noticed (And I'm surprised I did) is you're missing the verrrry tip of the shadow on the right side under the tree in the middle of town.
Oops, I didn't notice that. I also just noticed that I double layered the bottom of a tree, making the shadow twice as dark. Fixed. :]
Screenshot using my new resources :)
I like it very much though I'd personally added some water to it.
Uh... Are you having issues with your eye sight?
Or do you mean, add more water to it?
Or did you typo and mean not to have any water?
Because, I definitely have water. lol
::Edit:: Oh Irock, I was re-reviewing your last screenshot. I think it's missing one thing. A shadow under the bridge. :)
Damn small screen!!!
sorry... the image was allready full screen when I saw your screen, so i didn't see the water.
And because of this (#)"&"#"%"@£ THEME, there was no slider.
so, nvm about my post.
Now that ive seen the WHOLE screen.
9/10
(there could have been more plants at the cliff walls, and acctually, a little more water,
like one or two extra rivers)
Of course that is only my opinion. And you are the RMRK+Advanced user, not me.
That's no problem, dude. Your opinion matters.
A simple little CMS I've been working on that (kind of) eliminates the need for a Status option.
Basically both actor selection and command selection are (optional) active at the same time, and so you can scroll through actors at any time to view their status with the left-right cursors and select commands with the up-down cursors.
The playtime, location, and gold windows are all optional, as is a steps window which I optionally removed because I think it's useless. Now all I'm working on is a custom command interface so that it is easy to add new scripts to be accessible from the command menu.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F986%2Fmacmsscreen.png&hash=b2b1582075d251f4e2274f87ae9d827fdd8d960f) (http://img194.imageshack.us/i/macmsscreen.png/)
Now for the reason I am posting in a screenshot thread:
Anyone have any suggestions on any other optional windows to include?
Also, do you think the status window looks too cluttered? Any suggestions to reduce?
@Modern Algebra: I think that looks good overall. My suggestion is to remove the face completely from the status-screen and then move all the stats on the same height (name, class, level and exp) to the left. I don't know if that would look any better, but if something was to be removed from there I would choose the face. It takes up alot of space, and really isn't necessary in any way. But I think it looks very good in any way, so good job! :D
Here's some pics from my upcoming project:
[spoiler="Pics"](https://rmrk.net/proxy.php?request=http%3A%2F%2Fpici.se%2Fpictures%2FULrTqRKxs.png&hash=2612306af4297bb4cfdd4f479d5c6a43ccfc974b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpici.se%2Fpictures%2FRPuQzUMah.png&hash=5cc54039c7bbebf9854baf673412479c71bcc1c6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpici.se%2Fpictures%2FUynrttMmV.png&hash=cf2106915548ce2208c0249c33694b4a5fedbbd0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpici.se%2Fpictures%2FeAEdssUVX.png&hash=f95e12ece815412e0b057bf4fa0dddf2fdd250c0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpici.se%2Fpictures%2FzjipHgUDw.png&hash=84183f527eb4a73977152f1b79a5e06cce78e86e)[/spoiler]
Sorry if a couple of them are a bit too dark for some of you... :'(
I like the desert-y type feel in your second screenshot a lot. Also, You're world map image needs to have a much better resolution, it's really lacking if it looks like that in-game :(
That looks good! Nice maps, love the forest ambience you've got there.
What's that font called?
HI BLACK FOREST
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi31.tinypic.com%2F2ilhis8.jpg&hash=efd8f10f6da156dc128a0d397e9ecb5c134d8d6b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi25.tinypic.com%2Fmkccox.jpg&hash=eb1cfd37230d601fc832c6778184fd297c23ba13)
Want to play this map?
Then download the eyecandy demo O_O
You can catch a glimpse of the world map, the entrance to this black forest, and this map :)
Try not to get lost ;)
http://www.sendspace.com/file/o5hbz2 41MB .__.
Legend of Zelda came to mind suddenly watching that screen Graf, as beautiful as it is, it can also be frustrating in a way >__>
A living piece of game art you have there. The overhead map reminded me of Legionwood.
Quote from: Karo Rushe on August 24, 2009, 12:48:30 AM
Legend of Zelda came to mind suddenly watching that screen Graf, as beautiful as it is, it can also be frustrating in a way >__>
I think Legend of Zelda whenever I use that fog. It's one of the XP RTP fogs, but still I can't help but feel like it's a copy of or extremely similar to the forest where you grab the master sword. However, I quickly lost the feeling after I started using it more often. Soon, I'll be replacing all these fogs with my own, but they work fine for show pieces and what-not. Though it goes without saying, the game will have nothing to do with any Zelda game unless for whatever reason I throw in some odd easter egg about it.
:x I mean it looks beautiful, but Imagining walking in it, one could get lost in a way ~ :0
@Japur: Thanks! The font is "HopeRound", which you can get here: http://www.fontstock.net/13026/hoperound.html
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-75.png&hash=1c6a59511d38eda2db35ee6f0ed97d2667e34d08)
I love the concept you've got there! Only 3 things:
-I don't like it that the king has two of the exact same 'soldiers'.
-You could create a perfect lightning effect for this: Spots on the king, a little dark, nice lights on the torches... Are you going to put those in?
-Theres two crystals in there, crystals are valuable. Don't you think that greedy king already
catched those?
Other than that I love the whole idea and ambience.
The soldiers/guards are obviously in uniform.
It's his game world. Crystals could be very common.
Quote from: Japur on August 31, 2009, 09:19:10 PM
I love the concept you've got there! Only 3 things:
-I don't like it that the king has two of the exact same 'soldiers'.
-You could create a perfect lightning effect for this: Spots on the king, a little dark, nice lights on the torches... Are you going to put those in?
-Theres two crystals in there, crystals are valuable. Don't you think that greedy king already
catched those?
Other than that I love the whole idea and ambience.
Lol, he's a Bandit Leader, not a king XD.
The guards are wearing uniform, as Irock mentioned.
I am wondering about the efficiency of a good screen shot and a good game. Sure a lot of these look fantastic, but if it takes you hours to perfect a single screen, what about your games? Is each area detailed to beautiful perfection? Are there small areas or large ones?
These are questions I want to know.
I prefer to have better looking games than anything, so all my maps take a while to make. Though once you get the hang of it, making something nice doesn't take as long as you'd think.
P.S. Maia, I remember a while ago you were curious as to the looks of my game and I told ya I'd send you a copy on AIM, but I was at work and couldn't. If you still want a look, let me know and I'll PM you a link.
@Irock
Your map looks great. I wish I had your skills. Good job.
Quote from: grafikal on September 01, 2009, 03:27:35 AM
I prefer to have better looking games than anything, so all my maps take a while to make. Though once you get the hang of it, making something nice doesn't take as long as you'd think.
P.S. Maia, I remember a while ago you were curious as to the looks of my game and I told ya I'd send you a copy on AIM, but I was at work and couldn't. If you still want a look, let me know and I'll PM you a link.
Sure thing :-) PM me a link.
I personally like games that have hours of gameplay for days of work. Instead of months of work for 2 hours of gameplay.
great map Shadow, but (and this is something I've noticed in a lot of your maps) how come theres grass and plants growing through rock?
I believe it would be something like moss or algae. If you've seen in swamps or places with water, sometimes rocks are green, from Moss. From what I see & my point of view & opinion from Shadow's screenshot; I can just say they would be some kind of Moss-Algae-Flora, And it might not need that much light, but considering that thought, kinda raises the question of how they'd get their light source from caverns where it's either pitch black or there's little to no light? And where would they get their nutrients (Water, Soil, Vitamins, etc.) to grow & stay alive? Is the Cavern a reservoir for an Underwater Spring? Are there maybe holes in the cavern on which Light might travel to keep such Flora? One also needs to consider some other facts, Humans live in these caverns, and in this one, we see there are bricks/walls constructed, Lamps/Fire Torches, crates that might contain the necessary nutrients, etc.
As far as Crystals go, the bandit might be greedy and have all those crystals hidden for himself, but then again, do they posses the tools to remove them in the first place? Is it that valuable for them to sell? Or simply it's there since it can also help to make Light Travel (Sorta like Mirrors), etc.?
And those Bandit Guards (althou I'm finding those hooded thiefs a bit annoying from seen them on like, every RPG game that uses them) Kinda gives that 'Mysterious, Evil, Secret, Sneaky and Ambitious' atmosphere around their Leader.
Details are good and all, but comes the question: Wouldn't he prefer to be in a little bit more 'Fancier' room, I mean, I understand it been in a Cave, but, kinda makes me think he should be having a bit more to show how ambitious of a Bandit Leader he is, and have some sort of 'symbolic' Item, be it a Sword hanging, or emblem that shows he has the authority & prove of him having fought for such and no one would dare to question his Authority.
But, that's just my opinion .___.;;
Quote from: maia on September 01, 2009, 02:41:24 PM
Quote from: grafikal on September 01, 2009, 03:27:35 AM
I prefer to have better looking games than anything, so all my maps take a while to make. Though once you get the hang of it, making something nice doesn't take as long as you'd think.
P.S. Maia, I remember a while ago you were curious as to the looks of my game and I told ya I'd send you a copy on AIM, but I was at work and couldn't. If you still want a look, let me know and I'll PM you a link.
Sure thing :-) PM me a link.
I personally like games that have hours of gameplay for days of work. Instead of months of work for 2 hours of gameplay.
Okie :)
I have 1 puzzle in there that I should at least finish before I send it to you, otherwise you'll be COMPLETELY lost and you'll never leave the second area lol.
Quote from: maia on September 01, 2009, 03:09:40 AM
I am wondering about the efficiency of a good screen shot and a good game. Sure a lot of these look fantastic, but if it takes you hours to perfect a single screen, what about your games? Is each area detailed to beautiful perfection? Are there small areas or large ones?
These are questions I want to know.
The map I've shown in the past three screenshots is 100x90. I try to perfect every tile.
I prefer games that are short and detailed, rather than thrown together and long. Not just detailed in mapping, but in dialogue and maps for every building. Plus, screenshots really drag people to your game.
Quote from: RATED-RKOFRANKLIN on September 01, 2009, 02:20:15 PM
@Irock
Your map looks great. I wish I had your skills. Good job.
Thank you. All you have to do is practice and believe in yourself.
nevr giv up on urself
i no i no
This must be the first time I created any sort of outside map that didn't completely suck.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fbridge.png&hash=7ad4c31d8b6040071639885c6f0f95ba17e388be)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fbeauty.png&hash=387d5a293771a05f4a6a659812c0fb31ab281b44)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fhope.png&hash=7388abc18d61ef7ef8c63d74a1b3f7a314e2ad8a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fcross.png&hash=83d149f75630bdcca1580aeed35e32b16a199b36)
No humorous picture captions this time, I'm taking my game dead seriously.
Awesome work, Zylos. The first and last ones are kinda looking empty, though.
My turn to post~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.xieke.com%2Ffiles%2FScreenie_.png&hash=38cc69a8521a9e1b9c53d2ab9290895f6bad023a)
Great shots Zylos, but I agree that the fourth one is a little bland.
The first one is a bridge. I don't think it needs any more than what it is. The only thing I could think to add would be a few broken tiles.
@Love - it's a pretty nice map. The hallway bureau seems a little out of place and kind of seems like it was put there just to take up space. Generally people don't put large objects in their narrow hallways, especially when they have a wide open space nearby. Also, I think the entrance to the kitchen should have the wall ends on it
Anyway, my turn :)
These are just some design screens I'd like some feedback on; it's for my semi-theoretical game, which has an ABS. Ignore the map as it's just for testing and no effort was put into it.
The first is an HUD:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg188.imageshack.us%2Fimg188%2F1127%2Fhudscreen.png&hash=1bd6857d5ad4a1431c76d1f44ecd1b101046d870)
Basically, health going right in the top left; states going down in the top left
The top right are skills. Skill system is pretty simple; no mana is used, but there is a cooldown. Further, cooldown applies to all skills, so if you use a skill and it has a cooldown of 20s, then you wouldn't be able to use any skills for 20s; I figure that will prevent spamming of powerful skills with high cooldowns. Anyway, you scroll through skills with Q and use the skill with S. The skill that is fully opaque is currently equipped.
Item system is similar and in bottom right. You have a specified number of quick items, and you can equip them. Same rotary system as skills, but no cooldowns.
The second is the CMS for the same game:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F7064%2Fcmsscreen.png&hash=75d260f3b3b7080caa37e387c388e7031e78102d)
The map still updates when the menu is open, which is why the menu is so transparent. Windowskin is still a WIP, though parts are thanks to Aindra and the idea for the main part of the window is taken from rafidelis' Equipments on Screen HUD.
Anyway, I am still experimenting with colors for everything, all the guages, normal color and system color. If you guys have any suggestions for colors please tell me
Anyway, windows are pretty self-explanatory. Bottom is the inventory. Right is the actor stats (it's a 1-actor game)
Equipment is top left and the top right is the help window for currently selected item in the inventory.
I should probably explain the weapon system too so you aren't confused by the guages. It's kind of a mix between Diablo II item system and Dark Cloud's Weapon System. In this game, the actor doesn't level, but equipment can, and you can also attach stuff to the equipment. So, stats increase when the weapon or armor levels up, or when an attachment is added. Attachments are unremovable, but upon level up the attahments are absorbed into the items, thus freeing up the sockets. But anyway, there is a gauge because each item has maximums for its stats that it cannot exceed even with attachments and levelups. The empty space under level is left open for item properties, which are represented by icons. I'm debating whether to put the sockets there instead, but I'm thinking of instead showing sockets on the item picture in the inventory itself, so it might be redundant. There's a lot more to the system, but that should explain the current layout for that window.
A lot of this is still a WIP, but I am wondering what everyone thinks of the design. Is it too confusing, too ugly, etc... Any suggestions for improvements before I get into the hard stuff?
Oh how I yearn for a superb socketing system ;9
Everything looks pretty good MA, I can't wait until you have it finished. The only thing that bothers me, which I think bothers me about a lot of HUDs, are things kind of just floating around on screen. They're not connected in any real way so it just appears unorganized. I'm glad you posted the CMS though because the HUD has better focus while the menu is up.
Quote from: Zylos on September 04, 2009, 04:11:38 AM
This must be the first time I created any sort of outside map that didn't completely suck.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fbridge.png&hash=7ad4c31d8b6040071639885c6f0f95ba17e388be)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fbeauty.png&hash=387d5a293771a05f4a6a659812c0fb31ab281b44)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fhope.png&hash=7388abc18d61ef7ef8c63d74a1b3f7a314e2ad8a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fcross.png&hash=83d149f75630bdcca1580aeed35e32b16a199b36)
[/spoiler]
No humorous picture captions this time, I'm taking my game dead seriously.
Proverbs: The Game.
9 screenshots (1 MB?)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0001.jpg&hash=26bece376da8e83e859c01e19faa776faf93cbfd)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0002.jpg&hash=1dd7efef71b79061457181a70bf7f79768b021ef)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0003.jpg&hash=b0eaee11f16ec32a6329df7c4f66283548313c7c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0004.jpg&hash=5eff6f467b18a88406c8ca9048828ba72271d00b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0005.jpg&hash=92c9ff5be78b2e8719f1c19e09b6d3f40e7ff2b9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0006.jpg&hash=c94bd61c5f0fa84efbd0fb7c0f9cf76cbae011b0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0007.jpg&hash=27cbddfa8059a8cbc42692f9498d9279bc7c488c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0008.jpg&hash=7cc6726cd5db12f6891ca12942fcb1a779fba8f9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0009.jpg&hash=18136fe28189d251fa7dcc777aa148b76c026b38) 8 more screenshots (1MB)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0010.jpg&hash=edfde8721244646cee890e8211cb6ca0969c8578)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0011.jpg&hash=7b6a78d9affd480f6d170ed0127b6b59f305ade7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0012.jpg&hash=bc42dd0ef581bd546e919202b74fbd095e171931)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0013.jpg&hash=28d21dc79c9a9de5121179f48bd3652e1367b968)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0014.jpg&hash=2b9138c7c0bf25b15208b44f3fa11a633aec1f3b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0015.jpg&hash=902c92341ee3a035c35edc706bd07f44b286824d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0016.jpg&hash=61af9df5de2d0a37fde24735a72bc97bbca13001)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fcixe.planetelderscrolls.gamespy.com%2Frpg%2Fmaiaverse%2Fshots%2FsetE0017.jpg&hash=a393d96dda97c8ab33c8c86a05613efeaedc7169)
Quote from: maia on September 10, 2009, 12:54:55 AM
9 screenshots (1 MB?)
Images in spoilers load even if you never touch them. If someone reads your message, the images would have loaded anyway. ;o
I have some nice maps too, They are in the attachments, since they are always broken when they are in the post itself.
The first one is the title screen of my game Somewhere. The titlescreen is dutch, because I was planning on making the game in the Dutch version first and then making an English version. The game is still on my personal waiting list.
The second is the second (lol) puzzle of the Temple of Kristel in my other game on the waiting list, Charity RPG.
The third is the flashback which will let you know your first objective in Charity RPG.
The fouth is the maintenance room in a cancelled RPGmakervx.net community game of mine
The fifth one is from the same game as the fourth, and it's the room of the player, room 4. The slime is the player(not in the original game, this was just to make the screenshot) and normally it wouldn't be there. The red lined box is pointing the easter egg: a painting of thing-thing arena 2. It's good to be knowing that I didn't delete the game yet, because else I wouldn't have these two screens.
There are some of my current project, but instead of posting them you can see them in the topic link in my signature, this is to save room.
@maia - those screens are really great, though the lighting in screens 4 & 5 really make the ceilings look kind of ugly in my opinion. The maps themselves are all really good, but yeah, some of the tones make some tiles look really weird or ugly, like the tatch roof in screen 7.
All in all though, I'd say they look great.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F7876%2Fdefendv.png&hash=0064b1b893a9b575e0dfb4cc8686371fa2a2dc16)
and i keep ripping maps xD.. you can walk on this one already and upper layers are cut..
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F5586%2Fatack.png&hash=6cb4762a3406c70efaeaa1fcc05c3304393a20a7)
a lava pit and flame skulls flying around
PS: Maia is hot ... : )
Those r pants crappingly good screens! what program didja use?
i ripped them from Baldurs gate 2 game using a modders tool, then i used photoshop to arrange & resize them to fit in a tileset.. then i just placed it in Rpg maker editor and set the passable tiles and overlays, then i cut whatever i dint need in photoshop to reduce map size.. (each one weights around 5MB)
the tileset or the psd is 5mb? i would hope the psd is ._.
Quotethe tileset or the psd is 5MB? i would hope the psd is ._.
the tileset lol :P, its not bad considering an entire raw big map from the game (.bmp format) weights around 50MB .. so i manage to reduce that into just 5MB.. a tileset usually contains 4 or 5 small maps or a real big one
9/10, but could use some lighting effects, and perhaps some panoramas/fogs.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F4228%2Ffiendholdingpen.png&hash=bb07bf0ce9996c617b824876b2c87dfcdd0d3d37)[/spoiler]
You've got an obvious mapping error in the fence corner. Your map is extremely bland and boring. The options you have up are really odd... Why or even HOW could you remove something from the party and ask it to join your party at the same time? And I'm hoping that by "Kill Monster" that means to enter battle and not just 1-shot death. lol
also
Quote from: Miles Castea on September 13, 2009, 06:14:57 AM
9/10, but could use some lighting effects, and perhaps some panoramas/fogs.
you DO realize that they both already have that?
Fixed the mapping error, and added more detail. The reason why the map has those options is because the map's in-game function is a monster holding pen. Get it now?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg156.imageshack.us%2Fimg156%2F6400%2Ffiendholdingpen2.png&hash=73af3e71f9df8b65fe0c3f89cd4606829c16b565)[/spoiler]
Now the map is just straight confusing .__.
I tried my best to improve it, make it more detailed, and less boring. Any suggestions or sould I leave it as it?
So they're not screenshots SUE ME.
These are basic cards. They do stuff.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardattack.png&hash=1f681e964a369c0b0ee9227efb1b0bdf93e2a464) Deals low physical damage to opponent. Combos to make physical/elemental attacks.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardexuro.png&hash=68ec7faebc9d20eb4711607da1bf3e18d1381227) Deals low fire damage to the opponent. Combos for increased damage or resistance manipulation.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardventus.png&hash=8f2313b8eb61bf3156459fb44b49fc8d56b9833a) Deals low air damage to the opponent. Combos for increased damage or resistance manipulation.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardaqua.png&hash=85a3259758efd86cc0738b1d782fe7eb0030741c) Deals low water damage to the opponent. Combos for increased damage or resistance manipulation.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardterra.png&hash=a401ad795af860066da695ef2d2670eb0c56d219) Deals low earth damage to the opponent. Combos for increased damage or resistance manipulation.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardlux.png&hash=c5cddbbaaf52e1a782cde92d48b9c90f14fd1091) Deals 30 times the caster's level in light damage to one foe. Combos for 50 damage per level or to create statistic buffs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardatra.png&hash=2321a6d5082f6d9b9dd998d097bb39e4905236b2) Deals 30 times the caster's level in dark damage to one foe. Combos for 50 damage per level or to create statistic debuffs.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardsano.png&hash=d689247ac0035a6b6c5239e9df5cb9ac7cff4613) Restores the caster's HP by one half of their maximum. Combos for full healing.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardalumni.png&hash=0f66ec0981528f2aa5420357544cbd9f51274e25) Reveals the enemy's HP for five turns. Combos for physical or magical charge-ups or to scan all of an enemy's parameters.
They combine to create 34 seperate combo spells, such as:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardattack.png&hash=1f681e964a369c0b0ee9227efb1b0bdf93e2a464)(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardsano.png&hash=d689247ac0035a6b6c5239e9df5cb9ac7cff4613) Vampire - Deals low physical damage to the opponent, healing the user for the same amount.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardexuro.png&hash=68ec7faebc9d20eb4711607da1bf3e18d1381227)(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardalumni.png&hash=0f66ec0981528f2aa5420357544cbd9f51274e25) Brave Gather - Fills as many of the caster's empty hand slots as possible with Attack cards.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardaqua.png&hash=85a3259758efd86cc0738b1d782fe7eb0030741c)(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Fcardatra.png&hash=2321a6d5082f6d9b9dd998d097bb39e4905236b2) Water Conduct - Reduces the opponent's elemental resistance to water magic by one level. (Drain -> Block -> Half -> Normal -> Weak)
How does it sound? How do they look?
[youtube=425,350]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/bKAYkyFB23k&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bKAYkyFB23k&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
A video of three places. Angler's Perch Village / Azure's Refuge / Bricane Lighthouse
This is the intro to my game Dark Chaos. The project is not posted on the forums.
[youtube=425,350]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/xISLLFMAhL0&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/xISLLFMAhL0&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
Edge, (chris) Jericho, Axel (rotten) all make an appearance!
Another screenie~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.xieke.com%2Ffiles%2Funtitled20.PNG&hash=b090c243370500e9a12f826ecaefa762527a6aaf)
I just LOVE those sunlight effects!
Where do you get them all?!
Sure, all these detailed screenshots are awesome to behold, a sight to cherish, and amazing to think about how much care and effort went into them, but there is not nearly enough 8-bit goodness in here...
From Hellion (a revived 2007 Rm2k3 project of mine):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F146%2Fscreenshots%2Farrows.png&hash=b8ff2eedded31704f2aeeb3145496199e41e6a35)
The community can always use more arrow puzzles!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F146%2Fscreenshots%2Ficy.png&hash=7e81a6fefbf9a7d478f68365dd8d79545f137bf7)
Slide on the ice
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F146%2Fscreenshots%2Fgolem_bolt.png&hash=901e8e81f978ec2736420a228acf8dc2b95df8a3)
Lightning Bolt! Lightning Bolt! Lightning Bolt!
4 screenies pasted to eachother to get the whole map in one screenshot, Behold: The bridge between the two empires. P.S: The green knights are repainted by me.
Follow-up on the cards.
I've thrown together the indicators for weakness, critical, and the like:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2171%2Flocker%2Findicatorz.png&hash=672eb6535646b33c1c8b5b87815dd1262d82c46c)
I'll have some screenshots once I've actually finished the on-paper plans and moved to the editor.
Thoughts?
In order... that is an AWESOME shot, Love. But the vine shadows in mid-air kinda set it off, don't you think?
Kentona, rather simple but definitely fitting maps. I approve. :3
KnightZero, rather you not use JPG, make an PNG or something. But anyways, I see no real flaws with the map. Try to work on the screen tint a bit and it might be more interesting.
And ChaosProductions... um, not really much to comment on there. n_n;
And to wrap up, some quick screens of my own, which was my point of posting here in the first place.
[spoiler]Two quick shots of the "subconscious domain", a realm of thoughts, dreams, ideas, and will.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FR_Dream.png&hash=d4a14c82e799f62d500e66270ea22ded31e735ef)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FDoYouBelieve.gif&hash=99aaca65b3888c70a2725aca28d72f2dc0e1bd4f)
Obviously this one has been touched on to make it an animated GIF. It's animated in the game, and a simple still shot didn't have the same feel of atmosphere to it, so I did frame by frame screenshots and put them together in a somewhat askewed GIF.[/spoiler]
looks pretty badass Zylos.
Haven't mapped in awhile(2 months)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fa.imagehost.org%2F0340%2FWendia_Map.png&hash=5b46a9a655cdf5db4a36027d28f7ed67c384c1b6)
Shadow your map is looking great!
[youtube=425,350]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/rXuUJ_w1wX0&hl=en&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rXuUJ_w1wX0&hl=en&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]
RATED-RKOFRANKLIN -8/10
Here are some screenies i've made...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F1666%2Fritualroom.jpg&hash=ceeaaddc0b614dcc3d01d80323d470d886fc87b9)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg41.imageshack.us%2Fimg41%2F1666%2Fritualroom.jpg&hash=29b734e7af61877e2f8e20d60f778211826c3375)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F1666%2Fritualroom.jpg&hash=ab416b33ac0c7f68513da15eb2f3b482a04361e8)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F1666%2Fritualroom.jpg&hash=08680f74d194776dd5eb8c0ca9439ecc12770354)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg121.imageshack.us%2Fimg121%2F1666%2Fritualroom.jpg&hash=a6444c72aba6916581136aeeab841907442f6891)[/spoiler]
Do you think this makes a creepy atmosphere to a survival horror game?...(need some opinions b4 continue..."the health and running bars are not the finl, those are for testing...")
Thxx
Maybe if you want a horror game where you can't see.
While restricted vision may add to the atmosphere of horror, IMO it should be used sparingly because gamers are visual. Not that it can't be done, I suppose, but i imagine it would be very difficult to have such limited vision and keep the gameplay smooth.
That's just downright unplayable without tweaking monitor settings.
just as i thought.thx. :D
Whee! back to gamemaking!
Started customizing MA's diary script, here's what I gots going. Don't mind the content of the text, it was crap I pulled outa my rear to full the screen. (and that "busines" is a rect cutoff). Pleasing to eyes? yes? no?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FScreenDiary-01.png&hash=16fba5c5b170771e8f7795e4e8c1e04f22d54cc8)
That diary is looking very good in my opinion.
In fact, I'd like to have that script. Is it posted somewhere available for download? ;D
In the VX script database here, just look for Diary by Owyn/Modern Algebra.
Oh... it is for VX.
BEEEEEEP!!!
I thought it was for XP.
Oh, well, nevermind.
[mp3]http://rmrk.net/index.php?action=dlattach;topic=13626.0;attach=18245.mp3[/mp3]
I started the GIAW and began work on a quick shooter game made entirely with events, in light of the upcoming RMRK awards and my big big hope to earn 1st place in the eventing category again. Alas, school and general life drama did not play fairly, and I didn't have nearly enough time to complete it... until now. Some of you may remember Star Quest from last year. Well, here it is completely redone on RMXP, with much improved graphics, system, even story.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-SS1.png&hash=5c293cbfa6ae721b77f0bbf311ff2e0017c23875)
It's time to get them guns a blazin' and pop them damn balloons in the middle of the effin' battlefield!
The concept is pretty simple. Aim your crosshairs and shoot all of the enemy ships until they go down. Each laser shot costs 4% of your maximum energy as shown in the bottom right hand corner. Every now and then your allies will send you some supplies in the form of a random balloon. Green balloons repair damages to your ship and raise your auto-shield by one, while blue balloons restore your energy booster to 100% maximum capacity.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-SS4.png&hash=51d0f8ff52e40b8c162c640ee4343516f9599f6f)
Oh god, another character named Angelo? Can I shoot him please?
There are two main characters and two differing (but interlinked) storylines to choose from. You select your main character at the beginning of the story much like you would select a difficulty on an arcade shooter: by shooting your selection. I could have sworn I had more to say here, but apparently I don't, so moving on...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-SS2.png&hash=565a44e7d8c262c2856062ba3c3029f3b371c501)
Danger, Maria Robinson, Danger!
You can't just shoot at someone and expect to get away with it, the enemy forces are going to be firing back with all of their might. The warning signal in the top right hand corner will alert you when the enemy is attacking, and the ship will start to glow red just before they fire at you. You have three auto-shield units, so if you lose all three and get attacked, it's game over. There's only two ways to avoid being hit once you're locked onto; One, you can destroy the ship before they can pull off their attack, and two, you can raise your manual-shield up in time to defend yourself. Whether to deploy a better offense or defense is up to you.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-SS3.png&hash=a1eecd61092e9bc56f35a3d15b5043bf6f2d27ea)
Imma charging mah laser!
If you're out of energy in the heat of battle, you're screwed. There's only two ways to get your energy back in time to save yourself. One, you could shoot down a blue balloon pickup and get a whopping 100% energy back, but balloons won't always come when you need them. The other way to get your energy back is by holding down the charge button and letting your energy come back manually via solar energy. It'll come by in increments of 8% per 2 seconds, but you cannot fire your laser or put up your manual-shield while charging, those two seconds can be quite tedious, so use it carefully!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-SS5.png&hash=6e01d4f080a4262ac85c62df51081c2b95512af9)
Oh shi- fox in space. DO A BARREL ROLL!
Your manual-shield is an outer shield you can pull up in a moment's notice to block almost any type of attack save for crashing into a mountain. It costs 4% of your maximum energy to put up, and will be your greatest asset right next to your trusty cannon. Of course, there are those secret weapon pickups that might be more useful, such as the Shortwave Barrel, the Needler, and of course, the screen clearing Super Nova.
I'm still working on Requiem of the Broken Soul if anyone's curious. Requiem's just a long term project whereas this is a quick short term almost finished project meant for the purpose of getting people to go "Oh cool!" and remember me when it comes time for voting next month. ^^b
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2FCMS2.jpg&hash=79ee031263f90046e34eb1f73d1c7d324154f0f7)
:3
I borrowed Ocean's Overworld for the meantime.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2FCMS-2.jpg&hash=f2c636b028fc97cd1e928c97637260918a02c7d0)
Judging by the last two screens, my game is crap. Awesome stuff, guys.
Nice, Nessiah!
My only "complaint" because I feel nitpicky and you're super good is the bottom yellow bar. The one pixel of blue there looks rather odd, I'd suggest either moving it down or up one to either eliminate it it give it more of a purpose. Also, it you look to the right of the bar you'll see another odd black line that doesn't look as though it's supposed to be there. Either of these two things adjustable or not?
Edit: Also, anyone have some feedback for mine? n_n;
I'll remove the blue bar :)
As for the black lines at the sides that's something I Forgot to erase when I Was screenshotting XD
Nice Lighting effects DarkGamer :=:
I call this "A common day in Remlia Castle"
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F2341%2Fbatle1.png&hash=fe4f9ba57735ef001de05bd9afb64d30f737175c)
Drinking not wishing!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F1518%2Fdrinkingnotwishing.png&hash=b2614e78dbdc9904b40084556529119bcfe5eb94)
I loved Grandia and Lunar more than any other RPG, so I'm hoping to make a game that has the same spirit as they did. =X
@Zylos - it looks really great :) It could be lots of fun!
@joy - I'm not even sure how you managed to customize it so much :P It looks good though
@Arky - That map looks great. I find the windowskin to be a little ugly though. Well, not really ugly, but kind of plain.
Thanks, MA. :3
@Arky - I'm really liking that screen. The mapping and choice of tileset looks very well done. My only two gripes are (as Modern Algebra / Owyn said) the windowskin doesn't look the greatest with the coloring of the map and the faceset (of which I also think is pretty good, did you make it yourself?). I'd suggest looking for another type of windowskin that's different but still feels like a Lunar/Grandia type of game. The other complaint is the plain green part of the tree tops, especially with how much of the shadow/fog is on there. Maybe you could use a different autotile or something?
Thank's for the input Cecil and MA :D
You two are correct about the windowskin, I'll try to find a better one. :X
@Cecil: I sketched out the faces myself :3 I like to draw, It's a past-time of mine~
Quote from: Arky on October 29, 2009, 02:25:38 PM
Drinking not wishing!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg148.imageshack.us%2Fimg148%2F1518%2Fdrinkingnotwishing.png&hash=b2614e78dbdc9904b40084556529119bcfe5eb94)
I loved Grandia and Lunar more than any other RPG, so I'm hoping to make a game that has the same spirit as they did. =X
Where can I get that Mood Script that you've got for RMXP.
I've searched for one like that FOREVER and never found one.
I'm embarrassed to admit that I use events for this; I'm not really sure how to script stuff because I'm very new to RMXP and am still reading about how to do things, I've recently changed the HUD to look like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg519.imageshack.us%2Fimg519%2F7559%2Fmineshaft.png&hash=2d4086b66b0d4f2d171e331d872c4f9b833e6efc)
So unless you draw/have multiple facial expressions it might not be useful to you anyway; but after I finish it I'd be glad to share if you're still interested :X
That's way to dark. I can't see a thing of that map(At least on my dads computer)
Ahh is it? maybe my monitor brightness is turned too far up :/
I'll agree. It's very very dark. I really like the HUD though.
Few more quick ones to show off the title screen and general cutscene style.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-3.png&hash=0d0e5a40024fa9c2edd1938999b373e84dfd6c5f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-1.png&hash=923f9d8f9b3bb2d79854ae9fbee09405162c0adf)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FSQ-2.png&hash=4554eb4c25494d8d4a9ad223c76f5a5a2fda0c37)
Gonna try pre-rendered backgrounds instead of sprites and maps.
^ Shweet. Different from anything I've seen on this forum.
:3
I really like that kind of cutscene for these games. I had ideas of doing it like that, but don't have the time to find/make the background images :( so i'm glad somebody did a style like that!
That is really really dark.
Ahhh wow, that looks really nice Zylos :X
Those screenshots are great, Zylos.
I like your title screen a lot. And the way that scene looks.
Very nice indeed!
Here's something I've been fooling around with...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi720.photobucket.com%2Falbums%2Fww204%2FUltyma2k10%2FPZss1.png&hash=8ea0eb6e81aa2e2cd405875810f66c1ca46a0b9d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi720.photobucket.com%2Falbums%2Fww204%2FUltyma2k10%2FPZss4.png&hash=8357d8f42cf7b6306f0bf64be4c96781fb0a3736)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi720.photobucket.com%2Falbums%2Fww204%2FUltyma2k10%2FPZss3.png&hash=9bbbcc9ac5f8c87220e342bd11ec4d38f83ef580)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi720.photobucket.com%2Falbums%2Fww204%2FUltyma2k10%2FPZss2.png&hash=466b2a5fc26a3d8d5ee6cc597d6b1bdd098eb5f9)
Those lamp posts are way too tall. Make them 64 pixels tall.
haha. I see what you're talking about. I'll knock them down a notch.
;)
Graphics I'm makin for a Stencyl game q_q
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2FBackGround.PNG&hash=bba0de6d114af6b5f778c35053fd671301c8e512)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2FBackground2.PNG&hash=ba3e5aefcd9411515644dd74b17cc1c7f672d90c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2FBackground3.PNG&hash=0d39b910b2b09e04b24aafdf8410719f2666bbf5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2Fbackground4.PNG&hash=1705e5ea32f76f9afe6586ab928168a9f4f999a1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2Fzvbqx5.png&hash=9b078e170a599b2852fc4710c808cf1d0d44439f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.getdropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2Fssssss.PNG&hash=d14304e8262ec2e7f44e49536d596e860c482911)
Is it only me or is that looking a bit to much like the old Super Mario games?
The grass cliff things were inspired by the grass cliff things in world 1-3.
Looking good Irock =o
Quote from: Ultyma on November 05, 2009, 04:59:56 AM
Those screenshots are great, Zylos.
I like your title screen a lot. And the way that scene looks.
Very nice indeed!
Here's something I've been fooling around with...
http://i720.photobucket.com/albums/ww204/Ultyma2k10/PZss1.png
http://i720.photobucket.com/albums/ww204/Ultyma2k10/PZss4.png
http://i720.photobucket.com/albums/ww204/Ultyma2k10/PZss3.png
http://i720.photobucket.com/albums/ww204/Ultyma2k10/PZss2.png
I'm so confused by the battle scenes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2FSnow1.PNG&hash=ea129298abb056ba0ae24a9bd6cb90d3e9041b74)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F352409%2FGourd%2FScreenshot%2FSnow2.PNG&hash=0cf850fc91d911de6572c6a55afc3ca80dba3697)
awesome :O
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F2748%2Frbgrbt.png&hash=4c259ed02a81c051c3c392a10371efd6aab81ffe) (http://img21.imageshack.us/i/rbgrbt.png/)
Is it just me, does the right side seem full of grass details and the left side seem, well, kinda dull in comparison to the right?
irock want my beta invite? ;o
Quote from: Zylos on November 07, 2009, 01:15:29 AM
Is it just me, does the right side seem full of grass details and the left side seem, well, kinda dull in comparison to the right?
Ah, you're right on that. . . . Been quite some time since I last mapped :-[
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg340.imageshack.us%2Fimg340%2F7685%2Fr2r323r2.png&hash=1c5527a9cc91327dd7c8f5c55857690acfa0a453) (http://img340.imageshack.us/i/r2r323r2.png/)
Umm . . . is it better now?
Much more vibrant now. :3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F6174%2F4vtr.png&hash=7ea75fd64268c3b964f5734b368c7278880e7dc6) (http://img193.imageshack.us/i/4vtr.png/)
Very pretty!
The only thing that bugs me is the little rock in the water..seems like it's floating.
screenies from Planeswalker (http://rmrk.net/index.php/topic,35479.msg427121.html#msg427121)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FPlaneswalker%2FScreenshot_Swamp.jpg&hash=eda04d2039c7269e6b3185e5ecf876c5ea9ecdf8)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FPlaneswalker%2FScreenshot_Jail.jpg&hash=83b5dc64cee4e288aff5e47222b9f2fe6befd3aa)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FPlaneswalker%2Fimage005.png&hash=2c88748a1a7e31c4d7dbebb567ee369d3123a0f1)
I'll be uploading it later tonight.
They look really good, but can I ask why there's a little semi-transparent box in the upper left-hand corner of the last screen?
Quote from: SirJackRex on November 10, 2009, 05:22:12 AM
They look really good, but can I ask why there's a little semi-transparent box in the upper left-hand corner of the last screen?
that has to do with the custom battle system
it's the technique queue, right now it's empty because the current character doesn't have any techniques set.
it'd look like this if you set a couple
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FPlaneswalker%2Fimage004.jpg&hash=c838571d11614f10b0085236a06047be8725ec49)
Quote from: NAMKCOR on November 10, 2009, 06:43:14 AM
Quote from: SirJackRex on November 10, 2009, 05:22:12 AM
They look really good, but can I ask why there's a little semi-transparent box in the upper left-hand corner of the last screen?
that has to do with the custom battle system
it's the technique queue, right now it's empty because the current character doesn't have any techniques set.
it'd look like this if you set a couple
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv259%2Fpsycho-mantis%2FPlaneswalker%2Fimage004.jpg&hash=c838571d11614f10b0085236a06047be8725ec49)
I see!
That's very interesting, it gives it a kind of NWN feel to it...
it's because you can queue up several moves per character per turn, so there had to be a way to show what you had selected.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-77.png&hash=d5b20812ef3973a72219d52534a64b66aa034fe3)
Quote from: The Shadow on November 10, 2009, 01:10:56 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-77.png&hash=d5b20812ef3973a72219d52534a64b66aa034fe3)
The map looks good, but the entrance to the house is at a very odd place, as well the room on the left.
This is the first boss battle in my game. Comments please!
[yt]<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/VsIY7_I6AwU&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VsIY7_I6AwU&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/yt]
That was pretty boring :|
That was pretty boring :|
"Next time time I will not go easy on all of you."
You should probably rewrite that line, it doesn't sound good.
I am keeping it how it is.
Well, It's Bad, really bad if you say that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg264.imageshack.us%2Fimg264%2F6854%2Fokkpo.png&hash=62720701bef2cf65b61677825d81df938b506474) (http://img264.imageshack.us/i/okkpo.png/)
Wow! That is looking really nice! :o
What tileset are you using there?
she's infamous for creating her own :)
Yea, I know. But its allways worth asking ;D
You're the first in the world to see my new, improved and final design of the Meclador Cave in my game. :blizj:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F288%2Fmecladorcamp.png&hash=a44b6b3abbe26663a4f1baead4cfb2989f41c17f)
I'm aware of the stupid HUD in the left corner, but I can't seem to get rid of it. $scene.hud_hide doesn't work. Ah well, I'll figure it out. :D
So what do you think? :) It's a scene about the caped boy you see, he's getting back to his parents in this deep dark cave.
if you have $scene.hud_hide off or whatever, try refreshing it by pulling up the menu then closing the menu.
It's fixed already, I changed something in the script but I didn't save it, it's cool now. :)
Thanks anyway. ;D
Very nice Japur
Quote from: Japur on November 15, 2009, 06:54:03 PM
http://img410.imageshack.us/img410/288/mecladorcamp.png
it looks nice, but it's kinda overwhelming with detail, it took me a few moments to even register where I could walk.
Also: why would plants be growing inside a lava filled cave, and springing up from rocks that appear to be glowing hot with lava/fire?
Second city of a project I'm working on atm, not really happy with the water in the middle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1130%2Fodressia.jpg&hash=3a6c463a0679b33904664a4bca5a54b9259e0ff3)
Btw. I'm new at mapping and rpg maker :)
Quote from: Japur on November 15, 2009, 06:54:03 PM
You're the first in the world to see my new, improved and final design of the Meclador Cave in my game. :blizj:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg410.imageshack.us%2Fimg410%2F288%2Fmecladorcamp.png&hash=a44b6b3abbe26663a4f1baead4cfb2989f41c17f)
I'm aware of the stupid HUD in the left corner, but I can't seem to get rid of it. $scene.hud_hide doesn't work. Ah well, I'll figure it out. :D
So what do you think? :) It's a scene about the caped boy you see, he's getting back to his parents in this deep dark cave.
I'm sorry, but logically speaking, There's just no god damn way plants would find a volcano suitable to survive, specially with lava flowing. It would look better & understandable if you didn't use the Lava & the 'recently made' charcoal tiles. But aside from that, the composition of the idea itself is good, just that, there's two elements that aren't compatible.
Quote from: Dys on November 15, 2009, 10:17:06 PM
Second city of a project I'm working on atm, not really happy with the water in the middle
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F1130%2Fodressia.jpg&hash=3a6c463a0679b33904664a4bca5a54b9259e0ff3)
Btw. I'm new at mapping and rpg maker :)
It's kinda symetric, you might want to edit the water in the middle for sure, try changing it for a fountain or having the big tree from the forest tileset in the middle. You could add variations to the houses itself, as I see, only the one at Northwest catches my eyes, the rest is just the same thing over & over. Try using some of the wall variations the tileset has :3
Quote from: Karo Rushe on November 15, 2009, 03:07:46 PM
Well, It's Bad, really bad if you say that.
Thanks for being rude.
I don't see how it's rude to tell you the truth about it.
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 02:05:00 AM
Quote from: Karo Rushe on November 15, 2009, 03:07:46 PM
Well, It's Bad, really bad if you say that.
Thanks for being rude.
learn to take criticism
your fight scene was boring.
keep it how it is if you want, but it'll still be boring.
Whether you think you can defend your game or not, you should at least have the common sense to see that that 4 people (All much more skilled than you) telling you to fix it means that you should probably fix it.
Okay, 5 people: I'd say if you touch up on the dialogue (as in, make it sound more like people interacting, not one guy after another speaking in strict, rigid English) and give your villain ample reasoning behind coming for the mayor (Give him some sort of backstory, it's always nice to have a multifaceted antagonist), you can probably move on.
The game isn't pokemon. If you can find me a modern tileset that's as good looking as the pokemon ones, I'll take it! ;8
So these are four maps stung together, and the one with the building is with the main characters, excluding the guard.
These maps are set in a dense forest with a large lake, where a government military research facility is located.
The research lab has yet to be finished, so these are just the preceding four maps. The first two are supposed to be on the other side of the lake, so they don't tile well.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen1.png&hash=a580bef2bcb0e104b8f95662c88d22b0e9c3142a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen2.png&hash=838cb47346a87e26fe1acf0f3e604f40318d0712)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen3.png&hash=b332a7b1cdbaecab05f4f327051d0a1f88f0a1e9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen4.png&hash=1f8a2fe47713abe6a6e0f73f7c9efa3b381330e4)
[/spoiler]
Quote from: Sirius on November 16, 2009, 05:11:15 AM
Whether you think you can defend your game or not, you should at least have the common sense to see that that 4 people (All much more skilled than you) telling you to fix it means that you should probably fix it.
Okay, 5 people: I'd say if you touch up on the dialogue (as in, make it sound more like people interacting, not one guy after another speaking in strict, rigid English) and give your villain ample reasoning behind coming for the mayor (Give him some sort of backstory, it's always nice to have a multifaceted antagonist), you can probably move on.
Thanks for being rude. I have common sense.
There is back story of why the villain is coming for the mayor. That information is given in another cut scene before this takes place. His true identity will not be revealed until later in the game.
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 01:15:34 PM
Thanks for being rude. I have common sense.
There is back story of why the villain is coming for the mayor. That information is given in another cut scene before this takes place. His true identity will not be revealed until later in the game.
he's not being rude.
your dialogue is stiff, like textbooks talking to each other.
and the scene itself is boring
it's called criticism. If you came here expecting people to praise you unconditionally you're in the wrong place.
Quote from: SirJackRex on November 16, 2009, 07:22:57 AM
The game isn't pokemon. If you can find me a modern tileset that's as good looking as the pokemon ones, I'll take it! ;8
So these are four maps stung together, and the one with the building is with the main characters, excluding the guard.
These maps are set in a dense forest with a large lake, where a government military research facility is located.
The research lab has yet to be finished, so these are just the preceding four maps. The first two are supposed to be on the other side of the lake, so they don't tile well.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen1.png&hash=a580bef2bcb0e104b8f95662c88d22b0e9c3142a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen2.png&hash=838cb47346a87e26fe1acf0f3e604f40318d0712)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen3.png&hash=b332a7b1cdbaecab05f4f327051d0a1f88f0a1e9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreen4.png&hash=1f8a2fe47713abe6a6e0f73f7c9efa3b381330e4)
[/spoiler]
´???` The only thing that makes me wonder is the Lamps on the little island, other than that, the rest looks good & eye catchy.
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 01:15:34 PM
Quote from: Sirius on November 16, 2009, 05:11:15 AM
Whether you think you can defend your game or not, you should at least have the common sense to see that that 4 people (All much more skilled than you) telling you to fix it means that you should probably fix it.
Okay, 5 people: I'd say if you touch up on the dialogue (as in, make it sound more like people interacting, not one guy after another speaking in strict, rigid English) and give your villain ample reasoning behind coming for the mayor (Give him some sort of backstory, it's always nice to have a multifaceted antagonist), you can probably move on.
Thanks for being rude. I have common sense.
There is back story of why the villain is coming for the mayor. That information is given in another cut scene before this takes place. His true identity will not be revealed until later in the game.
That's not what he meant, he's telling you from the dialogue, the Villain himself, from the battle all the way, it's just seem bland and boring, like something that came from a movie with bad dubbing.
Quote from: HaloOfTheMoon on November 16, 2009, 05:49:01 PM
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 01:15:34 PM
Thanks for being rude. I have common sense.
There is back story of why the villain is coming for the mayor. That information is given in another cut scene before this takes place. His true identity will not be revealed until later in the game.
he's not being rude.
your dialogue is stiff, like textbooks talking to each other.
and the scene itself is boring
it's called criticism. If you came here expecting people to praise you unconditionally you're in the wrong place.
It is rude telling someone he or she does not have common sense.
Sorry, I did not know that this is one of the forums that allows people to say "hey you suck". I am just making this game for fun. I am not expecting fame. However, I would never go out of my way just to try to bring a fellow game developer down.
And it is rude to assume that people are being rude by just saying: "Hey there guy! Let's give you some tips on how to improve your game!"
Your text is bland and you have grammatical errors. I'm not bringing your game down, I'm just pointing out stuff that could be improved to increase likelihood of your fun project being downloaded more. :]
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 10:24:16 PM
Quote from: HaloOfTheMoon on November 16, 2009, 05:49:01 PM
Quote from: RATED-RKOFRANKLIN on November 16, 2009, 01:15:34 PM
Thanks for being rude. I have common sense.
There is back story of why the villain is coming for the mayor. That information is given in another cut scene before this takes place. His true identity will not be revealed until later in the game.
he's not being rude.
your dialogue is stiff, like textbooks talking to each other.
and the scene itself is boring
it's called criticism. If you came here expecting people to praise you unconditionally you're in the wrong place.
It is rude telling someone he or she does not have common sense.
Sorry, I did not know that this is one of the forums that allows people to say "hey you suck". I am just making this game for fun. I am not expecting fame. However, I would never go out of my way just to try to bring a fellow game developer down.
No one has said your game sucks horribly . . . thou those are another $20 bucks if you say so yourself. Fun or not, If it's for your own self, why the hell are you posting a screen if you don't want to be given criticism? I'm sorry, but, from your comments, your coming out as a crybaby who can't accept his own obvious mistake & everytime it's pointed out, you'd cry out. If you can't take it, why the F*ck bother posting it in the first place?
& I'll stop to this sentence before I go AVGN On you.
Ok ok, let's stop arguing what the basics of being rude is. I know we've tried giving him some advice (however blunt), so I won't say let's stop and just help, since we did that, so instead how about someone else post a new screenshot - unless there's something we haven't covered with R-R's screenshot/video that would be beneficial for him.
Okay, so here's the first four maps of the research facility grounds...it's 4 1/2 size 20x20 maps pasted together. I'm not sure I like the upper left hand map. Looking at it all strung together like this is great, I can see some mistakes between the maps; especially the transition/building between the top-right and top-left.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fgamescreenbig.png&hash=23c33cbc88e9a06f0b85b0dfc0587063e8329398)
Still have to do the right side of the complex, as well as the snowy mountain area.
Thanks Karo for the feed back on the first set! I agree about the lightposts, I'm having trouble finding a better way to do it, however I am experimenting with custom tiles.
It's been awhile since I posted here, but I think between the time of my last post and now, that my mapping has improved, here are a couple pictures of a couple maps I whipped up in the last few weeks.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi68.photobucket.com%2Falbums%2Fi10%2FAbiK%2FUntitledProject%2FIntro2.png&hash=b6957647c591c880f1cf2c3211c5de8faae7af04)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi68.photobucket.com%2Falbums%2Fi10%2FAbiK%2FUntitledProject%2FIntro3.png&hash=bf12fc430ccc6b7d4617ff89cb4339764a0e2cd7)
What do you guys think?
Silek, nice map. It looks really good.
I was about to ask why there was ice in a desert, but now i see its shallow water. Duh on me.
Very good, sir.
:-X Sir Jack, I like your map a lot, I don't see anything wrong with it :3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg200.imageshack.us%2Fimg200%2F8801%2F38835945.png&hash=a47ddb710d572e7d224133290c63e63fe892a821) (http://img200.imageshack.us/i/38835945.png/)
OOOOO, Karo, I love those snow tree monsters. Damnit, now I'm pissed I hadn't thought of that :mad: lol
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F2553%2Fwinterencounter0.png&hash=015439126062053607bd310598b468f3f270d47f) (http://img684.imageshack.us/i/winterencounter0.png/)
Thanx Grafikal ^^;;
Looks great :)
Wow, that looks gorgeous Karo! And I love the snow tree monsters in the last one.
There's an error in the screenshot Karo:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf.png&hash=e52edefc08b35e346bef67d5303feea6880df3cb)
Other from that, it's a good map :)
Oh my god Karo..that's absolutely gorgeous!
The screen tone for those are really well done, it fits so well. The kind of washed out blue/green look is just fantastic.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-4.png&hash=95f5481b4ad8ba6ea227d77d9d7c5e30be8c4902)
Made with a real 3-D model, but I'm too lazy to do more than use a still shot. I like how this one came out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-7.png&hash=22364f711700c5f572308de662bbbdf9dd90bd78)
I'm unsatisfied with the background of this, I need to figure out how to sprite some clouds in or at least add a better gradient. Supposed to be a good boss battle, looks like I didn't quite catch a good shot for it though. n_n;
Star Quest's new project thread. (http://rmrk.net/index.php/topic,35654.msg428627.html#msg428627) :3
Quote from: The Shadow on November 19, 2009, 08:40:03 PM
There's an error in the screenshot Karo:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf.png&hash=e52edefc08b35e346bef67d5303feea6880df3cb)[/spoiler]
Other from that, it's a good map :)
Ah, thanks for pointing it out, from the look of it, I might have to 'edit' it as a separate tile.
>w<
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-1.png&hash=bb5036eb909d1f05cd409ec925d689d38fe886be)
[spoiler]
Quote from: Zylos on November 20, 2009, 08:10:04 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-4.png&hash=95f5481b4ad8ba6ea227d77d9d7c5e30be8c4902)
Made with a real 3-D model, but I'm too lazy to do more than use a still shot. I like how this one came out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-7.png&hash=22364f711700c5f572308de662bbbdf9dd90bd78)
I'm unsatisfied with the background of this, I need to figure out how to sprite some clouds in or at least add a better gradient. Supposed to be a good boss battle, looks like I didn't quite catch a good shot for it though. n_n;
Star Quest's new project thread. (http://rmrk.net/index.php/topic,35654.msg428627.html#msg428627) :3
[/spoiler]
a-fuckin-mazing
Quote from: The Shadow on November 20, 2009, 10:18:02 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-1.png&hash=bb5036eb909d1f05cd409ec925d689d38fe886be)
Hm... mapping wise, excellent! Maybe it's just me though, but the fog seems a bit too thick. What would it look like if it was more transparent? Otherwise, it's fantastic as always! :3
Quote from: grafikal on November 20, 2009, 02:31:34 PM
[spoiler]Quote from: Zylos on November 20, 2009, 08:10:04 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-4.png&hash=95f5481b4ad8ba6ea227d77d9d7c5e30be8c4902)
Made with a real 3-D model, but I'm too lazy to do more than use a still shot. I like how this one came out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-7.png&hash=22364f711700c5f572308de662bbbdf9dd90bd78)
I'm unsatisfied with the background of this, I need to figure out how to sprite some clouds in or at least add a better gradient. Supposed to be a good boss battle, looks like I didn't quite catch a good shot for it though. n_n;
Star Quest's new project thread. (http://rmrk.net/index.php/topic,35654.msg428627.html#msg428627) :3
[/spoiler]
a-fuckin-mazing
:zemb:
Also, 5000th post. :3
Quote from: Zylos on November 20, 2009, 08:10:04 AM[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-4.png&hash=95f5481b4ad8ba6ea227d77d9d7c5e30be8c4902)
Made with a real 3-D model, but I'm too lazy to do more than use a still shot. I like how this one came out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FStarQuest-7.png&hash=22364f711700c5f572308de662bbbdf9dd90bd78)
I'm unsatisfied with the background of this, I need to figure out how to sprite some clouds in or at least add a better gradient. Supposed to be a good boss battle, looks like I didn't quite catch a good shot for it though. n_n;
Star Quest's new project thread. (http://rmrk.net/index.php/topic,35654.msg428627.html#msg428627) :3[/spoiler]
Nice! Also nice german name for your airship
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg134.imageshack.us%2Fimg134%2F2048%2F4rfr.png&hash=0874ddea533a3ff125b6ea91091359317c431f72) (http://img134.imageshack.us/i/4rfr.png/)
the top left looks like it's got this horizontal line where the waterfalls are, I'm not sure why or how to fix it but it's weird.
yeah, it's because the ripples look cut off, like they should be extending further - it's a tileset error I think. All in all, I really like that map though.
yeah that and the grass line lines up perfectly with it as well.
Since there's quite a few screenies...
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fttp%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra1-1.png&hash=0e13da1fdeafd5593a10c5220ec2515a4ab5f10a)
Main Menu Screen
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra2.png&hash=c6a2ebcb94e0d8a44b6139066c58a4798d5e6f0d)
Inventory Screen
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra3.png&hash=0111c2f5e1baec0ed511448cbddfda5a3f2dbb96)
Skill Screen
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra4.png&hash=55e9ad88c958e787bf3018e921b8253d8fd98b56)
Equipment Menu
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra5.png&hash=4e939fad1cd76619e9e3f6fc701bf54833eb8d2c)
Changing Equipment
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra6.png&hash=31afb4948210f988e4552e487e36aa33e42255f9)
Status Screen
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra7.png&hash=c61da4a751d97d63694f07e99989c0db54e1707c)
Party Switch Screen. Not much to show since I've taken out the "testing" variables.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra8.png&hash=7bfddd3e75d34f28e566ee7542243cbf2e63ae1d)
Configuration Screen
[/spoiler]
I also have a video of the menu actually in use:
[yt]http://www.youtube.com/watch?v=iqmYfLcLZuk[/yt]
Another Video that has the older skin but shows the full functionality of the menu:
[spoiler][yt]http://www.youtube.com/watch?v=gP7iiu9Ttoc&feature=channel[/yt][/spoiler]
And some views of the battle. It's not necessarily early in development, but most of whats being developed can't be seen. I'll start work on doing monster turns after I finish the action que.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra9.png&hash=19d0ef090da1dc44d7b8059e41d8b1ba0b7077d5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv249%2Fmaster_jaffer%2FChakra10.png&hash=28a60a9e5f8e18e5e8ce1659730566f9dd901dbb)
[/spoiler]
Mostly trying to get a spriter so I can actually focus on the system and not have to headache over how pretty it is (especially since my art is quite ugly!)
And since some people on other forums seemingly get confused, yes, it's made in RM2K3, and yes, that's a popup menu. No character sets used!
Edit:
Battle stuffs lols~
[yt]http://www.youtube.com/watch?v=mBcPHRewDQU[/yt]
The description says it all, mainly just testing some things. The music cuts 'cause I cut out the parts of which I was modifying variables.
Just testing a style and a new water autotile for a canal type city in OotM....opinions?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FCanalTest.png&hash=42ec40e211134c1532ba22e7be1500d0cb2587ee)
it looks weird to see that the canal from the top down, and everything else from a front angle.
Kinda Reminds me of Zelda, in a good way.
Not liking the water autotile. Other than that, the city looks very good.
I feel like the water is too shallow =o, unless it's a drought, in which case, it makes sense and I like it :)
That's my only complaint though.
The legs of the wooden bridge don't seem to appear under the water.
Also, the left leg is in contact with the sloped wall over there. Might want to shift the bridge right a tile.
i like it.dont think theres anything wront in it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgaleon.com%2Fbrokstorm%2Finvidia%2Ftitle2.png&hash=127cffe72eb2d193b39e5cdde177924f3b2280b9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgaleon.com%2Fbrokstorm%2Finvidia%2Fscreen7.png&hash=41d9ac0a79617114b34426517cb338da0887ee6f)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgaleon.com%2Fbrokstorm%2Finvidia%2Fscreen10.png&hash=0c9cad10192657db8710b636011d9ac69aa9098e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgaleon.com%2Fbrokstorm%2Finvidia%2Fmenuscreen.png&hash=e559684c3078e562ac67a030b8c62206a283fb8e)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fgaleon.com%2Fbrokstorm%2Finvidia%2Fscreen8.png&hash=5214732ad04a5df8049dfdd56e4b5c13127d1238)
[yt]http://www.youtube.com/watch?v=SU5c-sv0tgQ[/yt]
fix'd ~grafikal
Your screenshots are looking really great. Giving off an eerie feel.
And I think your video is linked wrongly.
i fix'd it for him
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-78.png&hash=7723133aa34acace8ee80b35940613304942ff50)
9/10. A very nice map, especially the vines on the walls! I'll post a picture of one of my maps when I feel ready to talk more about my game (grow confidence.)
I don't the water for some reason ??? ???
I figured the water should move upward into the wall.
Thx for the comment :)
New Screenshot from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FWendiaScreenshot.png&hash=b8d795625466dd10a47c67327c850b76b1611dfc)
Shadow, in your cave map, one of the shadows from the ledge is cut off, right next to the stream.
New map looks great.
I agree!
I have been debating this map for months. :P
I think I want to subdivide, but I don't know lol
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi92.photobucket.com%2Falbums%2Fl5%2FLtEarth%2Fworldmap.jpg&hash=18ccece53f0754076d5b6f549589d8c2b8098fe0)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F20kdvvd.png&hash=c4e24e628154ef651b5ac49bb4f1a3d5249ddee7)
I think the orange steaming water is a hot spring :V
http://www.mediafire.com/imageview.php?quickkey=eiki4mddjqm (http://www.mediafire.com/imageview.php?quickkey=eiki4mddjqm) Can someone please add .bmp support for images?
wow, how lazy can you possibly be. just make a fucking jpg.
sorry.....i am failure
He probably doesn't know how. Just open up MS Paint (or any image editing program) and load the picture you want. Then go to File -> Save As -> Save as Type: -> JPEG
Don't make it JPG. It's a lossy format. PNG works best.
Everybody chill. Ssbbfan4, just save as something other than a bmp.
Don't tell me to chill. I was just helping.
Quote from: The Shadow on December 18, 2009, 05:50:42 PM
Thx for the comment :)
New Screenshot from me:
Wow that looks amazing, keep up the great work. ;D
IT still wont work.
Did you save it to a JPG or PNG file?
Now you can repost it in the Image codes.
It should work just fine.
He's probably trying to embed the mediafire link.
http://tinypic.com/
here this should work:(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2F207p4et.jpg&hash=06fc313cdf102c45bed0a9d7f2fbc4d488877b62)
.PNG doesn't have to be every image extention you use.
But it is best for things like Sprites(Character Chips) and Title Screens etc.
.JPG would be good for simple screenshots like this.
EDIT:
Looks pretty decent, I don't like 2k3.. but still, looks alright.
You should add more yard detail, like a bush or a tree or something.
Does this get a rating?
Quote from: Loaded on December 20, 2009, 04:15:18 AM
.PNG doesn't have to be every image extention you use.
But it is best for things like Sprites(Character Chips) and Title Screens etc.
.JPG would be good for simple screenshots like this.
But there's no reason to choose JPG over PNG, unless you're on 56K. You're best going with PNG because there's absolutely no loss.
I completely agree. I do everything in .PNG
Just saying that JPG isn't completely useless.
I'll post a screenshot of my game later on, don't have access to VX right now.
OK, can we get off the topic of JPGvs PNG and go back to the pictures?
Sorry ::)
I posted my thoughts on my previous post when I started the .PNG / .JPG conversation.
Quote from: ssbbfan4 on December 20, 2009, 04:38:28 AM
OK, can we get off the topic of JPGvs PNG and go back to the pictures?
Topics realign themselves. They don't require users to try to push them.
There's nothing wrong with a little off-topic discussion.
I've got this as my Title so far:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F347jgn4.jpg&hash=0026402740a33e1470cf776240eebe92826fbc72)
Looks pretty cool, but I think the windowskin is to bright. Either make it darker, or dark the font a bit.
Ok, I changed up the Windowskin. Tell me what you think now.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F319%2Fscreenhunter01.jpg&hash=c7adc63f438a3e152b05eadc67fff701af45eb70)
Looks alot better. It fits in better with the background then the other one did. Nice job :)
Thanks! :)
Hey guys, I have 3 maps here, its indoor mapping and I just wnated to see what all of you thought of it.
Comment truefully please, even it may make me feel like a faliure :D
First floor of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F5561%2F47498921.png&hash=eaa7382af09d4bb1b9f6745d51602254aba87bd0)
Basement of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8348%2Fhouse1basement.png&hash=4341bfb75e8235b9aaa3463f485ede70745ee991)
and....
bedroom of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F9463%2Fhouse1bedroom.png&hash=0f8ff65adf9f2419afed87b115e72ac22d495dba)
please comment :D
Quote from: eto111 on December 22, 2009, 07:57:14 PM
First floor of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F5561%2F47498921.png&hash=eaa7382af09d4bb1b9f6745d51602254aba87bd0)
Your counter shouldn't be on the wall, but in front of it. That line of shelves doesn't look good. Try putting some decoration (pictures and things) on the walls so it doesn't look so empty. Maybe place some other objects around the area.
Quote from: eto111 on December 22, 2009, 07:57:14 PM
Basement of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F8348%2Fhouse1basement.png&hash=4341bfb75e8235b9aaa3463f485ede70745ee991)
It just looks odd having all those crates together on one end of the hallway, especially since the wall is two tiles high and you're going for a stacking visualization while showing both wall tiles. The room shape doesn't make sense. It's too empty.
Quote from: eto111 on December 22, 2009, 07:57:14 PM
bedroom of house
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F9463%2Fhouse1bedroom.png&hash=0f8ff65adf9f2419afed87b115e72ac22d495dba)
The random assortment of a beds is bizarre. Having three beds in one room is unheard of. The lower area is too empty.
uh thanks :D. I'll do some improvements then
@eto111
I agree with Irock, add a little more detail and the counter and stove shouldn't be against the wall like that. Other than that, you did a nice job on them.
@Loaded
I like the title screen, and the windowskin really goes with the title. :P
ok thanks for the feedback guys I will edit them take what you both said into consideration
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-13.png&hash=7734a4499b6e9d76f222d5408265ab1f62afa7e3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1647%2Fscreenshots%2Fuhuhuhu.png&hash=6239ddb2858d3445d22e470d1adeae8db5d89547)
sherman
o
=o not bad =)
One word. WOW!
:o Whoa. Nice.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi7.photobucket.com%2Falbums%2Fy262%2Fthornchaos%2FProject1screen17.png%3Ft%3D1261898100&hash=ca0c04807caa489b1e4361cd8ec6c49d5109618e)[/spoiler] (Rather large screencap, and it still bit off a chunk of the right side)
Quote from: ChaosProductions on December 26, 2009, 12:45:27 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1647%2Fscreenshots%2Fuhuhuhu.png&hash=6239ddb2858d3445d22e470d1adeae8db5d89547)
Not bad.
The door overlaps the rubble on the right. I'm also not a big fan of the arches on the left and right of the building; it looks bizarre and somewhat unbelievable.
Quote from: Drakusatheon on December 27, 2009, 07:21:08 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi7.photobucket.com%2Falbums%2Fy262%2Fthornchaos%2FProject1screen17.png%3Ft%3D1261898100&hash=ca0c04807caa489b1e4361cd8ec6c49d5109618e) (Rather large screencap, and it still bit off a chunk of the right side)
Way too empty. Add bushes, plants and other items. Your dirt path is too square. Dirt paths tend to be more natural and rough. I'd also make the grass patches more rough and populate the area with more of them.
Duly noted. Thanks for the advice.
All right, so I made the dirt road rougher, added some miscellaneous pebbles on it, more shrubbery and flowers, changed the layout of town square, and worked to close some of the gaps.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi7.photobucket.com%2Falbums%2Fy262%2Fthornchaos%2FProject1screen18-1.png%3Ft%3D1261953179&hash=a9c304f68791c2b193f8bfc27fcb9244d413e606)[/spoiler]
Much better. I'd still add more of these things to make it look less bare.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F2jdnijb.png&hash=8cc104169ef6a7255c94606259882d4f5399a6a8)
Also, I'm not a fan of using the overworld ocean tile for water outside of the world map. I'd use the ones intended for that purpose.
For that bridge you have going on there, try using these bridge tiles (http://rmrk.net/index.php/topic,26153.msg327439.html#msg327439) I made. If your E tileset is full, you can make them into events.
I'd also make the lights 2 tiles high, as they're taller than the buildings. Like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2F2cpew47.png&hash=560bd628e3502c16728a8ef365998315ed5b851a)
Quote from: Irock on December 27, 2009, 10:50:25 PM
Much better. I'd still add more of these things to make it look less bare.
Gotcha. I always worry I'll go overboard and make everything look too cluttered haha
Added some more suggestions to my post. q_q
Holy hell -.O I didn't even realize the difference. I knew there was something off about it.
These bridges look much better. A full bridge instead of two narrow bridges next to each other. Thanks :lol:
Here are just several maps I made (BTW I'm totally new here. xD).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FBeach.png&hash=bb245370b5d591b32d541b9c7c5785455779d9e7)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FCave.png&hash=671ea50e8c47c4b4918379fd8e153eb709b2dc22)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FCliff.png&hash=1bfe7363ba356dfb3f6f20391e2926495fee72ef)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FTown.png&hash=01d763225af049e715c7b72134e3eea45e2a0e1d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FInterior.png&hash=98ff371df5100360c9acdc2408ffba9a4507a67e)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FInterior2.png&hash=9415bd7ea830de5623eee7ee482783ad38cf03c4)
These aren't even from my main project. aha. Anyway, they are almost straight Mack tilesets with nothing else other than 4 or 5 RTP flowers.
These were maps for a scrapped mapping project I was working on (IE - Not working on it anymore).
is it just me or is anyone else having issues displaying the images in Ninjuit's post =o
i can only see 3 of 6. the beach, the cave, and interior shot.
From what i can see, they're pretty damn awesome :) we don't come across really good VX mappers very often
:P
I think it is tinypic. I'm about to reupload all the pictures to photobucket (as soon as I can). :P
Anyway, my actual game runs at the XP resolution and actually looks pretty sexy. I'll put up screenshots when they become available (and maybe open a topic for my game)
That's cool. If you make a topic, I'll be sure to move it for you. I saw like one other shot by loading it separately in a new tab, it took forever, but I only got 1 other image to load. It was really well done too =o
Well I updated the image host to photobucket. If you still have problems then I really can't help.
For good measure I'm going to show what a VX map looks like in XP's res. I like it and it gives me some extra space for HUDs and the Battle Interface.
[spoiler="VX MAP XP RESOLUTION"](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FNEWRES.png&hash=80bc93ebc2735216063bd025d39b2102764aefe6)[/spoiler]
Regardless, I'm going to have to adjust the way I map so that in looks better in the actual game (this is just one of the other maps NOT in my main project thingy). :p
:D Yay! They all show up :) It was Tinypics problem.
Very very nice. You're one of the best VX Mappers I've seen around here.
Quote from: Ninjuit on December 28, 2009, 09:36:40 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi246.photobucket.com%2Falbums%2Fgg91%2Fninjuit%2FNEWRES.png&hash=80bc93ebc2735216063bd025d39b2102764aefe6)
You're using your bridges wrong. The vertical bridges should have horizontally long planks and the horizontal bridges should have vertically long planks, not the other way around. The dock/bridge on the left looks completely stupid just floating over the water like that. I'd also put a tree or something in the top right corner.
Other than that, pretty good.
@Irock
-Aha, thanks for actual critique. The bridge things, I never knew I was using them wrong o_0, but I do know that dock thing looks stupid the way it is. I would totally edit that map, but they are just screens from an older project from a couple of weeks ago that I couldn't finish because my HD died (it was just a project to practice some mapping).
Anyway, I'm probably going to end up spriting my own bridges or editing the Mack ones with some shadows and depth to make them look better :|
@Grafikal - Thanks, but there are probably a ton of better people than me xD (StormriderAngel comes to mind, dunno if he comes here though). I still have some things to learn.
Quote from: Loaded on December 22, 2009, 02:35:37 AM
Ok, I changed up the Windowskin. Tell me what you think now.
Impressive title Loaded, good job. ;)
Thanks :D
Quote from: Loaded on December 31, 2009, 03:09:03 AM
Thanks :D
No problem, and I'll have a screenshot up soon. Until I find something to screenie :-[
work removed because of disrespect.
that looks horrendous mixing two different kinds of sprites like that. Make all your characters VX rtp or all of them the way that megaman does it.
Quote from: grafikal on January 07, 2010, 01:54:34 AM
that looks horrendous mixing two different kinds of sprites like that. Make all your characters VX rtp or all of them the way that megaman does it.
God, why so harsh? Horrendous......
I am not an artist. All I can do is edit rips from games, find stuff on RPG Maker Forums, and get what my friends can make me.
Why don't you just use rips of megaman and zero then? Never use two completely different sprites ever ever ever. It looks so ugly. ;9
I don't have a problem with people criticizing my work. I will not just allow someone to call my work ugly and horrendous. There is no reason to try to bring someone down.
I didn't say your work was horrendous, I said that having two different sprites like that is horrendous :mad:
Quote from: RATED-RKOFRANKLIN on January 06, 2010, 11:15:49 PM
work removed because of disrespect.
Disrespect? It's called a critique, and if you can't handle it, then don't show your work.
Should be thankful for an honest opinion instead of him lying and saying it's fine, or just ignoring it. He's trying to help you improve.
A little system I am working on for fun.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2Fs1.png&hash=d34bd8abf5646a1a4b5342423cfd9a7607ae655b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2Fs2.png&hash=d99772e34103ae69dfa23fd3e36d8905edf3c817)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2Fs3.png&hash=a52c9f50c28a04459e94d809e50b270020516d42)
I guess I'll post better screenshots later.
Nice Tez - I'm not a fan of the overly obvious enlarged pixel type of border around Theo's face/name in the upper left corner. Also, I don't even think you really need that white border/box that's housing the red 'EX Break' bar. I think it would be much nicer/cleaner/more organized if you just had the red bar alone with the type. Other than those 2 thingies, I think it's great :)
Since the background gets quite dark during EX Break, I want to keep it in so it is still noticable while in the mode.
But about the Theo picture:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2Fs4.png&hash=9a0a430ad2d5dc44985f12337994688d45bb9935)
Better?
That's much better :)
Hey guys, I was trying to see if these sprites would mingle with the mack tilesets, but it seems like it isn't to me - maybe the sprites are too blurry, or too small for the environment, I'm not sure. Anyway, I was wondering what you guys thought - maybe I'm just crazy.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg198.imageshack.us%2Fimg198%2F1251%2Ftestscreen.png&hash=a8bafa8b9325eb2fa5d9357462420d08bca389e5)
They're barely taller than the counter.
Yeah, you're right, but then they go outside and the damn Mack trees are only two tile tall. It's annoying. Anyway, thanks for the feedback - I think you're right and I will see if I can find a more suitable sprite style or a different tileset.
I think you're right about them being blurry. Maybe it's just my eyes, but they seem to have some sort of slight blur on them. Their color palettes seem to fit to me though.
I guess it would be easier with a video:
[yt]http://www.youtube.com/watch?v=aLUpD2wb5Gs[/yt]
Quote from: YouTube DescriptionThe stat system is very similar to Final Fantasy X, but with some differences:
With this system, "Mind Stages" seperate the stat ladder. The first two stages are linear, but after that, they bridge out into other sections, giving it more of a custom feel.
The EX Burst can mean a lot of things, depending on the person using the system (I will be releasing this for free use after I have finished). In the test game I am doing, Theo and the other characters use this system as part of their mind. If they upgrade 6-7 stats at the same time (meaning without exiting the window), they will enter a temporary state of insanity; allowing free stat boosts and a quicker cursor. I will be adding more features soon.
I've fixed a few bugs in the system, plus I have given it a more graphical look. I have still not added some sounds, such as the ones when a Mind Stage has opened, or when an upgrade is acquired.
The EX Break is functioning perfectly now. In this video, you only need to upgrade 4 times for an EX Break, but it will be much harder to get an EX Break in the final version.
As you may have noticed, when Theo is teleported to the CMS, there is no event to start him on the grid. This will be changed later on.
THAT IS SO COOL!!!!!!!!
How does the ex break work though?
Edited the description.
That should help. :)
I've gotta say:
"Holy shit, dude." Really nice system.
it's neat, but you need an indicator for what you've already learned, other than a message not showing up, maybe grayscale the icons that you haven't learned yet, or grayscale the ones that you have.
The indicator is the icons slowing down, but I realised myself that doing it this way was stupid. So yeah, I'll make them stop spinning while greyed out for the next video. :X
EDIT: Done
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.photobucket.com%2Falbums%2Fe9%2FTezuka101%2Fbetagrey.png&hash=57d7917c9abd4b791befcfa5cba44f130228e2fc)
When used, they turn grey and stop moving.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F8849%2Fswimswimswim.png&hash=f083a359e43bac3ec9cf2fa2f9c490616c38cbe3)
I finalized(maybe :X) the HUD and stuff :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2F2edrtyx.jpg&hash=6ecc094858c981db4ea6a0c7687790a9ff3d83c5)
-WELL, this...this is the first official map of Blade's End (Version 3). Any tips and pointers from anyone, not just experienced people, is welcome.
That's pretty nice. I only have a couple nitpicky things. 1 is that the water on the cliffs at the bottom of the map just feels awkward to me. 2 is the water that flows from the top of the map into the small pond-ish area just above the player appears to be too short. Like, the water that flows there shouldn't top 2 tiles up, it should be about 3 or so because at that length it gives the allusion that the cliffs' bases are smaller than they probably are. Other than that, I really like it.
Thank you. I completely understand your qualm with the second thing, but to me the water looks perfect (xD). Iunno, I've gotten like 2 complaints about it so far, I'll see what I can do.
Water looks fine.
Maybe make the edges icy.
A bit dark, but... it's a nice screenshot anyway. At least, I think so.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi178.photobucket.com%2Falbums%2Fw241%2Fzeyannblue%2F19255_1364314308355_1246533574_3111.jpg&hash=e95f5f6d20c27709de28c7ebe346e3de1980f114)
The chest in the screenshot makes it bad. It's out of line with the rest of the tileset. It obviously sits on a layer higher than the barrels which is just ... impossible...
Yeah, I haven't found a decent chest character set to replace it. That and I'm lazy and haven't gotten around to fixing the whole depth issue.
Which reminds me, I should probably take care of that while I'm thinking about it.
Now with spelling errors!
"Customoize" lol
[yt]http://www.youtube.com/watch?v=bCLfD8lQcQI[/yt]
Quote from: Video DescriptionIt now has a (cheesy) name!
About the System:
The stat system is very similar to Final Fantasy X, but with some differences:
With this system, "Mind Stages" seperate the stat ladder. The first two stages are linear, but after that, they bridge out into other sections, giving it more of a custom feel.
The EX Burst can mean a lot of things, depending on the person using the system (I will be releasing this for free use after I have finished). In the test game I am doing, Theo and the other characters use this system as part of their mind. If they upgrade 6-7 stats at the same time (meaning without exiting the window), they will enter a temporary state of insanity; allowing free stat boosts and a quicker cursor. I will be adding more features soon.
I've fixed a few bugs in the system, plus I have given it a more graphical look. I have still not added some sounds, such as the ones when a Mind Stage has opened, or when an upgrade is acquired.
The EX Break is functioning perfectly now. In this video, you only need to upgrade 4 times for an EX Break, but it will be much harder to get an EX Break in the final version.
As you may have noticed, when Theo is teleported to the CMS, there is no event to start him on the grid. This will be changed later on.
Very cool : D I would defintely use this if it were in rmxp XD
And here are some scrennies from my game : D
I could use some tips, in my opinion, my mapping is average but i want to make it awesome!!! : D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FDeserttown.jpg&hash=1c90855762e1567aecc5da1efe38a9b8cd1c456f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FDesert.jpg&hash=9cb71778d2bad8575565a8c0ce7e29da4662e692)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FForestaltar.jpg&hash=dc16bbf002f8ad56aaa19dafcf4214caf40b7264)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FLava.jpg&hash=210c626593e35ca001d772ae9af698e6a6f27789)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FPlains.jpg&hash=a1bcf88f9b0007bbc657bb14dddee9af9b52d832)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FPort.jpg&hash=2c57ce560b8696f3d44c4973f90bc282b3362731)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FWater.jpg&hash=25f0a49f9c4f0b8bd231619c3da09446880792c4)
Here a new map with an new addon (the tent (A)). I'll post it so in my addon topic.. :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg300.imageshack.us%2Fimg300%2F3324%2Fnewtent.png&hash=8ebbbb2f4c3b9041697513f8bd60f788ca8d5d00)
That is very nice!
Wow, beautiful atmosphere.
Yeah, that is a gorgeous map. Nice job.
working on a card game with Zylos, no real details yet, just started tonight, but I've got the board and card drawing done, so it's coming along well.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FA83DF.png&hash=9511fe05743820991c90cc5d715604abf60a4b1b)
Goal is to have it done by next Sunday.
UPDATE 2/14/2010 at 3:26am:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimgur.com%2FEi3GK.png&hash=c82747c2059c742606669732a246b4806768b8e3)
Our game is more kickass than yours. >83
another update for today, enemy AI is done and the game can detect if you win.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimgur.com%2F7BkVn.png&hash=f50ef499a807d1e9820d23abacf40161a306399f)
now it just needs to be prettyfied
I look forward to it *_*
trying out a new mapping style for the game as well.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimgur.com%2FACXua.png&hash=55ef73669f5ead9bf9c96511626d5d59137b9230)
Basically instead of drawing walls all over the place it's not drawing any walls that you can't see.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi260.photobucket.com%2Falbums%2Fii21%2FSorceressKyrsty%2Fbattlescreenie.png&hash=ca76b9516673133528404ec64bcbe640ebaff36f)
Not an FF7 remake.
FF7/8/9 + RE parody.
LET THERE BE ZOMBIES.
All graphics are by me~
Except the battleback, which was made with Mode 7 and KNight Blade tiles.
@NAMKCOR
Okay, looks decent.
I don't like the character with that tileset.. At all.
Quote from: Loaded on February 17, 2010, 12:59:30 AM
@NAMKCOR
Okay, looks decent.
I don't like the character with that tileset.. At all.
screen effects make it look a bit better.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimgur.com%2FEUwz4.png&hash=2eba2b6b871be016906fe77df84bf99fbcf4a610)
Looks better. What kind of game are you going for?
I guess that will change my view on the character.
you'll see.
Random things i did yesterday that almost surely won't seee the light of the day due to my complete (abstinensce)oh, i mean *lack* of order.
*In brazil, "Abstinência" means not having something. Sorry, I never acctually studied english. Gotta study this year. i'll work, so I can pay the english classes. ^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2Fmvon4g.png&hash=4f867f25311372080e51df65ebfbd157f2f6edf5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F97kuom.png&hash=3fa139c122611cca0dd039a7a31f60f0d88718e7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F9lfri8.png&hash=e6b399eea380f8980ce6559127fbf177cf04fb69)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2F98d4cz.png&hash=2ce3b213543b591aacd84d3c689f24cf5466dd08)
(Yes, a battle system by messages. The bars are HP, BTW.)
Ooh, dear, never gonna, ever, finish anything at all. -,-'
Anyways. SorceressKrysty, i believe this metal arachnoid monster-thingy is too vibrant, clashes way too much with the rest of the screen. Well, I guess. Reminds me of the second boss in FFVIII... On purpose?
man, i love having a party of four josephs.
Quote from: Seraphy-Chan on February 17, 2010, 04:50:04 AM
Random things i did yesterday that almost surely won't seee the light of the day due to my complete abstinensce of order.
complete not having sex of order
Quote from: Seraphy-Chan on February 17, 2010, 04:50:04 AM
Well, I guess. Reminds me of the second boss in FFVIII...
try the first boss of FF7
Quote from: Seraphy-Chan on February 17, 2010, 04:50:04 AM
On purpose?
Quote from: SorceressKyrsty on February 16, 2010, 12:08:44 PM
FF7/8/9 + RE parody.
isn't that boss where the "attack the weakpoint for massive damage" wording of the meme come from? it scrolled that across the screen during that fight.
That was a giant enemy crab.
that boss was the "DON'T ATTACK WHILE THE TAIL IS UP"
I'm in the process of making a tileset. I'm going to center it so it looks cooler.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F68t3ig.png&hash=4b8b928b92ca3779a64e8df40d4f8817366d1c05)
Quote from: NAMKCOR on February 17, 2010, 09:22:04 PM
that boss was the "DON'T ATTACK WHILE THE TAIL IS UP"
ah yes, my mistake.
Irock that doesn't look like nature.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F161fg95.png&hash=f8a57cdea4db15666de4566554496075ad432762)
Nice work Irock! I feel like the water should have a dirt short line, or something less abrupt than water instantly into grass.
it looks good if you're going for a pokemon-esque cartoony tileset
No, I'm going for a sci-fi dark feel. ;v
I've never played any of the 2D Pokemon games, so I don't know.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2Fm78dv9.png&hash=a323725bfb8f9f57b5ecc875ad1470305da42e06)
Arrow helped out with the house.
more than ever now, i feel like there should be a small transition from water to grass. I love the house. The trees are pretty neat too, i like the style you're going with.
I agree with grafikal, the black line for the water just doesn't work.
It's fucking temporary you fat ass. :mad:
I didn't know that, but now that I do, thank you for telling me
black lines are totally like nature.
actually that gives me an idea for a tileset that looks like it's cell shaded or hand drawn looking with cartoony outlines (feel free to take this idea and run with it if you like it.)
Not used to this tileset, but I gave it a chance.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf.png&hash=3b0c0ad835d4cbb20111cb516c7289f3b1dc3e02)
Neato Irock! It looks very Pokemon, but that's not a bad thing. :3
Very nice Shadow, very, very nice.
That little moat or whatever you want to call it looks a little out of place, but I'm assuming it connects to something on another map.
Thanks. Can someone show me exactly what it looks like? ;_;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2Fnyfo88.png&hash=95fe16744f7cac9fbebb3a1e2f7e2bb4988801c7)
Now it looks less like a black line and more like a little cliff thing. \(O_o)/
Sorry, ngoaho, this thread is for rpg maker screenshots, and that didn't look like RM. If I'm wrong and it is, then I can move it back, but for now I put it here (http://rmrk.net/index.php/topic,31709.125.html)
@Irock - I like it. It might help to give some waves to the water though, so that it can animate. Unless you want that to be used for still water only, like lakes - that would be good too.
Also, I've never played pokemon, but I think they mean it looks like this: http://i44.tinypic.com/343ndr6.jpg. I don't think they're that much alike though.
Now THIS is going to be possible. ^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2Fe0oh79.png&hash=ca42d4289e5ef2ac5bd77263c2cc3ae3a423db87)
I still need to do a better system/system2. Also, I plan on real drawings for the monsters. The characters are FF like, I guess. It wasn't intentional, tough. But... The BattleBGS are gonna be unglodly hard to make... D:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2F2rfyjh0.png&hash=c3a25ae25441e7889b932acdc5bddec73ec0718d)
So, the first screen is a very sonsistent one, while the second is to show I'm lacking Ideas for the Battlesystem (Being the Battlechar the ONLY firm thing.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fscreenshot-2.png&hash=6bb55325fdf85614a971d9aec40fa9b14da233d9)
Whatcha think?
lol, that's pretty interesting. I'm assuming it's a futuristic home? If so, I think you did well sir.
Looks like Fallout 3 before the bombs destroyed all life. Way cool.
Quote from: SorceressKyrsty on February 16, 2010, 12:08:44 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi260.photobucket.com%2Falbums%2Fii21%2FSorceressKyrsty%2Fbattlescreenie.png&hash=ca76b9516673133528404ec64bcbe640ebaff36f)
Not an FF7 remake.
FF7/8/9 + RE parody.
LET THERE BE ZOMBIES.
All graphics are by me~
Except the battleback, which was made with Mode 7 and KNight Blade tiles.
That's pretty sweet.
Quote from: diaskeaus on February 22, 2010, 03:32:21 AM
Looks like Fallout 3 before the bombs destroyed all life. Way cool.
The fifties didn't look like that.
FALLOUT THREE IS CLEARLY THE ONLY GAME IN THE SERIES SO I WILL REFER TO THE WORLD OF FALLOUT AS THE WORLD OF FALLOUT THREE
Quote from: grafikal on February 22, 2010, 07:50:55 AM
Quote from: Irock on February 22, 2010, 06:39:34 AM
Quote from: grafikal on February 22, 2010, 05:57:27 AM
Quote from: ????f??ê on February 22, 2010, 05:23:15 AM
Quote from: diaskeaus on February 22, 2010, 03:32:21 AM
Looks like Fallout 3 before the bombs destroyed all life. Way cool.
The fifties didn't look like that.
what?
The fifties didn't look like that. Are you blind?
what?
The fifties didn't look like that.
Quote from: Strike Reyhi on February 22, 2010, 07:58:27 AM
FALLOUT THREE IS CLEARLY THE ONLY GAME IN THE SERIES SO I WILL REFER TO THE WORLD OF FALLOUT AS THE WORLD OF FALLOUT THREEQuote from: grafikal on February 22, 2010, 07:50:55 AM
Quote from: Irock on February 22, 2010, 06:39:34 AM
Quote from: grafikal on February 22, 2010, 05:57:27 AM
Quote from: ????f??ê on February 22, 2010, 05:23:15 AM
Quote from: diaskeaus on February 22, 2010, 03:32:21 AM
Looks like Fallout 3 before the bombs destroyed all life. Way cool.
The fifties didn't look like that.
what?
The fifties didn't look like that. Are you blind?
what?
The fifties didn't look like that.
what?
Have you never wondered why the only music is 50's music :|
The world was destroyed in the 50's. It's a long ass time after the war (more than a hundred or two years) and so they've built robots and shit from scraps.
the fifties didn't look like that
everyone is balls
Quote from: ????f??ê on February 22, 2010, 10:07:22 PM
Have you never wondered why the only music is 50's music :|
The world was destroyed in the 50's. It's a long ass time after the war (more than a hundred or two years) and so they've built robots and shit from scraps.
? http://fallout.wikia.com/wiki/Timeline
Starfyre is so dumb.
The theme is the 50's. The world got nuked in some year like 2077, but it's a setting where their future hasn't advanced like ours did.
Quote from: HaloOfTheSun on February 22, 2010, 11:40:55 PM
Starfyre is so dumb.
Quote
but the future as imagined in 1950s science fiction
not entirely, he actually made sense this time.
Uh, no.
Playing around with cosmetic lightning
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-1.png&hash=e7bfbbb9f1bde6679f2beba9821f205b6a79e7af)
Lighting looks very natural, great job ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F295pmo0.png&hash=8011aca8fbe499c691b378624cd0d5e3e2af00cb)
EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi47.tinypic.com%2F2ekri2d.png&hash=6b08b0b71bb9ed4782ea6eb67c6aec0569dbc2a0)
The backgrounds are all thanks to an amazing little script by ahref.
Looks cool Arrow :)
Another try on Inqs tileset:'
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-2.png&hash=8aebd9be882b53f89da0380df31b9b0319514791)
Nice! What are you using for those candle light effects?
Im using a Cosmetic Lighting fog.
Awesome map, Shadow! :o
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2Fscreenshot2-1.png&hash=d581432235b8515ed381a6b0377a38fe2d3b999c)
@ The Shadow - Doesn't look too bad; I do like the lighting, actually. The only problem I have is that the map looks a bit bland, other than that, it looks awesome.
@ SirJackRex - I was trying to think of something that I would like to say that is wrong with this map, but now I can't! Excellent job! :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2Fsgms1i.png&hash=d1a97e5de0b7e7a047b69d87823c74ed46a33071)
~Grammar
Sweet map though.
Shame I can only show a snip of this map, but I hope you like it ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2FRoveraScreenshot.jpg&hash=5469bdfe0a4a8989bc5e4493646829853010f212)
Oh wait, I can piece it together XD. This doesn't have the lighting, but you get the idea =)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2FBeforeOverlay.png%3Ft%3D1267772016&hash=a71840a6b08f9d6f37539baf08c8b0754f781f22)
that tileset reminds me of secret of mana
i kinda fuckin love it
That IS freakin' beautiful. :o
See ya
/me applauds loudly. 8D That is an exciting map! I really want to explore it!
Oh my. Now that's just beautiful.
I wish oyu good luck on finishing your project. :)
Thanks for the positive feedback guys =)
In other forums they close their screenshot threads when they get too big and start another one. :)
That's silly. :(
Only one forum comes to mind that does that.
We all know its name. :3
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-2.png&hash=33c093a3a8488a3192927837d5c1dcc6104ca2fc)
I should play by the rules and post screenshots instead. :X
[yt]http://www.youtube.com/watch?v=1UfmCGmm6so[/yt]
[spoiler=Description]
Quote from: Project "Psyche" MenuYes, Psyche is a crossover game. :X
The menu shows how you will be able to pick a character at the start of the game. More characters will be available, it's just at the moment that I have only setup two characters in the menu.
The game will work similar to Romancing Saga. Quests and events are triggered (pseudo) randomly and most of the world will be explorable straight from the start. Also like Romancing Saga, you can pick a character to start with. Although you only pick one character, you meet others on your journey, including the other characters that are available in the character select menu.
[/spoiler]
I feel like (from a complete design stand-point) that you could bring in the text from the top and bottom more. The type is really squeezed in there. Also, I find that it would be nice to have a small animated arrow or some icon or note letting you know to continue scrolling through characters (whether that be up to down or left to right). I think the images you chose for the characters are great, however I think it'd be nice to have them all proportionate as well. It appears that Rikku is bigger than Dante in size here, but is more likely a lot smaller than him.
I love your posts Tez, lol. Videos are cooler than screenshots, man. >: D
Quote
I feel like (from a complete design stand-point) that you could bring in the text from the top and bottom more. The type is really squeezed in there.
Could you explain a bit more? I see what you mean, but I need a bit more detail before I start changing the text around.
QuoteAlso, I find that it would be nice to have a small animated arrow or some icon or note letting you know to continue scrolling through characters (whether that be up to down or left to right).
Awesome idea! I'll add that in next. :)
QuoteI think the images you chose for the characters are great, however I think it'd be nice to have them all proportionate as well. It appears that Rikku is bigger than Dante in size here, but is more likely a lot smaller than him.
Yeah I noticed that. I'll edit them so they are the correct sizes.
QuoteI love your posts Tez, lol. Videos are cooler than screenshots, man. >: D
Haha, thanks. :D
Quote from: Tezuka on March 25, 2010, 12:24:26 AM
Quote
I feel like (from a complete design stand-point) that you could bring in the text from the top and bottom more. The type is really squeezed in there.
Could you explain a bit more? I see what you mean, but I need a bit more detail before I start changing the text around.
Sure thing.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg230.imageshack.us%2Fimg230%2F9775%2Fpicture7pe.png&hash=418c29a5f56d19fad5ab7f1aa444d4273d612b28)
Terribly fast shop job, lol.
Basically, making the text smaller or having less text to bring it in from the edges, giving the text more air to breath and a margin. It makes the text much easier to read (considering there's a lot there). Also making it so the text doesn't overlap your character images.
[yt]http://www.youtube.com/watch?v=lVp4ftC-PgU[/yt]
Adding the margin was pretty difficult, so I only did it for one side due to how tight everything is (max size of a picture in 2k3 is 320x240). I couldn't make the text any smaller than it is now because of the how bad it looks when I do try to make it smaller, even when using anti-aliasing. I will be adding the arrows when I find (or sprite) suitable ones.
Auron gave me problems due to his proportion, so I may end up changing that later on. I also added the character stats, since they are quite important.
Oh and small background change. :X
Oh damn, that's way better. I like how you group the information much better than before. Very nice!
So I dig up an old project. I do stuff. I decide the system set sucks and mess around with it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2czehk2.png&hash=8c899a21cca36174838c3057a6864120c508e54a)
I wish there was a patch to fix this bug. I set messages to transparent and it makes battle menus just text. I think it looks neat... but the stats window will always have a background. (Using the transparency colour just makes it use... the transparency colour.)
But you don't want me moaning about that, how about some ambience work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Frm44uc.png&hash=8f6bfade5630e19c615d40bd17bcbc1e95facdc7)
The ambiance in both screen shots is done very well. I like the musty, darker feel to the maps. The mapping itself though, could use some improvement. Try not to utilize so many straight lines in your design and I think you'll find your maps to have a much more natural, more eye catching look to them. Those lines are especially prevalent in your house/town map, and it threatens to make your map boring.
As to your "problem" in the battle system, you can always make your own menu inherent in the Battle Backgrounds. ^_^
Guess I'll put up a preview of the next area I'm working on, trying a technique from SD3.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FGrove2.jpg&hash=608441dbf3fade8a5996ca68961ddaf1f3788f4b)
It's probably just that screenshot, the map isn't too straight. :P ... I think.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F2dwi9vm.png&hash=29b0e215790337425dfb4541f71ed8aeaa4e21fd)
Lessened the fog a bit too. Might still be a little dark though. The game is dark but I'm not sure how dark the village area should be... Welcoming and bright seem a little out of place.
Quote from: Jirbytaylor on April 03, 2010, 05:39:57 AM
It's probably just that screenshot, the map isn't too straight. :P ... I think.
what I think he means is that most of your non-natural stuctures seem to be in square or rectangle shapes... very little use of jutting edges and the like...
But they're buildings!
I think I need more variation in the flora anyway...
your buildings are boring. not all buildings are square or rectangular. True they have a ton of 90 degree angles, but that doesn't mean you're limited to having 4 of them.
Why didn't you capitalize the first letter of the first word in your first sentence, yet you capitalized the first letter of the first word in your second sentence? That's just plain stupid.
Lawl, I thought MA, was like .. mega angry lolol.
Here's my first mapping evar.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi799.photobucket.com%2Falbums%2Fyy279%2FTheGfxCream%2Fregis.png&hash=8e3ec8f71419f308f8c2df0e3cedf2fc44cb099d)
It looks quite good for a first map. Doors or windows for that building might be nice though.
Quote from: Irock on April 07, 2010, 08:11:31 AM
Why didn't you capitalize the first letter of the first word in your first sentence, yet you capitalized the first letter of the first word in your second sentence? That's just plain stupid.
why Are yoU Trying to troll Me?
I type how I want to type.
Quote from: Cookeiz on April 07, 2010, 01:36:26 PM
Lawl, I thought MA, was like .. mega angry lolol.
Here's my first mapping evar.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi799.photobucket.com%2Falbums%2Fyy279%2FTheGfxCream%2Fregis.png&hash=8e3ec8f71419f308f8c2df0e3cedf2fc44cb099d)
I really like your atmosphere, however I think it would be more fitting if there were more trees or more cliffs or something closing it in more. The light suggests that it's peaking through something or over something, wether it be a cliff or a canopy. I agree with MA that a door and some windows would really help. Also, I think you over did the random flora on the ground a bit. It looks kind of cluttery.
It's still on WIP though, but I've updated the map .. The theme was supposed to be dry and dying plants >w<, clumsy me .. I should lessen the green plants.
Thanks for the comments and advice guys!
Quote from: grafikal on April 07, 2010, 03:38:37 PM
Quote from: Irock on April 07, 2010, 08:11:31 AM
Why didn't you capitalize the first letter of the first word in your first sentence, yet you capitalized the first letter of the first word in your second sentence? That's just plain stupid.
I type how I want to type.
Oh, I'm sorry. I had no idea you had the authority to change the English language.
Quote from: Irock on April 08, 2010, 12:27:08 AM
Quote from: grafikal on April 07, 2010, 03:38:37 PM
Quote from: Irock on April 07, 2010, 08:11:31 AM
Why didn't you capitalize the first letter of the first word in your first sentence, yet you capitalized the first letter of the first word in your second sentence? That's just plain stupid.
I type how I want to type.
Oh, I'm sorry. I had no idea you had the authority to change the English language.
Little known fact.
So this is my first time using the Inquisitor World Tileset, it is also the first continent in my game Alteria: The War of the Elementals. Keep in mind that I'm a beginner RPG Maker. :-\
I'll be making a post about that in the appropriate category. So tell what you think, both as a beginner and in general. Its about 90% done.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg222.imageshack.us%2Fimg222%2F9580%2Ftestmap.png&hash=5b89cd786ba713e1acb95e40d8179f7cd4795168) (http://img222.imageshack.us/i/testmap.png/)]
Not bad for you being a beginner. There's too much open space though.
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o3o
The Water looks pretty ~ Nice use of the Water fog there Zylos '3'd
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To Do:
- Brainchild Defensive Release system,
- Make missing, conditions and buffs work,
- Sprite animations, background animations (maybe), finish status area,
- EXP/CP/Cash/Items/Level Up display in results screen,
- ... make turn flow not a rip off of The Legend of the Philosopher's Stone CR system.
HOORAY I MIGHT FINISH THIS EVENTED CBS
then i can dump it on you lot and you can mock my horrid damage algorithms I finished today
How's this looking?
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Credits for the tileset go to Mark1707.
It's a nice map, but I think there's too much going on. It's hard to see the map itself amongst the foliage.
You might also try lightening up the pond just a tad.
Other than that, nice.
Hey, all! I fiddled with RMXP a while back, but never did much with it. When a friend of mine started talking about a story idea, I thought it would be good to dust off RMXP again and try to get a little more serious with it.
I'm starting with a small interior area, then I'll start working my way to larger areas and exteriors.
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Thoughts? Opinions?
A church with an organ area in that spot would tend to be longer... Also, I don't really like the symmetry... But taht is just my opinion...
Also, the crucifix clashes heavily with the art style it is surrounded by...
The pillars, I noticed, are right in front of the benches that serve as pews... Since this is a church, there would be very little obstructing the view from the pews of the altar.
Hrm... I think that you should double the capacity of the church (that is, add another set of rows) and increase the size of the map by 5... I think if you made a custom Altar by using the top of the grey marble walls (in the same area as the vine walls, earth walls, and flesh walls) and copy a bit of the grey marble side (about half the height) in your TileE (I did this on mine, and it looked nice, but you need both the left and right to make it look right...
Then, you can use that custom Altar in front of your preacher, rather than having a table behind them (it looks really nice with a coupla candles and a hymnal)
As a final note, the switch on the wall is too low... You are using XP, so it should be 1 square off the ground, or else it looks funny...
However, I'm loving the stained glass... I never had XP, so I don't know... Is that standard?
might i ask how you took and arranged that picture scanime? meaning none of the event squares and everything laid out like you were in the game but without your character. and yes, i believe that is one of the default in rmxp.
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Yes, I realize that the trees in front of the church look out of place. I believe that it gives a nice contrast, though.
Quote from: Life Alchemist on May 06, 2010, 09:11:54 PM
might i ask how you took and arranged that picture scanime? meaning none of the event squares and everything laid out like you were in the game but without your character. and yes, i believe that is one of the default in rmxp.
The character is in the screenshot. He probably print screened from the Playtest.
It's very unique.
I think it's a bit bare, though. Try adding some rocks, plants, dead trees and other things around the place, maybe another (pot hole/dirt spot) to the right of the top left buildings section.
Here are some scenes from a game I created in Stencyl for a contest. The graphics were a quick job in Photoshop.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F289xyx3.png&hash=510f4fc85202ea65455583a987c7768054b0abcd)
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That's interesting... what's the game about?
Quote from: Zylos on May 07, 2010, 05:33:18 AM
That's interesting... what's the game about?
Winter has just ended, and it's time for the trees to become green and full of life once again. You take control of a cloud, and your objective is to water all the trees on the screen until they're covered in leaves. You eventually run out of rain, so you'll have to hover over bodies of water to refill. Unfortunately for you and the trees, there are enemies that want to prevent the trees from greening up. They'll attack trees, and when the trees are attacked, they'll gradually lose leaves. You must defeat the enemies by either watering them or striking them with lightning, depending on the enemy. Once all trees are fully green, you'll move on to the next level.
Quote from: Sashikinaroji on May 06, 2010, 08:51:41 PM
A church with an organ area in that spot would tend to be longer... Also, I don't really like the symmetry... But taht is just my opinion...
Also, the crucifix clashes heavily with the art style it is surrounded by...
The pillars, I noticed, are right in front of the benches that serve as pews... Since this is a church, there would be very little obstructing the view from the pews of the altar.
Hrm... I think that you should double the capacity of the church (that is, add another set of rows) and increase the size of the map by 5... I think if you made a custom Altar by using the top of the grey marble walls (in the same area as the vine walls, earth walls, and flesh walls) and copy a bit of the grey marble side (about half the height) in your TileE (I did this on mine, and it looked nice, but you need both the left and right to make it look right...
Then, you can use that custom Altar in front of your preacher, rather than having a table behind them (it looks really nice with a coupla candles and a hymnal)
As a final note, the switch on the wall is too low... You are using XP, so it should be 1 square off the ground, or else it looks funny...
However, I'm loving the stained glass... I never had XP, so I don't know... Is that standard?
Thanks for the input, Sashikinaroji!
The crucifix at the top is my own attempt at creating a tile from scratch. It's pretty much a work in progress at this point, as you can clearly see. ;D If I can't get it looking right, I'll probably just stick with a simpler cross. Except for that, the candles along the side walls, and the elongated table at the front, every other tile is default RTP, including the stained glass.
The switch isn't supposed to be there... it was there while I was testing some events, but I'll make sure to remember to take it for the next version.
Quote from: Life Alchemist on May 06, 2010, 09:11:54 PM
might i ask how you took and arranged that picture scanime? meaning none of the event squares and everything laid out like you were in the game but without your character. and yes, i believe that is one of the default in rmxp.
Like SirJackRex said, it's just a copy of screen while playtesting, using Alt-PrintScreen. The sprite at the top is the character, although I suppose you could always create an event that set the character's opacity to 0 if you wanted to take a screen shot without the character appearing on it.
I'll post a new version of the map later today!
So here's a newer version. A larger chapel, more pews (that aren't blocked by the pillars) and I moved the altar away from the far wall. I added some light from the exit door as well.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi835.photobucket.com%2Falbums%2Fzz277%2Fscanime%2Fchapelv2.png&hash=d42f6ecd7abc750261f7776e523e89ec54bd1de6)[/spoiler]
hahahaha, jesus.
Just messing around with VX.
[spoiler]
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[/spoiler]
That's incredibly good for VX maps. O.O
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How can I improve this map? I already see that I can replace the locker in the upper mine area with a larger locker to fit the entire space.
I'm not too hot for the little town-square like thing either.
The grass needs more stuff spread around on it. Plain grass areas, as common as they are in real life, don't really look good in RPG Maker in my opinion.
Yeah, I kind of figured that, too.
I did fill in the wasteland/desert town, though. It looks much better; thank you for that!
Hmm. I know what you're doing with the cliff tiles around the edges of the water, but it would truly be a lot better if you could find something not RTP that you could use for cliff tiles like that. I may actually whip something up, if you're OK with that.
Actually, I'm almost done with it. I'll just post it here, then attach it to my tileset topic in the resource section. Just know I made these for you ;)
OK finished. It should be pretty self explanatory.
Making curved stuff in VX was hard :(
[spoiler]
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(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi571.photobucket.com%2Falbums%2Fss158%2FArcheia_Nessiah%2Fs2.png&hash=18321d040fb282020e8632b1095d1eee02efdb5e)
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[/spoiler]
Quote from: grafikal on May 29, 2010, 05:54:24 PM
Hmm. I know what you're doing with the cliff tiles around the edges of the water, but it would truly be a lot better if you could find something not RTP that you could use for cliff tiles like that. I may actually whip something up, if you're OK with that.
Actually, I'm almost done with it. I'll just post it here, then attach it to my tileset topic in the resource section. Just know I made these for you ;)
OK finished. It should be pretty self explanatory.
Thank you! I feel very honored. :)
I'm working those tiles in right now, and they look really good! I'm even going to line some rock/grass areas with that.
I'll post a screen a bit later.
I'm glad you like it. Here's something I whipped up really quick just now for a bit of an example.
You call that really quick? o .o Man, I'd be interested in what you can do with VX RTP after hours of work.
Hah, well I kind of have system as to how I make maps, so something like that takes like 10 minutes maybe.
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Practicing the mapping style for GIAW, just a lil throwaway map.
Joy . . . I love how the gradient of Yellow & green floods in so naturally . . . How did you do it? 0_o
Yah, that looks very natural and fantastic
Yeah, the fantastic flood is natural, Joy.
Dong all the mapping in photoshop, ultimate control.
[yt]http://www.youtube.com/watch?v=YYbPihUU6PM[/yt]
A multiplayer game I and five others are working on. We are planning to release it on indie market place at the end of the summer.
www.junglefriendzy.com (http://www.junglefriendzy.com)
Nuns!
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Ahh, fuck, my interior maps look like piss compared to everyone else's.
A little help? (Not good with large interiors.)
This is supposed to be some kind of conference room with a small storage compartment.
Quote from: Mikhail Faulken on June 07, 2010, 07:07:42 PM
Ahh, fuck, my interior maps look like piss compared to everyone else's.
A little help? (Not good with large interiors.)
This is supposed to be some kind of conference room with a small storage compartment.
It looks a bit empty, like the room is too large or something. What I would do is try making the table larger, put more filler stuff in, try to squeeze in another room, or just make the map a tile or two smaller. Try all of those and pick whatever looks best ;D
Also, adding windows somehow just makes every interior map I see look a lot better. Of course, having a window in a closet in the middle of a building doesn't make much sense, unless you have this awesome, bad ass idea for an RPG in which the protagonist lost his phone in the Winchester House and you're making maps for it.
...
Eh, might as well add in my half-done half-decent map I've got going on.
It took an hour or two. I had to mess with the cliffs a lot to get them to look nice, and they still look meh =/
NEVER use .jpg files when saving with MS paint. The colour loss is amazing.
Otherwise, looks pretty nice. I noticed that it's a bit empty, but you said it was half-done, so yeah. (Oh, and do I have to add my own screenshot?)
Quote from: Shampoo Ninja on June 07, 2010, 09:50:39 PM
It looks a bit empty, like the room is too large or something. What I would do is try making the table larger, put more filler stuff in, try to squeeze in another room, or just make the map a tile or two smaller. Try all of those and pick whatever looks best ;D
Also, adding windows somehow just makes every interior map I see look a lot better. Of course, having a window in a closet in the middle of a building doesn't make much sense, unless you have this awesome, bad ass idea for an RPG in which the protagonist lost his phone in the Winchester House and you're making maps for it.
=/
I could make the table into a horseshoe shape, like some kind of "League of Legions" or some shit, I guess.
That would take up a bit more room, but really, larger maps do not always equal good. If you have trouble filling up a map, reduce the size a bit. It's surprising how much difference a point or two less can make.
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Two from me.
Holy piss, those are pretty badass. Reminds me of nature (and Billy Bullshot. Oh dear...)
I get what you're saying about size. I don't do well with larger interiors because they end up looking kind of... empty. Unless it's a set of compartments or a tunnel or something (I love tunnels, tunnels are my favourite.)
I could reduce the size of the main compartment and add an "office" or something to it; it'd look a bit more convincing, I think.
Quote from: joy on June 05, 2010, 07:30:49 PM
Dong all the mapping in photoshop, ultimate control.
Yeah, tried that once or twice. The trouble for me comes from getting everything aligned. More often than not I find myself unable to stick with the whole 32x32 grid shit, which ruins the whole deal.
Anyway, finally 'upgraded' to VX the other day. Getting used to the new gui was actually pretty smooth. I can't wait to really work with it. Anywho, here's a small bit from a map I have just finished up. Pretty good for only ~72 hours of experience.
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It's been a while.
Finished the menu of my game.
[yt]ptFROyE8fa0[/yt]
Also the battle system is done.
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Then I got tired of working on my game and since I can't find a project to work with, I decided to replicate as many features as possible from old games.
Starting with... Final Fantasy I.
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O_O; Zanaziel... It looks amazingly well set up! I wish I could do all that, but there is no way I have that skill!
Wow! Everything looks great Zanaziel! Nice stuff. I can't wait to see a demo.
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It's a section of a port town. This is the one I'm most worried about, since it has a huge open area in the middle of it for trees to grow and such.
It's not bad.
A few things, though:
The top house looks too narrow. Have you tried it with a height of 3 roof tiles?
The windows of the houses are oddly placed.
The pavement looks weird. There need to be more objects placed on the pavement or something, because as it is it just jumps out and clashes with everything else.
The back of the houses look strange. I don't know what it is, but the immediate use of trees and tall grass behind a house looks bad to me.
I also suggest that you either move the third house on the bottom up to align with the other two, or make the pavement 2 tiles deep instead of 1, just to see how it looks.
Okay, I fixed a few of the things, but I do have a question:
What kinds of things would I put on the pavement?
Also, I've included a screen of another map in a different game I'm working on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi481.photobucket.com%2Falbums%2Frr180%2FLuciusGaia%2FDiviaMountainsEntrance.png&hash=024576be994ef2165ebf36740b34f35597c6588a)
Im fleshing out the areas of my game at the moment and getting their overall feel. This is of the Divia Mountains, where all of my characters travell too. I used a tileset add on for this, but I forget who it is made by so remind me if you know. The character sprites are made by me and the Fog is from the RMXP RTP
Might be grafikal's http://rmrk.net/index.php/topic,34415.0.html
I think I recognize the mini stalagmites from that.
T'was, thankyou for that.
Anywho... any map criticism?
it looks pretty good, but the wall at the bottom seems a little weird because the stairs line up perfectly with the top of the cliffs, and then somehow becomes 2 tiles taller.
Do you mean the stairs are prefect, and then there is somehow another 2 tiles without there reason to be? If you do, its quite difficult to make multiple layers for me, but I have this method. But unfortunatley it does not show either of them clearly in this pic. If you look up in the top right, you can see that the wall goes up off to the top, thats mean to be an incline, like a steady up hill slop to show how it is growing. Its difficult like I said.
it'd probably come across better if you didn't have the top of the stairs flush with the bottom of the incline though, maybe if the stairs were just one tile shorter..
Thankyou for your criticism, I gave it a try but it just didn't feel right. This is the closest I with my skill can get it to looking anything like a real mountain scene. I miss RMXP...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F2ustyc9.jpg&hash=96509815e0be224fd7e0a1a48fcf4b95a2c233c4)
Scholars house where you take your unchecked scrolls in order to get them checked.
The map looks good, but the outside wall is shorter on the one side (with the hexagram) than it is on the other.
It's probably a result of full screen so it's just cut off. RMVX is at 640x480 at full screen with the 544x416, or whatever it is, in the middle.
Are those wands/staffs in the pot? That's a nice touch, though they seem to be at unnatural angles for what should be possible in the space of that hole.
@Sir Jack: Thanks, I rather like it myself. ^.^ Yeah, like Jirby said it's the screen resolution from playing full screen. The wall is the same size as the other and has a door beneath the sign.
@jirby: There's a few things I've been editing RTP-wise, though the pot was made by someone else, so I think it'd be best if I leave it as is. People tend not to like it if you edit their creations. You've got pretty sharp eyes, though. I hadn't even noticed the angles. ^.^;
In that case, I revoke my previous statement and put forth this: Beautiful and very well executed.
Because it really is. Also, as jirby had said, I really love the staves sticking out of the vase. It didn't catch my eye until right after I had posted my previous post. It's the subtle edits to the RTP that can push the maps to the next degree, and the game by extension.
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*GASP* Language, my dear Samuel.
I've basically shown this before somewhere. GamingW I think. Trying a new tileset though. VX and IGM Demo tiles lazily resized into RM2k size.
... it doesn't look too bad does it? I like the grass at least. A bit less blinding than the Rudra tiles I had before and combined with this screentone...
EDIT: Found it, here's the old one, different tone.
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Here is a map made using some of the custom tiles I have already made for my game. Im trying to decided whether the feel is right, or should it be a touch darker?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi481.photobucket.com%2Falbums%2Frr180%2FLuciusGaia%2FCustomLook.png&hash=dbc87a59a75cd3a9892547701ff8d2c18762ab4d)[/spoiler]
There are RTP additions and minor edits, but all the rest is original. Tell me what you think.
@Jirby: I like it, though you could probably add a green tint to the stone blackade instead of blue - it looks like it's still underwater. ^.^ You're right about the grass, it's quite nice, though you can see the repeat pretty easily. It's hard to get rid of that though. The tine does improve it a lot though.
@Rook: I rather like the cartoony feel it gives off. The colours are bright and vibrant without being too bright and the trees are really nice. Perhaps you could make the trees overlap a bit more, though? I love the water - it's colour is just perfect, in my opinion. <3 Great job!
Wow...awesome Screens...
I'm new and wanted to say hello and post a screen from my game....but it isnt finish...i have to do a lot :P
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The meaning of the word in the middle is Mother ;)
( It is german :) )
I'm liking all of these new screenshots. :3
@liberty: How does it look underwater? The first screenshot is newer, the old does kinda give off a underwater-ness because of the different tint.
It's meant to be a fresh blockade as a result of a rock puzzle. ... I should probably add trickles of water now that I think about it.
It might be an idea to make the top a different colour than the wall itself, seeing as realistically it's the same height as the ground and probably wouldn't have been underwater as much/long as the lower portions. Also, if it were just created, what from? A boulder that fell into the river wouldn't have been submerged long enough to turn blue... Well it being blue is what made me think it was underwater, anyway. ^.^;
Trickles might help.
Looks more grey than blue to me.
Quote from: Rook91 on June 16, 2010, 01:15:22 PM
Here is a map made using some of the custom tiles I have already made for my game. Im trying to decided whether the feel is right, or should it be a touch darker?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi481.photobucket.com%2Falbums%2Frr180%2FLuciusGaia%2FCustomLook.png&hash=dbc87a59a75cd3a9892547701ff8d2c18762ab4d)[/spoiler]
There are RTP additions and minor edits, but all the rest is original. Tell me what you think.
it looks very pokemon and I like it
I'd kill the auto-shadow though.
I was thinking that too. And you noticed it was pokemon...-y, this is because Pokemon was, is, how I sprite, and I typically only use 4-6 colours when doing so. Im trying to get more skill, I even started having a go at Isometric tiles to increase my skills. I think the Autoshadow should die too. I'll put the script in for that I suppose.
Yeah, I thought the same thing. I like the pokemon look, though, too.
Looks nice. Good job, man.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi45.tinypic.com%2F10qgr4w.jpg&hash=35b16d20509e64351bcb58b9c1575f7e112692c8)
Hedge Forest hut. It's a good place to rest after travelling and fighting monsters.
Is it just me, or does something look off with that water auto-tile? To me, it doesn't really fit with the grass.
I think the key thing is that its the darkest water tile, which makes it just look like a big black lake of oil, or a hole. And there is also moss/long grass growing on the water, and a waterfall too that for me is barely visible. Maybe you should swap it out for the cave like water autotile, it will give the map a little bits extra I think.
I'll give it a shot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot1.png&hash=08cb8deeb81f39d641c1f290649ee9bf0d45ab72)
Comments?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2Fjq6kr9.jpg&hash=3c91297d07271cdb296c48390cc0af8b5c372827)
Thanks for the fast replies. I was going for a bog-ish effect with the water, but now I think I'll use this one instead. Looks a bit better in my opinion. (I usually hold SHIFT when placing grass tiles near the water edges so it may have looked a bit odd because of that too.)
Dark Code Zero: Nice, though you may want to add a few flowers and a bit more grass if it's a forest. I spy a chest. ^.^ And those dead trees rock.
Thanks. I really like yours too. I love the way you've used the grass hedge tiles. Any ideas on how I'd put flowers in the trees without it looking weird?
Rook... your Pokemon-esque map tickles me! In a good way!
I didn't know you made your own tilesets.
Anyway, here's a shot of a scene:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi84.photobucket.com%2Falbums%2Fk31%2FGray_flash%2Funtitled-5.png&hash=0fece434dbd03d9bb4392cfb10e46284183c33c5)
I feel like I could add a bit more flora, but I want some critique first.
I was thinking of having the well sit atop a stone path, but I'm not quite sure.
Pixel art is my thing. I make my own Tiles, Charactersets, Icons, Windoskins and so on. I just need someone to do all the drawing aspects. Faces, Panoramas, Battle Backs, Full bodied character art, title and game over screens.
@ DarkCodeZero: Looks good, but needs more flora add a few flowers.
@ Liberty: Yes, that looks much better in my opinion. You should probably add the waterfall effect to the waterfall. Overall much clearer and much better.
@ Mikhail: Flora is needed, that much is true. But not too much. I like it, but it lacks finess.
I do music and facesets. I make anywhere from 2 to 8 facesets in the average week, though sometimes it's more than just facesets; like titles, etc. Also, I intend to release a bunch of generated sprites (I B a loser -_-||) alongside facesets that can generally be used for several different types of characters, in the vein of Mack.
I'm terrible with pixels, though.
I'm probably best with music.
Of course, I don't really have time to make 30+ tracks for my game alone, which is why VGmusic and OC Remix comes in handy.
I Kinda need music, and game art. Really they are to only things holding me back from releasing a demo, once I have them I will begin work on it.
I would do one or two facesets for you... but I have to collect and post my resources beforehand in the name of saying that I actually contributed something to the community--
And then you can decide for yourself if my style would suit your game.
Grove of Pale Griffons, thanks for looking ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2Fgrovescreen.jpg&hash=1f0116af9c253bd8198248fc7a9e7903316ef6ea)
Fixed. Any better?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot2.png&hash=e958ee05bbd4c9554ab84f5d6b876a90182a8d70)
madriel222? Gotta say, i love the tiles you're using... Reminds me so much of the golden age of RPGs... Not the gilded age we have now...
I don't like that green tinge you added, DarkCodeZero, but otherwise, I like the new version much better!
Thought I'd post a hush hush script I've been working on.
Here's a video.
http://www.youtube.com/watch?v=Mb-Ca9o3wT0
No screenshots. I think its better seen in the video anyways. Bit too difficult to show in screenies.
Nicely done. I hope it's easy to configure graphically, it looks like the map editor is useless when using that.
Its in an early development stage. Eventually the map editor will be used. I found it easier to use my own maps for now.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-15.png&hash=4d23638ebf0fb84b9ac9673ea3cc7e51d4252ef0)
Shadow, they don't call you the Grand Master of mapping for nothing.
That church is absolutely breathtaking.
Few screenshots, I usually don't show indoor screens, probably because I suck at making them >.<
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2Froverascreen.jpg&hash=d09c1195ffafc7879cf9fe31c3c1fcc70ca1e787)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2Froverascreen2.jpg&hash=4198f8eebef306731ad596fd2dad11935d74b5e7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi76.photobucket.com%2Falbums%2Fj36%2Fmadriel222%2FScreen%2520Shots%2Fcoiledgrasp.jpg&hash=b6153fe6ea62f16a7791b077b09013c3258ee17e)
You suck at making interiors?
Fooled me! They look beautiful; keep up the good work!
I just wanted some input on a map
yes its not done, my only question is if i should keep the light illuminations.
Its a temple that has gone slightly feral over the years, its a dungeon for my game.
Now the question is, do i use the highlights, or do i just say that its gone feral and as such, plants have begun growing inside
appreciate it
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FTemple.jpg&hash=a60959e35b1f3ce5b1933720795a8970b42f1dd4)
it'd be more believable if some walls were smashed down in favor for some wilderness sections.
smashed down .... got it ;D
Just for the lulz.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.deviantart.com%2Fdownload%2F168394695%2FHeadspace_Screenshot_06_by_SkylaDoragono.png&hash=84305c63a1f7924fe141519c578279f589374100)
I would work on the trees. Most forests lack perfectly formed rows of them.
Unless they're in a tree farm.
It's not intended to be realistic. I'm going more for the style of old RPGs, that did have those infinite rows of trees for no logical reason.
I can dig that. Carry on.
So I took Namkcor's advice and made everything much more crumbly, how does it look?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FTempleofGodesses.png&hash=689de5d22fb872d600070304544d908d2845cb90)
Oh, I know there are three errors that are squared in red, They are fixed in game, but my capture software likes to ignore them :|
That looks amazing, I really think it looks better than before.
Hahah, wow yeah the improvement is astounding. Then again the first map might've later had objects in it anyway. :V But still it's very impressive.
Quote from: IAMFORTE on June 30, 2010, 03:08:20 PM
So I took Namkcor's advice and made everything much more crumbly, how does it look?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FTempleofGodesses.png&hash=689de5d22fb872d600070304544d908d2845cb90)
Oh, I know there are three errors that are squared in red, They are fixed in game, but my capture software likes to ignore them :|
Add a little bit of patches of dirt & shadow green on the grass tiles & it'll look perfect, even without it . . . This I have to say . . .
It never occurred to me the ruin tile set could be used this way.
Thanks ;D
Sunny, What exactly do you mean?, like, from an autotile?
Quote from: IAMFORTE on June 30, 2010, 03:08:20 PM
So I took Namkcor's advice and made everything much more crumbly, how does it look?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FTempleofGodesses.png&hash=689de5d22fb872d600070304544d908d2845cb90)
Oh, I know there are three errors that are squared in red, They are fixed in game, but my capture software likes to ignore them :|
that's absolutely gorgeous.
Jesus Christ, man, those ruins are balla.
Quote from: IAMFORTE on July 02, 2010, 12:19:56 AM
Sunny, What exactly do you mean?, like, from an autotile?
Yes
I've been experimenting with shadow tiles. Me and a friend found a way to turn a tileset into a shadow tileset, which you can merge with the original and use shaped shadow tiles. Sure it makes no sense now but heres some screenshots of what we came up with.
The upper rock is slightly hovering over the bottom one, which is casting a shadow over the bottom one.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fexample-1.png&hash=d8c20e47d7614c3e22dc13f9ecd6ddbea1e15c40)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fexample2-1.png&hash=bca47564fd94d2d846b91315f9a31d9a2798e975)[/spoiler]
If anyone would like the tileset here it is.
Credits for it go to my friend Hellfire Dragon
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2FWhDSv.png&hash=e4dc2ff43d6c69467574452c31a68a92e5507a3b)[/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs7.directupload.net%2Fimages%2F100710%2F7zvpo9eq.png&hash=4d0b5d34cf70be1af542b563fa16af05ed52a64c)
New pic ;)
Made by Rayne,Circle and Daru
The shadows cast on the right side look...really off. Other than that it's a good looking map.
The shadows look off because the angle of the shadows does not match the angle of the light. That is, shadows only cast in relation to the light... And to make this look correct, you would have to make the beanbag chairs (i assume) cast a light that reflects the angle of the shining-in sun, with the angle in the center of the light be straight up and down, and the ones on the outside have an angle of around 80 degrees from the wall... Then it would look smoother... To do this, though, i would suggest editing the shaft of light, so that way darker shadows are not cast (as shadow within shadow doesn't work quite like that, although it is possible, just not in that format) over the dark areas of the room
It's also unrealistic to see a bright beam of light shining into the room, yet the room remains dark for the most part. In order for beams of light to be visible in the first place, the room would have to be dusty. In order for the room to not be bright when it's really bright outside the windows, you'd have to defy the laws of physics.
Quote from: Irock on July 11, 2010, 05:14:07 PM
It's also unrealistic to see a bright beam of light shining into the room, yet the room remains dark for the most part. In order for beams of light to be visible in the first place, the room would have to be dusty. In order for the room to not be bright when it's really bright outside the windows, you'd have to defy the laws of physics.
Unless the light is coming from an artificial source, like a car's headlight.
My first crack at mapping on RPG Maker VX. Feedback/CC is great and welcomed.
I find the overuse of the fences as a turn-off... Not every house has a fence you know! hahahah
And, this might be my own personal opinion, but there seems to be too much water... unless this is a swamp area or after a flood.
other than that, I like it.
I think it looks pretty nice.
Granted I find the RTP to be drab under its own power, but the mapping is relatively well done, though the water beside the blue house looks awkward.
Quote from: Sashikinaroji on July 12, 2010, 04:03:40 AM
And, this might be my own personal opinion, but there seems to be too much water... unless this is a swamp area or after a flood.
you'd hate Venice (http://en.wikipedia.org/wiki/Venice) then.
Quote from: Auron on July 11, 2010, 10:55:35 PM
My first crack at mapping on RPG Maker VX. Feedback/CC is great and welcomed.
8/10 (if only because the tileset bothers me)
I love the colors in VX but not so much the tilesets, you did a very nice job with them however.
I think it is an adorable little village. I'm assuming it's located in a swampy area or perhaps just a place that gets a lot of rainfall? The frogs and lily pads give the impression of a swampy area. A little sparse on houses but that's always a matter of personal taste, maybe it is a very small village. ^.^
Quote from: NAMKCOR on July 12, 2010, 05:15:34 AM
you'd hate Venice (http://en.wikipedia.org/wiki/Venice) then.
I dunno, Venice is all canals and arched bridges and has that surreal drowning city look. (I do believe it is sinking, albeit very slowly)
This one is more of a village in a swamp, with some dead trees, creative use of fog and lighting it could become a rather creepy little place.
Very different atmosphere...to me anyway.
My contribution to the thread(and my first post, I 'spose);
I made a giant tree, it is split into multiple screenshots. I only did it to test the tileset, turns out I like the tileset. =)
Could use some feedback on the look though, does it look like a giant tree?
The Venice comment was aimed at Sashikinaroji, hence being directly below a quote from him.
9/10
Here is a picture from my newest RPG Maker VX game. Please leave a feedback if you wish. Thanks!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.newgrounds.se%2Frpg%2F7.jpg&hash=0431d4e9e84571eb29c5a1c051443873bac7340e)
9/10 pretty simple but does fit amayzing with the simplicity
Quote from: XaiL on July 13, 2010, 10:30:13 PM
9/10
Here is a picture from my newest RPG Maker VX game. Please leave a feedback if you wish. Thanks!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.newgrounds.se%2Frpg%2F7.jpg&hash=0431d4e9e84571eb29c5a1c051443873bac7340e)
Great...way more better than mine...though you get a 10/10 ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg828.imageshack.us%2Fimg828%2F9180%2Fscenerypawn.png&hash=95ca6106b627470a8dec261de8b542c7a9c2d61d)
... this can't seriously need more scenery porn can it. (Don't mind me, grumbling about another forum.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FBoxes_and_Vents.PNG&hash=0d21ec9a6520f1ed8b9ca5dd134c86a231c30455) (https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FSubway.PNG&hash=b236ba83f4019137b598d34b97727acc3eca573e) (https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FBasement.PNG&hash=c52753f634491419064f144efc0f47b09ad0a347)
All from my new project, Sore Losers: Riot Grrrl (http://rmrk.net/index.php/topic,39202.0.html).
@Taylor - those maps look awesome.
@Griever - looks like a unique project you have going there.
Its not very good but, I like to know what to improve on
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi235.photobucket.com%2Falbums%2Fee162%2FMegamanBeastOutBass%2FIntroscreeny.jpg&hash=c1b04893e418357db0d0a94fa9a3a4b49e547621)[/spoiler]
First two basic pointer: avoid large, straight paths. And because this is probably a main road, it shouldn't be littered with plants like that.
Make the path smaller, much, much less straight, and don't hinder it with shrubbery.
Oh god, I'm screwed...
There's lighting in the building, but no light source.
Quote from: Irock on July 21, 2010, 03:09:34 AM
There's lighting in the building, but no light source.
Huh.
I didn't really consider that, I guess.
I was just illuminating the focal point.
The tileset and everything look great with the atmosphere. My only critique is that it feels a bit too spacey/large, and the barrels feel like they were placed there only to kinda fill in that space as a result.
Yeah, certainly needs a light source.
... give the player a torch?
Quote from: modern algebra on July 19, 2010, 12:00:31 PM
@Taylor - those maps look awesome.
@Griever - looks like a unique project you have going there.
Thanks, I think. I'm trying to make a game that doesn't feel or look like every other RM2K3 game I've played (with varying degrees of success!)
@Dertt: I agree with the other comments, you definitely need a light source. Also, ordinarily I would say that the room is far too big as it looks too open and, if those enemies are touch-encounters, then I still think that it is. However, if they are ABS-based encounters then I'll let you off because the extra space might be needed to move around in...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.tinypic.com%2Fnmnptv.png&hash=c8e1ac0c4a9b257e06fec526290be59b20d7177b)
Still not happy with this one. Something about the desk/computer doesn't sit right with me...
looks pretty well pixl'd to me. thats a 10
Looks really good Griever. Though, as you said, the computer looks a bit strange. Try placing it more to the right so that the screen itself is pointing into the middle instead of having it pointing to the left of the desktop. At least I never have my screens pointing to the left or right of me...
These may not seem like much but all the effects you see are done through scripting and c++
[spoiler]Events
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fevents.png&hash=38a9aa83ac2cf814ea5e963e81c8cb36e2f4b2aa)
Map
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fmneg.png&hash=2a41cf1cb2dfe2567de136a458b82a1a8cbe2d0f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fmsep.png&hash=f1b6ac28c569063c1da0788f2c5736337c6c38bb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fbw.png&hash=ce449ba1c3870ea48b00a8da1433f1daa59d6049)
Other
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fsepia.png&hash=0f9649d8b9951e51b8db76fc7f511acc4fde07fa)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fnegative.png&hash=e2dfc984a92c8fa0b6ec3009b820b0504d9dcf38)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi678.photobucket.com%2Falbums%2Fvv143%2FGameGuysProjects%2Fblackandwhite.png&hash=a4dbeca7d3020c472e2e413cf3c22493bc7dfc44)[/spoiler]
I think you should change the choice "Black and White" to Grayscale, though it doesn't really matter. Anyways, that looks like a nice tool which can make it easy to make recolours. And your RPG Engine seems to be coming along nicely. Great work!
Oh, sorry if I was unclear xD I made a DLL in c++ and used in in rmxp to initiate the effects. My RPG Engine however is coming along great xD I just havent posted anything about it yet.
Thanks though ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FTrain_Wreck.PNG&hash=7d40a4a9cdc0a7b2fe642f447af01d8c037bf01a)
Maybe it was just an innocent crash...
These graphics; they are super works in progress!!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimgur.com%2FKpRPn.png&hash=671cdc7b01b01763642b0d73b6afc9aacd7c0eae) (http://dl.dropbox.com/u/352409/screenshot/wipwash.png)
Change the yellow lines on the street to be a more brighter orangey yellow color, right now they look pretty neon like. XD
1. Beach Cave kinda scene.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg265.imageshack.us%2Fimg265%2F4857%2Fscreen1htj.png&hash=f32094af3a6ace8e34e587f25ce4938af201890a) (http://img265.imageshack.us/i/screen1htj.png/)[/spoiler]
2. Cave1 Lower level
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3103%2Fscreen2o.png&hash=6a998f942c90767b2de2bbc381e0c83411bdc0e5) (http://img594.imageshack.us/i/screen2o.png/)[/spoiler]
3. Cave1 Upper level
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg13.imageshack.us%2Fimg13%2F9968%2Fscreen3gp.png&hash=d74664ba4517d042db479eee99bc7d8d5e1be6d3) (http://img13.imageshack.us/i/screen3gp.png/)[/spoiler]
4. Cave2 Lower level, reason the "rock" is in front of the exit is because your supposed to blow it up with a bomb to get by.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F8358%2Fscreen4oe.png&hash=9f2628aaaab8aafb0d145fd2af1e6701d90c1e54) (http://img842.imageshack.us/i/screen4oe.png/)[/spoiler]
5. Cave2 Upper level.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F8770%2Fscreen5j.png&hash=aa3f19d61f36ef44ed7ed21b01dc4ee36de8f979) (http://img22.imageshack.us/i/screen5j.png/)[/spoiler]
6. Outside cave2. Foresty area.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg687.imageshack.us%2Fimg687%2F7950%2Fscreen6qb.png&hash=949ffb9b005af3ecde890ef91e4a9e7c0dd1599c) (http://img687.imageshack.us/i/screen6qb.png/)[/spoiler]
7. Near Foresty area. Beachy spot.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F6374%2Fscreen7q.png&hash=672f6cb841eccd6027b866c1881b6849c8db1f6e) (http://img204.imageshack.us/i/screen7q.png/)[/spoiler]
8. Above foresty place. River area.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg132.imageshack.us%2Fimg132%2F9537%2Fscreen8i.png&hash=886df048adeb7dccecfdae9b608de5d83d47687c) (http://img132.imageshack.us/i/screen8i.png/)[/spoiler]
9. Same as above but across river next to "tent"
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F6205%2Fscreen9a.png&hash=021e558fab1f70170fdc59a0eecb36de90922561) (http://img693.imageshack.us/i/screen9a.png/)[/spoiler]
10. Inside of tent, "Adventurer's Pavilion guy.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg576.imageshack.us%2Fimg576%2F5605%2Fscreen10p.png&hash=91e1808477742b7a1162db04a320b2342398ef66) (http://img576.imageshack.us/i/screen10p.png/)[/spoiler]
11. As I'm about to "rest"
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg442.imageshack.us%2Fimg442%2F517%2Fscreen11y.png&hash=7f2b3dfee44f3073ceb309b97236db6c486392e4) (http://img442.imageshack.us/i/screen11y.png/)[/spoiler]
I'm looking for some pretty harsh criticism here. Not blatant rudeness, but you get the point. ;)
These shots are all from my current game. This is the first game that I'm "serious" about so I really want it to look good. :)
Your maps need more stuff in them, more trees, more flowers, etc etc. Get yourself a grass autotile, it helps out quite a bit
Tileset being worked on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F2306%2Ftesttileimage.png&hash=73ea33059b5d3c99e166d0e24772d41a1d5b28e6)
8/10 You can see the "grid" on the floor pretty easily.
Looks really good, but where is the light source at?
EDIT: Umm, IAMFORTE, what do you mean by "grass autotile" like a tall grass one? I looked on HBGames.org for something of the sort but didn't find anything. If I could just get some clarification on that I'd appreciate it.
none, would be something that the char would be holding.thx btw =)
Alright I'm trying to improve upon my mapping skills. So I decided to try and make a nice looking map with the Grassland tileset. I added a Fire script made the map darker, and added a blueish fog. Also I used the round water autotile, and two tall grass autotiles. Lastly I edited the base of the trees so that it appears they are "in grass" when they are in taller grass.
Lemme know whatcha think :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F3760%2Fattepmt.png&hash=e668fa9ec13c9091fef3426bf261df6ca1db122e) (http://img594.imageshack.us/i/attepmt.png/)
much better ;D
I mean this!
http://www.reinorpg.com/galeria/displayimage.php?album=random&cat=10&pos=-1615
@DarkGamer - Maybe it's just my screen, but it seems just a bit /too/ dark.
I like it a lot 10/10.
Thanks! I thought it looked better also. As for the darkness, it was meant to be dawn. Also I wanted it dark enough to see the glow around the fire.
Ill post or edit later with another practice map. ;D
I don't know much about using the canopy, but here's my attempt on this tileset.
EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg716.imageshack.us%2Fimg716%2F3830%2Fattepmt2.png&hash=a52e1e9affececd72e383407483ca8156edf1f2c) (http://img716.imageshack.us/i/attepmt2.png/)
Quote from: Zylos on August 04, 2010, 03:47:50 PM
@DarkGamer - Maybe it's just my screen, but it seems just a bit /too/ dark.
Not sure, made it to work on my screen, but yeh, that can be also improved :p
wah.
canopy is useful if the forest you're in is extremely dense. otherwise not too useful.
Canopy is... really only good if you have tree "wall" tiles, as with Mack's older tilesets in RM2k(3). Like grafikal said. I'd stick to individual trees.
Alright, so I 86'd the whole canopy idea and went with regular trees. Pesonally I like it, but the trees don't seem to look right imo.
Lemme know whatcha think :D
Note: Has a darker than normal Screen Color Tone, also added a 'tree looking' kinda fog thing I found. (That moves across the screen)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg814.imageshack.us%2Fimg814%2F2311%2Fwoodse.png&hash=fd0ac5a3e09b32cbc492b9111ef2469c09a06ef4) (http://img814.imageshack.us/i/woodse.png/)[/spoiler]
it seems that your trees are too intense for that scene.. Try tuning them down a bit... If you have photoshop, just use that, if not, find someone who does... It's just that your trees are too bright, and don't fit in with the duller rtp sets of grasses and such...
At least, that's what I think it is...
if you need a hand with anything on that front, btw, let me know.
i just love it. amayzing, it's nice for a forest map ;)
Anotha'h mine:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F81%2Fshot1r.png&hash=b3098958769ea16d124d57c8abe4213972b311e5)[/spoiler]
@Sashikinaroji I see your point. I could go and do that myself though, thanks for the offer though!
@DarkGamer Thanks! As for your map, it would probably be helpful if your map was visible. That overlay is WAY to dark. Or is it just me? Anyways, it looks as if you hve too many of those fern kinda things crouded in one spot.
I'd post another screen only I'm on my laptop atm which doesn't have RMXP. =/
EDIT: Here's my attempt at the Forest tileset.
[spoiler=Forest](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F9746%2Fforestb.png&hash=4f330a5a8064ec73939e20a9c705f857402fb1d3) (http://img693.imageshack.us/i/forestb.png/)[/spoiler]
PS: I've never used this tileset.
I like it. The columns seem kind of out of place for me... like they stand out too much. I don't know why...
Here's just a transition map I finished.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi37.tinypic.com%2F29pero8.png&hash=5572efeb2c9739cbf3d9b27eb5537e28e5fc5fea)
actually like it. ;)
pretty map btw
@deadnub Nice! Mapping looks good. 10/10
Just one question though. Which fire glow script are you using? It looks really good.
you can easily do it in photoshop...
Quote from: Haydenap on August 07, 2010, 09:03:41 PM
Just one question though. Which fire glow script are you using? It looks really good.
Thank you! And it's none other than Kylock's Light script. A must-have for any game. :]
I'm assuming it's for VX or am I mistaken?
New map from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-5.png&hash=1d7600c603445961185d1db085a1aa258acdb220)
That's really nice! I like the tileset. Especially the outside walls. The only thing that looks out of place to me is the rug. Just seems to be in an odd spot. Or maybe its just me. 9/10
I have a question for all VX users.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss1-1.png&hash=8d186b98cc38799c523cb3c3695579a10add1d18)
I have here a decent looking indoor map, with added sepia tone just for fun. I think it came out rather well considering I can't map worth $#!%. But then I try to make a simple hallway to go with it...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss2-1.png&hash=97f66668eee3be63f38d1304a9065656841e2023)
...and it feels kinda empty in comparison. What can I do to make even the hallway look a little more artistic as opposed to just being a corridor from one section to another?
I'll be honest here that these screenshots aren't even for a project I'm working on. I'm just messing around with RMVX to see what I can make, and practice a bit of mapping since I'm in sore need of doing so.
@Haydenap
yeah, it's VX.
@Zylos
My suggestion is to make your hallway smaller. Take away the realism a bit, and it will look better...
@Zylos
Definitely narrow the hallway by a tile. Make the carpet look like it goes from wall to wall, instead of wall to ceiling, by using shift click. Maybe throw in some statues like you have in the first screen... That's all I can think of. Just play with it using different objects; you'll find something you like.
@Zylos
I feel your pain :(
But like the others said, make that hallway one tile smaller, and just place maybe some statues, those are usually in hallways, at least in haunted castles.
Anyway, as for the top one, it looks nice
7.5/10
How's this instead?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss3-1.png&hash=03eb71c75a5f366f95b4542843f1c1591061117b)
I don't think I can do anything about the carpet on the lower section, the autotile is just being a bitch and a half about it.
yes, works. way better
Actually, you can make the carpet in the bottom correct. It requires that you draw out parts of the carpet over to the side and hold shift + right click to copy specific parts of it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F352409%2Fscreenshot%2Fdeedoodee.png&hash=775d302a07d313ce6f2a45004942ae6ab21f55e9)
Wow... I never knew you could even do that. Learn something new everyday.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss4-1.png&hash=e617babc9c916daf0edf837c1abcd773441b7cf9)
Grr. I hate mapping interiors. Especially with RTP but I can't help that right now. I need to know what you all think about this map and needs to be added or removed in order to make it look decent. If you couldn't tell it's Farm Village Interior.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg697.imageshack.us%2Fimg697%2F649%2Finteriorx.png&hash=4ad03d0ff6d2442be22732b6a3b4988248776edf)[/spoiler]
I appreciate it :]
That's XP rtp??? I love it! (I used it, but not very much, ya know?)
anyways... It looks like the top is really fleshed out, but the bottom is kinda bare... Just that empty space from O12 to K11 really bothers me... I think that if you make it one square shorter, but then it messes up the shape of the house.
2nd screenshot. Namechange though.. might stick with it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.tinypic.com%2F24qtu9c.png&hash=c72b1d310728bdfc13c728598cfc5b507270c619)
Thanks for the feedback Sashikinaroji.
The reason I posted that is because I made a Farm Village and it had like 6 houses and it was a major pain in the ass to make 6 house interiors for me. But they all basically turned out like the one I posted so I guess they don't "suck" :P
EDIT: Oops I forgot to rate your map. 8/10
[spoiler]-1 for being VX
-1 because shadows are "sharp" looking.[/spoiler]
I think if you got a script to turn off the autoshadows, it would look tons better, especially around the cliffs on the lower left... 9/10...
my own... I'm workin' on somethin' different... I scaled the RTP down to 1/2 and recolored it with only black, white, and 50% grey... For an interesting, old-school-esque effect... I like it, but want to know what you all think...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FScreenie.png&hash=8a3e1a4e49da2761857c47af4d57e029d7d47e18)
The story is about a city man who keeps having strange dreams...
Wow that's interesting. I kinda like it too. Only thing, is there isn't any "stuff" in the map. Like bushes/rocks/plants and whatnot. Is that just because you haven't finished re-coloring?
8/10 Because of emptiness.
yeah... I only have, like, two things done... As I start workin', I just keep recoloring as I need things... I don't know what to do with the grass autotiles... It looks too distorted when I make it... hrm...
i enjoy low graphics/old graphics, so, i totaly enjoy them. 10/10
-Sashikinaroji- You could try editing the entire tile set in photo shop and turn the saturation to 100, then turning the saturation of the other image to -100
i think that will help XD
Quote from: IAMFORTE on August 16, 2010, 11:24:14 PM
-Sashikinaroji- You could try editing the entire tile set in photo shop and turn the saturation to 100, then turning the saturation of the other image to -100
i think that will help XD
Not really... Because then the image would be too detailed... And in all the wrong places.
I wanted only to have 3 colors (well, just white, black, and 50% grey) in the game... Normally, it is supposed to be for the different colors... And I am making tertiary colors with the old-school method of criss-crossing colors (so, if you don't look too close, i have around 5 colors)
ACK
that you are, that you are XD
I remember doing what i suggested a while back and i got something similar XD
-Sashikinaroji- Will your titleset have shadows? or just black, white, and 50% gray.
well... Unless I can find a way to replace the shadow with one of my own design (and get around to doing so) I will not be using auto-shadows...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F9817%2Fthisisforperspective.png&hash=cd03259498ce7d73f3f61ea61da8275c77a1126e)
Oh no, I'm working on an old project again.
The "camera" script, usually seen in ye-old RTAB front view battle systems. Now appearing in a side-view battle system near you.
I haven't seen the menu before so my rating might be off but i really like it, 9/10. Its awesomesauce.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi738.photobucket.com%2Falbums%2Fxx30%2FFoxCorpse%2FSS2.png&hash=5e1df9facd524a6e09633e9c06bf58881dd36c83)[/spoiler]
Forest: Buck breeding grounds.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi738.photobucket.com%2Falbums%2Fxx30%2FFoxCorpse%2FTNW_WB.png&hash=5321bb4a1bf7bbc925a3908be69888c6e5d0d593)[/spoiler]
A small country house.
:zwink:
Quote from: Taylor on August 24, 2010, 08:38:53 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg812.imageshack.us%2Fimg812%2F9817%2Fthisisforperspective.png&hash=cd03259498ce7d73f3f61ea61da8275c77a1126e)
Oh no, I'm working on an old project again.
The "camera" script, usually seen in ye-old RTAB front view battle systems. Now appearing in a side-view battle system near you.
really good pic, i'd say 9/10 because the only thing that isn't so pretty to my eyes out there are the rectangle HUD bars, rest is aweasome!
@SP: I'm normally not a fan of combining the tree/canopy and solo tree type tiles, but you pulled it off quite well. My only nitpick is that the shadow seems inconsistent. It appears below the cliff in the corner, and doesn't appear over the long grass.
Thanks, i'm not a big fan of the auto-shadows and forget to keep an eye on them often. Its somewhat annoying with the mac tree set though, even when i use the script to be rid of them the actual tile still looks funky. -.-" I suppose ill just have to keep tinkering until i find a way to make it work+ not forgot to check before taking a screenshot XD
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi34.tinypic.com%2Fm8mueo.jpg&hash=a092cbf7bcdf2f338210111358fabafa2c2f9449)
6/10
You're not supposed to just rate it; you're supposed to give opinions on the map. Giving it a 6/10 doesn't tell the creator anything.
At least, that's the way it became long ago.
You're also the only one rating the screenshots. :V
@liberty: A bit of a grammar issue: Change the last line to "I only grant entrance." Entrance is spelt incorrectly, and it needs the 'I', otherwise it kinda sounds like the words are instructing the heroes to the the entrance permission granting.
Thanks Taylor, I always spell entrance wrong for some reason. As for adding 'I', I'm not really happy with the whole sentence anyway, so I'll probably change it (I was going for mystic/riddle-like wording, but ugh). I might make it something like 'grant I only entrance/only grant I entrance' or change the whole thing altogether. ^.^;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi36.tinypic.com%2Fmwr1hc.jpg&hash=0a8f5cb8e4b70ae5e87404d9b3ec35d053dd6017)
Without the writing^
The pink magic circles block the way to treasure and are unlocked by doing certain things within the area. The green magic circle is a healing circle.
10/10 I like it and don't really see a problem with it.
Also for the words how about...
"Those who prevail over the Queen, shall be granted passage"
I think it's a bit overloaded with details. Maybe you can make the player's way more clear to walk, reducing the details and some water tiles.
The rest looks good for me. 7/10.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F4468%2Fnewbeach2.jpg&hash=984b5a7d06a1baa73013af58175e40160a978659)
A map that I made for a contest. It's my latest work, I'm don't opening RM by these days.
10.10
Really good, it really has the feel of a beach...i like the water tones, and the birdies. well done
O_O
wow!
Recolouring the water tiles has had a very good effect on the mood of the map. Brightened it up a bit from what it would be with the murky brown default beach.
@liberty: I like your map. 10/10. One question for you though...where did you get the flowers for the trees? I've searched everywhere for a tileset that had the flowers on the trees and such, but I can't find any!
wow someone necroposted. LMAO.
Quote from: Andarilho on August 28, 2010, 05:24:56 AM
I think it's a bit overloaded with details. Maybe you can make the player's way more clear to walk, reducing the details and some water tiles.
The rest looks good for me. 7/10.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg696.imageshack.us%2Fimg696%2F4468%2Fnewbeach2.jpg&hash=984b5a7d06a1baa73013af58175e40160a978659)
A map that I made for a contest. It's my latest work, I'm don't opening RM by these days.
Now that's one realistic beach, thumbs up.
Finished some retro CBS scripts.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg408%2F552%2Frobotrekcbs1.png&hash=dc9a4d841c420799455e8ba417c34ff4acc36964)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg409%2F7258%2Frobotrekcbs2.png&hash=74999985c0dde270f1fc3294b82e27439e8f5ade)
(Guess the game and win a cookie)
Robotrek!
Quote from: Tezuka on August 30, 2010, 02:50:15 AM
Robotrek!
Yeah. I though the same when I first looked at the screenshots.
Looks really nice, I'm curious to see this battle running in-game.
And thanks everyone for the good comments on my map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FMilitary_Cutscene2.PNG&hash=fe7bfefec89a2577adb0a3d8241d960d72f0207f)
Sergeant's dress in red... which is a bit silly considering it makes them easier to spot. (http://rmrk.net/index.php/topic,39202.new.html)
what's that green and red thing in the front?
they don't fit in the rest of the image for me...
6-10
They're basically "facesets", but they're placeholders for the time being. I'm going to have them re-drawn by a friend of mine when I am closer to releasing a full version (wouldn't want to waste his time).
I'm not so sure about the use of anti-aliased serif text there. Why not stick to the RM font you were using for the exploration interface elsewhere?
Hey, I started mapping out a council chamber for my game, but it feels a little too empty. I don't know what I could put in it to liven it up, though.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F9890%2Fchamber1.png&hash=ffc0ccbc4b0b636593ffb67231744d812b57ea74)[/spoiler]
It IS a little empty, but for a map like that, it doesn't look like it needs much deco. Try some weapons on the wall, maybe some statues, some windows... y'know what I mean? I give this a... 7/10. But I'm a terrible judge.
Anyway, here's my outdoor castle screenshot. 49 x 51, it will be seen in my game, there's a link under the screenshot to the page.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F30nhlyd.png&hash=dd7bd60b9bb5dedb139b4d319e6b16b398398e21)[/spoiler]
http://rmrk.net/index.php/topic,39366.msg456133.html#msg456133 (http://rmrk.net/index.php/topic,39366.msg456133.html#msg456133)
Quote from: Acolyte on September 04, 2010, 09:41:05 PM
Hey, I started mapping out a council chamber for my game, but it feels a little too empty. I don't know what I could put in it to liven it up, though.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg715.imageshack.us%2Fimg715%2F9890%2Fchamber1.png&hash=ffc0ccbc4b0b636593ffb67231744d812b57ea74)[/spoiler]
Just use an image to make it darker, specially on the boarders, that would fix your problem!
7/10
Quote from: Strak on September 05, 2010, 05:17:47 AM
It IS a little empty, but for a map like that, it doesn't look like it needs much deco. Try some weapons on the wall, maybe some statues, some windows... y'know what I mean? I give this a... 7/10. But I'm a terrible judge.
Anyway, here's my outdoor castle screenshot. 49 x 51, it will be seen in my game, there's a link under the screenshot to the page.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F30nhlyd.png&hash=dd7bd60b9bb5dedb139b4d319e6b16b398398e21)[/spoiler]
http://rmrk.net/index.php/topic,39366.msg456133.html#msg456133 (http://rmrk.net/index.php/topic,39366.msg456133.html#msg456133)
well, Mr. Van-til (couldn't resist because I am a stupid nerdy bastard), I think that, if those are residences in the corners, it makes for a very strange town concept... Not only is it only 2 houses, but the castle wall is formed around them, and they are just out-of-place looking.
But, if it is some sort of entryway for the castle, the wall formations make sense, but they still look horrendously out of place and strange... so, it basically comes down to: do something about those purple-roofed houses.
Ha ha, yeah they do look out of place. They aren't houses though. They're small buildings specific to the castle. One of them is a church, and the other is a pub... yeah okay I'll make them bigger. And possibly change the material of the roof and wall.
that would be best, just make it look like part of the castle just have something to let the players know that "hey this is a church, and this is a tavern.
Quote from: Taylor on September 04, 2010, 09:47:20 AM
I'm not so sure about the use of anti-aliased serif text there. Why not stick to the RM font you were using for the exploration interface elsewhere?
It's just to make certain cutscenes stand out a little bit more. The images are currently placeholders if I am being honest, I am going to have the "facesets" drawn out in a different style by a friend of mine when the project nears completion and the background images will eventually look more comic-book like than they do now.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_unknown1.png&hash=9061f045f1c22446840b4fd13818204568c01029)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_unknown2.png&hash=e4010962f531a6363dd529f099e5e449c0af6d52)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_unknown3.png&hash=17d8bb89926717c5c3cde5c68ab117d18463b7c3)
I think I've improved my mapping with VX, and I'm starting to learn a bit of scripting, enough to at least make decent sized edits to existing scripts and make simple ones of my own. That's a modified version of Modern Algebra's Quest script.
i like what you're doin' Zylos... Also, i love your dialogue too, although that isn't the point of why we are all here, is it?
Well, forgetting that... I say this is a 7-8 out of 10 only because some of it just seems... empty... And other parts just don't seem plausible (on both counts, I speak of the second image)
*Yawn* Break Time's over.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg251.imageshack.us%2Fimg251%2F4269%2Foiioij.png&hash=4b4ab2af621c797c8b38e89e2a5da6fc858a6693) (http://img251.imageshack.us/i/oiioij.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F5357%2Fkmoo88.png&hash=1232f53169a8be4a6ddf068c5db7d8975ea328c7) (http://img714.imageshack.us/i/kmoo88.png/)
My mapping got rusty . . . [/spoiler]
=======
Supa Fix ~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F4694%2F5thjerusalem32.png&hash=aa4e8134c6d0f4485de9caad34dabfc090cb0394) (http://img811.imageshack.us/i/5thjerusalem32.png/)
Another Battle System Finished.
[yt]http://www.youtube.com/watch?v=pa986eQjyws[/yt]
That looks awesome TDS. Great job!
@Sunny Milk - the new screenshot looks way better, but the other ones were OK too, just a little bland.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fsdf-3.png&hash=09aa28d410d6a75263a3ad85eee3909b6fcab84c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg693.imageshack.us%2Fimg693%2F7180%2Fiojoio888.png&hash=e3b32cb0647ef3cb5970e89b7af715bd7f4889b2) (http://img693.imageshack.us/i/iojoio888.png/)
@The Shadow: That is some excellent use of RTP and subtle lighting.
@Sunny Milk: You might want edit the tiles for the stairs, straighten the middle line. Also the fade to black around the edges (aaaaagh the photography term escapes me) is nice, but the place seems pretty dark already. Maybe lighten the tone just a tad.
@Sunny Milk - The lighting's strange and overpowering.
@The Shadow- That's some good shit there. I'd move the boxes in the bottom right up a tile though. It looks strange when the graphic stops right where a wall (or jail cell bars) start.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_unknown7.png&hash=c808cc8c819e52070ffd95ef20777fcc137560d4)
Took me seemingly forever to do this one. It feels a bit small, but then it's supposed to be just a small sitting room / parlor. Still need to work on the lower bookshelf so that it's a tad longer, and the back of the arm chair facing up can use some more details.
There's two issues bugging me though. One, the fire sprites never seem to fit right in the fireplace. The solo fire sprites hover above the floor of the fireplace, and the campfire log fire sprites stick out a bit from the fireplace. Can't seem to win either way. Secondly, the vertical bookshelf feels weird; there's a massive gap between the player and the bookshelf, making it look as if he's going to examine all the small titles from several feet away. Aside from making the shelf fatter, are there any solutions I might try for this?
Nice.
You could just move the bookshelf graphic down some.
Quote from: Irock on September 19, 2010, 04:00:57 AM
Nice.
You could just move the bookshelf graphic down some.
Ah, my apologies. I meant the lower shelf, the vertical one that you can't see the contents of. As you can see, the player is right next to it, yet there's quite a distance between him and the shelf.
Oh, well I think top one needs to be moved down some. The top's deeper than there is floor space between the front of the bookshelf and the start of the wall.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg138.imageshack.us%2Fimg138%2F5169%2Fforest2g.png&hash=435fcfe5e7118e1dd46a2f73ab6d6e509a62b8b0)[/spoiler]
Part of a forest.
Theres some issues with your mapping, First, the tree shadows kinda cutoff and it makes it weird, second, you should add some more grass, flowers and ground cover to make it more foresty
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FNewMapStyle03.png&hash=02d617c5b723ae87742f4618b55635be4faddf06)
Testing a new map style for interiors, more photoshop, trying to break the grid a bit without making it un-walkable. The top floor of the first inn. Is the look worth the trouble?
Joy, your maps are always incredible and never cease to amaze me.
Goddammit Joy. Stop making my VX maps look shitty in comparison. ;-;
A little screen :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F3740%2Fasudbasd.png&hash=1b07ca8a4bce30db29179d71769ff1a70bfba11b) (http://img690.imageshack.us/i/asudbasd.png/)
These are relly nice I wish I could map like that. ;)
The sleeping brother really needs a bigger duvet. Though I've seen my own brother do that so...
Quote from: Taylor on September 19, 2010, 02:29:31 AM
Also the fade to black around the edges (aaaaagh the photography term escapes me)
ah, I know the term well: vignette.
Quote from: Zylos on September 19, 2010, 03:52:47 AM
One, the fire sprites never seem to fit right in the fireplace. The solo fire sprites hover above the floor of the fireplace, and the campfire log fire sprites stick out a bit from the fireplace. Can't seem to win either way.
While I cannot help you with the bookcase (the only options that I can tell are to make the bookshelf wider, or place it a few more pixels away from the wall) i may throw together a quick fire animation tomorrow...
Quote from: joy on September 19, 2010, 05:02:11 PM
Is the look worth the trouble?
definitely. It looks splendid, although that is putting it bluntly.
Quote from: CircleDrain on September 20, 2010, 09:41:23 PM
A little screen :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F3740%2Fasudbasd.png&hash=1b07ca8a4bce30db29179d71769ff1a70bfba11b) (http://img690.imageshack.us/i/asudbasd.png/)
this looks very much improved, I like it, and, as long as the style is consistent, I like it... although, the beds are either too short or too wide... they just don't look quite right...
Quote from: Taylor on September 20, 2010, 11:33:53 PM
The sleeping brother really needs a bigger duvet
... Wtf is a duvet???
@joy How do you do it like that? It's so amazingly amazing. But I have no idea how to start. You should make a tutorial! That would be sweet!
^Peppor
get this reference, you get +10 points.
whoa.
that was kind of awesome.
Duvet is also the opening to Serial Experiments Lain. But that's going off track.
CBS is being a bastard. Have a title screen instead.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg521.imageshack.us%2Fimg521%2F7391%2F92587837.png&hash=41ecc8954692e4d2ab4160cc1cdf85afc5ccca72)
EDIT: Gah... no no, still not sure about this style of battle status:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F6973%2F88873307.png&hash=fdad497ed416ab9728b98d3afee7dc9550296fad)
Mapping is definitely one of my weakpoints, so I figured I'd start mapping more while I'm working on the storyline!
Here are 3 RTP maps, none of which are connected or related. Just random maps to practice.
Tower
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg80.imageshack.us%2Fimg80%2F9029%2Fss1rh.jpg&hash=95d659234a1dbe151d3aff76fccef3bbd3fb55ef)
[/spoiler]
Castle
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg411.imageshack.us%2Fimg411%2F7775%2Fss2sv.jpg&hash=0e66371e5b65e6b2f60a85fa30195843585721eb)
[/spoiler]
Forest
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg245.imageshack.us%2Fimg245%2F8906%2Fss3yk.jpg&hash=0b3374a1f9e16f3514f3bbf4737dcc832a120fbd)
[/spoiler]
This one is my favorite of the three.
Also, ignore the little portals. That's just how I get from map to map to take screenshots :p
Quote from: joy on September 19, 2010, 05:02:11 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FNewMapStyle03.png&hash=02d617c5b723ae87742f4618b55635be4faddf06)
Testing a new map style for interiors, more photoshop, trying to break the grid a bit without making it un-walkable. The top floor of the first inn. Is the look worth the trouble?
The result got pretty good. I liked the way you made the lighting, although discrete it look nice.
Quote from: Zylos on September 19, 2010, 03:52:47 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2Fss_unknown7.png&hash=c808cc8c819e52070ffd95ef20777fcc137560d4)
Took me seemingly forever to do this one. It feels a bit small, but then it's supposed to be just a small sitting room / parlor. Still need to work on the lower bookshelf so that it's a tad longer, and the back of the arm chair facing up can use some more details.
There's two issues bugging me though. One, the fire sprites never seem to fit right in the fireplace. The solo fire sprites hover above the floor of the fireplace, and the campfire log fire sprites stick out a bit from the fireplace. Can't seem to win either way. Secondly, the vertical bookshelf feels weird; there's a massive gap between the player and the bookshelf, making it look as if he's going to examine all the small titles from several feet away. Aside from making the shelf fatter, are there any solutions I might try for this?
Really nice. This screen color tone have an interesting feeling. About the fireplace, it looks well for me, maybe you can erase these pixels that stick out of the place.
And the bookshelf looks weird, I don't like the way VX mapping is because of this. What you can do is edit it to be more thin. I recommend to do positioning of such things using them as events, in the events' graphics you can positionate it where you want.
Quote from: CircleDrain on September 20, 2010, 09:41:23 PM
A little screen :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F3740%2Fasudbasd.png&hash=1b07ca8a4bce30db29179d71769ff1a70bfba11b) (http://img690.imageshack.us/i/asudbasd.png/)
That lighting got too strong, you can add some opacity to it. Besides that, looks very cool.
This is my last lighting effects try. I used a differente technique this time, here is the result:
Obs: This map wasn't made by me, it was made by a friend.(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg194.imageshack.us%2Fimg194%2F5596%2Fmapadracunsoriginal.png&hash=e8a1f45f510b7185ec83e25f83b1821e4d760bce)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F1590%2Fmapadracuns.png&hash=6ceaff252e12d678794699e46e55294ed56e8bea)
Looking good andarillo, I like the tone and the lighting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FRocksTest-04.png&hash=00038b9d75551046b0713daeea3abd302a4db04f)
Testing out some new tiles for mountains and plants..so kinda a sandbox/throwaway map. Thinking I still need to tweak the colors on many of these plants...opinions on plants/mountains/ect?
That is really awesome!! Did you make that tileset?
It's a looootta edits, Mack's VX, Macks other stuff, VX RTP, XP RTP, Coming of age day (the cliffs) and recolored alundra plants.
Alundras plants ehh? Thanks :)
Some plants don't seem as subtle as the XP tress so they stand out a tad, but besides thaholymotherofcrapthat'sepic
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F9972%2Fexitesenscreens.png&hash=2525fdc31f52956718d732536ae7919d6b692f89)
Altered the title and Combat Results screen since I made this image, too lazy to change it because it's late.
Though the maps are really dark i think you pull it off to create a dark atmosphere.
Trying to create a cool dungeon/temple entrance here:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg63.imageshack.us%2Fimg63%2F3901%2Fnaamloos3m.png&hash=adf5fa462a00402ab81c588973e875ce1a3f2dfd)
A video about my multiplayer online game, Hartacon. I have to add that I improved the fps after recording this.
[yt]http://www.youtube.com/watch?v=cTTZQdZm36U[/yt]
Yeah, I'm trying to go for a dark atmosphere, but hopefully it's not too overdone...
updated screens as mentioned:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9972%2Fexitesenscreens.png&hash=d694934c6ec144fc402e1a6300ca68309bf85996)
Thought i might post a pic to see what people think.
That farm is a few things... Lets start at the beginning, though, yes?
It is a farm.
Farms need to upturn the ground for crops.
Forests are rife with roots... Large ones... That extract nutrients rather fast.
A forest just doesn't seem a very good location for a farm. And another issue is that said farm is extremely tall... Not large, just tall. Shorten it by a square or two (depending on what looks right) and fix those trees that merge with the house.
the purpose for that map is not to be a farm but to be a house that is separated from the rest of the village and it is jest a small garden of sorts and I will try to fix the part of the forest where it touches the house.
Quote from: joy on October 03, 2010, 05:33:14 AM
Looking good andarillo, I like the tone and the lighting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FProject%2FRocksTest-04.png&hash=00038b9d75551046b0713daeea3abd302a4db04f)
Testing out some new tiles for mountains and plants..so kinda a sandbox/throwaway map. Thinking I still need to tweak the colors on many of these plants...opinions on plants/mountains/ect?
Nice. I've been trying out my hand in mapping in Photoshop; it's great, far better than mapping in VX itself. Anyway, as for the map itself, it looks great, though I'm a bit iffy on whether or not I like the combined tiles from other tilesets, especially in regards to the flora. The XP and VX RTPs have a sort of cartoon feel to them that alundras plants simply don't have. But yeah, map is sex.
Anyway, I've been trying out a bit of a new style for a game I'm making that I plan to enter in RPGMakerVX.net's Halloween contest. I won't say much about the game itself, but I guess there's no harm in showing you a preview.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg221.imageshack.us%2Fimg221%2F1705%2Fhmmf.png&hash=e3039157c5aab879e343eebe84913c3a62e2c3f5)
As you can see, I'm trying to go for a look mimicking that of some of the earliest films. Any suggestions on improvements?
cigarette burns
Quote from: Taylor on October 10, 2010, 10:31:49 PM
Yeah, I'm trying to go for a dark atmosphere, but hopefully it's not too overdone...
updated screens as mentioned:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F9972%2Fexitesenscreens.png&hash=d694934c6ec144fc402e1a6300ca68309bf85996)
I rather like what you've done with your battle back... Is the lighting effect a part of the background, or is is an additive on the foreground?
It's part of the battle background. (Though pictured there is technically a copy of it to get that results screen.) I rather like it too. Bet none of the others will turn out like that. D:<
Amazingly boring map test ahead.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F3372%2F47193133.png&hash=b8ef217aabca463ca87ffba1967777b802f66792)
Quote from: Taylor on October 10, 2010, 09:08:51 AM
Some plants don't seem as subtle as the XP tress so they stand out a tad, but besides thaholymotherofcrapthat'sepic
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg545.imageshack.us%2Fimg545%2F9972%2Fexitesenscreens.png&hash=2525fdc31f52956718d732536ae7919d6b692f89)
Altered the title and Combat Results screen since I made this image, too lazy to change it because it's late.
where did you get the soldier sprite?
I swear I've seen it before and it's killing me
@ heisenmap I'm sort of a stickler for detail in VX, so if a map ever looks too plain or boring, just add some detail! Flowers, rocks. Another way to make a map less boring is too create an atmosphere; add a screentone, some weather - maybe even some events! Aside from that, as a foundation, your map is actually really good. Add some detail and your map will look fantastic.
Okay, so I'm sort of a newbieto this site (I joined some time back but haven't been really active due to my busy schedule: ) So I haven't really posted on this topic before, but, I will give it a try. Here are some screenshots I was doing for a terminated and unreleased XP project a long time ago. I hope/believe I have grown as a mapper, and I have stopped using XP, and have now moved on to VX - just two factors to consider. I had anticipated finishing my project, but, I never got around to it, so it's built up in my project folders and I just felt I need to share some of my screenshots. Just a heads up, they are supposed to be pretty dark!Oh, and the fourth screenshot is the same mapas the third screenshot, I just showed the entire map (not in play mode, though) so you could see it.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F2ljsv0x.png&hash=e45ab5d9b29d31f75842273acbdc66575f3c4f92)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2ppzyux.png&hash=41ce8c1fa3247bccef1a038d6af32aa1c32730f6)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fei9zwj.png&hash=d1c60935ac3654901f7a3a8e8602a22b2e95742d)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Fp7fia.png&hash=475b888dbd269af2d6b1862996fbd5feb0d6f961)[/spoiler]
very square, and could use more detail.
try using different grass types, more flora as well.
Water should be as rounded as possible, not so square, it's not a circuit board after all.
also please don't use so many text colors.
also, am I just crazy or are those colors really really dark?
I mean, I can barely tell what I'm looking at!
You know your map is too dark when I have to adjust my monitor's brightness to see it in its entirety.
@NAMKCOR: It's from Treasure of the Rudra/Rudra no Hihou. Or more specifically, RPG Advocate's Phylomortis' side view monster pack.
My god beyondtheanonymous I'm going to have to agree with the others. Seriously too dark there.
Here are some more screens from my game see if any of you noticed some problems I did not see.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1101.photobucket.com%2Falbums%2Fg421%2FCodeMaster123%2FCapture3.png&hash=1ed04e415146d2dc5ed3553c9ffa375e274a2edf)
Hi,
Here are some maps i made , i'm not very good at mapping so help on how to improve my maps would be greatly appreciated
http://img26.imageshack.us/f/screenie1u.png/
http://img839.imageshack.us/i/screenie2.png/ -This map is still a wip i've got a lot of thing to add to it
Not bad, but there is room for improvement.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F7201%2F44233830.png&hash=d128b3e339c00338e1f3a68d864fdac590c1468d)
A. It would be better to use the base cliff tile here.
B. This particular tile choice makes the cliff look like it just... ends. If there is a tile that offers a more gradual transition, I would suggest using it.
C. What are the ends of this bridge connected to?
D. Not an error per se, but it seems a bit unnatural for the grass to form a perfect right able around the corners.
E. It is ill-advised to use ladder tiles on corners. It just comes out looking weird.
F. See A.
There's also the matter of the water. There is no visible shore, and that one little segment where there's only two inches of space between the two sides is a glaring issue. I would also take a second look at the waterfall.
Nothing particularly wrong with the second screenshot other than the lack of detail. I would suggest adding a few more decorative tiles to spruce things up. The same can be said of the first one as well.
... where did you get those tiles? I though they were originals of ccoa's.
My first map in photoshop, influenced by joy :p
That's really nice looking, Ike (:
Very nice map, Ike. The minor color variations in the trees was a nice touch.
Quote from: Taylor on October 29, 2010, 11:32:17 PM
... where did you get those tiles? I though they were originals of ccoa's.
They are made by Amaranth, who made the aveyond series, and not Ccoa. You can find the tiles here:
http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=sc&cat=56
They are uploaded by Amaranth herself.
Here's a screenshot from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2F2m79chs.png&hash=af13794caea976d826c02c4adc6f14f2ab6568e8)
I've been trying to find a new colour for the trees and grass on the RTP graphics. Screenshot may be a bit dark.
I can dig it. I would mess with the fog a bit though; it blocks out some of the finer details, especially in the darker areas.
Quote from: Ryosis on November 02, 2010, 12:56:40 AM
I can dig it. I would mess with the fog a bit though; it blocks out some of the finer details, especially in the darker areas.
I was assuming that it was an animated fog over the top, which would be totally acceptable to be that dark, because it doesn't stay in the same spot for long... of course, I could be mistaken... Often am, actually...
The fog is animated. However, I made it to thick.
Here's a new map from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2F2m79chs-2.png&hash=e378a0954d00b40909ec3858ae053d664bdae261)
I like this one :D although, i would say increase the lighting around the fire, add some shadows to the people (if you want) and add more grass n stuff to the surrounding area
Much better. I think Forte's on to something with the fire. Not a particularly huge gripe, but it's something I would consider.
Nice map The Shadow, it has an intriguing atmosphere.
Though I'd make it a bit darker if it's supposed to be a nocturnal scene.
@The Shadow: I think the first screenshot is good on the sub level... wait that comes out wrong.
I mean where you've got "sub" blending is good, but the other areas are a little... well... foggy. If you have two fogs, decrease the non-blended one's opacity. If it's just one, decrease the opacity, and increase the darkness of the screen-tone.
The second screenshot I'll agree with the others. Make areas not near the campfire or moon darker, and near them brighter. Increase the contrast of the overlay.
Thanks for the comments guys. I will think about that :)
Here's a new from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-16.png&hash=7957933fbea07f523eb82a20cae8fbd45b316df1)
It amazes me what some people can do with the (slightly modified) RTP. There seems to be a some odd coloration on the prominent building beneath the vines on the second floor. Not a big deal, but it's there.
I've been working on atmosphere & shadows.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2503%2Fscreenshots%2F32.jpg&hash=188a9da0448d7249549baa66e2a52a1ba6f450de)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2503%2Fscreenshots%2F33.jpg&hash=8c480e0dd5863fe56efcc011a2a570903a5fea26)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2503%2Fscreenshots%2F34.jpg&hash=2a67970bfc7c26a412a690660ab25a5d379ee9b8)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2503%2Fscreenshots%2F35.jpg&hash=7e8c77b1d83b3639801efe93c41127f7b1bb9b30)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2503%2Fscreenshots%2F31.jpg&hash=72e55fc0fac305edf66f2f06f6abcb67044f4b12)
What's wrong with your doors?
The atmosphere is nice tho.
What do you mean the doors?
He means that placing doors like that looks dumb. Other than that, it's pretty sweet.
So I should turn the doors to the side then?
I think you shouldn't put any door at all.
Wow, I'm flabbergasted at what people are doing with the makers now. I'm only just getting back into rpg making, I used to work a lot with 2k, but the graphic and styles have developed such a long way since I started. On that note, Shadow you have beautiful show and a very nice comprehension of balancing the "look" with over-cluttering a map, so it's very nice and keep it up!
I'm trying to find a style that's not too cluttered nor too spacious :/
Toughts?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg293.imageshack.us%2Fimg293%2F1778%2F59035387.png&hash=a7c4df17f35317d770c210b072ac349515072ee3)
I kinda like it. I think it's on the verge of being too bare. Anyone could argue that it's too bare, but idk, I like it now. I'd like to see it with maybe more things, but it doesn't really matter.
I'd say its too perfect. Its not bare, just too perfect.
Yeah I can hardly every get it right they are always to bare or very cluttered
It's nice, depending who lives there I'd say maybe add some clutter on the walls or table, but the ground's looking good.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F2m32ys8.jpg&hash=266d919c7a1f84499cea5b58055f3c4f0e9ea083)
Quote from: liberty on November 19, 2010, 03:22:59 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F2m32ys8.jpg&hash=266d919c7a1f84499cea5b58055f3c4f0e9ea083)
If I was playing this map, I would have -no- idea where the hell to go just glancing at it. As much as mapping is about being pretty, it's also about play design. Work your tiles to subliminally guide the player toward the proper destination. Make a path.
The thing is that if you were playing the map you would know where you started and which way you were headed to begin with. And there is a path... kind of. I like to promote exploration in my maps, and getting lost is at times part of that (though the chances of getting lost on this map are almost nil - really, it runs left to right).
A full version of the map is as follows>
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Fjuet5w.jpg&hash=e231438334113a816109914c446ba4f10cdb9a2a)
Thanks for your comments everyone.
Quote(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F2m32ys8.jpg&hash=266d919c7a1f84499cea5b58055f3c4f0e9ea083)
QuoteWork your tiles to subliminally guide the player toward the proper destination. Make a path.
I disagree, the map is pretty much a corridor. I'd make it slightly larger, with thicker walls; it's kinda strange how they're mostly one tile wide.
You're right. When I began that area I had the idea of making thicker walls, but for some reason I forgot all about it! I'll go back and edit some of them to be more than one tile thick. ^.^; Thanks for pointing that out, heisenman.
Oh, and I will keep the idea in mind of subtly guiding the character along, Arrow, it's just that in smaller, closed off maps (which I tend to use) a more pronounced guide isn't really that necessary. Most of them only have two or three ways to exit the map and they usually don't go over 50x50 size-wise. (Besides, snow tends to get rid of trails and pathways that aren't set in stone. And wilderness areas don't really have many paths as is.) But I will bear it in mind for more civilised maps.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-4.png&hash=817cac61133fd2f9559ff16d7935bf4c06b3fef8)
Im not 100% sure of this one. I wanted to see if you could create an outdoor map with the cave tileset.
There's not so much contrast in it, because of the trees having the same color as your ground. Maybe you should make the trees a little bit greener, with just less saturation; you'll have the same effect, but just a little bit more contrast.
The setting and concept is really great, though. I love your fire, it fits perfectly in the map.
I agree about the greens/contrast. You have bright lilypads and water, and dull trees, otherwise I like the look of this as an outdoor tileset actually.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2FBirchForrest.png&hash=71bee85cc01b396eb2848c7acb17809e560eec0f)
Testing some new birch trees for OotM. leaves are from Soruve, the trunks are all me.
I am quite liking those as outdoor screens personally. I think you were creative and yes you could add some saturation for touch-ups, but at first glance it's very nice.
what maker are you using Joy
VX, but I parallax map.
ohhhh I see at first i thoght like you where using XP because it looks like there are layers
Here this is the one screen I have of my game so far its the intro part!:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi62.servimg.com%2Fu%2Ff62%2F15%2F42%2F11%2F28%2Fscreen12.png&hash=1c4ff26936165440ba6899a38ee47bb76d3f8a0e) (http://www.servimg.com/image_preview.php?i=192&u=15421128)
cool. it's raining indoors. :|
ya but it will make more sense when I complete it basically its zeus's falt and ya long story...
Trying with green trees instead:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-5.png&hash=c500cff14d777d9b4b79071ee46395802b2a8eaa)
Much better, why did you make brown trees before?
Alright, here's my updated castle. Actually, here's my ENTIRE updated castle, interior and all. Enjoy!
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Fmuzsr5.png&hash=6be2b345e5a9b56e2f2e1a6cff0a0ec602c23a0a)
Outer Castle[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F11ls9s3.png&hash=e907c4aa20bd05982db0c7a69c0fb05cc7111bd0)
Inner Main Castle[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Fdr8ec5.png&hash=6007e0e64ec2a576cd1af919c64a447e6d13bd48)
Throne Room[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fnz24bn.png&hash=2f8521785d0c595618fced0fd2837ddf4d131256)
Barracks[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F51wnro.png&hash=de3fccc7116d00a03cb306a4ab2643d40e01c3ec)
Bedchambers[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Fwiwr51.png&hash=07cac348318e4b6d9262be7569d800d1ca852022)
Kitchen[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F140j581.png&hash=cc482608453040732c1d2fab36450850a1edd972)
Dining Hall[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Fxp57ut.png&hash=aacc4398fc48ffa8a9518250b52713cdd91b35a9)
Church[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F2n9gkzo.png&hash=d74dea0ada4cb1590c71c873819388c21c09a198)
Pub[/spoiler]
Why would you take screenshots with the event layer grid on?
To show specific events such as torches on the walls or soldiers.
I've always had an odd way of doing certain interiors. It seems more appealing to me if you put a glimpse of the nature into the interiors, depending on what type you're doing. I was playing around, and I did this Inn interior. I'm looking for some feedback on it. It's nothing particularly fancy, but I'm experimenting with my usage of nature in an interior.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi228.photobucket.com%2Falbums%2Fee255%2Faronathx2%2Fspoilleerrr.png&hash=fefe4a3d8f383919a15a3728e08bf2f9438e7138)
try to remove some of the trees on the outside to make it look more natural.... Bleh i hate the Vx Trees
Quote(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi228.photobucket.com%2Falbums%2Fee255%2Faronathx2%2Fspoilleerrr.png&hash=fefe4a3d8f383919a15a3728e08bf2f9438e7138)
You have the book shelf out of the carpet, and the near-by potion shelf above it. Choose one style, make it consistent.
I think shelves shouldn't go above carpets though.
And the painting in the wall above the bookshelf doesn't make sense.
Nothing makes sense in the wall above high shelves :/
...feedback? Someone? Please?
It looks good Strak. I wouldn't use that ceiling tile, for interiors, but that might just be me.
:)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F7126%2Fwaterfall0.png&hash=65cf0ccf8f39fbe190f19f5c0bdc7d4457ccef8c) (http://img51.imageshack.us/i/waterfall0.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg217.imageshack.us%2Fimg217%2F3205%2Fcavel.png&hash=759632e0f651a3599d2314f51f2b7eeb3d50da9c) (http://img217.imageshack.us/i/cavel.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg833.imageshack.us%2Fimg833%2F4007%2Fhouseext.png&hash=5e898fff5f61dff6d5b7d2b4e45033151870225b) (http://img833.imageshack.us/i/houseext.png/)
Uploaded with ImageShack.us (http://imageshack.us)
how are there?
good? ;D
bad? :(
ok? :P
The house there looks rather off. The windows in the left roofing have the tiles the wrong way, and the walls for the right half all have edges in between them as though it's actually three separate houses.
The first map is bad. Not only is it way too straight and boxy for any natural waterway, but there are some serious height errors with the cliffs. In particular, the ledges on the cliffs (the symmetric ones) should have as many cliff tiles as there are straight up to look right. And the waterfall. The top body of water is assumedly supposed to be at the same level as the tall cliffs. How can the waterfall then fall four tiles and be at the same level as the ground, which is nine or ten tiles lower than the cliff? And then how can there be an additional four tile waterfall when the same level of grass is adjacent to both the upper and lower body of water?
Read Rule #1 and Rule #4 - http://rmrk.net/index.php/topic,13769.0.html
The second map is fine, but it could use a little more randomness and a little more clutter. It's a bit too empty. Also, you have some weird wall errors in the upper right part. Some sections are missing, some of the walls aren't right, and a couple of the walls are too tall or extend below where the wall just curved.
The third map is also not great. Besides what Zylos has said about the roof windows, the wall windows are missing their top half. Also, what is with the tiny fenced section and the random barrels scattered everywhere. Nature is random, but humans aren't.
Sorry if I sound a little harsh, but you shouldn't be making tile errors. Anyway, just keep at the mapping stuff and you will eventually become a better mapper.
:tpg: :tpg: :tpg: :tpg:
emotions set aside i think you're right
but these were one of my first maps i forgot to add edges on the top-right
corner of the 2nd one too
after i make new maps I'll post more
:P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P
Trying my hand once more at mapping with Photoshop. This likely won't be used for anything, but I'd like some feedback on technique, etc. And yes, I am aware of a tiling error or two. Look past those please.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc08.deviantart.net%2Ffs70%2Ff%2F2010%2F332%2F5%2Fc%2Fmountain_path_mockup_by_xanloth-d33qh5a.png&hash=491a5b7d80cb07c9dbcabc9d89a116fc44733432)
That's pretty cool. I like that tileset but those cliffs are pissing me off. I know tiles are repetitive but using the same corner pieces like that all uniform looks bad. imho
Yeah, that's more of a limitation with the tileset. The corner pieces are all I have to work with, and I'm not entirely sure how to fix them without creating a new tile. (Spriting is not my forte.)
You don't have a straight piece? You're supposed to use a combination of straight pieces and corner pieces to add variation and make it look more natural.
Here's just a couple that I've been working on. Feedback please.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot1-1.png&hash=f9124f6e678d34b03d8c9041a641b3b03c04480b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot2-1.png&hash=cf71197e08bed251fa521d9c0f36749874faa72e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot3.png&hash=720c63066c9e496fc6260191d6787c5a9a37c8b3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshot4.png&hash=ad1b41426a9b30ad7a8d0f008ae5a1d42642d039)[/spoiler]
They're nice, if a little dark. The busyness of the screenshots plus the screen filter makes it hard to see :/
But's its still coo!
I think that what you are trying to go for with that darkened screen is either nighttime or a more retro/less colorful feel...
If you want the former, use a blue overlay, that works wonders.
For the latter, I would suggest a reddish or orange tinge...
Of course, you have to experiment to find the best layer style... If you have photoshop or Sai (which is free to try) you could give them a shot so you don't have to keep replaying your game to see the results...
What tiles are you using it looks like some Mack tiles, some RTP tiles, and some I have never seen
I've used a variety of tons that I have found and made myself a complete custom tileset (tiles A- E). Most are from mack, and some are just random chunks that I found and have no idea who made.
Ohhh I see no wonder I had never seen them if you made parts your self
Wayland Town, redux
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Nice : ) but the squareish grass kidna makes me sad, and i don't like the tombstones randomly surrounded by small bits of grass , it looks unnatural
The diamond sign in the top left corner is partly transparent
You're an idiot ChodeMaster. I cannot even truly begin to describe. At least you tried to be constructive.
Moose:
The square tall grass everywhere is unnatural. Break it up some.
The farms seem to be too perfect and repetitive.
Those highly saturated red plants and frozen looking blue ones look.. awful. I don't know where you got them, but you shouldn't use them.
That highly saturated blue roof looks bad as well.
The holes and cracks you used on that roof are for walls. I can tell and it looks silly.
That middle section that sticks out on the building in the middle left area of the map is really strange.
Your grass is bare in many areas. Try adding some weeds or bushes or rocks or something.
You should never put tall grass over a casted building shadow unless you're removing it with a script.
I don't have a whole lot to add but to give you a tip on laying the grass down. I agree with Irock that it's pretty unnatural, or at least looks really odd to have large rectangular chunks of grass seen at this distance but it's probably not as noticeable in game. Anyways, my tip is to use the Shift button when laying grass along the tiles just up one from the roofs of buildings and things that would be higher than the actual ground. Cause as it stands, it looks like the grass was mowed behind the houses up to where you can actually see the grass from our perspective. If you hold Shift in for those top tiles and a couple on the sides of the buildings it'll appear better. Notice how you accidentally did this with the chapel building in the upper right corner. That shows depth. That's what I'm talkin' about. I'm redundant. I know. haha
Oh, and try laying the grass down before the trees. The trees can sit upon the grass. Sometimes it looks odd when the trees are just avoiding the grass haha.
Moos: the destroyed house looks remarkably bright for being derelict.
A town.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F930%2Ftown.png&hash=ebe73fa9cfa54b10c70ed2d89f4cae0cf0539e49)[/spoiler]
That is absolutely lovely looking, Acolyte. I'm not a master mapper and I could be wrong, but I feel there should be more grass...?
Again, I'm no master, so feel free to ignore me xD
Quote from: MagitekElite on December 05, 2010, 06:07:02 AM
That is absolutely lovely looking, Acolyte. I'm not a master mapper and I could be wrong, but I feel there should be more grass...?
Again, I'm no master, so feel free to ignore me xD
Nah, it's a valid observation. I was thinking it was a little too empty.
I'm just noticing a few things, minor enough, and I'm no expert, but the left part of the bridges on the left half of the screen seem to be a bit far inland, and the streams narrow at certain points that looks a little unnatural. I could be an idiot, however, because I know nothing of nature, and those bridges are probably just fine, but it's just a few things I noticed.
Ah, I didn't notice that the streams were so narrow in some areas. Thanks for pointing that out.
Hm, those houses could really use some improvement. They kind of look like they're floating to me. Dunno, that's not normally how I made houses using the Inquisitor set.
There's probably more but the image won't load completely for some reason.
I think I understand what you mean Ryosis, because of the tileset the houses look like they are set on the grass as opposed to have grass around them.
Not sure how to remedy that unless you break it up with an occasional bush or some other plant life.
What I used to do was have a foundation of sorts beneath the house using the road autotile, as well as raise it off the ground a bit with the stone wall tile. God I miss RMXP. The Inquisitor set was something to behold in the right hands. D:
that is a superb idea and i think it would improve aco's map greatly
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F23kdit5.png&hash=18cde8eb856326102feed9a1e9f83159756f35dd)
No I was not.
If you were I would have had to beat you.
I may post a screenie soon
MAYBE.
*Waits impatiently*
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg844.imageshack.us%2Fimg844%2F4851%2Fihateinteriors.png&hash=84d15ef28f157029ea48f0c4b10195b89c5e7696)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg689.imageshack.us%2Fimg689%2F1193%2Fmoretilethings.png&hash=32a360abe8666eca60910df9d988cdc7269f3894)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg717.imageshack.us%2Fimg717%2F4569%2Fmoretilethingss.png&hash=c3e9d8d46c62c8e3d39ae6f43f55eda50d63e239)
working on some new RTP styled tiles.
Yeah... those tiles are amazing... How... what... Are those mountains part of the Earth Animation? Holy...
Yeah, it was the Earth Animations. I have mountain sets for all 4 terrains, though only 2 are visible via the screenshots. I think I'm actually running out of things to create :o
I'm working on large scale to reorganize the tiles on all the tilesets from the VX RTP. So far the only tile I haven't made myself is the water tileset you can see in the last 2 screenshots. I had to edit it though because the way it was created had some beginner errors.
Those are looking great grafikal, though the mountains appear a bit blurred next to the RTP ones.
The snowy mountain blends better, it's more sharp/detailed.
Grafikal, I love that world map.
There are a lot of really, really bad RMVX games out there, but perhaps one or two creators seem to understand how to map with it and it can look really good.
--
I've tried to pick screenshots that show off the systems well but that I also need good harsh criticism on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fvngeance_home.png&hash=ad0dd2ccff7dd2ad1b9e65a740916b365d6ceb89)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fbattlesystem_v.png&hash=407df4104669b793da5eff639ffafd99bed28992)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fv_screen_1.png&hash=9801af57e8f930c4ce1588ca7ce38fd7663fce25)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fv_screen_2.png&hash=e5734c0982374b97a8d41cc9d51e8c719717be05)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fv_screen_3.png&hash=435f6edb37b24002375e62195566c9a3335f12f3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fv_screen_4.png&hash=15657040f61f57a20bc9ea77f641c8980e709de9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fv_screen_5.png&hash=aa919ead8757cdc4d5a8ee72d1660c24cb3c731a)
That's pretty cool. It's like a throw back game. I'll have to look at your game topic in a moment but from what I can tell it's a mix of the old ass text based games but with some graphics haha. The only thing that bothers me is the 2nd screenshot just cause the NPC is so big and pixelated which doesn't bother me in the rest of the shots, just that one. I feel like it's bigger than it needs to be there. I probably wouldn't mind it 3/4 or 1/2 the size of that.
@Grafikal: That world map looks absolutly gorgeus. VX as its best.
@Wyatt: Looks good. You've put alot of effort into it.
MUD?
Sortof. Along similar lines, I guess. It's all played from the browser and there are graphics about the place and some animations though.
Neat concept.
I need someone to say my maps doesn't suck ;;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg408.imageshack.us%2Fimg408%2F5941%2F52138082.png&hash=8e56247829117f2be101fb25261d62b482712643)
It look good, you did good on not making the trees symmetrical. I am personaly not a fan of RTP tiles but it is still good.
It's just a little empty and devoid of life. Other than that, great start!
Practicing mapping to hopefully increase from 'bad' to 'sub-par'
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi953.photobucket.com%2Falbums%2Fae15%2FDylanSolidus%2Fshippractice.jpg&hash=8eea54de591c628bb1073857932d25a8bd8e9879)
I'm not certain what your "bad" looks like but if it's worse than this then this is "sub-par" haha. It's just pretty bland. There's a lot of open spaces. Also there are the mapping errors with the ship, right by where it seems to dock. I haven't used this set in a while but I'm sure there's a fix.
'Bland' is my 4th middle name
I hate this tileset the most out of every tileset in the history of creation, thus making it good practice. Also, I'm not sure what mapping error your pointing out. If you mean where the side of the ship doesn't meet the bottom part, that's just how this tileset works to my knowledge. O wait. The bridge thinger overlaps the side. my bad. That is easily fixable.
Sorry bout the double post. Edit wasn't working for me
Got another map for ya. I actually am proud of this one. It looks good to me
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi953.photobucket.com%2Falbums%2Fae15%2FDylanSolidus%2FMountain.jpg&hash=77b386bbd675472a9f9b864109cb6ff22eeeed9d)
You've got issues with height here
serious issues with height.
Now I notice and I sure do feel stupid. Dammit, I'l have to revise that. At least I'm not using it for anything
Quote from: DarkMessiah on December 21, 2010, 08:38:20 PM
Practicing mapping to hopefully increase from 'bad' to 'sub-par'
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi953.photobucket.com%2Falbums%2Fae15%2FDylanSolidus%2Fshippractice.jpg&hash=8eea54de591c628bb1073857932d25a8bd8e9879)[/spoiler]
The Ship Tile set was always kinda . . . bad.
The ship is kinda, badly done, in terms of the poles . . . It's a bit lonely in there, also, that bridge actually needs those 'metal' tube/poles with or without the rope around, and it'll look good.
Quote from: DarkMessiah on December 21, 2010, 09:48:49 PM
Sorry bout the double post. Edit wasn't working for me
Got another map for ya. I actually am proud of this one. It looks good to me
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi953.photobucket.com%2Falbums%2Fae15%2FDylanSolidus%2FMountain.jpg&hash=77b386bbd675472a9f9b864109cb6ff22eeeed9d)
[/spoiler]
It's good but . . . bland, try to add grass, 'dirt' autotile, and some more trees. The mountains looks too symetrical in a natural point of view, nature tends to me asymmetrical. the --> Bridge's ropes on the lower part are badly placed, use the 3rd layer to put them on top of the bridge itself, not below it.
=======================
Also; Karo's vacation is over.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F5867%2Fistillgotit3322.png&hash=e98a5430b374fb6da4e3edcbe636d0eb7f2ff857) (http://img196.imageshack.us/i/istillgotit3322.png/)
I'm back ~ :V
@Dark Messiah: It doesn't look too bad but I think it would be improved by moving the ship closer to the side it's docked on (it would make sense for them to use the dock that's closest to the ship!). I think some shadows would also improve on the bland look. You might want to search for some edits, or make one yourself, of a transition between the walls and the water, so that you can see the walls disappear below the water with some kind of gradient.
Graphically wise I think a lot would be improved by reducing the contrast on the water though that is more a criticism of the RTP than of your mapping.
Edit: whoah, where did all them posts come from?
@Sunny Milk: Looks pretty cool. It's not to empty, and not to crowed.
New modular world map: areas appear as you visit them.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fwm_anim.gif&hash=e2ae1bc473d8c110a6031c0a215749b84b9bd8ff)
These maps make my game look like a failure :P
Almost any map done by someone in the screenshot thread who is not a complete failure (i.e. me) will make other peoples games look like failures.
It's been a while since i used RMXP so this map isn't that good. Any tips on how to improve my mapping would be good:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Foi53.tinypic.com%2F32zoni8.jpg&hash=1480e814af2939fb155df3c59930b7499694e921)
The image is resized so you might have to zoom in to see all the details.
Or you could not resize it because we can't see shit.
well from that height, anything looks decent :/
Hello,
Here's a map and tileset I have been working on for some months. Please tell me what you think.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs71%2Fi%2F2010%2F365%2F6%2Fa%2Frpg_town_by_lyxven-d360jzj.png&hash=982b8a67a98a9bc3e512df8469a5387c2701fe63)
Video of my map: http://www.youtube.com/watch?v=3XMlx6GqR-E (http://www.youtube.com/watch?v=3XMlx6GqR-E)
Please try to ignore the fact that the main character can walk through walls and looks suspiciously like Crono. This was created as a test of the CT style battle system I'm using, but I'm interested in feedback on my map right now. The map is a factory with a giant vat of lava with sharks swimming in it. The game will start with the main character hanging from that crane and being slowly lowered into it.
It's a combination of rips from several games and a couple photos, so please tell me which parts if any seem too mismatched.
KeTeLe: Things are too spread out on that map. Unless you plan on adding a lot more features, I'd condense it to about half as tall and half as wide. Alternately (or maybe in addition), add a couple more buildings - you're already doing the thing where you have unenterable buildings to make the town seem busier, but the fact that the town only has five buildings total makes it a moot point. Some outdoor objects would liven it up too, like fences or carts or an outdoor shop.
erlyn: The grass is dark and busy, which makes it look like a jungle. If that's what you were going for, then good job. The straw houses also add to the jungle feeling. I feel like the vegetable garden is perhaps out of place in a jungle tileset though. I'd color the wheels of the farm carts a different color than the bed of the cart, and maybe color the handle differently also. Keep them wood if you want, but make them darker so the cart stands out a little more. Its coloring seems too simple compared to the houses and other objects, which are all well-done. You might also want to make a version of your palm tree that's flipped horizontally, and use it in place of about a third of the existing trees.
Sunny Milk: The map isn't bad but the fact that it's completely open on all four sides makes it seem like it might be too big. It's really helpful to the player if the map gives clear visual cues on which directions are useful to go, so they don't wander off into the wilderness. Maybe there's a path south of the tents that I can't see from the screenshot, but even so, the fact that your character is walking north suggests to me that there's something to the north. If there is, make a path, and block off the east and west somehow. If there's not, block off the path north too. A simple one-tile-high cliff is enough to mark the edge of the map, and works well in a forest where small steep inclines are very common in real life.//
Quote from: LockeZ on December 31, 2010, 09:24:21 AM
Sunny Milk: The map isn't bad but the fact that it's completely open on all four sides makes it seem like it might be too big. It's really helpful to the player if the map gives clear visual cues on which directions are useful to go, so they don't wander off into the wilderness. Maybe there's a path south of the tents that I can't see from the screenshot, but even so, the fact that your character is walking north suggests to me that there's something to the north. If there is, make a path, and block off the east and west somehow. If there's not, block off the path north too. A simple one-tile-high cliff is enough to mark the edge of the map, and works well in a forest where small steep inclines are very common in real life.
(http://[/url)
It's not a forest, it's a
Grassland,nature is random, I don't like to put a player in an area with little to nothing to explore except in either dungeons or certain given areas.
The map is to suggest that there's more, allowing the player to 'explore' around.
Here's a typical Forest:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg690.imageshack.us%2Fimg690%2F7397%2Fokookz.png&hash=b7223981b669f76f807516f7826c49a2ae0a704f)] (http://img690.imageshack.us/i/okookz.png/)
even here, there's suggestions of more areas for the player to explore, thou these paths are not visible for the player in the first time or visit :3
regarding your map, I don't have much to say except for the graphic clash I see in my opinion & the fact Chrono can walk throu walls which you don't want these to be pointed out. :/
Quote from: erlyn on December 31, 2010, 07:15:45 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs71%2Fi%2F2010%2F365%2F6%2Fa%2Frpg_town_by_lyxven-d360jzj.png&hash=982b8a67a98a9bc3e512df8469a5387c2701fe63)
I think that's a pretty sweet tileset. Maybe a
little more contrast in the thatchwork of the houses would be helpful though. Everything else looks perfect.
@LockeZ - you should probably use a script where the player character zooms out a little as he moves up the map. Otherwise, the depth intended doesn't really work.
@Sunny Milk-in both your maps I like the way you used the fog effect i wish VX had fogs I can't believe they removed them after XP
Scripts bro. Same/better functions.
Quote from: Sunny Milk on December 31, 2010, 11:39:39 AMregarding your map, I don't have much to say except for the graphic clash I see in my opinion & the fact Chrono can walk throu walls which you don't want these to be pointed out. :/
Well, I know I have the ability to walk through walls turned on in the video. What part of the graphics clashes, though, exactly? Someone else said the same thing to me, so I know it's true, but I can't place my finger on exactly what.
Quote from: LockeZ on January 02, 2011, 04:37:52 AM
Quote from: Sunny Milk on December 31, 2010, 11:39:39 AMregarding your map, I don't have much to say except for the graphic clash I see in my opinion & the fact Chrono can walk throu walls which you don't want these to be pointed out. :/
Well, I know I have the ability to walk through walls turned on in the video. What part of the graphics clashes, though, exactly? Someone else said the same thing to me, so I know it's true, but I can't place my finger on exactly what.
Jame's sprite clashes with the background. It's colors are too bright and clash with the dark atmosphere of the titleset you used. His colors just stand too much in my opinion.
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(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg831.imageshack.us%2Fimg831%2F9646%2Fokkoko.png&hash=1201112f78403031f9e87787bab06181213e5de2) (http://img831.imageshack.us/i/okkoko.png/)
@__@ Trying to event some moving platform & button pressing events
Looks pretty good Sunny. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-6.png&hash=e8e72f10296331fcc584453a616e94e2fdfce5e6)
I need to post something soon that isn't a forest :/
@Sunny
I'm just noticing something that's bugging me. Your characters seem to be standing on the SIDE of the logs, not actually on top of them. It just doesn't look right to my eyes. If you were to move those logs down a few pixels in the tileset, it might look better, but that's really all there is. In any case, I'm not that great at mapping, so it's probably just fine, and the rest of the map is fantastic.
Quote from: Strak on January 03, 2011, 04:47:03 AM
@Sunny
I'm just noticing something that's bugging me. Your characters seem to be standing on the SIDE of the logs, not actually on top of them. It just doesn't look right to my eyes. If you were to move those logs down a few pixels in the tileset, it might look better, but that's really all there is. In any case, I'm not that great at mapping, so it's probably just fine, and the rest of the map is fantastic.
No, it's just like that, and the few pixels moving it would f*ck up the tileset @__@ and a lost of extra work. it's just the circle rune that's giving such a bad effect.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg402.imageshack.us%2Fimg402%2F4465%2Flllkc.png&hash=8c30f0b2a7dee966a761edbc3368ee8d56e98034) (http://img402.imageshack.us/i/lllkc.png/)
The trees are all dead, but there's two random clumps of flowers. Doesn't really make any sense to me.
Other than that, it isn't a horrible map, but the weird elevation use in the center is making my brain hurt. It's like a mind trick or something. One second I see a cliff, and the next I see a hole. I'm sure it's supposed to be a hole, or a chasm or something, but it feels awkward to me. It might just be me though.
Potential Boss Power?
Command Signal:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Fjs0qyc.png&hash=14b14a878038230080817878eb9351b801b4eaf7)
This lets you send out a signal beacon, effectively overwriting a lesser, functional enemy's software to allow you control of it...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Fe9em1y.png&hash=99a9731d2463bc2fcd5234f13607ee7f99ff5dd7)
...letting you do stuff like this. In this mock-up, X is using an enemy to reach a high platform.
That's pretty awesome.
Danke. I'll be dreaming up more and posting them here as I get good ones.
Quote from: Acolyte on January 04, 2011, 07:36:13 AM
The trees are all dead, but there's two random clumps of flowers. Doesn't really make any sense to me.
Other than that, it isn't a horrible map, but the weird elevation use in the center is making my brain hurt. It's like a mind trick or something. One second I see a cliff, and the next I see a hole. I'm sure it's supposed to be a hole, or a chasm or something, but it feels awkward to me. It might just be me though.
Then the maps purpose has been fulfilled muahahahahaha ~
Quote from: Sunny Milk on January 04, 2011, 06:00:09 AM
Quote from: Strak on January 03, 2011, 04:47:03 AM
@Sunny
I'm just noticing something that's bugging me. Your characters seem to be standing on the SIDE of the logs, not actually on top of them. It just doesn't look right to my eyes. If you were to move those logs down a few pixels in the tileset, it might look better, but that's really all there is. In any case, I'm not that great at mapping, so it's probably just fine, and the rest of the map is fantastic.
No, it's just like that, and the few pixels moving it would f*ck up the tileset @__@ and a lost of extra work. it's just the circle rune that's giving such a bad effect.
It's definitely not just the circle rune. I zoomed in. The character's feet are 80% of the way down the log. They should be near the top. She's not even standing on it right now, if anything it looks like the character is sitting on the log. If you want her to be standing on top of the log, the log needs to be about 12 pixels lower.
This isn't hard to do and I don't see how it would mess up your tileset. You just add a new log to your tileset that's 12 pixels lower on the tile than this one is, and use it for the new moving logs while using your same old log tile for all the old logs that can't be walked on.
You know XP tilesets can be infinitely tall, right? If you want more tiles, you can always just make the image taller and add your new tiles to the bottom. It won't affect any of your existing tiles...
--Battle system--
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc00.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2Fb%2F2%2Fnc12_by_createdthoughts-d36gjr0.png&hash=3a062113e6d025df369eb204d260c215c6726fc4)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc02.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2F3%2Ff%2Fnc4_by_createdthoughts-d36gjwl.png&hash=da365a95efbaa3c7ac34ea6f9cd65b5e8937c281)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc00.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2Fe%2F1%2Fnc9_by_createdthoughts-d36gjsa.png&hash=bdf66b16fb028e8d37d1171d747c2cefedd3bcbf)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs71%2Ff%2F2011%2F004%2F6%2F1%2Fnc8_by_createdthoughts-d36gjt6.png&hash=64cc5472b56b24899ffe2588b3121bf3e4d4f411)
--Below Caterpillar System--
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc05.deviantart.net%2Ffs71%2Ff%2F2011%2F004%2F1%2Fe%2Fnc3_by_createdthoughts-d36gjus.png&hash=9571ea9d4514c371594ec568081aa78dee6e97ad)
--After Math of a Battle--
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc02.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2F3%2F5%2Fnc6_by_createdthoughts-d36gju3.png&hash=98a5f3e62a04e14e152dd651251fceb2dc5acfae)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc05.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2Ff%2Ff%2Fnc1_by_createdthoughts-d36gjy7.png&hash=08fed9fff4f177bcef3c4fa244883dff89286686)
--An example of of where you would find items--
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc08.deviantart.net%2Ffs70%2Ff%2F2011%2F004%2F5%2Fb%2Fnc10_by_createdthoughts-d36gjp0.png&hash=030581d1d7324ce3f7ac19e8dadf06760236afed)
--New guild battles--
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc02.deviantart.net%2Ffs71%2Ff%2F2011%2F004%2F7%2F5%2Fnc11_by_createdthoughts-d36gjq9.png&hash=8044e911c9c91252d4b2c24f863124f4fa3bd4a6)
are all the areas supposed to look like they are floating in the sky? not that it looks bad or anything just curious.
Ima post my shiz.
Now you can't say I hasn't contributed.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg189.imageshack.us%2Fimg189%2F6122%2Fscreeniewk.png&hash=be9724c6b320f33b627c575b44ad873ed7d06406)
MOVE ALONG.
I really like those windows on the boot shop : O
I mades em <3
THERE'S CLOTHES IN THE BOOT SHOP.
LOOK IN THE WINDOWS!
Quote from: Strike Reyhi on January 05, 2011, 08:16:26 AM
are all the areas supposed to look like they are floating in the sky? not that it looks bad or anything just curious.
No. Ever Played Final Fantasy tactics?
Quote from: NAMKCOR on January 05, 2011, 12:49:47 PM
THERE'S CLOTHES IN THE BOOT SHOP.
LOOK IN THE WINDOWS!
THATS CUZ ITS A CLOTHES SHOP <3
Adrien: you should probably change the battler positions during combat so that people are... uh... on land.
Get rid of the shadows underneath the characters too, they look awful. Not only do they look more like a UFO is hovering over the character's head and creating a shadow than anything else due to their retarded shape and retarded size, but also they don't interact properly with the trees and other objects on the background, covering things up that should be above the shadow. Plus your dudes don't have shadows when not in a battle. It's a disaster.
A very simple World Map System Im working on:( Still in WIP)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTitleScreen-2.png&hash=0c4afd28e3d86cae7fe85d0a874bb28e1876cbd0)
I like it. I would suggest creating a world map sprite for the player that is much smaller. Or, If the character ends up being distinct enough and you plan on not having the player walk around the map but only access areas via a mouse click, then you could change the sprite to just the character's portrait, or head.
Trying my hand at some XP. Straight up RTP. I opened program and used whatever tileset was at hand.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F3479%2Frtp.png&hash=42bb77c6145c81f4bf1d80551107a3e1f8ccec71)
@Salad Fingers - what script are you using to show the map name I have never found one that has a icon with it.
My first Screenie ever :O Be honest of what you think :)
LINK: http://img190.imageshack.us/i/perrynvillage.png/
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg190.imageshack.us%2Fimg190%2F4342%2Fperrynvillage.png&hash=0ad186f22a757a2b3c52aa72b5f0a17bad2ed9da)
Perryn Village, a small village surrounded by forest like areas. From my game: Castle Oblivion 3.
Castle Oblivion 3 Topic: http://rmrk.net/index.php/topic,41086.0.html
One, don't double post. Two, you have to use the right tags to embed an image.
Yes, use the correct tags and the correct LINK. I fixed your post and removed your double post because I hate them. I enjoy your screenshot.
Quote from: grafikal on January 15, 2011, 06:47:37 PM
Yes, use the correct tags and the correct LINK. I fixed your post and removed your double post because I hate them. I enjoy your screenshot.
Thanks! Glad you liked my screenshot :D
I posted on my RPGgame thread an incomplete screen shot of Uther's Fortress. Just for the sake of showing people I'm making progress. So I thought well I might as well post it here.
I intend to add all the small stuff like long grass, fishermen, guards, wildlife, plants and even signs. I just want an opinion of its current incomplete state and see if I'm going in the right direction.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg337.imageshack.us%2Fimg337%2F8767%2Fsfortressmapworkinprogr.png&hash=d751d4f0b31eee416458351f36bd5765ba8577bf)
@erlyn: (one page back)
Your tileset is amazing, very beautiful. It reminds me of all the good the Snes did with graphics. The trees look amazing, I could see and know what the grass was, the dirt looks great with the grass and I adore the houses! And from what I see, the sprites match well with the tileset. The water looks great too, and I like that you made it so we could still see the cliff/side.
I don't really see anything bad about the mapping either, so I won't try to comment on it. :P
I do have a suggestion though...the boxes to the house to the left in the middle, I could barely tell what they are. Unless they aren't boxes?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Ffymy3r.jpg&hash=aef8879b51f792bab8c6232cc3d0d1d0d4a4339c)
Other than that, I think its perfect and very good job!
@luiishu535:
There's probably a reason for it and I'm just being silly, but I am very curious...why is there water reflections on the town? (https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.laymark.com%2Fi%2Fm%2Fm003.gif&hash=b7cc4988f698d68c18121c74f5e0f649473d6ae6)
I don't see reflections.
I think she means the fog he's using, but it's not the water reflection fog from XP or anything. It's just a poorly composited fog with those harsh pixel edges in places.
Yes, Grafikal is right. I'm sorry, I couldn't figure out what to call it and I'm not exactly good at wording my thoughts. It looks its suppose to be underwater or something with that fog... :p
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJAYn4.png&hash=7b781bf4e5237f5d72ba0912ea642af074310549)
Random screenshot of a random script that was finished out of boredom.
Dude, that is beautiful. Very stylish and slick, I really like it.
But why's the bar with icons under 'Inventory' seperated from 'Inventory'?
equipped bar
that's obviously a minecraft script.
What do you (anyone looking) think? It's a screenshot from the game I'm making, entitled Visions.
Quote from: TDS on January 17, 2011, 10:03:11 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJAYn4.png&hash=7b781bf4e5237f5d72ba0912ea642af074310549)
Random screenshot of a random script that was finished out of boredom.
MINECRAFT!!!
Well done though.
Quote from: MagitekElite on January 16, 2011, 11:06:54 PM
@erlyn: (one page back)
Your tileset is amazing, very beautiful. It reminds me of all the good the Snes did with graphics. The trees look amazing, I could see and know what the grass was, the dirt looks great with the grass and I adore the houses! And from what I see, the sprites match well with the tileset. The water looks great too, and I like that you made it so we could still see the cliff/side.
I don't really see anything bad about the mapping either, so I won't try to comment on it. :P
I do have a suggestion though...the boxes to the house to the left in the middle, I could barely tell what they are. Unless they aren't boxes?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Ffymy3r.jpg&hash=aef8879b51f792bab8c6232cc3d0d1d0d4a4339c)
Other than that, I think its perfect and very good job!
@luiishu535:
There's probably a reason for it and I'm just being silly, but I am very curious...why is there water reflections on the town? (https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.laymark.com%2Fi%2Fm%2Fm003.gif&hash=b7cc4988f698d68c18121c74f5e0f649473d6ae6)
Well, there's really no reason for the sparkles, it's just a thing I've added to give the map more nature and a exotic feeling. SInce the water there is very clean and the place is magical... There's really no big deal for it :P
And btw, do you mean the sparkles in the water or the fog effect? The sparkles are just sprites from RTP and the fog is picture from woratana's fog demo.
Nowadays everyone cries minecraft at a crafting system; five years ago you would be slated for copying Runescape, before then it would be some other game. It's not a system unique to either of those games. (But then I'm just a moaner)
Well, I think it's a little more direct in this case:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.swingerzetta.com%2Fmc%2Ffactory.gif&hash=bef3b704054064a41272077830347e1c9a295810)
Good job though TDS. It looks great.
Yep, it's a replication of the minecraft bench crafting system.
It's kind of my hobby with RGSS to replicate features from games I'm currently playing, so it's a compliment when people can guess the game it's from fast.
Currently working on the intro for my game. Which I plan to have shown before the actual start menu. And Well the scene takes places in the Emperor's hallway leading to his chambers. I was thinking of using a darker tile set as the one in the program seems to friendly and doesn't reflect the dark story well. Nonetheless here's a screen shot from the intro where the messenger is heading to the Emperor's chambers.
Any advice to improve on the scene to fit what is written in the spoiler will be great.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg37.imageshack.us%2Fimg37%2F7380%2Fintroworking.png&hash=5e6f4f56959e3c0b29df1f91bb1d4850b7d87891)
[spoiler=What I'm basing the intro off.]A royal messenger entered the dark and dingy hallway which lead to the fabled chambers of the Emperor. On his way, the messenger was overshadowed by a vast array of paintings. Emperors long gone, glorious scenes of victory from the Empire's past. He stopped when he noticed the great wooden door which sealed the rest of the world from the Emperor's private life. It was open slightly and the light from inside was gushing through.
The messenger approached the door and looked through the gap. He saw a room covered in candles and every single one of them was lit and burning brightly, banishing the shadows from the room. Other than the obvious lighting, the room was mostly bare. It was stripped days ago on the Emperor's orders and the only furniture that remained was the bed and a tall chair that stared out at the window. The messenger's eyes widened as the Emperor who was hiding in the chair started tapping the arm uncontrollably. Nervously the messenger knocked on the door twice and the emperor ushered him in with a hand gesture.
"Close the door" the Emperor commanded with his booming voice
The messenger closed the door as he entered and headed towards the emperor quickly. He was so nervous all he wanted was to get it over and done with. The uncanny ambiance was even effecting the emperor, his eyes were bloodshot and his stare was emotionless but he made the effect to gaze towards the messenger. Just as the messenger was going to open his mouth the emperor interrupted.
"Do you see them?" the Emperor asked quietly?
"See what" The messenger stuttered
"The shadows" the emperor answered staring blindly towards the messenger. And he frowned at the messenger's reaction.
"Do you take me for a fool boy?" The Emperor shouted as he stood out of his seat to confront the messenger. "The shadows from the old tales." The emperor stood back rubbing his eyes and fell into his seat.
"Emperor? I've come to tell you that the royal guard is ready and waiting for deployment." the Messenger stated clearly for him to hear.
The Emperor stared at the messenger in response to the message, he then sighed quietly and slumped further in his seat.
"Tell them that we march for Wolveshaven at dawn. You're dismissed" he said clearly.
The messenger felt relieved as this whole moment would soon be over. He went exit the room but stopped to make a small glance to the chair the emperor was sitting in and left the door open slightly. The emperor was staring out the window in the comfort of his seat. His tapping getting louder...
"The sun shall rise uncontested but from that day onward we will all live in shadows. The children of the stars shall fall under the gaze of the red moon...What have I done..." [/spoiler]
It's a little empty...a lot empty actually.
So it finally dawned on me why I don't like XP RTP graphics compared to VX RTP. XP doesn't blend the pixel work together therefore making a harder looking graphic and they're also more desaturated.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg152.imageshack.us%2Fimg152%2F804%2Fexamplet.png&hash=36dd5b45d757a8466812481ef63a088daa3209ed)
grafikal@
Hmm. I see. Well I'm not the best tileset artist but I put that on the to-do list to edit. For now I will keep those how they look now.
DarkCodeZero@ I saw what you mean clearly and attempted to sort out the problem. I also went with a dark dingy look to fit my intro description.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg140.imageshack.us%2Fimg140%2F4404%2Fdarkdingy.png&hash=57e8becaa4599aadb32e6b982e4840aa3c1d1734)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F3706%2Fdarkdingy2.png&hash=06898bbaa5a9fa5f8a9a077c1edf0cfb4e563ab7)
Keep an eye out for implied space. The carpet you have looks uneven, since the walking space for the horizontal is actually three tiles wide, not two. The way you have it implies the floor is the following, where X is carpeted and O is uncarpeted.
XXXXXXXXX
XXXXXXXXX
OOOOOOOO
It would be odd for the castle to be decorated that way.
Quote from: Capn Wolfe on January 19, 2011, 11:10:55 AM
grafikal@
Hmm. I see. Well I'm not the best tileset artist but I put that on the to-do list to edit. For now I will keep those how they look now.
lol, my comment had nothing to do with your screenshot. I was just saying.
VX is more cartoony and vibrant. I didn't like it at first. But now, I like it better than XP.
modern algebra@ Thanks for pointing it out. Will put it on the to-do list.
grafikal@ I agree with you on that point and edit those curtains to look better.
Why do you say 'and' ? I literally NEVER even mentioned you in my post. Why do you think I'm talking to you or referring to your curtains? Curtains were just an easy example that I had. Coincidence that you used curtains in your screenshots. Stop it :mad:
Suurree.
About TDS's screenshot. That Minecraft styled crafting looks awesome :P i love it. Personal question. Are you going to publish script someday? All other crafting scrips are not too good, or are really limited, or hard to configure. Your looks perect ^^
Quote from: TDS on January 18, 2011, 10:52:13 PM
Yep, it's a replication of the minecraft bench crafting system.
It's kind of my hobby with RGSS to replicate features from games I'm currently playing, so it's a compliment when people can guess the game it's from fast.
It is certainly very well done.
I was wondering the same thing as B-LAzer
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-7.png&hash=78407fbf3e307289648f7d1a6dd809ea0eb7f2cc)
I like it : ) although that fence throws me off for some reason...
Your cloud shadows seem... very pixelated.
Hey, I need some advice for this map. The is the keep of a castle; however, the main tower of the keep is inverted (under ground). Just to explain the smallness of the building. The map itself feels rather incomplete to me. I'm already killing the cracks and the vines. Is there any advice to be had?
lolz, dont be too harsh, its my first town :P
Mine!
[SPOILER=amazingness](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshotAwesomeDungeonRoom.png&hash=bace1097948b0d0f96975dedcaee81e11d34c9e6)[/SPOILER]
Solar: You've improved it tons since you posted it here (yes, I know him personally. He's a very good friend of mine)
Ramon: It seems too...blocky...and bland. Granted, it is RM2000, which makes it bland anyways. I don't get why there's a castle type thing in the middle of the town that's smaller than the houses above it?
lolz, yeah i know its pretty bad:P but yours is really cool though!
Quote from: DarkCodeZero on January 22, 2011, 06:42:23 AM
Mine!
[SPOILER=amazingness](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi278.photobucket.com%2Falbums%2Fkk96%2FArcono%2Frmvx%2FScreenshotAwesomeDungeonRoom.png&hash=bace1097948b0d0f96975dedcaee81e11d34c9e6)[/SPOILER]
Solar: You've improved it tons since you posted it here (yes, I know him personally. He's a very good friend of mine)
Ramon: It seems too...blocky...and bland. Granted, it is RM2000, which makes it bland anyways. I don't get why there's a castle type thing in the middle of the town that's smaller than the houses above it?
You're top right corner is off. It appear that the vertical wall is on ground level, which doesn't work. You should extend it all the way along, and then have a 1 hheight tile for the left side, instead of those stairs.
This is an iPhone game I'm currently working on. The robot you see walks and walks, no matter what, and it's up to you to make him walk as long as possible, by changing the world he's walking in (e.g. removing obstacles and dragging bridges to gaps in the ground). What do you think? :D
Quote from: B-LAzer on January 20, 2011, 02:01:19 PM
About TDS's screenshot. That Minecraft styled crafting looks awesome :P i love it. Personal question. Are you going to publish script someday? All other crafting scrips are not too good, or are really limited, or hard to configure. Your looks perect ^^
Nope, I don't plan on releasing anymore public scripts.
For anyone who wants to see how the finished version looks.
[yt]Hn0GUK2Cq2E[/yt]
http://www.youtube.com/watch?v=Hn0GUK2Cq2E
@The Shadow: That a very good map.
Quote from: Jonesy on January 22, 2011, 09:42:19 AM
You're top right corner is off. It appear that the vertical wall is on ground level, which doesn't work. You should extend it all the way along, and then have a 1 hheight tile for the left side, instead of those stairs.
What exactly do you mean by that? I think (I may be wrong) that the vertical wall that you're speaking of in the top right is my door. It is on ground level. And a 1-heaight tile for the left side instead of the stairs? Would I put a ladder there instead?
@Solar - The problem i see is that if it is a castle keep wouldnt there be less cracks and vines try replacing them with flags and things like that.
@DarkCodeZero - I have one question why are there chests on the walls?
You can walk on top of them. It's pretty obvious given the door and stairs in the lower left corner.
Well how dose it work the top of the wall is right next to the floor wouldnt you be able to walk right off and back on again.
Wow. There's these things...called scripts...that do things to alter how a game could play. You really have no brain.
Graf, you just made my day with that comment. It were funny.
@luiishu535:
First, your avatar scares me (I'm afraid of Clowns) lol
Second, yes, I meant the fog :) I've never mapped with VX, so I was just wondering why you chose that fog and it kind of looked like water reflections to me :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-7.png&hash=488773f7ee6caaab3fbd593fb63684e3f7806266)
Indoor mapping is my weakness.
if it makes you feel better (though it probably wont), it looks alot better than anything i can do :P
It actually looks decent, Shadow. You might want to put some more clutter around. Make it look a bit more lived-in.
I do like that you remembered that you can walk behind the walls (evidenced by the couch and lamppost that stick up).
Updated version of the game layout (iPhone game I mentioned before). Any comments?
[spoiler=Image](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F2408%2Fgamelayout3.png&hash=a9c14c7ff3f40f66e6461488d2ca4ae7032bd014)[/spoiler]
Explain the differences, I can't tell, and I don't like having to scroll back and forth to see the images.
I've put a wheel under the character instead of a leg, because it looks better when he's going faster. :) And I've changed the ground a bit, with the lighter spots for example. :) And I didn't get any comments on the previous one, so I thought, let's try again. :D
Ok, first, your game doesn't really show much. It shows a robot and a field. Not exactly very impressive. Try a video. Then we can actually see a bit of the gameplay. Second, there was a post by someone, I forget who, that said something along the lines of "We don't care if you fixed up one map or added one new script, that's not worth a whole updated demo. We don't care and we don't want to hear it. Come back when you can say 'I finished another three scripts, ten maps, and overall about 25% of my game,' or 'I've finished 50% of my game!' Then we'll be interested."
I forget who wrote this, but you get the idea. That isn't EXACTLY what they said, but something like that.
Sorry if I seem like an overreacting prick.
Wasn't that Ryex?
But hey, this is the screenshot topic, and I'm posting an 100% self made screenshot of an iPhone game, and I just wanted to ask what you all think of the graphics and the design and positioning of different elements. But if I got the topic title wrong, please tell me.
And I wouldn't post this updated version if I'd already have comments on my previous one, but I didn't, so I tried again. :)
I guess that's understandable, but I guess what I'm saying is you don't have to make it seem like you actually did something to improve the game in order to post again asking for feedback. If anything, it just reminds me of that post. Just quote yourself so people can see the image again, or better yet, just post the image again, and ask politely for feedback. I did the same thing, and it worked, and I don't think anyone thought any less of me.
That aside, I don't see anything wrong with your game, but I'm not exactly sure how to give feedback on an iPhone app.
derp. I don't care either way. I like the wheel better.
@Shadow: I think that your inside looks very good, and cluttering it any further as Solar suggests would take away from the look. Keep it. It's good.
An animated screenshot:
http://vengeance-rpg.com/battletest2.html
Actually it's the code for the graphical part of my battle system; all of that is scratch (well, uses jquery).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fbattlesystemconcept.png&hash=2065885047471a66b5a34d67f737fd164e78f9c6)
The animated Screenshot reminds me much of Fire Emblem.
Still working on this one. Might be an error somewhere.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-8.png&hash=31c2ef46c3443dd11ac11a51fad6f76f2cd2649b)
@Shadow:
I think it looks great, and I didn't spot any errors! I really like it, makes me wanna live there! :lol:
Quote from: Wyatt on January 26, 2011, 10:48:56 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fbattlesystemconcept.png&hash=2065885047471a66b5a34d67f737fd164e78f9c6)
work of great excellence.
Quote from: The Shadow on January 27, 2011, 10:12:24 PM
Still working on this one. Might be an error somewhere.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-8.png&hash=31c2ef46c3443dd11ac11a51fad6f76f2cd2649b)
Great atmosphere there on the beach maps! I love it! XP can do so much amazing things, so much detail. Even if I'm using VX :P
Thanks for the comments :)
Here's more of the same map:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2F2m79chs-4.png&hash=3977d5b478d5534e15b786831fbeba96ef85c9e3)
I love that one for some reason..I don't know why, It reminds me of tales <3
I see an error lefttop, last screen, the tree is missing a piece of shadow.. ;)
So, your map isn't bad but there are some things you can do better. As first: the houses. They are exactly like the house in the tileset, try to make some different houses. I'm talking about the shape..
I also think that you can make the mountain more natural, some different levels of high ash example.
Thanks for the comment Mark. Yeah, I missed the shadow error under the palm. Fixed ;)
Also, the mounatin as 3 different heights, but you can't see it that on the screenshot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg84.imageshack.us%2Fimg84%2F4087%2Fudania.png&hash=3c479a97552cfd87874dcbd84e88b664ac52d082)
A search all throughout the land netted the hero absolutely zero gold. :V
Those are actually some pretty kickass maps to me. The indoor one feels a bit too cluttered though, in my opinion. Great lighting, but perhaps a bit too much stuff laying around.
Looking good. But there's 2 error in the last screenshot:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfgdf-8.png&hash=b71877f89f4ca091a0cc6723fd6f3e0ed183bfc0)
@mark 1707, those are some stunning maps right there. I wish I used XP to its full potential before I did the big swap to VX. XP has so much more to offer in maps. Those are detailed enough so that there aren't any noticeably open spaces, but not so much that it's cluttered.
Congratulations, you found the middle ground!
Something I've been working on :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F26tBz.png&hash=27c0df67fb125921d0b6f101a9aa4d4a9936f5c9)
I like it, so bright and cheery : )
And mark... epic
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-9.png&hash=9a3b9229bd4d9900c3ffdc2fec6c0df5d2cd97da)
@Mark I noticed an error on the inside of your house. At least I think it's an error.
And what's with the bag of whatever under the stairs? The top half has a shadow over it (granted the stairs), but the bottom doesn't. I just doesn't look right to me.
Also, why does 1 of the windows NOT have light shining through like the other 3?
I think the light shining on the barrel in the top right corner is weird. It looks like there should be a lid on the barrel or something.
@Mark1707-Your maps are so good it makes me want to switch back to xp I have always thought XP had better maps but I forgot how much better they were. :)
QuoteTDS: Nope, I don't plan on releasing anymore public scripts.
Aww, why not?
Now this is just a concept; someone is making me an image for the sexy fat viking lady called Helga. It's supposed to be a spoof of Evony in that respect.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Flogin.png&hash=8b2b2cc6b91993ee32d8c37ead1f643c424655ee)
This is Evony if you don't know (one of the more PG-13 shots, anyway):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.bruceongames.com%2Fwp-content%2Fuploads%2F2009%2F07%2FEvony-tits-advertising.jpg&hash=4dd23155aecc39532c39a4edfc29662dd849d3d5)
Quote from: Gracie the Bitey on February 02, 2011, 04:08:34 PM
QuoteTDS: Nope, I don't plan on releasing anymore public scripts.
Aww, why not?
I'm not very good at explaining how to use the scripts I make.
@Wyatt: Looks very good. Btw, "fat fiking"? :P
New screenshot from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshtos-1.png&hash=69338b06120b8b2a16b4f36d68166eb9f49b15d3)
Stumped trying to finish a good HUD.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtlEsa.png&hash=816dea55931c9eacbe8fe4791a06c5775fe7aaf4)
That is amazing TDS where did you get that or did you make it yourself!!!
Funny, now that I look closer, the script is pretty good. I was paying attention to the shadow on the banner, the man actually IN the water, and how the wall part of the water tile does not match the wall above it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F6qdt2r.png&hash=4c512a9622a7b4c9cbaa7daead5bbb8cc05a859e)
This is the tile used. The ground under the water matches, but the wall does not.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F117g515.png&hash=24034e4ac457bdb2f32cb79bffafa8227f6a3120)
This tile has a matching wall but no matching floor.
Still, interesting little bits of mapping I noticed that is quite a nice change.
I'm working on a vector style tileset for one of my games, so I'll post screenies when it looks good enough to share.
Before:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fregister_before.png&hash=bf7ce6ce66d5eeb8dcbfd8c530e7a27f0c76eb6a)
After:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fregister_after.png&hash=59747ef0a1474dd4fa44cb2e5cffa0a3483107e3)
As you can see, the only necessary info is a username and a password. Super simple!
www.vengeance-rpg.com/v/ (http://www.vengeance-rpg.com/v/)
Quote from: The Shadow on February 02, 2011, 10:52:42 PM
@Wyatt: Looks very good. Btw, "fat fiking"? :P
New screenshot from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FScreenshtos-1.png&hash=69338b06120b8b2a16b4f36d68166eb9f49b15d3)
That is one beautiful cavern dungeon shadow, thou the door seems out of place. Maybe a bit of editing it to look old & dirty would help.
Its not supposed to be a map...I'm testing out the clusters I made. I was wondering if anyone could provide some suggestions on how to make more, different ones or fix these up a bit? :)
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2q2o1gk.jpg&hash=f23494bd816b5ee695e9ae71fe359942a9d5106e)[/spoiler]
perhaps a cluster that can tile, allowing it to be used for many things?
What do you mean exactly? :)
err it can continually go.. lets say this is your cluster |_|
if we tile it |_|_|_|_|
i hope that makes sense?
Got bored one day, made a castle. In-game screenshots if someone wants one.
[spoiler=My Castle](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg195.imageshack.us%2Fimg195%2F8274%2Fasharcaslte.png&hash=1e8c74d25bcdfd4b62f711178c78bc8975eb4566)[/spoiler]
Pretty mediocre.
you have some height isseus smack dab in the middle
@IAMFORTE:
Hmm...I think I understand. A tile piece that I can use next to each other? Or something more like an autotile (in a sense..)?
Well, here is a small forest map screenshot. Someone helped me out with toggling, which I had no idea about, and now my screenshots won't have those annoying lines :P
I think I need more mountains...? And the cluster's shadow in the center doesn't look like it matches very well. Maybe its because of the grass I added underneath? >.>
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F15n7z8m.jpg&hash=eaf631b3fbf425c76911e9f9538d0182db10b71d)
[/spoiler]
The grass in the water looks really weird imo. It's just a very unnatural 32x32 (if I am not mistaken) block.
@ IAMFORTE - It's called a wall. You might see them around somewhere, I don't know if they have them in the great white north.
It's an event image. It's not actually a square on the water.
Feeling a bit retarded now. I forgot that XP does that. ;9
Quote from: Welfare-Daddy Pacman on February 13, 2011, 08:36:28 AM
Feeling a bit retarded now. I forgot that XP does that. ;9
Prepare to feel retarded again. Forte was talking about the fact that, if you saw your map from eye level, the entrance would look like this:
V water V water
____...........____
.cliff.|..........|.cliff.
.......|_____|.......
.......|stone.|.......
It wouldn't be bad, if not for the fact that that the front was that low, but the top was higher than the cliff. so, in effect, your wall looked like this from the side:
\
.\
..\
All in all, your "wall" looks like shit
Here's a new map from my game Castle Oblivion 3.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg253.imageshack.us%2Fimg253%2F3448%2Fgyrontown.png&hash=f2d00461677693a265544a34379703c7db03d950)
It's suppose to be a deserted town which has been attractive to ALOT of thives lately.
Enjoy and hope you like this map I made meanwhile I was playing guitar xD
Thank you naroji. . . i felt it was prudent to remain silent after he hathpulled the fail
as for your map luiishu, it looks good : )
Been working on a new tileset...
Its the tiles, not the map, that I want rating.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg534.imageshack.us%2Fimg534%2F2866%2Fallnewtiles.png&hash=ae8ed3caff32ad8b55509656b4dcadc7cb0f2a79)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg507.imageshack.us%2Fimg507%2F7725%2Fnewpublictiles.png&hash=7df7925eb0b588bc7fa993f0fac85e027858e368)
Thanks folks.
The trees aren't standing out too much from the grass, they look pasted in. It's probably because the grass is too dark.
Think I'll lighten the grass and add a bit of autumn yellows and blues in there. Really make it feel foresty. Thanks for the advice, been a while (1 year) since I did anything like this.
nothing has a shadow either so pretty much no matter what you do it'll stay looking like that until there are at least hints of shadows lol. So the color shift is a good idea and also add shadows.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FVX-Resources%2FSteampunk-MapEX.png&hash=c7088b54cb68dc4e2a2626ff2394fe18c76e4a41)
An example of a map made with steampunk tiles Celianna and I collaborated on. ^-^
I give that a 8/10 it is a little cluttered but a nice tile set
That tileset is gorgeous Lunarea. Great job!
Pretty awesome, just one question, what's with the bridge type thing in the bottom-right-ish corner?
I think I'm in love with that tileset. It's absolutely gorgeous. The map is very nice as well, albeit cluttered, but I'm assuming the tileset it what you want critique on so I'll ignore that.
@CodeMaster:
Thanks! I won't be using the map, so I'm not worried about all the clutter. But I appreciate the comment!~
@modern algebra:
Thank you. Collaborating on it was such a blast, too. A great experience overall.
@Strak:
Sorry, I'm not sure what you mean, exactly. Is there something wrong with it, or is it just the placement you're wondering about?
@Ryosis:
Yes, I did want feedback on the tiles (and thank you!) :)
I wouldn't use any of my mapping examples as actual maps, because they're way too busy and they're not designed with gameplay in mind. However, the example maps serve two important purposes: 1) to show how well the tiles fit together and 2) to demonstrate how the tiles are meant to be used. Although using my tiles seems very obvious to me, I've caught a few instances where someone used them wrong. For example, my inner tiles have a wall lamp/sconce. Based on the shape and the shadow, it's very obvious to me that it goes against the wall. But I've seen people use it in lieu of table lamps. So, I've made a couple example maps that show which lamp goes on the wall and which goes on tables. It's much easier to explain little things like that with a visual aid. :D
This is my latest map, a simple Field with a farm. I think my biggest problem with open fields is finding a way to block off players. Comments would be nice.
It's way too square. Try to make it look more natural. I also think the objects and trees in the field are too evenly spread apart. Try to create a variance in the spacing.
I was bored, so I decided to mess around with the Inquisitor set some more.
[spoiler= "Castle~"](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2zxzf2r.png&hash=c2a296a2720ecaa25de8631755bfb4643b0c88fb)[/spoiler]
I think it's way too empty. You should also use the wooden autotile ceiling... thing instead of the stone one.
I think it looks fine empty. Castles are roomy.
Quote from: epson777341 on February 19, 2011, 10:56:05 PM
This is my latest map, a simple Field with a farm. I think my biggest problem with open fields is finding a way to block off players. Comments would be nice.
Aside from the obvious fact that this is huge, there's not much going on. I appreciate that you placed all those doodads around the area, but it would be better if there were also one or two real landmarks, even if it's just an unenterable barn or a parked caravan.
For the edges, try using cliffs to block the path. A one-tile-high cliff is a realistic and easy natural wall. It can go either down or up from the main path.
The curved road looks fine but the curved fence seems weird. Fences are usually straight and cover a rectangular (or at least polygonal) area, because they go up to the edges of property lines. Put something else in the way, like a small but dense group of trees, to explain why the path curves around that spot.
First three maps of the first dungeon of my game. It starts out with our hero being slowly lowered into a vat of lava. With sharks. The rest of the dungeon is the villain's shark factory, complete with laser sharks, acid sharks, rocket sharks, and a giant shark wearing sunglasses.
Opinions? I'm most concerned about the first map, both because it's the intro, and because I'm not sure the combination of graphics styles works well. I feel like it clashes too much but I might just be imagining it since I'm the only one who knows for sure which tiles came from what sources. Please let me know anything that seems wrong or off or even just unusual, for all three maps of course.
[spoiler="Room 1"](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F6579%2Flocker%2FShark_Factory_Room_1.png&hash=74623db7c33c2c8819630a119d3f62d6b13cb3c4)[/spoiler]
[spoiler="Room 2"](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F6579%2Flocker%2FShark_Factory_Room_2.png&hash=ce7195d88a6518e065bd1e47d99b119a26210b9b)[/spoiler]
[spoiler="Room 3"](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F6579%2Flocker%2FShark_Factory_Room_3.png&hash=3456d385a465de4e4f141e595701559b8dc9a73e)[/spoiler]
The perspective of the tank in the first screen looks really off to me. Also, the ground could use a bit of shadow or something.
I thought it looked like the same perspective as the crates and barrels and such. Do you think it should be more side-view or more overhead?
More overhead.
Quote from: Lunarea on February 17, 2011, 06:41:12 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FVX-Resources%2FSteampunk-MapEX.png&hash=c7088b54cb68dc4e2a2626ff2394fe18c76e4a41)
An example of a map made with steampunk tiles Celianna and I collaborated on. ^-^
Looks great!
Quote from: MagitekElite on February 13, 2011, 06:44:34 AM
@IAMFORTE:
Hmm...I think I understand. A tile piece that I can use next to each other? Or something more like an autotile (in a sense..)?
Well, here is a small forest map screenshot. Someone helped me out with toggling, which I had no idea about, and now my screenshots won't have those annoying lines :P
I think I need more mountains...? And the cluster's shadow in the center doesn't look like it matches very well. Maybe its because of the grass I added underneath? >.>
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F15n7z8m.jpg&hash=eaf631b3fbf425c76911e9f9538d0182db10b71d)
[/spoiler]
Looks pretty good, mate. I'd add some lighting effects and I think it will be pretty solid.
Thanks, blazinhandle!
We finished some inner tiles too. So, another example map is in order:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FStuff%2FExample_InnerS.png&hash=86e05b6bf7a7d4e6a79a7123231a99089135a90e)
@LockeZ The maps have that factory atmosphere you're looking for, that's why they're great. As far as the first one goes, the perspective on the lava tank is a bit off. Other than that I don't see any problems...
Lunarea, I really like your maps.
Is it hard to Parallax map? I've been wanting to try it out, but can't find any good tutorials to how to do it.
@DarkCodeZero:
It's pretty much the similar to regular mapping, only you have more control of how and where you layer things. It can take longer to line things up, however, so it may not be an effective solution to maps that are easily made in editor.
The only tool you need is an art program that supports layers and has a grid option. Using the 32x32 pixel grid, you can line things up in a way that would allow for walking room.
You can build your base in RM editor, save it as a parallax and add details in the art program. Or you can build the whole thing in the paint program, just using copy/paste of different tiles.
My first ever attempts at battlers. I made a variety of each enemy. All 4 won't show up at once, but this is the best way to show them off.
@ShortStar
interesting look, although I am more into sideview-battlesystems
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg10.imageshack.us%2Fimg10%2F7622%2Fscreenixn.png&hash=4c24817cd36be6aaf48995c6d6fde3a14fc58830)
pls rate
Looks pretty good, but it almost cross the line of being to dark.
I'd say too dark.
@rofl1337 If you intensify the lights a bit, the darkness could definitely work.
Just a 5 minute map. An abandoned beach at dusk.
Looks really nice I give you 9/10 The boulders seem a little out of place.
It feels empty. It could probably use more weeds.
Quote from: CodeMaster on March 17, 2011, 08:13:57 PM
Looks really nice I give you 9/10 The boulders seem a little out of place.
Thanks! actually, the boulder is my player :P
was trying it out for an event system.
Quote from: Forty on March 17, 2011, 08:40:19 PM
It feels empty. It could probably use more weeds.
Ya, its not finished... I'm too lazy XD
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnFFvC.png&hash=73a1ee5b2fd4d8404398fb7ec79523decb0744c5)
Guess the games and win a cookie. Guess the inspiration and you're a witch/wizard.
I don't like the way the sprites are at 200% size. I think it's strange to have the sprites pixel doubled but everything else normal size.
There's also one black square at the back of the floor. 'Sup with that?
I agree with Irock. However, 100% would be too small, no? Perhaps 150%?
I'd be more than happy to use the appropriate sized sprites to make my scripts, if I could make then.
Since I can't, I take what I can get.
Potential landing page redesign. Do you feel the quality befits a commercial game?
Before (current page):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Falt.hbgames.org%2Fimg%2Fupload%2Foldhomepage.png&hash=42d16c94dd031931cad5812bb5eeb7fc80b96b81)
After (proposed page):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Falt.hbgames.org%2Fimg%2Fupload%2Fnewhomepage2.png&hash=2d863cdb34151952d4ae6eb6935d28037b24bec9)
It looks pretty snazzy to me.
I've had people elsewhere say the parchment and maps look like they're "ripped off a shitty flash game"... what do you think?
Face in top left corner is slightly off if it is sapposed to be in the box and the parchment look a little bright but not bad.
Reminds me of the old days of Adventure Quest...
Still tweaking the look...and need to decide on if I wanna do an overlay...but yeah..it's a reef.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FReef.png&hash=2a6457e07225d988b5c55206d64485e6279687e1)
That looks really neat. My only complaint is that the chest doesn't look like it's laying flat on the sand, like it's not at the correct angle.
Quote from: mouse on April 06, 2011, 12:07:04 AM
I've had people elsewhere say the parchment and maps look like they're "ripped off a shitty flash game"... what do you think?
Might be TL:DR territory, if so, skip to the last paragraph.
That's likely because the edges are all darkened... This makes it look unreal, because paper doesn't work that way... Neither does parchment, for that matter...
to make it look more realistic, go ahead and take a piece of paper and put it into light from a source other than directly above, prehaps have a lamp next to the table it is on. Notice the pattern of light. You'll see that there really isn't much difference in shadow at all because you are looking at a flat surface. The only way you would have such deep shadows would be if you had other items casting them.
Also, I like how they looked ripped, but they also don't look
believeably ripped. If you wanted to do that, it would end up looking more personalized and unique while also giving you a reason to put shadows (because a ripped piece might be curled up and therefore casting a shadow on another piece.
The map looks very plain, perhaps you should draw a map, rather than simply placing points of interest on a blank page covered in squiggles.
In short, Complexity and and attention to detail breeds originality, so make sure that you take a few minutes to get an idea of what you want... I would suggest you actually make a menu out of real paper using a light source when remaking this menu so that you get better results. Also, I would suggest actually scanning samples of your own writing to use in the menu to make it more realistic and unique.
OotM time!
I've worked on this thing til my eyes are crossed..still loads to do..but a WIP shot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FOotMMenuWIP-01.png&hash=a18d4903caba95467e0ddb82d05b2a1a89c7fff3)
=O
Well done. That looks great already.
I can't wait to see it complete (but don't rush yourself!)
Looks incredible joy. The positioning is a bit off but as you said it's still a WIP.
The text is such a close colour to the background that it makes it slightly difficult to read, but otherwise it's fantastic.
I think the text color is perfect you just need a glow or a different shade around it so the text is more prominent.
@TDS:
I like it! I don't know if I think the 200x sprites look weird or anything, but there are other people with better opinions/views on the matter. It looks fun too xD
And are they fighting a boulder? :P
@rofl1337:
I agree with the others; its a bit too dark. It looks pretty good other than that :D
@Joy:
That looks absolutely amazing! I really love the colours used, works incredibly well. :33
If it looks that good in WIP form, I cannot wait to see the finished version!
Quote from: joy on April 13, 2011, 03:45:02 AM
OotM time!
I've worked on this thing til my eyes are crossed..still loads to do..but a WIP shot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FOotMMenuWIP-01.png&hash=a18d4903caba95467e0ddb82d05b2a1a89c7fff3)
I love this: I think the only thing that would make it better, other than the obvious (which is aligning the pics just right), would be to make the character sprites be the animations you have for status ailments when they have them... just a thought...
@ Joy, it feels that Simon's head is just a little too large to me, maybe other than that the item select bar could go all the way to the left edge...
But honestly, it looks next to perfect the way it is, just figured I should to a perfectionist for criticism.
Quote from: NPC on April 13, 2011, 11:49:59 PM
@ Joy, it feels that Simon's head is just a little too large to me, maybe other than that the item select bar could go all the way to the left edge...
But honestly, it looks next to perfect the way it is, just figured I should to a perfectionist for criticism.
I think it's his hair. The spiked part seems too much.
i don't think it's the hair personally. maybe if the portrait was cropped differently so more of his face could be visible? right now a nicely sized chunk of the left side of his face is cut off. dunno, that's what i would do.
I posted this in irc, but here it is for non irc-ers.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FOotMMenuWIP-02.png&hash=6f6086c91d731d98a9107c5802942de35bc874c2)
still need too change the vocab, but thinking this is gonna be the final, graphics wise.
Still lovely, but there are some things that I would do different.
I don't know how to call 'em in English, so when I say "RED THING", I mean the strokes that you can see in the right upper corner of each of the faces and that come out of the windows.
I think you should get rid of the RED THING that comes out of the Menu Options window. It doesn't have a purpose (or at least, that's what it looks like) and it looks like it's not aligned to the middle of the options window. I think it's a bit redundant, if you know what I mean.
Also, the location should be next to location, not beneath it. If you make the letters a little bit smaller, they could fit next to "Location:", which in my opinion, would look better.
As for the time and amount of Sil, those letters should be a couple of pixels lower, I think.
And maybe, just a suggestion, you could put a 1px stroke around each of the faces, so that you can see the seperation more clearly?
But as always, the style is beautiful and I love the colors, health/sp/exp bars, red stamp on the lower left corner, font and characters. :D
I would agree about the ribbons. They are beautiful but they seem to be a bit much and they get in the way of the faces.
YES. RIBBONS. THATS THE WORD.
Something I've been working on that is really going to speed up Vengeance development. Just a shame players won't even know it exists, haha. Only I ever see this screen!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Falt.hbgames.org%2Fimg%2Fupload%2Fconvos.png&hash=7c904cb01edca3024f0533556899305f2cdc4ee5)
All conversations are modular. Imagine it like this.
Message 1
Message 2
Message 3 - only show if switch 9 is on
Message 4
Message 5 - only show if switch 9 is off and item 4 is held
Message 6 - only show if switch 9 is off and switch 10 is on
Message 7
Japur and Thunderwave: The ribbons on the faces are there to hold status ailment icons, and the one on the right is to alleviate some deadspace.
A new experiment in mapping a dense forest. Still very very WIP, I never finished putting in the groundcover in the background, but I think the idea comes across. I'd be adding some different tree trunks as well as pixeling the water.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FForestjunk.png&hash=4b3b330dfa525ea0a33aaf8f1b8088191b66fe97)
That looks gorgeous joy. You make me never want to make another map for RPG Maker ever again :)
@mouse - I like, but wouldn't it be better to allow for more conditions? IE. a possibility of requiring a number of switches to be on? Definitely a good idea to make a GUI for that stuff though :)
That looks so natural, Joy! I love seeing your screenshots because they're always so inspirational and motivating :)
gasp : O awesome joy!
Personally I think it would look better without the lighting, but that's just me. Lovely graphics though.
Gonna bandwagon and say that looks amazing joy!
@Joy: That's one of the finest mapping I've seen in a RMVX game man.
Though, I agree with Japur and Wave. The ribbon really looks outta place there, just the ribbon over the character's head.
@Mouse: Yup you should consider what Algebra proposed. More switch, more condition for an super epikz hidden quest :D
Before:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.hbgames.tk%2Fupload%2Fbattlesystem_v.png&hash=407df4104669b793da5eff639ffafd99bed28992)
After:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Falt.hbgames.org%2Fimg%2Fupload%2Fvengeanceskillbat.png&hash=40573db8323366c6cd18ee2fb04b6642d1d1b140)
Quote from: joy on April 19, 2011, 06:41:59 PM
Japur and Thunderwave: The ribbons on the faces are there to hold status ailment icons, and the one on the right is to alleviate some deadspace.
I understand why you did that, but the ribbons seem out of place. The status ailments don't look like they are on the ribbon. They look like an afterthought to me. But the different length from the last image is what made this more noticeable. Please don't get me wrong, your work is fantastic. I am just trying to explain what I see is awkward. What if you removed the ribbons and let the ailment icons exist in a 2 x something grid, without the grid boxes obviously.
As for the height issue, if the height is based on how tall they are than the sprites should show that also. I think if you move the first guy over a bit to the left, he may look better, because the ribbon blocks his eye.
But believe me it's awesome. I think people are just being picky because they care.
The ribbon isn't blocking his eye. Though the bottom right one does look unneeded, I personally would be fine with the open space it'd leave with it removed.
I meant on the previous version because the ribbon issue wasn't that noticeable.
Damn joy, that map is absolutely gorgeous. The water is very well done. The only complaint I have is that the sun shafts kind of detract from the overall presentation; don't get rid of them completely, mind you, but I would consider making them less obstructive. I would also add more trees (or tree trunks, rather) toward the top of the map to give the illusion of thicker foliage. Other than that, the map is beautiful. Excellent work as always. The same goes for the menu, though I would personally darken a few elements and adjust their saturation as well to give it some contrast. As it stands, it seems to lack depth, at least in my opinion. It may also help to make the text a little more readable; at the moment it doesn't stand out enough. Just something I think you should consider.
XP tiles in VX.
Kind of a WIP, so it's a little sparse right now.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F33mx1qx.png&hash=f9cb1068299a22fb1b08a684da12ba3a7d258eb9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2wcituh.png&hash=39bab6170009bf11952475bece41b1643f3fbc1e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Fx10w0o.png&hash=d7866aa458cab031f1a994da7632f29afbf6ad3a)[/spoiler]
Those are some of the best XP-VX conversion maps I've ever seen. I especially like the water.
Aw, you're too kind. :D
I think I might look for a better waterfall graphic though.
Isn't this Hanzo's tileset? Wow these days I've, like, been seeing these VS tileset like everywhere XD
For a clear waterfall you can try this, it was Venetia's RTP edit work, it always looks really nice in my old maps :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi192.photobucket.com%2Falbums%2Fz113%2Frain_and_a_gentle_love%2FGame%2FWaterfall-Clear.png&hash=f9d9c87911a7df495c9deac4a61786bb9a89c020)
Hey, thanks. That looks much better. And yeah, they're from the VS tilesets.
Possible layout for an App for my game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.ohsk.net%2Fuploads%2Fafrapp2.png&hash=0ff296d849b0c4774082d15eea7c4fd6f588c1e7)
www.afar.ws
Wanted to make a script of something I knew nothing about.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FFcPuQ.png&hash=f1f2ad34f0377a9134e0f1e21f60d5fc04a95eaa)
The cards were a tight fit, but I managed to push it all in.
And yes, I know the cards and borders look crappy.
Well, it looks like you know at least a bit about what you're making a script of. :V
That looks fine, TDS.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fdfghjkl-1.png&hash=10ce9b465bf65e60113059929e238d94d256276f)
Looks nice 9/10
Your fence seems to be having issues by the house. 9/10 because the fence is screwy.
What do you think about these screenshots???? (they are a bunch of pictures XD)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2F1.png&hash=e34a05ef38512be08f0639d2fec1aee200bc8058)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_7.png&hash=43c88df41a198773ff28355fb176c4958c6bda5b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_6.png&hash=fa7456abef7da032bb0d7c171f2cb573580ec7fb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_5.png&hash=667cc545343c86fa5e9392308436d799b78a5ba2)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_4.png&hash=27207f34470003a9dc70636d53347a7340851e7a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_2.png&hash=a9a85c056cb11b7e556fa8e3b845ebac685b8fb3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fnew_1.png&hash=c3c7f0e9304b63b32f5177741310b79fdcd4b647)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2FNEW_3.png&hash=1c803d70e161f52c9acc074556af2cbd00f1646d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2F2nl.png&hash=a06b82de5375beb57c566747be595c75cdf17e1a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2F1nl.png&hash=07cd15bf0789f74cb627621b05b5a2a40d01dd14)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2F6.png&hash=d813d5d99d6f77611065e9519d391cf367f1b1bd)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2F5.png&hash=658b532753bb401187d2fcd9cbef7bb096c28927)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2FScreen_1.PNG&hash=d47baf89ad8b62024a74dc66d4223a46b29f4e53)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2853%2Fscreenshots%2Fscreen_2.PNG&hash=276f32d6d68ad8a7f432a1655cc51192dd89e566)
Those bikes are MASSIVE
First one (title screen) is fairly awesome, but I'm curious why the title is in English but the commands are in Spanish. Are you mid translation or something?
Second is definitely nice. Only thing bothering me is how the grammar sounds, but it's believable for a first person narrative type.
Third one starts to cut to the meat of the game. Right off the bat I notice that the main character's sprite is of a completely different style than that of the zombies, and it is rather distracting. The room feels a bit... crowded on one side and empty everywhere else, and it's kinda unbelievable for a real library. I would suggest spacing your stuff out some more, adding a bit more detail in between, that sort of thing. Pretty much ask yourself if this was your own personal library and you were standing in it, how would you set it up?
I absolutely LOVE the lighting and shadows that you've got there. I don't think I've ever seen that sort of set up before, I'm gonna have to PM you sometime to ask what sort of script you used for it. However, I do notice that it also effects your HUD up there in the corner. It's pretty dark in a lot of the screenshots, and that's not a good thing. Is that fixable?
Fourth screenshot. I like the right side, save for the legs of the stools seeming to stand out more than they should. I like the left side, save for the pinball machines being a bit too bright. But that middle... did you use like a wall tile around the carpeting? And a portrait on the velvet rope? Hrm.
Fifth screenshot. The floor seems to really change a lot. Think you can clear the clutter by just using one piece across all of it? Another thing, you've got what looks like a keypad hanging above the door there. Looks good for a light, but feels a bit strange with the buttons and whatnot there. Similarly, the white keypad is way too high for the character to reach. I'd suggest either editing the tileset or copying it over to a new sprite and manipulating it so that it'll look to be between the two tiles.
Sixth. Whoa. Chaos on the floor there. Okay, you see how a lot of the tiles look to have a small portion of a grate? That's because they actually form a sort of line to put up against walls. The ones that take up a half tile are the main ones, while the ones that take a quarter are used to connect it when it turns. Play with it a bit and you'll see. Not too much else to say, except that I like the water there and that I think you've got the back of the computer's lighting up instead of the front.
Next one seems pretty good, though something's obviously off with the light effect on the bookshelf. I think you've also got a picture half hidden behind the elevator door.
TO BE CONTINUED! Maybe. If I don't forget or pass out after dinner.
Thanks ^^ All the light effect i do are with an image made with photoshop, if you want i can teach how to make something like that ^^
http://www.youtube.com/watch?v=SnWcRZ2EJ3k
Felipe: I like the screens with the different perspective most, but I think they clash a bit with the others, you should stay with only one perspective.
Here are the first 3 screenshots of a new project I'm working in.
So far I have all the characters sprited, and their special skills ready. Now I just need to start drawing and making tilesets.
Note. the background and the enemies are more of a practice, Don't know if there will be such an area in the game yet:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2s7gk75.jpg&hash=823006887a6bbf16e332089f181e1a1c4f35e82b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F2vnjcec.jpg&hash=e3fdf2bc9e802c9103c3b65cde3cd36dc58bb0a9)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F11v7e46.jpg&hash=1c9863e18a3acad543bf7a0f6223d863a8b2085a)
Dont worry, the perspective maps are from a diffrent game mode (if you see, the char is different, this mode is alled "Last Hope" and you can acces him when you finish the main game)
Some XP Indoor mapping:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fasdf-10.png&hash=50ef4fd1a394838554e3098284d06585aa169015)
(Forgot to put the door event into the kitchen)
@Cray: I wouldn't leave my character faceset having different background color though, it's kinda distracting.@Shadow: The house layout looks a bit too random for my taste actually (especially how the room for the stair and the kitchen). When you map, try to think of a logic arrangement for the house instead of just randomly putting your furniture, that's kinda what I felt looking at your map: I wouldn't put the lamp right in front of the window (in the upper left room) and in the kitchen, make sure there is a way for the housewife to reach the sink lol ... and the window should be unified, don't leave one window with curtain and one not, especially the one with curtain is right above the stove. And like in the sitting-room, a big rug like that would normally be put under the sofa, not in front of the door (only for those smaller ones).
You're right Aurelia, I was thinking the same about the face backgrounds, so I decided to erase them all and give them transparent background and looks much better now :)
Shadow, I like it, not really a fan of the RTP but it's well used, I would just change the detail Aurelia gave you about the kitchen floor.
Here's a map (the main character's place) using my interior chipset more or less finished for now, I'll probably be adding new stuff as needed, but the base is ready :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F20uelnd.jpg&hash=b91a06562fc0aa566fe4109f14ae928416af4978)
Currently I'm working on the outside chipset for the main city.
EDIT: Sorry for the double post, I just noticed :V
The one problem I'd have with that chipset is the tile... tile. The black and white one. It just looks like it's in the way of some other floor.
Otherwise, it's really good for a custom chipset.
I added a small division from the checked floor and the wooden one now, so I think it looks better, thanks for the comment :)
I need a cOmputer. My phonedoesnt load images very well.
All of mime have been legit. Delete your spam Pacman and play fair or I will fuck you up.
Gorgeous as always by the way shadow.
Eh, I won anyway.
*deletes shit*
I'm still sorry.
Now you double-posted.
Here are the last 2 screenshots from my Lost King game (for those who still remember it, you should be happy that I'm pretty close to finishing it)
This is a ghost town, where you can cross to the underworld, a parallel undead version of the town, I have yet to add npc's though.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F21kjhg2.jpg&hash=de0fefd6afb965634850c6ef5c0fdbc70ea26dfd)
and the underworld version
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2F2myxhn8.jpg&hash=294476ebd4bb2c80788ce30cdb4aa18751c57c2a)
What maker are you using???
My first attempt at recording my own scripts.
[yt]NYIGjMtFlwE[/yt]
cray,
The red brick really clashes with the red roof.
I think you should vary the ghost world and living world more. You're losing a lot of potential by keeping the two worlds nigh identical.
The idea of making them almost identical is because the transition is done slowly so the 2 maps are seen at the same time for a while.
I don't mean remove houses and destroy walls.
The rocks are identical, the flowers are identical, the cracks are identical, the drapes are identical. Give one different rocks, more rocks, more cracks, different cracks, more grass. Subtly vary the two worlds and they're look substantially better.
You already gave the underworld signs and gave the living world doors, so I can't see how varying the terrain slightly would deaden the transitions.
The signs and doors are just error, I've yet to add doors to the underworld, and forgot to add the signs in the living world...
anyway I think I could vary things up, but it's a pretty short scene, and I think it's not worth it to change things around too much, probably add a few things but the general tileset is meant to be just a color change.
My very first attempt to parallax mapping. Might look strange because of my awesome pasting skills, sorry for that.
That's pretty awesome. You should show the layers you used!
Thanks! Hmm, well, I didn't use any specific layers: just a lot (and I mean a LOT) of seperate trees and bushes. :P
I've created a very basic map in VX: just the mountains, the water, the grass and the house, and then I went to Photoshop. Once there, I first burned the grass on a couple of places and I put a stone texture under the grass, after which I masked some of the grass so that the stone became visible as a path. The same for the sand.
And then it's just a matter of pasting a LOT of trees everywhere, bushes beneath and above them, putting 10 minutes in each piece of grass and just make the picture complete. :D
I just had to merge some of the layers after a while, because PS began to lag. :P
But thanks! It's for an intro of a little game for a game contest, by the way.
That is amazing. Do want.
Quote from: Pacman on May 29, 2011, 08:18:16 AM
That is amazing. Do want.
Thanks! I'll show you some more later on, because I'll parallax-map the whole game.
Is this Nora we're talking about? Because the maps in that look beautiful. It looks like you spent a lot of time on them, and it pays off.
I actually really want to play that game.
Quote from: Pacman on May 29, 2011, 11:02:35 AM
Is this Nora we're talking about? Because the maps in that look beautiful. It looks like you spent a lot of time on them, and it pays off.
I actually really want to play that game.
Hehe no, sorry, this is for a little game I'm creating, "Prove" (for a Dutch Game contest). The maps of Nora's Dragon Stories, however, are quite similar regarding the style, only that's RMXP. Glad you like it! I did spend a lot of time in them.
Japur looks nice, Don't know if it's worth it to make a panorama just to change some minor things, but that's your decition.
Here's a battle screen inside the current stage I'm doing, a haunted house.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fohs49g.jpg&hash=da74ef9b32859246306d379e1fea215a241f610c)
There are a lot of pretty cool things in that screenshot, but I would definitely fix the HP value appearing over the facesets. Also, are you doing rows for the battlers? Otherwise I would move Mr. Blondie up with the rest of the party~ XD What's really really cool is how the shadows are detailed according to the monsters, not just some dark ellipsis beneath them ^^
Did I ever post this screenshot here? o.o Animated cutscenes :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2524%2Fscreenshots%2FSS33.png&hash=3648f201a81cf07555aba7353342a3839f46b766)
I really like that screenshot cray.
Thanks Strike and heaven!
I can't do much for the numbers, it's how rm2003 handles characters battle status windows... =P
EDIT: nevermind, I was able to edit the character window, so now the numbers are not over the faceset.
and the problem with rows is that they can't be modified to make the characters in those position, because it's designed for a sideview battlesystem, not a 3/4 view battlesystem. So I have to place each character on a individual spot, and because I have 7 characters, some of them have to get a bit farther away from the rest.
Heaven I love that screenshot, is that a battleanimation? loooks great!
@Heaven Miracle:
I think it looks nice, but its a bit small for my (terrible) eyes to see fully. I like the animation you have though, very nice looking :)
@Cray:
Already commented on that piece on RRR, but I'll say it nonetheless :)
I like it, very nice, especially the sprites and hud design. I like how its pretty simple but doesn't ruin anything and also isn't big to fancy, flashing images xD
And now, here comes Arrow to TOTALLY SHOCK EVERYONE.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzSEuq.png&hash=d8dd9b806c33b4b8409dc1f57b4f3699d5efa49d)
:O
Is this the thing you were telling me about? Looks good.
Thank ya packer :)
Looks great, from the looks of things it seems you are making a megaman fan game it should be interresting
Quote from: Japur on May 27, 2011, 06:06:37 PM
My very first attempt to parallax mapping. Might look strange because of my awesome pasting skills, sorry for that.
I love the way, the path is overlapped by the grass.
BTW, you did you manage to make the change from cliff top to grass look so nice?
Do you use a brush with the grass texture, or do you copy/paste the grass and its edges from the tile?
Quote from: rofl1337 on June 07, 2011, 06:28:02 PM
I love the way, the path is overlapped by the grass.
BTW, you did you manage to make the change from cliff top to grass look so nice?
Do you use a brush with the grass texture, or do you copy/paste the grass and its edges from the tile?
Thanks! I did that with a mask on the grass.
As for the cliff, I just kept pasting pieces of the grass autotile on the cliff. Afterwards I put a very small dropshadow under the grass.
[Spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc203%2Fffsora%2FDrawn%2520World%2FSS2.png&hash=7c95395bc99c86446b801e30d4c5bc99b458d4bf)[/spoiler]
Hows that?
First map in nearly a year, trying out MACK's tileset~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi970.photobucket.com%2Falbums%2Fae182%2FSilveredgeTitan%2FScreenshots%2Fscreen1.png&hash=e53baafc6cd50cddca668c24886a6d60d092191c)
@KidKay
I think parralax-mapping really expands the capabilities of the rpgmaker.
Is this just like a scetch, or do you plan on adapting this unusual style for your game?
I think it might be a bit too abstract for a medieval themed game.
Also, I think it is kind off odd, that there is a huge pit, but you can't see the outer walls, but instead just the pillar the bridge is standing on.
7/10 just my personal opinion
@Aviziel
Macks tileset always looks nice.
I would add a bit more of random fauna. Small plants, flowers and such.
Perhaps you would also like to add butterflies in various sizes and colours. Don't set the move speed too high, or their movements will appear to abrupt.
Did you use photoshop to create the sunray overlay?
9/10
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww7.pic-upload.de%2F10.06.11%2Fpdcj2lzbhlpe.jpg&hash=f85697c0af5e10f3cfc0626ea63534d9d6ea2c73) (http://www.pic-upload.de/view-10278836/ss.jpg.html)
picture below: the player freezes to death, if he doesn't warm up on fires. The ice on the screen becomes gradually worse.
This is as far as the freezing of the screen can go.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww7.pic-upload.de%2F10.06.11%2Fur5d1jdeqqya.png&hash=75a8b2c3c168f2a7c5715b34df0cea929b19828d) (http://www.pic-upload.de/view-10281440/freezing.png.html)
I really like the freezing idea, it looks cool.
I like your other screenshot but not so much the charaacter I think she looks weird and clashes with the tileset.
I have 3 new screenshots of Lost King, as I've said before, I'm pretty close to finishing it, these screens are from the second to last dungeon, the "Undergound Crypt".
The dungeon:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F20isvow.jpg&hash=1d8a46c8a8bbf5e165295666036b6f75dec26822)
Using the "Tornado" skill on some Devileye enemies:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Fjaw7pg.jpg&hash=40324fb0fab36341547b0cba52a844f988faedd4)
Using "group cure" to heal your party:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F2vamtxt.jpg&hash=1e4e357dfc87af144839845913126dce26fcd498)
I hope you guys will like it. I have to start a game topic, I just need to get of my lazy ass and do it .
I'm always nervous about both isometric and face-status styles in RM2k3, but you've pulled it off nicely. Enemy names above them is an interesting touch.
@cray: nice, I like it. Although I do think the lightning on the candles looks a bit too strong.
I've tried a forest now with parallax. This is just a small part though, the map's quite big. The other one is a map with a little cavern; if you walk into the cavern, the 'cavern roof' fades to invisible so that you're standing in the cavern. The HUD's not on top of everything, though, but don't look at that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FForest.PNG&hash=45819dc4a0ea25fcb4ae68d6f2fc7358c5979ec7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FABS.PNG&hash=33f5ce96c6d2c116adb97c7b6df0901ac57dcb4f)
those skill icon's are from Ragnarok Online aren't they, they look super familiar.
I thought they were just RTP :/
Those are just RTP icons. :O
I guess that's where I saw them but they manage to look a lot like Ragnarok there.
Quote from: Japur on June 11, 2011, 01:12:22 PM
@cray: nice, I like it. Although I do think the lightning on the candles looks a bit too strong.
I've tried a forest now with parallax. This is just a small part though, the map's quite big. The other one is a map with a little cavern; if you walk into the cavern, the 'cavern roof' fades to invisible so that you're standing in the cavern. The HUD's not on top of everything, though, but don't look at that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FForest.PNG&hash=45819dc4a0ea25fcb4ae68d6f2fc7358c5979ec7)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FABS.PNG&hash=33f5ce96c6d2c116adb97c7b6df0901ac57dcb4f)
very nice parallax-mapping there.
In the first pic you placed a boulder on flowers. Right above the left flower-tree.
Do you indend do keep the "roof" of the cave flat? I think you could add a few rocks or elevations, but I don't know whether or not the roof will become completely invisible. In case it will not become 100% transparent, you should't add more to the roof, as it would look weird, when semi-transparent.
Also, small graphical error on the the second picture, upper right corner.
really like your work
May I ask, from where you get these lovely trees?
Some are mack's, but what about the ones with flowers and apples.
sincerly
Quotevery nice parallax-mapping there.
In the first pic you placed a boulder on flowers. Right above the left flower-tree.
Do you indend do keep the "roof" of the cave flat? I think you could add a few rocks or elevations, but I don't know whether or not the roof will become completely invisible. In case it will not become 100% transparent, you should't add more to the roof, as it would look weird, when semi-transparent.
Also, small graphical error on the the second picture, upper right corner.
really like your work
May I ask, from where you get these lovely trees?
Some are mack's, but what about the ones with flowers and apples.
sincerly
Thank you very much. And thanks for noticing the error.
Yes, I intended to keep it flat, because then the transition would be more easy for the eye. If I had put elevations on it, the player's eye would have to adjust but now it doesn't.
Yeah, the small graphical error has to do with the HUD; it's not on top of everything, I have to adjust that with a self.z in the script.
The trees are from the Leomorn Sword project, of which the creator was so generous to give away all resources. So all credits go to him, for these lovely trees. And of course to Mack, as you said.
Thanks again!
Picture, so this post isn't spam:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww8.pic-upload.de%2F11.06.11%2Fhd85va1rqzxv.png&hash=13a523eb1a93a8ce851531a92cb11ccc941bd1f0) (http://www.pic-upload.de/view-10293326/gold.png.html)
@Japur
first picture, the first bright tree at the right from the character.
The root is overlapping the flowers. I would suggest you paste the trees first, to avoid these (very) small errors.
You could wait with merging the layers, so you can add flowers before adding trees and set the priority of the trees to lowest, when you are finished.
You surely already do this, or have thought of it. I just wanted to point it out.
Could you tell me, from where you got these brighter trees?
sincerly
This is my first town from scratch using Mack Tiles I was wondering what people thought (there are no events yet other that those used to add layers)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1101.photobucket.com%2Falbums%2Fg421%2FCodeMaster123%2FTown2.png&hash=4443d607396402c124f43d14a7119d9cf2f5bdf4)
@Codemaster
I think the top of the cliff looks very flat. You could add more levels on top and at the sides, to make the cliffs look more natural.
The grassy planes in between the houses could be filled with more random fauna. Macks tileset offers quite a few of these little decorations.
You could add a bit more stuff to the houses aswell. I was thinking of signposts, barrels and crates.
Also, if they are chopping down trees, there could be logs big logs laying around and perhaps also stacked smaller ones, like the ones in the RTP tileset.
If there are amphoras next to the market stand, they should also be single ones around it. All in one row makes it look unnatural.
I dont wan't to sound like a dick, I just want to suggest small things to improve the map.
I am sure it will look nice, when you are done.
I disagree on the row of jugs, they'd be organized because they're not a natural thing.
Humans are nitpicky and have to have everything organised. Nature's too cool to do that. On another note, I think the road could probably made a bit thinner or have some stuff on it and the grass could definitely have some more life on it. The life you have there now looks pretty organised too. Not good for nature. If you're gonna have trees in random places, have flowers in random places too.
The cliff looks pretty boring. Even if almost nobody's going to see it, make it interesting for that one guy who's looking for errors.
@rolf1337: I see what you mean by there not being enough chopped wood for the amount of tree stumps but it is supposed to be a newer town and most of it was used to build the houses. But I will add more chopped logs.
@Pacman: I will work on adding a few elevations and trees to the top of the cliff
I like that town screen, but I think the map is too big, and there too much empty space...
I would try to either fill the map with more stuff or reduce it's size and make everything closer together.
I want an opinion guys, ignoring the ripped graphics, do you like how this looks? Or does this view looks weird to you?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2Ff57k34.png&hash=53cc5184ec4b2363855117c1cbd24f445559cf30)
I think it would look good if your whole game was like that but one map in a game would look off compared to the rest. This is my first map in Xp in the last 2 years how does it look.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1101.photobucket.com%2Falbums%2Fg421%2FCodeMaster123%2FCapture.png&hash=7520f07c18c32a1923a49abeb3f3007f5d65f35a)
@CodeMaster - I can say it's decent, especially if it's your first map in two years. However, I would recommend that you give more variety to the grass, it's too blocky and square. Aside from that, I'd say add a few more flora such as some weeds, even a few bundles of flowers. Some small fauna would also give it a bit more depth too! I'd suggest some squirrels and the like~ n_n
Here's a small map I made for my game I'm working on, Twilight Requiem.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1184.photobucket.com%2Falbums%2Fz322%2FTearumi%2Fscreenie2.png&hash=b7337fee14a8d990bdb530e026c16e4d9aad3461)
I'm aware that it's cluttered, but, I meant for it to be that way. I was experimenting with some atmospheric techniques and I'm looking for some feedback. Any suggestions or critiques? Oh, if you have any questions, I will happily answer~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww7.pic-upload.de%2F18.06.11%2Ftbvmq5j3mtwr.png&hash=5e0e5a5f5b5260e61f8d07f29a41e48a6a0034a3) (http://www.pic-upload.de/view-10375774/screen.png.html)
Please give me some advice on sunrays. How do you make yours?
Do you prefer sharp-cut rays, or just diffuse light?
White or slightly coloured?
sincerly
It's just a matter of taste, I think they will look good unless they are too obvious, they they usually look fake and weird.
I'm practicing with some biggher sprites and tilesets for my next project (now that lost king is close to being finished) The sprite is a WiP but still I?m liking how it is going.
Do you like how a game looks with bigger sprites? I'm kinda getting tired of small ones...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F30u8kft.jpg&hash=3408a53e29bc877b9bd3f28014c4950e47d76d0c)
maybe his head is too big though...
maybe if you can find a bigger tileset.
I think the tileset size is okay (by the way, I made it) trees are 6x6 tiles, and the character is 2 tiles high, so it keeps the ratio I want (think of smaller trees like in breath of fire)
People the size of trees :O
The sprites are 2/3 the size of trees, same ratio as in the breath of fire games and many others. they are not supposed to be big big trees.
okay but it still looks like he's way too big for the scenery, maybe if you showed a town tileset that would go with it
I changed the tree size, even if it didn't bothered me many people told me they seemed too small, I'll post a new screenshot soon :)
EDIT:
Lots of people said the trees were too small for the character, so I made them bigger.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2Fzl6mnq.jpg&hash=f37873a3fc3c783bf2be91cc0129681b1eba65d8)
I'm still working at the character, but it's more complete now :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F5828%2Fcaterpillarss.png&hash=d5c9416dd7e777527ceae709087003b4ff26fd5b)
I really liked Yanfly's Extended Movement script, so I used it for my own project and then wrote a caterpillar add-on for it. Its compatible with the Dash feature too, but the characters aren't as liquid as the player actor when dashing, so when I decide to work on this more and polish it, should be a neat first release (if I don't release anything else before it)
My ambitions are for my game, so they're written for my taste.. but edits like this are simply copy/pasta for me to share (if I choose to do so 8)) --- I plan to upload some screenshots for my game and lots more in the coming weeks, I really enjoy this website more then most. (New to RPG Maker VX!)
Edit: Know that the last two characters in the party do not have isometric sprite sheets (lazy:)), so they didn't face northeast. O_o
@Cray -- I love your artwork, especially the trees. So few colors yet so beautiful
SDeluxe, why don't you try posting something you mapped, not something you took from another project?
Quote from: SDeluxe on June 23, 2011, 07:04:10 PM
My ambitions are for my game, so they're written for my taste.. but edits like this are simply copy/pasta for me to share (if I choose to do so 8))
Just wanted to say... Copy/Pasta?
Nice.
I love Pasta.
I'd copy that pasta any day.
And DCZ, he was showing off the script, not the map.
Quote from: DarkCodeZero on June 23, 2011, 11:09:07 PM
SDeluxe, why don't you try posting something you mapped, not something you took from another project?
I rewrote Yanfly's Extended Movement library to feature an unlimited-sized party 8-direction caterpillar (which doesn't exist currently as far as I know) - I wanted to show it off after 5 hours of labor. I used Yanfly's demo as a base since it was a spur of the moment idea (and had all the resources available)
Been working on a HUD for Blizz-ABS:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Faegt.png&hash=20e2cf22b55aeac0ecf900db62bbe5fe6f7315bd)
Ignore the map. I just want comments about the HUD.
There are a few things I do not like about it the hearts are a little bland and the blank space below the Mp bar is a little off try placing the item and skill hotkeys in that space or make to health and MP meters larger
Shadow, Maybe you should increase the size of the hearts? OR Increase the number of hearts : O and have a LoZ style 20 heart system.
I think the picture of the character next to the health and magic doesn't really need to be there. Its just covering up that much more of the screen. Other than that, I think it looks pretty nice.
And if you get rid of that picture, you can make the health/magic window smaller instead of having that weird ol' gap beneath it.
Will the map show the entire field, or just what's on the screen?
(/slightly offtopic but I am curious)
Seems as though it's just the area :O
Started in on the graphics portion of the game I've been poking around with lately. This could take a while ...
Really didn't think over having doors on the opposite side until I got to them. I think it looks alright ...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Farvessden-f1.jpg&hash=7077526f2f3f8908f8d19282e92a9904e3e69f36)
That looks super-cool sexy, Exhydra.
Very unique style.
I don't know if this is intentional, but the boxes look like they take up the whole hallway at points.
Quote from: Strak on June 29, 2011, 05:37:51 PM
I don't know if this is intentional, but the boxes look like they take up the whole hallway at points.
Those will be in the foreground and the player will walk behind them. Though I guess they do look a little out of place. I'll add some shadows and such to try and show that they're further away.
EDIT: Hmm, tried a few things. Hopefully it looks like things are in the foreground.
OLD ->
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Farvessden-f1.jpg&hash=7077526f2f3f8908f8d19282e92a9904e3e69f36)
NEW ->
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Farvessden-f1a.jpg&hash=abdd8623a49fbb73feef1223277e5e0b5863bf75)
very cool.
I've been experimenting (and failing ;9) with parallax mapping for a bit.
It's still sorta empty. I couldn't figure out how to make a decent looking path.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeTLjK.jpg&hash=2c14e68927cc265e70c67915acf17004a73d9794)[/spoiler]
Experimenting is just that. It actually looks pretty good.
In fact, I'd say the worst parts of the map are the non-parallax parts. I don't like the tileset that much.
The funny thing is that it's all parallax. :V
But I understand what you're getting at. I sorta mishmashed the houses together from some different pieces. :x
I had a sneaky suspicion it was all parallax. ^_^
Yeah, I did mean the houses. They don't really fit in with the rest.
I think it looks pretty good for just fiddling around. Though, the dark grass just doesn't seem to fit, in my opinion. It does look a little open, but as ideas start to flow in, you can easily cover the open sections with other things. I always Google Image search it up for D&D maps or aerial shots when I need inspiration for wilderness and these might help you out with tree and house placement (http://www.planetware.com/i/photo/hilo-hih863.jpg).
http://paizo.com/image/product/catalog/IMPSQW/IMPSQW30011_500.jpeg
http://sites.google.com/site/mwgillette/smallcityA0.PNG
http://www.wizards.com/dnd/images/4e/20071031_dumm_full.jpg
The path you have at the moment looks pretty good. Maybe toss in some rocks here and there, a break in the path in places to make it look different instead of one constant path. The buildings need shadows to help blend them in to their surroundings, but that's a little further along. When I do my grass and put plants on them, I try and lower the opacity of the plants a little so they blend in, instead of standing out ... but that's just my preference. Here are some old examples of me experimenting with paths and such, if examples would help you out :
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Fhand-forest.png&hash=75a11eb4f13a6069503cc308fd1b72edb9905db0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Fhand-forest-tile.png&hash=06bb00daf91c7adc4dc5e558076fecaefb38e77c)
Those were very helpful. Thank you. :D
Quote from: Exhydra on July 05, 2011, 04:16:40 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Fhand-forest.png&hash=75a11eb4f13a6069503cc308fd1b72edb9905db0)
I want to see an entire game mapped like this. Other than a paper mario clone...
You could do a sweet point and click adventure with a map like that
I've been working on side-view maps for a while and would really like to create a game that used only those types of maps. The above was a map I was working on for my Yume Nikki fan game that I eventually lost steam on because I made the mistake of planning to create an 'epic' sized game (Old YouTube walk-through video (http://www.youtube.com/watch?v=OHQmJvuT558) of some earlier maps). I've been trying to conjure up a short-ish game that would have the graphics I wanted and still be something I wouldn't run out of gas on. Hopefully I'm on the right track now (http://rmrk.net/index.php/topic,13626.msg491088.html#msg491088). Time will tell!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Farvessden-f1-captain-quarters.jpg&hash=12fc2800956a0288ad43a7c7068fd85f55691bb9)
Quote from: Sashikinaroji on July 06, 2011, 03:58:24 AM
Other than a paper mario clone...
MAKE A PAPER MARIO CLONE YEAH!!! :bean: :bean: :mex: :bean: :dino: :discosect: :gib:
That's what you meant, right?
@Exhydra
That looks so cool. Awesome style.
Replicating Pokemon's Secret Base. It has functionality but it won't be done for a few more days.
http://www.youtube.com/watch?v=XIF7948UhNo
That's pretty dang cool, g_g. Nice stuff.
Wow this place is dead....
Hope this doesn't clash too badly
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs70%2Ff%2F2011%2F202%2F7%2Fd%2Fcamp_sample_by_createdthoughts-d4181m6.png&hash=5745b5572ade698e0654318886a28f61f8597fc6)
[/spoiler]
update: No its not done and no its not a floating island
So far the map looks quite nice and the path as well as the surroundings look pretty natural. Though I do like the map, I have a few points that I would like to bring up :
• I'm looking at the two types of grass and not really sure they go together well. They've been separated by the flowers and that helps keep them from clashing directly, but I think if you shifted their colors to resemble one another that it would look better. Or if you simply used one type of grass for the whole map, perhaps. It's not a huge issue, I don't think.
• As for the practice targets, I would suggest marking off one area to be used as a shooting range. Thinking realistically, firing across a path and having a chance for a stray arrow to pierce a tent or hit someone a fair distance away by accident would be a possibility for those targets near the path. The target on the upper right portion of the map near the walkway leaves no room for someone to really practice anything but point-blank shots. The targets on the far right and just above the middle of the map are in a perfect area for a shooting range, but long distance shots would be blocked by the dead tree.
http://guidesmedia.ign.com/guides/15972/images/Greek_Archery_Range.JPG
http://www.yacine.org/wp-content/uploads/2008/05/p100065411.jpg
• The arrows that are just laying on the ground somewhat bother me as well. Ammunition should be taken care of to make sure they don't warp, rot or get stepped on. They should be placed within a box or another container at best.
• The rope tied between the trees with the horse banners hanging from them don't have any shadows to tell the viewer that they are being suspended in air.
• The edges of the flower patches have been feathered, so at times they don't seem to have a distinct end point ... at least in my opinion. They just fade out un-naturally and at some spots with flowers cut in half while leading into the next texture. They might also look better if they were broken up by small patches of grass or open spots, too :
http://wwwdelivery.superstock.com/WI/223/1570/PreviewComp/SuperStock_1570R-101183.jpg
http://wwwdelivery.superstock.com/WI/223/4029/PreviewComp/SuperStock_4029R-376307.jpg
• How long have the stone pillars been there? Would they have moss growing on them? Would they look older, or are they well taken care of?
• The shadow of the practice dummy structure near the bottom of the map have their shadows going north-east while other shadows are either directly below the object or going straight east. The structures also seems to blend together in places as they overlap.
Overall, I think the map looks good. The possibility of the player caring about or noticing what I have listed would probably be small, but I thought that I would bring them up so that you would have some feedback. Keep up the good work!
I agree with hydra... To fix some of the problems, all it would take would be to open up paint.net or a similar program and you could tweak the brightness, hue and saturation to get a more uniform look... This will also help, I think, with the training dummies, which seem to stand out due to their saturation...
The only other thing I would have to say is that, as a camper for going on seven years, I would never put my tent at the edge of a body of water like the one on the left... I mean, a single misstep and you would slip down the wet earth and into the water...
I would suggest either moving the tent over one square or adding another tile to the bottom left of the tent's opening.
thanks for feed back I use photoshop for those who said something about paint.net.
This map took me two days just to complete. I am very happy with it, its cluttered and war like.
I am playing with the mixing of tiles.
Your feed back is appreciated
Finished map - moving it over to vx slowly as the water is being a pain
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc00.deviantart.net%2Ffs70%2Ff%2F2011%2F202%2F4%2Fc%2Ffinished_map_by_createdthoughts-d4185x4.png&hash=36350172f8503a35ad9d9298708ec1c7cc437eef)[/spoiler]
--> the bridge was turned off in both of these maps
-> I also use the pattern brush instead of feathering as it makes it look more natural
This version of the map is certainly better than the last version by far. Just about all of the objects have been nicely 'grounded' or hemmed in as well as blend into their surroundings. I still have issues with the archery targets and the arrows, but overall the map looks much nicer.
The map looks very pretty, but I think the two archery targets on the right hand side of the screen are placed illogically because there's a giant tree in front of them - are they practicing stabbing the arrows into the targets? The target at the top of the screen has a similar problem in that anyone shooting at it would have to shoot through a clothesline post.
I don't really like the drop off edges, but that is obviously a conscious artistic design choice so it's fine if you want to keep it.
Also, and this isn't so much a problem as a question, but are the soldiers in these camps trained or is it more of a revolutionary army? And are they at war or is it kind of set up more for a tournament or something? Because if it were a trained army at war, I'd expect it to be a little more orderly and disciplined - that site looks like it would be hard to defend if attacked. Anyway, that would just be my thoughts - I'm not some expert on medieval warfare or anything like that. It is a very pretty map though.
@Exhydra the map looks better because of the nature. I wasnt finished with the other one when you wrote your 2 page essay :P. I am a stickler for detail :D
@Modern
Its a war that's the main story line, they have been camped there for months - a caravan is currently passing through hence the mess and soon to be loads of people. its one of the main trading routes. so its a military and caravan camp.
I finished this one yesterday - took me all day at 450 layers.
I warn you it will rape your screen
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fth01.deviantart.net%2Ffs70%2FPRE%2Ff%2F2011%2F201%2F6%2F0%2Ffinished_map_version_1_1_by_createdthoughts-d4144t0.png&hash=90ae9c497dda6b2a4278e2b3653a7e79a0af2081)
[/spoiler]
Ye gods. I know this is XP, but with 5 tilesets I don't know how anyone using VX - including me - can even hope to rival this. It's simple, and it's pretty, but god is it limited. >_<
That said, Adrien, that floating island one, you said you were moving it over VX. What tileset would you use for that? I presume a custom-made one, but I'd definitely like to see it; the limited nature of VX's RTP is destroying me, to say the least...
@Adrien. : Ah, what kind of military? An actual army or just a local militia? If it were an actual trained army, I would be expecting something along this line of camp site construction :
http://2.bp.blogspot.com/_QZdwFM-UwK4/R_AcAExXoMI/AAAAAAAAAd4/w9_Yq7ypOmw/s320/Breen+Burney+Camp+Lassen+NF+ca.jpg
http://www.1910fire.com/Images/Army%20Camp.jpg
Unless, of course, this is directly on the front lines with actual fighting going on all the time.
@Sky_Of_Order : Have you tried BulletXT's SwapXT? That allows you to load a different array of tilesets for each map, if you want.
@Sky_Of_Order - I am using VX, Photoshop and a few scripts to take the picture, use parallaxes and pictures.
Its pure VX. Of course some tiles are from XP.
As for tiles I am using:
Celianna's
Inquisitors
Mac
and RTP - re colored.
@Exhydra
Don't expect much with my type of mapping. I set things up in interesting ways while maintaining some sense of realism. at 350 layers I was amazed at the amount of detail I was able to put into this. As for type of military, they are of the army of Sal, this is camp Save. (you learn about all this in the story).
Where are they located?: Just north of the south road and south of a small farming community under siege.
This looks like FFT, is it a SRPG or a TBS?: nope, SBS with FFT inspired maps.
Helping bump this thread to page 100.
People have touched on most of the "errors" with your mapping. The biggest problem I find in your maps is the balance. In your newest published map, the left side is extremely cluttered with detail while the right feels too empty.
Quote@Sky_Of_Order : Have you tried BulletXT's SwapXT? That allows you to load a different array of tilesets for each map, if you want.
Never even new it existed. Have my game's babies, please, kind sir.
Anyway... Adrien... you use pictures to map? How?
@cozziekuns Thanks for your input I dont seem them as errors just "opinions on how people would do things differently" and theres reason to clutter in specific parts its called Malica - explained in story
@Sky_Of_Order
Its a complicated process of using scripts to capture the base map, using imaging software to add detail, using more scripts to set one as the walking and the other as the over lay (things you would walk under) and then "blocking off" where the player cannot walk, and redoing the water to make it animated.
It takes me 12-16 hours to do a single map of that size. and 2-4 hours to do smaller maps.
Pub - its finished and populated with people now, older screen shot, but this is what you can expect most indoor mapping to look like - cut off.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs70%2Ff%2F2011%2F179%2F0%2F3%2Fw4568u_by_createdthoughts-d3kd1da.png&hash=c8ad7031529806f72138f0fcbbf52b350aeebc45)
Parallax mapping, basically. Where you create an image and then use it in-game as your map. You can then utilize other pictures for shadows or things that need to hang above the head of the character. Here's an old example (Yume Nikki fan-game, at that) :
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fentrance-p.png&hash=dd62376c740839b60ba98d57e191396fb3a7e973)
This is an image I created in a graphic editor. I imported it into my project and then set it as the parallax, then just made sure that the areas where I wanted the character to walk on was set with a blank transparent tile that was set to [ o ].
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fentrance-i.png&hash=9a388539323ec205a5cd08c5004fa3031be03d5b)
This is the end result, with buildings and fences that were made as extra pictures that I imported. They are set to be above the character. In this way, you can technically create a whole game without using a single tileset.
If you use Modern Algebra's Composite Characters / Visual Equipment and Fix Pictures to Map script paired with OriginalWij's Multiple Parallaxed Layers along with BulletXT's SwapXT with perhaps a Parallax Change In-Game script ... you should be able to make anything you want.
whats composite characters and visual equpiment do?
Basically, it allows you to have 'layers' on characters and NPCs, just like layers in Photoshop. With only one character sheet you could have quite a number of possibilities, because you can also change the hue of the different layers. Examples :
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fcharacter-layers.png&hash=e5e0098f6ca4e43fc2279388375fe0700e7446af)
This is the character sheet. It has a 'base' character which I can add clothes and accessories onto in any way I choose.
Let's say I want to add the shirt and pants along with all three hair parts ...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fcharacter-a.png&hash=ef406af7c8c05e49cf67051b555d1c785880dcf3)
Now I want to get rid of those layers and add on the rabbit suit ...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fcharacter-b.png&hash=e4fd5dfbff380b2cc2c7495ba449bd44b641932b)
Now I want to wear the rabbit suit and have sunglasses on underneath of the rabbit suit and hair ...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fcharacter-c.png&hash=272448e16a1513d786c382caed62e923129977be)
Why? Because ultimate-cuteness is bunny and bear suits.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fjpeg%2Fmboard%2Fsuits.jpg&hash=debfcbb93759979466e1566e89d584f2d4a5a48c)
My soul just cried LOL
I'm not sure if that's a good or bad thing. D:
You bastard Exhydra, I was going to make it page 100 :bigmad:
Well, I'll leave page 101 to you, then. Because Dalmatians are pretty cool.
You can have 102. Sequels to Disney movies are horrible.
Except Mulan and the Lion King. Kinda Alladin.
@Exhydria
Cool mapping style you got there! Really dig it!
@Adrien
Nice maps, they look beautiful.
A screenie from my game that now has it's own topic!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg862.imageshack.us%2Fimg862%2F3448%2Fgyrontown.png&hash=7b508490057a32e1229b2eb9fdf8add09181ace8)
Gyron, a more of a criminal town. Nowadays home for thieves.
Quote from: Exhydra on July 22, 2011, 03:22:33 AM
I'm not sure if that's a good or bad thing. D:
thats a bad thing
@lui - thanks
Aye, I know of parallax mapping - just didn't know it could get quite so complicated. 16 hours is a hell of a long time on one map. Plus, I never considered it as an alternative; I'm no good with photoshop myself and have no graphics artists at my disposal for my project, considering my only possible option just went on hiatus ^^;
you dont need to be good at it, hell this is the first game where I ever considered it. You just have to try, experiment and see what happens.
I think I need more detail
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc00.deviantart.net%2Ffs71%2Ff%2F2011%2F203%2Fc%2Fc%2F4eyui_by_createdthoughts-d41bo9a.png&hash=2276fc65016a6c1efe8b8af041a93d4bb510986e)
yes I am aware of the small error to the right near the top
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F7869%2Flocker%2FForest_Map.jpg&hash=ee4ff34eebc2aa41cca89f6a526daf3157050eb0)
@Shortstar
Trees on the far right, at the very top. uuuuuhhhh...
Yeah it is sorta blocky and unrealistic. and in the set of trees below the chest there is a tile error but other than those to things it is good.
1 of 5 swamp maps totally different than the forest I posted. I've gone through that forest and fixed things :-) I'm not sure if I can fix the blocky tiles, that's just how RPG VX is.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F7869%2Flocker%2FHub_N_Map.jpg&hash=dc107ca452a2087834295b5db07df5becd39e3f4)
@ShortStar
I dont like them. They are too blocky and very unrealistic. the trees are all the same and its an eye sore. Your first map has a error at the top where the round trees meet the pine trees. I can tell in some cases you are using events to over lap somethings, and or trees when you should be parallax-ing them as it will allow you to use tools to make it more realistic.
Your grass is too blocky, your river, swamp what ever needs depth, your little mushroom flowers look back in the corners of the river.
Over all you should consider parallaxing your maps as they are too unrealistic, make them smaller because as I look at this all I would do as a player is just follow the path.
---
From me:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs70%2Ff%2F2011%2F205%2F4%2Fd%2Fse4567u_by_createdthoughts-d41jc07.png&hash=41fc18979a8f44ff55bfdb3ff36e27bc67f41405)
[/spoiler]
Weapon -> Item -> armor store, two entrances.
I just don't know what else to put on it
Also:
Finished cave
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs70%2Ff%2F2011%2F205%2F9%2F2%2Fdrtyuio_by_createdthoughts-d41igos.png&hash=755c1802763b065c4f11b0ee9a2c0c7c8c505895)
--> The top of the cave has since been fixed -that light part there where it looks wierd
:-( I failed.
Not everyone's a parallax mapper, and not all maps have to look hyper-realistic. I think he's done a pretty good job with the mack tiles aside from the errors. Not sure why there are random places with inner cave tiles though. I also think the river should be expanded more in some places.
As for your maps Adrien, I think the indoor screen is a little too big. I'm also not entirely sure what's going on with those helmets in the top right. Are they sitting on the ceiling tile? The cave looks nice, but I think the lighting is obscuring it too much.
@shortStar - fail is a horrible word -could improve = yes
Quote from: Acolyte on July 25, 2011, 12:57:40 AM
Not everyone's a parallax mapper, and not all maps have to look hyper-realistic. I think he's done a pretty good job with the mack tiles aside from the errors. Not sure why there are random places with inner cave tiles though. I also think the river should be expanded more in some places.
As for your maps Adrien, I think the indoor screen is a little too big. I'm also not entirely sure what's going on with those helmets in the top right. Are they sitting on the ceiling tile? The cave looks nice, but I think the lighting is obscuring it too much.
The indoor is actually good enough for the size of the building on the out side - that is if you saw the town map. - they were suppose to be above the books, but I may remove them as your right it looks off.
The lighting just needs to be toned down a bit.
Thanks for the feed back.
The inner cave tile was a bad thing on my part. I've switched it to a plateau. People will still wonder why I put them there... for color so its not always just tree.
finished:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs71%2Fi%2F2011%2F205%2Fb%2F3%2Frtyhji_by_createdthoughts-d41jkab.png&hash=a1bc725be7f01971b3053b4429e5ffb061d9d31d)
that's pretty epic what game engine if any are you using?
And there's no editor, so he basically codes every map completely individually.
Tedious now, helpful later.
What I am currently working on:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc03.deviantart.net%2Ffs70%2Ff%2F2011%2F206%2F6%2Fc%2Fforest_parallax_sample_by_createdthoughts-d41nr6t.png&hash=e1dfde1a036c302cf7930b505c5b8e2df90d7957)[/spoiler]
I plan to make most of the right side a "exit to the forest" on to more of a plains type thing.
That looks amazing from my prospective, but id easily get annoyed by the black area.
what black area? the map is designed to be a cut off with a slightly darker back ground to make the map "pop"
The background is what im referring too.
eh - it makes the whole map pop more on high res screens and on low res screens it just helps the map stick out more
I was supposed to get post 2500 :bigmad:
Quote from: Pacman on July 26, 2011, 11:33:30 AM
I was supposed to get post 2500 :bigmad:
some people are so inconsiderate.
Quote from: Sashikinaroji on July 26, 2011, 04:03:38 PM
Quote from: Pacman on July 26, 2011, 11:33:30 AM
I was supposed to get post 2500 :bigmad:
some people are so inconsiderate.
Im one such person :P
@Adrien. - Ah, ill just have to get used to it
@Adrien- I think the cutoff is really jarring like that. Maybe you could add an edge to the sides, like a cliff edge tile or something.
already tried that before hand it made it look like floating islands, so unfrotently no I cannot. Other people really like the cut offs, its intentional
This is a western-inspired town by the name of Oakwood. It was a lot of fun to map, but it took forever.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FTUAH%2FSS-Oakwood2.png&hash=2e164148d75a38d276fc3bbc7ce4b647b6747e3c)
is it just me, or is there a depth error in the bank... It looks like it only juts out by one tile at the bottom, but there are (two?) tiles jutted out on top, giving the appearance of leaning...
So, the question becomes: Intentional or no?
I don't get that. I think it looks fine.
I love Luna's amazing RTP-esque mapping. It fills me with joy.
Quote from: Exhydra on July 22, 2011, 02:15:08 AM(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.moofah.com%2Ftemp%2Fmedia%2Fimages%2Fpng%2Fmboard%2Fentrance-i.png&hash=9a388539323ec205a5cd08c5004fa3031be03d5b)
My mind is trying to comprehend why such a setup has appeared/been built in Madotsuki's head.
Explain.
Because it's not in Madotsuki's head that it's in. Also, the game was created as a parody of Yume Nikki and its fan games. I haven't gotten very far on it.
Basically, the story is that the denizens of the dream world are fed up with dreamers going around stabbing or generally killing them off, so they've constructed a jail for offenders. The main character was caught in such a violent act and is now being held within the jail.
I agree with Sash, the crate in front of the bank sorta gives the idea that it's leaning.
@Exhydra, didn't the birdmen always send you to a "jail" if you touched them? Don't want to make this into a Yume Nikki debate; just curious.
That's correct, which is who caught her. Or rather, a bird woman disguised as an arm from the White Desert who was in a sting operation. It's just meant to be silly and things need not make sense. At any rate, I didn't get very far and the silliness doesn't quite show up clearly as I was more concerned with scripting and layouts at the time. The game has pretty much been side-lined for the time being.
I hadn't noticed a depth error, but I see it now that it's mentioned. I will make sure it's fixed! Thank you. ;D
My first attempt at VX mapping, something seems off >.<
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The tables in the upper right hand and left hand corners are blocking the walking area and don't really need to be that large. Also, I feel that the rocky ground that is used in places where the dark grey tiles are absent kind of blends in with the tops of the walls. It may look better if they were a darker shade. Maybe a little too crazy with the tubes, but then I don't know anything about the story behind the map.
Other than that, layout and placement looks solid. Things work together nicely. Possibly upgrade the bunk-beds so that they were metal as well, but that's just a nit-pick thing.
Okay, thanks : )
I haven't post a screenshot in a while so here is one from a recent part in my game.
Lost of in game screen shots and one giant map.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs70%2Ff%2F2011%2F214%2F2%2F4%2Fse5678ik_by_createdthoughts-d42qcl7.png&hash=85ac4acd4f28fdc75a9b9d12fe09122c978a2e53)
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I removed the mini map feature from the game
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[/spoiler]
@adrien: What can I say ...? Hmm, most of the time, details are good. But over-detail is ... meh. Your map can be very complicated to look at, and trust me, that is not essentially a good thing. Experience mapper gives their map just about enough detail, and keep the colors to a perfect blend (Ronove, Lunarea, Celianna, or that guy ak-number something), and not just randomly throw stuffs in map thinking it might look good like in your map: Take the fourth map for example, suddenly a cherry blossom blooming in middle? wth ...
and the clash of tiles are horrid. You have Celianna's custom vx tiles, and the same time you use xp cave o_O? Their style and color dont even match ... it's horrid, really.
And I'm not the fan of the mini map you are using either ... its simplicity does not fit well in your "colorful" map at all. Just take the mini map out :/
I have removed the mini map as stated.
- I actually spend a lot of time out side and see just how much nature puts the bam in the word detail. From the various colors and clashing of colors (because of people planting things that spread) to everything.
-
You just throw shit down and say its a map... I have actually had that said. Um no. Like I said I take long walks most of the time and I pay attention to how say plants are with trees and what grows where. my maps can take 30 minutes to 30 hours. like that forest. These things are carefully planned to bring a life, a mix of color to make the color pop and a sense of realisim. At most I never leave with less then 50 layers while the forest was 550 (most trees) the idea is that I aim high, too much is better then nothing at all, and while some spots yes it could be toned down - i think it really makes the map more realistic.
- Clashing - I disagree
heavily with you on thing I think the tiles flow perfectly together and have yet to (besides you) be told other wise. How ever I thank you for your input on that.
-- These pink trees you see every where are not cherry blossoms. they are trees that keep the forests alive with magical essence. - its explained in game.
- Not every one -
like you - will
like my maps, you hate them because they "lash" and are "unrealistic with you throwing things down" that's ok. I take all forms of feed back and appreciate it and thank you for taking your time to care.
Thanks for your feed back
oh and ak47 was his name.
honestly, I dont' see where aurelia is coming from, I think Adrien's maps are pretty tits (for lack of effort to find a better word), except that sometimes, the interior objects seem to not make sense (skewed table, sacks in the outcropped corner, random papers on the floor of what appears to be a somewhat public library), although I am sure there was some reason fro the table, as it is above a ruffled carpet... but I would figure that normally, a guild hall would be kept in better order...
EDIT: pac is gonna be pissed... He missed top billing again...
When mapping, your first and foremost thought should be "Is this map straight-forward and easily navigable by a player". If you have tons of clutter and trees overhanging your path, your player will have a hard time navigating through it. You're not just making pretty pictures. The maps have to be practical in a game setting.
seriously you're making a GAME not a PAINTING.
also sashiki, shut up no one likes you and you smell bad. take a shower once in a while.
Quote from: Sashikinaroji on August 03, 2011, 05:59:30 AM
honestly, I dont' see where aurelia is coming from, I think Adrien's maps are pretty tits (for lack of effort to find a better word), except that sometimes, the interior objects seem to not make sense (skewed table, sacks in the outcropped corner, random papers on the floor of what appears to be a somewhat public library), although I am sure there was some reason fro the table, as it is above a ruffled carpet... but I would figure that normally, a guild hall would be kept in better order...
EDIT: pac is gonna be pissed... He missed top billing again...
There is a reason down in the guild hall -> There moving furniture in and out and out of up stairs. youll find out why in game
Quote from: Acolyte on August 03, 2011, 06:08:35 AM
When mapping, your first and foremost thought should be "Is this map straight-forward and easily navigable by a player". If you have tons of clutter and trees overhanging your path, your player will have a hard time navigating through it. You're not just making pretty pictures. The maps have to be practical in a game setting.
I dont make pretty "pictures" if i wanted to i would use paint. LOL. I make worlds. in the real world your going to have sections of bush where its like "Can i pass through that?" turns out you can.
Thanks for the input and feed back.
a wise man once said,
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg329.imageshack.us%2Fimg329%2F618%2Fnaturekd4.png&hash=79d63307d845b05ae4681f013c8f5c3f398f5b29)
Hahahahaha I love it!!! In all seriousness though I go for nature and realism over.....well....that LMAO
you mean over playability?
My maps are 100% playable. its just the whole top down view that you have. you can walk under every tree like you can in RL and behind the majority of them to. Just because you can't exactly see the character for 20 seconds does not mean you have "poor" playability. People get mad at games when the character goes behind a wall because they ant see them - chill out and take a second to realize that - oh in real life that wall would be there.
Any ways - we should get back on topic
My final words on this are: I mixed realism in to the maps and because you can't see the character for what 10 seconds of your life while you go from one end to the other does not equate bad playability.
:D
Thanks for the feed back and input
and when someone gets stuck behind one of your realistic forest mapped trees and can't see where the fuck they are to get out they'll probably stop playing your game because it's just another rpg maker game.
you don't need to swear....also the chances of getting stuck are slim to none. But hey im just the designer/developer/creator of the game what do i know?
Now that the minimap is gone let's address a few things you've mentioned:
- Clashing: I'm talking about the cave interior tileset, the xp tiles. The outer cave is toned down, so it doesn't clash but the interior cave, which is just randomly took out of XP tiles without any sort of edits, should NOT be used. Celianna tiles and Xp tiles have very different color feel, that anyone would notice.
- When I say you just throw stuffs to make a map, I mean it. It doesn't matter how much time you spent outside looking at the real world, if you wanna make a nice map, like a nice drawing, you have to know which detail should be included and which should not be. When I look at your map, I see a mixed pot of detail, in a map this small, overdetail will kill it. It's nice to look at a game's details and admire how much time the developer had spent on the map, but in a map like yours, I would just sprint through toward next map because all the trees and the plants actually hurts my eyes. It's not beautiful.
- And the pink tree, they are fine if they bring such purpose.
- One more thing I think I should address, that is your battle background, especially the battle screenshot you showcased. It ... it's just ... I don't know what to say except for "get rid of it". Games using maps as battleback only if the battle actually look like it took place on the map. A few random dudes flying on top of a mountain in a battle? I don't think so.
Or if you wanna keep as-is, at least get a battle floor. Think of Fire Emblem. Your current battleback is ridiculous :(
And regarding your reply to Strike, just so you know, what you know about the game is not what the player knows. You might know how to navigate through your maps, but lots of ppl might not, you can't tell for sure with so much detail. Besides, lots of bugs might popped up, which is totally out of your control.
So, a sarcasm like "I'm just the game maker what do I know" is not the smartest thing to say ;)
Some notes
- The battle backs will be staying
- I doubt I'll change my mapping style as its very details and very well organized. How ever your input and feed back has been noted.
Thanks for the reply/feed back/comments
o_O swt;;
Your feed back was read. It was taken - Do not worry. We thank you for your time.
Thanks for the reply/feed back/comments
Quote from: Adrien. on August 03, 2011, 05:19:07 PM
Some notes
- The battle backs will be staying
- I doubt I'll change my mapping style as its very details and very well organized. How ever your input and feed back has been noted.
Thanks for the reply/feed back/comments
If you didn't care what was wrong and right about your maps, why did you post it in a thread designed for rating screens??? I mean, what's the point?
Oh and one last thing, unless everyone can fly in your game, you really should get some battlebacks.
I think the maps are pretty beautiful personally, and I think most of them are functional; the last map is the only one where I think navigation might be a problem for the user. However, I also think that, in-game, it would not be a big problem since the maps are designed in that platform style; any player should surmise that it was passable simply by virtue that there is something on the other side. I personally don't like that platform style of mapping he has developed, but it would make sense to analyze the functionality of a map based on the style as a whole - the primary reason a large visual barrier would frustrate me in a game is because it would be indistinguishable from other large visual barriers that aren't passable (since that is usually how 2D games like this limit map size). I could imagine it would be less of a problem where the mapping style largely eliminates impassable visual barriers.
That said, Adrien, you might want to consider designing an event system that allows the player to hold down a button to show an arrow above his head (and above everything else). Since it would be controlled by the player, the only time it would interfere with how the map is used would be when the player needs it. It would be a simple way to overcome the substance of these objections and would only interfere with the atmosphere you want to create when the player would otherwise become frustrated.
I agree that the battlebacks should be changed to at least include a Battlefloor. I also agree that there is a bit of clash between the dullness of the XP tiles and the vibrancy of the new ones, but I felt that was allayed by the dimness in the second cave (though I would agree there is clash in the first cave screen).
Anyway, it's ultimately your decision what goes into your game and, while it would improve my experience as a player if you follow them, feel free to reject any of these suggestions.
Quote from: Strike Reyhi on August 03, 2011, 06:14:51 AM
seriously you're making a GAME not a PAINTING.
also sashiki, shut up no one likes you and you smell bad. take a shower once in a while.
I can tell how fat you are over the internet. Hop on a treadmill, thunder-thighs.
Quote from: Adrien. on August 03, 2011, 06:16:07 AMin the real world your going to have sections of bush where its like "Can i pass through that?" turns out you can.
The real world has width, length, and depth, or x, y, and z if you will. You're dealing with a 2-dimensional environment. All we have the work with is width and length, or x and y. In your fourth map, there are few visible paths, and at one point it looks completely boxed off. That is just bad design.
Not to say that your maps are bad, in fact I rather like them. More detail is always good in my book. But when the detail starts hampering the experience, well, then we have a problem.
That being said, good luck with your game. I personally would like to see the finished product. Just take it easy, dude. A lot of people here know a thing or two about mapping and they're trying to help. Listen to them and quit with the attitude.
Quote from: Irock on August 03, 2011, 08:49:47 PM
He wanted compliments.
Nope but thanks for insinuating such things. ::)
Quote from: modern algebra on August 03, 2011, 10:30:47 PM
I think the maps are pretty beautiful personally, and I think most of them are functional; the last map is the only one where I think navigation might be a problem for the user. However, I also think that, in-game, it would not be a big problem since the maps are designed in that platform style; any player should surmise that it was passable simply by virtue that there is something on the other side. I personally don't like that platform style of mapping he has developed, but it would make sense to analyze the functionality of a map based on the style as a whole - the primary reason a large visual barrier would frustrate me in a game is because it would be indistinguishable from other large visual barriers that aren't passable (since that is usually how 2D games like this limit map size). I could imagine it would be less of a problem where the mapping style largely eliminates impassable visual barriers.
That said, Adrien, you might want to consider designing an event system that allows the player to hold down a button to show an arrow above his head (and above everything else). Since it would be controlled by the player, the only time it would interfere with how the map is used would be when the player needs it. It would be a simple way to overcome the substance of these objections and would only interfere with the atmosphere you want to create when the player would otherwise become frustrated.
I agree that the battlebacks should be changed to at least include a Battlefloor. I also agree that there is a bit of clash between the dullness of the XP tiles and the vibrancy of the new ones, but I felt that was allayed by the dimness in the second cave (though I would agree there is clash in the first cave screen).
Anyway, it's ultimately your decision what goes into your game and, while it would improve my experience as a player if you follow them, feel free to reject any of these suggestions.
thank you for your feed back and input. How ever as stated the battle backs will not be changing. the mini map system was in place to show where players could and could not walk - but after discussion in other forums where I am no longer welcome (but frequent) - I took out the mini map system. I also disagree on the clashing but again that's your opinion and that's cool too.
Quote from: Ryosis on August 04, 2011, 12:45:15 AM
Quote from: Adrien. on August 03, 2011, 06:16:07 AMin the real world your going to have sections of bush where its like "Can i pass through that?" turns out you can.
The real world has width, length, and depth, or x, y, and z if you will. You're dealing with a 2-dimensional environment. All we have the work with is width and length, or x and y. In your fourth map, there are few visible paths, and at one point it looks completely boxed off. That is just bad design.
Not to say that your maps are bad, in fact I rather like them. More detail is always good in my book. But when the detail starts hampering the experience, well, then we have a problem.
That being said, good luck with your game. I personally would like to see the finished product. Just take it easy, dude. A lot of people here know a thing or two about mapping and they're trying to help. Listen to them and quit with the attitude.
I don't doubt they do.
-----
With all that said - espeially the last poster.
If I went through and took out all the things you guys hated, made the maps the way you say they should be made based on your own mapping style and how you think things should look, 1) I would never get anything done as I would be too busy trying to appease all of you and 2) The game would not be my own.
That being said I do appreciate the feed back and criticisms and weather it looks like i take it or not is up to you and how you read forum text. I do not come only for compliments, I come to see what people say and I experiment and try things out and play with new techniques and what not. How ever in the end - What I do with my game is what you do with yours, in the end you have to be happy with your product and you know that your doing something right when you have a few "haters"
with that said (again) - Thank you all for the criticisms, hate, flames, compliments, suggestions, ideas and what not.
Somethings that will never change in this game and should be better left to die:
- Battle backs - personally i think it gives you a unique way of looking at the world
- General Mapping Style - It lashes, its overly detailed, its "not realistic" its "tiles thrown like a howler monkey throws feces" its what ever you want to call it - how ever, I did take not of what some people are saying and will apply some techniques.
Look forward to more maps and in game screen shots coming in the feature, mostly of the menu and character customizations.
Thanks For all your feed back, comments, concerns, criticisms, suggestions and compliments
Quote from: Adrien. on August 04, 2011, 01:28:26 AM
Battle backs - personally i think it gives you a unique way of looking at the world
Again I would like to point out that you do not appear to have battlebacks at all, instead opting to have your fight superimposed over the map behind it regardless of whether or not it makes any logical sense where your characters or their opponents are standing.
Quote from: Strike Reyhi on August 04, 2011, 02:10:13 AM
Quote from: Adrien. on August 04, 2011, 01:28:26 AM
Battle backs - personally i think it gives you a unique way of looking at the world
Again I would like to point out that you do not appear to have battlebacks at all, instead opting to have your fight superimposed over the map behind it regardless of whether or not it makes any logical sense where your characters or their opponents are standing.
the map you see under the characters is the battle back
Quote from: Adrien. on August 04, 2011, 02:17:32 AM
Quote from: Strike Reyhi on August 04, 2011, 02:10:13 AM
Quote from: Adrien. on August 04, 2011, 01:28:26 AM
Battle backs - personally i think it gives you a unique way of looking at the world
Again I would like to point out that you do not appear to have battlebacks at all, instead opting to have your fight superimposed over the map behind it regardless of whether or not it makes any logical sense where your characters or their opponents are standing.
the map you see under the characters is the battle back
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs71%2Ff%2F2011%2F209%2Fc%2F0%2Fsdfghjkl876_by_createdthoughts-d41zatc.png&hash=923b8984ea8289638b47b3477ca2974fa661d491)
so you see nothing wrong with this one douchebag chilling on the side of that cliff or the other people standing on a friggin' tree.
no because they are "above" the map. like they have ben pulled out of the map an onto some plane above the map, many games have done this sucessfully.
This is why the addition of a battle floor would be beneficial. It would look more like what you describe.
Why even post in this thread, then? I mean, anyone with part of a brain can see that the thread is for screenshot criticism. If you don't care what people have to say, why even take part? It doesn't make sense.
Thanks for your input - comments, questions and concerns - shall we get back on topic? k thanks :D
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Small changes were made to the above map
Quote from: Adrien. on August 04, 2011, 02:39:01 AM
Thanks for your input - comments, questions and concerns - shall we get back on topic? k thanks :D
We are on topic, you moron... You're just trying to derail us from asking why you even bother posting here...
As a quick note, I would like to say that maybe you are not welcome at those other forums because you are an arrogant jackass who doesn't take criticism at all and that even if everyone told you the same thing and it was universally accepted that you should change something, you would say, "Well, thanks, but fuck off, because I don't want to change anything."
if i spent all day changing every detail about my maps they would never be mine, the game would never feel like i created it and i would never get any where. I appreciate all criticism and feed back. I have implemented some in my new maps. Lets try and be civil people - name calling is for 5 year olds.
We're not telling you to change your whole game. This is a thread about giving criticism on screenshots. If you have no desire to better your maps, don't post here.
never said I didn't. as stated before I have already taken some of the feed back and applied it to new maps.
Quote from: Adrien. on August 04, 2011, 05:01:48 AM
never said I didn't. as stated before I have already taken some of the feed back and applied it to new maps.
It Was
never nessacery for you to change your maps or take crap from any of theses people, you chose too.
They are right - If your maps confuse the hell out of me, i (among others) will discard it, because it is an RPGMaker game and they are a dime a dozen.
Dont Change your mapping style because they said so, or for whatever crappy reason. Keep them all
uniform, even if uniform is Cluttered.
And just because it worked else where doesn't mean you can pull it off.
That map looks really good, just sayin.
Quote from: Kidkay on August 04, 2011, 07:06:45 AM
Quote from: Adrien. on August 04, 2011, 05:01:48 AM
never said I didn't. as stated before I have already taken some of the feed back and applied it to new maps.
It Was never nessacery for you to change your maps or take crap from any of theses people, you chose too.
They are right - If your maps confuse the hell out of me, i (among others) will discard it, because it is an RPGMaker game and they are a dime a dozen. Dont Change your mapping style because they said so, or for whatever crappy reason. Keep them all uniform, even if uniform is Cluttered.
And just because it worked else where doesn't mean you can pull it off.
That map looks really good, just sayin.
can you just decide what you want to say?
I mean, you give reasons for him to change it, and give no concrete reason for him not to change it other than he shouldn't have to. I wanna say this: You make a game not for yourself, but the audience. If the audience thinks it should be changed pretty much uniformly, it should probably be changed.
That's like saying that Duke Nuken Forever is perfect as it is, people are just "hatin" on it because it isn't how they like it. Well, when it comes down to it, that may be right, but when it comes to video games, that is the whole point. You play them because they appeal to you, not because they confuse the heck outta ya or because the creator really liked how it turned out.
Hey guys! I'm zach but call me Mango
Here's some of my maps. Feel free to criticize peepz!!
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg600.imageshack.us%2Fimg600%2F6783%2Flighting.png&hash=d1c0e93aa78c91b3ec3c7d5d3e9248797ba15590)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg838.imageshack.us%2Fimg838%2F7846%2Fscreenshot002mp.png&hash=3c11d2c1978f51e88437cc23c8fb6e3b1191f96b)
Here's my forest map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg809.imageshack.us%2Fimg809%2F5871%2Fscreenshot001cj.png&hash=1aa69d7aa193af598fd0348bc5d5004a23ea4c3e)
Watch here and you get to see it in action! Don't forget to sub! ;)
[yt]http://www.youtube.com/watch?v=RjTv7bWctbU[/yt][/spoiler]
Its been a while since I was here.
@adrien: That's one great map, dude. Less cluttered than the forest one. I have to ask you though, is there a transfer event on the bottom middle part (the one with the flowers spread on the ground)? It looks like you can go there.
@mango:
For the first map, you did a great job with the lighting :D
But...something's off with the top of those pillars. There are little bits jutting out, are those supposed to be there?
For the map with the stairs. The huge statue is a nice touch and is that a dead chocobo I see on the stairs?
The forest map is awesome! The rain and the fog all add up to the creepy ambience. Great job! :D
Mango, your maps are great, but I can't help but feel that the characters don't really match up with them. The super-deformed, anime style sprites seem to be floating above your realist-styled maps. I know that its largely the fault of the engine itself, but I think some more drab colored, less deformed sprites would suit your style much better.
Mang0: I have a feeling that some of those tiles (pictures) clash, such as the statues overlaying the more cartoon based tiles, though it does fit together in some regards. The biggest problem is what Holk stated. Maybe even just recolouring your sprites to give it a more realistic look. I feel like a more darker toned version of these sprites (http://www.geocities.jp/kurororo4/looseleaf/) would fit the bill.
Quote from: magic2345 on August 04, 2011, 12:00:17 PM
Its been a while since I was here.
@adrien: That's one great map, dude. Less cluttered than the forest one. I have to ask you though, is there a transfer event on the bottom middle part (the one with the flowers spread on the ground)? It looks like you can go there.
Yes it is, you'll be able to press S on your keyboard to see arrows pointing the way out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F8074%2Fnewtemple1.png&hash=1ef9ff2c8b59ad2f1e95a1e56064bf14f2ca362d) (http://imageshack.us/photo/my-images/811/newtemple1.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg683.imageshack.us%2Fimg683%2F2484%2Fnewtemple2.png&hash=65c2444447a0aa0b052b12680259f5baf22c4941) (http://imageshack.us/photo/my-images/683/newtemple2.png/)
I have gotten rusty & sloppy ~
@magic2345:
Yo, I've just edit the pillars from that map. It looks a lot better! Yes that's a dead chocobo on the stairs. There is going to be a lot of dead chocobo's in my game!
I'm trying to make my maps have a better atmosphere and realistic. Stay tune for more of my maps!
@Professor Holkeye:
I definitely agree with you! The sprites does seem a little off. I'll try and make my sprites have more realistic color on them. Thanks for the feedback and advice! :)
I'll figure something out! XD
@cozziekuns:
Thank you for the feedback. I'll shall recolor my sprites have more realistic color on them. You're not the only person who said about the statue. The statue does crashes but I'm still looking for a better statue to fit the map. Maybe I should recolor the statue and make it darker?
I'm so sorry for my bad grammar!
Very nice work, Mango, but I have to agree that the character sprites don't fit with the style of the maps themselves. As well, the large statues in the second screenshot are too realistic. I would remove them myself.
Also of note, I absolutely love the mood and lighting in the first image. Really, really good work there, bro.
Here's another screenshot. You can download the tech demo here: http://www.mediafire.com/?0ny3815do1x5650
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F7282%2Fscreenshot001ud.png&hash=0b6b99c484f5fdbfefbb339545400d7c6efec258)
@Ryosis:
Thank you for the feedback. I'm still looking for a better statue that will fit with the map. What kind of sprites should I use or should I recolor the sprites to make it more realistic?
BTW do you guys like the pillars in the first image? You think I should change them or leave it?
Something I was working on during this summer.
I wanted to show a video of it in action, but I could not find anyone to help me make it and my computer is too slow to record the effects.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F0CUyk.png&hash=827cdf5bf8fd91f0ebc01311faf60b595de6561a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGCWFT.png&hash=09ba8823cda49bc96d107e3dc04b3bfcac371896)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtwqJO.png&hash=d7ae12ce7c7b9927094774f7178d1061f1fbeb6a)
I did not make the art for any of the cards and the reason everything is black with white borders is because I am not an artist and I suck at making hud designs (I just wanted to code a card game). If there's any artists out there who wants to make cards for a simple card game, let me know.
This looks like a mix between Yu-Gi-Oh, Final Fantasy, and pure Epicness.
EDIT: And Pokemon. The card game. A little bit.
That looks so cool TDS. I want to know details. Finish it, then blow us away with how awesome it is,
Do it : O
This is from a pirate-themed side-project that I'm working on: (VX)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo7.png&hash=8d3a0aec7c122d8b223d1be24c377146889a379e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo4.png&hash=f2fa9c6f68eee00d0eb631f3472941a296413fb2)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo3.png&hash=858d86e5d468101e0d7ea4a5c9fdac3c5b0b8ce0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo2.png&hash=63ee03cec6ec52c6483bd444f1357962d133641d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo1.png&hash=77464b9e8a962bcef87f43935c97935c62b8bdb7)
I'm needing help with these 'broadwalks' :
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo6.png&hash=213d651a0f1e2744c70fed5e0a00bdb5f50e1b5d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo5.png&hash=7002f17c6077e299ee178cdbf23d9fdb71120a1c)
As you can see, they look terribly plain. So what do you think I should put?
@TDS: Look great I will wait patiently for it to be finished.
@Zackpower4: Looks nice try adding more people or maybe some barrels or equipment for ship and things like that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi28.photobucket.com%2Falbums%2Fc203%2Fffsora%2FUntitled-5.png&hash=72685c6f62c7540f4ff4ee9c61f8ff5a72896dcd)
Im trying to come up with a decent set of light effects. But im not using any scripts so its a bit hard.
To be honest, I dislike light effect scripts. While they do make it easier to toss in effects with ease, the misty or bloom style of lighting they provide irritates me. It always makes me ask : "Boy, is it misty in this town or something?"
(https://rmrk.net/proxy.php?request=http%3A%2F%2F25.media.tumblr.com%2Ftumblr_lj5tc9xPWF1qci51mo1_500.jpg&hash=d2ac3342119d09d967ce0addc44d46290961e544)
( Misty or Bloom Night Lighting )
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fveiledexposure.net%2Fimages%2F20100115215210_mystery-house.jpg&hash=c818f171d7fdacd1aee410bf5eeab3952801fa5a)
( Actual Night Lighting )
Also, unless there is a full moon, there will not be shadows as are currently displayed on that map. In fact, they would be different than before due to the different angles of light sources. Most tilesets are configured for sunny environments as well, and that can work heavily against trying to make a nighttime scene, even with proper lighting.
Anyway, I'm aiming heavily towards realism and slightly nit-picking, so I'll hush up and leave off by saying that there are other ways to offer lighting for your scene. You could easily have light streaming out from the windows of the house, as the windows should be lit. A little bit of blur and perhaps illuminate a bit of the ground and there you go.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F34748352%2FHelp%2FHLP002.png&hash=aee84251e1abd181c67dc43bc35ae003a6394354)
Thanks for the comments everyone.
@strak: Pretty much spot on, it's a Card RPG. I am now reading more about the Pokemon card game.
@pacman: It's already done, there's just no art for the cards. I'm going to try and find someone to help with the art once one of my friends is not as busy to make the video.
@IAMFORTE: to it!
@CodeMaster: It's already done, just really depressing to work on when most cards look like this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzPPRu.png&hash=77ddb5b3c3e40fa7d253fe828e57717dc07aac82)
I wanted to reply sooner, but I really wanted to show it in video form since it's hard to show how it works with just pictures.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F7869%2Flocker%2Fcontest.png&hash=2e8a7a90eb1ef57349144c0afc718a38e5982b81)
A dilapidated city. Chars are two tiles tall.
[spoiler]:A few blocks (50% size):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FSpritework%2F1.png&hash=e552b35e5b3600cc21e032f282b799b5c2335b98)
:Inside a Convenience Store (100% size):
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FSpritework%2F2.png&hash=dfdf406dbcbad96a0342d07ff6649b9100de1c67)
[/spoiler]
whaddya think? I'm making the tilesets as I go, using RTP as a base for some items that are needed generally and freeforming anything that I want...
I think you need to have more to fill the space. Like junkyards and cars.
Quote from: ShortStar on August 09, 2011, 05:16:11 AM
I think you need to have more to fill the space. Like junkyards and cars.
good idea... I haven't made anything like that yet and it really helps that you told me that. Also... I need to have some dumped-over dumpsters and some trash to blow in the wind...
And airconiditioners and stairways ontop of buildings. Garbage cans and street lights. You can do it! What you have currently is a good start.
Eh, I kinda like the minimalistic mapping. It fits the old school style better. Sure, you could add a few more things but I wouldn't go overboard. I think your graves are a little too random though. Graves are usually in neat rows.
Quote from: ShortStar on August 09, 2011, 05:29:05 AM
And airconiditioners and stairways ontop of buildings. Garbage cans and street lights. You can do it! What you have currently is a good start.
I didn't think of air conditioners, nor garbage cans, for that matter... The street lights I was already thinking of though... But the garbage cans I come up with don't look right... and the air conditioners... I'm trying to a central air kinda exterior unit... and it isn't going too well...
EDIT: yeah, as for the graves, I wasn't sure if they'd be neat and even if the whole point was that the people died from a pandemic and graves became more along the lines of a place to bury people, not a way to respect them...
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FGrassland01-1.png&hash=dad95e3427032c69b18d66f1e8b9762c71c72e88)[/spoiler]
Will your characters also been shadowed? Its always bothered me with panoramas with stars. Does this mean the mountain is above the stars themself? Its still a great looking map. Kudos.
Really love the style you're going with, Sashikinaroji. And Shadow, I'm curious why is the start point in the sky? Unless, you haven't specified that part yet.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F3835%2Fgpa1.png&hash=df86f51d6eda5908ba6c340deea8f0c7c1d730ed)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F8540%2Fbsmr.png&hash=ab9152e36eec6e52cc1628b3887a939b8b4bbc5e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg28.imageshack.us%2Fimg28%2F3569%2Fmotel5.png&hash=819e2d0a222d9e94222d8aba5bc2f430935cb7b1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg819.imageshack.us%2Fimg819%2F8109%2Fmemorialwip.png&hash=362a04a84302979cba70c95d2ae472367945e336)[/spoiler]
It's there because I forgot to place it somewhere else.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FGrassland01-2.png&hash=95a5980965ad269d95a4963099eb7918b03487a4)
Nothing special here. I just wonder if the light effect works?
Sashikinaroji: I love that kind of graphics on games, I would definitely play it. The only thing that bothers me is the glass windows, don't know why they just look a bit strange to me.
And... Finally a video.
[yt]http://www.youtube.com/watch?v=BDhyq_wdTGw[/yt]
@Sashi: Ha, the good ol' days. I like it. Looks fine the way it is, clutter doesn't work with that graphic style, really.
@Shadow: Saw this on another thread already, but yeah I like it! Though you could do with a different panorama, like the ones by Rieves are pretty good though I forget where to find them.
@TDS: Guy, that is insane. Like, you deserve all the cookies in the world because that is great. Can't wait to see some kind of tech demo or something. Good job.
Sadly, I have no screenshots right now. But I might get something up some time soon if I ever get off my lazy ass (or well on...but still) .__.
The cards There so awesome : O
I've decided to change up my maps... Before it was all done in the editor, but I have made a parallax for a city block... That way, I can make as many blocks as I want in mere seconds and have a whole 'nother layer of tiles to use for more pressing issues... This also fixes my problem with shift-keying the sidewalks and buildings... which, quite honestly was a pain in the ass.
I'm really looking forward to that card game, ya know. I really like the way it's turning out.
That looks fantastic TDS!
From my project:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSewers1.png&hash=8b046f4f47a14ab56f0a6c440cf41350f2ee446b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSewers2.png&hash=07d95b92ac70d0ad73181719c46aaf6a6211cc64)
I think it's a bit to dark. Im using the family computer, and I can't see anything exept for the light effects.
If you can't see anything but the light effects, you should consider calibrating your monitor.
Oh, it's supposed to be the sewers that's why it's dark...
Should I lighten it up a little bit?
No, it's fine. Shadow's monitor is poor.
I don't like how there's something on just about every tile. It reminds me of the square nature of VX.
Your detail is nice, but if you have something everywhere it looks silly.
Im at my own computer now, and it looks fine :).
The new menu system for War of the Souls, Soul Cry. I plan to release all the menu screen shots this weekend a long with a blog post on them.
The reason there are different colors (as will be explained better later) is because they are color coded.
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it just doesn't seem to be neccessary for them to be color coded...
I'm going to agree with Sash(a) here; it should really all just be one colour. And why are the commands indented? I can understand if you had a hand cursor or something, but there isn't a good reason for the indents to exist.
Since I've been giving a lot of critique but haven't ever posted a screenshot, here's a tiny WIP map + tileset for a little project I'm working on.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fe9cgv7.png&hash=dc055631c20d71e7a33abfa16b8827a1b47f4ca6)
I was going for a desaturated, dark and gloomy atmosphere, like something you would see out of a post-apocalyptic game. Right now, I think that the main problems in my map are:
- The "mountains", which look like giant pieces of poop.
- The sand, which is too bright and needs a recolour (specifically the bright speckles that poke out at the player's eyes).
- The balancing on this map, which is too one sided (this is for a Turn-Based Strategy). The player on the left island can launch a two-pronged attack as they have two entrances onto the main island, while the player on the right island only has one method of entering (an extremely narrow chokepoint), thus giving the player on the left island an enormous advantage.
The problem is how should I fix the balance. If I were to create a second bridge from the right island connecting on the main island, where should I build it? Or should I just give the team on the right island a huge advantage? Or is it ok as it is, and should it just be an easy win for the player (left side)?
Note that this map is designed to be played using only land units; there are no aerial or sea units, which is why holding the chokepoints is such a mega-giga deal. And both players begin with a set amount of units, so they can't just build meatshields to hold their chokepoints before they have enough funds to bust in and take down the opposing team.
But before making any changes, I'd like to hear your opinions on the map. What should I change in the tileset (if anything), and how can I make the map a little more balanced, without sacrificing it's aesthetic value?
EDIT: A couple more things you should know. Forests (both the evergreens and the dead forests) give a defense bonus of 2 (which means any unit on a forest takes 2 less damage), and mountains are impassable.
@Adrien - I don't mind the colour coding, but the positioning is kind of off (the centres are off). Some of it is probably intentional, like the class right-oriented and the names centred, but the positioning is noticably off between the characters and the stats, like:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F41%2Funledcib.png&hash=7842391c9f3761f21eb7ac58ff275bb6eef488b1)
(the numbers above the dotted lines are how many pixels are between the edge of the bar and the centre line (which I made based on the middle of the characters)
Based on that, Emit's character graphic should be moved to the left 2-3 pixels, Levious' 5-6, and Enix's 2-3. Keana is centred already.
It's not a huge deal, of course, but I did find it noticable. There's also a lot of empty space. It might help to just double the size of the sprites, I don't know.
Here is an idea replace the sprites with their face graphics then put their sprites in the bottom right corner of the face graphic.
Quote from: CodeMaster on August 12, 2011, 09:34:48 PM
Here is an idea replace the sprites with their face graphics then put their sprites in the bottom right corner of the face graphic.
The sprites are the face pics. This is how I am doing face pics through out my game. I hate the typical face pics and would rather show the sprites.
Quote from: modern algebra on August 12, 2011, 06:30:34 PM
@Adrien - I don't mind the colour coding, but the positioning is kind of off (the centres are off). Some of it is probably intentional, like the class right-oriented and the names centred, but the positioning is noticably off between the characters and the stats, like:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F41%2Funledcib.png&hash=7842391c9f3761f21eb7ac58ff275bb6eef488b1)
(the numbers above the dotted lines are how many pixels are between the edge of the bar and the centre line (which I made based on the middle of the characters)
Based on that, Emit's character graphic should be moved to the left 2-3 pixels, Levious' 5-6, and Enix's 2-3. Keana is centred already.
It's not a huge deal, of course, but I did find it noticable. There's also a lot of empty space. It might help to just double the size of the sprites, I don't know.
One: Thats the scripts doing the "off setting." I have tried to figure out how to change them and am Still working on it - how ever it may be a permanent thing.
Two: Some one mentioned color coding being an issue - That will be explained in an upcoming blog post and update to the Game War of the Souls, Soul Cry.
Three: Indenting is also done by the scripts, not by me. I do plan to have a hand cursor their when I can figure out how to globally replace the cursor with one of my own.
Four: Indenting of classes is done on purpose.
I hope that answers all questions/comments/concerns - if not please post any other questions/comments/concerns
I love the controversy and anger this game creates in some people across all forums. Makes me know I am doing something right :D
Are you sure it's the script doing the offsetting? I would find it odd for a script to not be able to centre a graphic unless it was one of very general application fitted to the scene. I was assuming this was a mod of the Shanghai FF13 menu layout for YEM and for the profile pics you were just pasting the character set into the (perceived) middle. If that's the case, then you'd just have to edit that graphic and move it over.
If not though, that is a weird problem for a script, as it is not hard to centre a graphic. You should post it in the Scripts board and have someone fix it.
The chances of some one actually caring enough to look at it is slim to none. However I do have a more pressing issue then "alignment" problems which will be looked at here shortly. That is the cursor script that is being a "d*uche"
The chances of a script request for VX being filled on this forum are very high, as long as you use the script request template and be clear enough about your request someone will help you.
Mockup from an auto-updater/launcher for Nora's Dragon Stories. It updates, it... launches, and it provides the function to have one single save file for all four games. Also, you have to complete chapter 1 in order to play chapter 2, etc.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FNora%25C2%25B4s%2520Book%2520Mockup.png&hash=619ca72c28f5aa0feaf8a2be162f5a0ee628b745)
What scripts are you using to do such updates?
It's written in C++ native, so it's a seperate application. The only involvement of ruby is a script that checks wether the game is finished or not and the unique save system, which creates an encrypted save file which can be read by all 4 .exes.
Quote from: Adrien. on August 13, 2011, 06:13:24 PM
One: Thats the scripts doing the "off setting." I have tried to figure out how to change them and am Still working on it - how ever it may be a permanent thing.
Two: Some one mentioned color coding being an issue - That will be explained in an upcoming blog post and update to the Game War of the Souls, Soul Cry.
Three: Indenting is also done by the scripts, not by me. I do plan to have a hand cursor their when I can figure out how to globally replace the cursor with one of my own.
Four: Indenting of classes is done on purpose.
I hope that answers all questions/comments/concerns - if not please post any other questions/comments/concerns
I love the controversy and anger this game creates in some people across all forums. Makes me know I am doing something right :D
Or that you're doing something incredibly wrong due to your retarded inability to take criticism constructively and put it to good use. The indenting is retarded and more people concern themselves with the aesthetics of something more than you think. Center the "Lv", "HP" and "MP" to the center of the bars. It looks god awful the way it is.
I think the distance between the bars is uneven too. The level and hp bars are further apart than the hp and mp bars.
This would /not/ be a hard thing to fix if you asked someone with the template as TDS so kindly suggested.
Quote from: Pacman on August 13, 2011, 11:03:18 PM
I think the distance between the bars is uneven too. The level and hp bars are further apart than the hp and mp bars.
This would /not/ be a hard thing to fix if you asked someone with the template as TDS so kindly suggested.
The bars were done in illustrator and I checked the distance - they are evenly placed. Do you mean the bars behind the hp/mp? they are not actual bars just "decoration." They are also evenly spaced (according to illustrator) one above the other.
Quote from: Firerain on August 13, 2011, 10:39:19 PM
Or that you're doing something incredibly wrong due to your retarded inability to take criticism constructively and put it to good use. The indenting is retarded and more people concern themselves with the aesthetics of something more than you think. Center the "Lv", "HP" and "MP" to the center of the bars. It looks god awful the way it is.
Did you really have to quote something that large.
Any ways: Ya shallowlistic (yes I just made up that word) people who don't are about usability and only want something that looks nice. (cough Windows Vista cough).
I take all criticism. I may not apply it :P but I take it :D. They are (as mentioned) not bars, just decoration. as They are dented 2-5 px's in from the sides (may be changes as I dont like where mp, hp and lv sit that close to the edge).
Moving such minor details around like hp, mp and level is harder then you think because A) i know nothing of ruby so its a good, slow learning process and B ) The way it is sripted, moving one element requires you move the number associated with the label (so if I move Hp I also move its number) which is retarded and a poor way of doing things.
Quote from: Adrien. on August 14, 2011, 12:46:56 AM
Ya shallowlistic (yes I just made up that word) people who don't are about usability and only want something that looks nice. (cough Windows Vista cough).
For someone who puts a ridiculous amount of detail in each map, I'd think you would care about the look of something a player has to see constantly over and over again throughout the game.
well no one said it was finished. LOL. the feed back here helps me redesign specific elements that I think need to be redesigned. Maps are where people spend 80-90% of their game. Menus are spent in for about 2 minutes maybe less. I am less worried about the look of a menu then I am about the look of a map the size of the forest.
The player will spend more time in the menus than anywhere else in the game. Make them not hate it.
And for some reason, the Lv bar looks different to the HP and MP bars. If you swear they're the same distance apart, it's something else. :S
Quote from: Pacman on August 14, 2011, 07:57:33 AM
The player will spend more time in the menus than anywhere else in the game. Make them not hate it.
And for some reason, the Lv bar looks different to the HP and MP bars. If you swear they're the same distance apart, it's something else. :S
Not capitalized and a smaller font size compared to HP and MP. It was bothering me too.
I think I got something else: it's not as high as the other two.
I don't mean y-coordinates, I mean how many pixels the window goes for on the y axis.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FFarden-Huntinggrouds2.png&hash=52b2ba58858491d51923a9d8273f82a79f429645)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FFarden-Huntinggrouds.png&hash=981e388d1031b1f1fcc8469ea8a2bee0ae4b82b7)
As you can see, I was trying out the light effects. Is it too distracting/bright? Or should I leave it as it is?
Something I always wanted to do, but never found a pixel artist to work with and do it.
Went ahead and did it with the original files.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaQQZW.png&hash=0ef3881add8d25030477d42694f6f98ca7751141)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7y4Zn.png&hash=8b6752b9c1b69c7f1316407af72da62d20fa09be)
Very Cool TDS
And Zacpower? I'd add more things to you maps, they seem a bit empty, as for the lightng, depending on where the character is, its not always distractive
Quote from: Zacpower4 on August 18, 2011, 06:24:45 AM
As you can see, I was trying out the light effects. Is it too distracting/bright? Or should I leave it as it is?
WHERE ARE MY SHADES OH GOD.
srs though too bright and washed out.
Quote from: Adrien. on August 14, 2011, 01:01:07 AM
Menus are spent in for about 2 minutes maybe less.
>rpg
>2 minutes in the menu
hahahaha
Quote from: Strike Reyhi on August 19, 2011, 03:41:01 AM
Quote from: Adrien. on August 14, 2011, 01:01:07 AM
Menus are spent in for about 2 minutes maybe less.
>rpg
>2 minutes in the menu
hahahaha
Especially when you consider that most games have a linear play style and many places won't be visited ever again (in the case of dungeon areas) or only used to find that one plot point or hidden item that was designed to send the player back to a certain city
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc09.deviantart.net%2Ffs71%2Ff%2F2011%2F231%2F8%2F8%2Fsdert678uio_by_createdthoughts-d47733l.png&hash=537c7639558f871d9c547e60553ef329e3abb11d)
Quote from: Adrien. on August 20, 2011, 06:01:56 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc09.deviantart.net%2Ffs71%2Ff%2F2011%2F231%2F8%2F8%2Fsdert678uio_by_createdthoughts-d47733l.png&hash=537c7639558f871d9c547e60553ef329e3abb11d)
The very tip of the banner appears to be touching the ground. I'm not sure if this is the intended effect, but to me that is what it looks like. The banner is around two tiles high and the walls are certainly two tiles high. If you are after the effect of a hanging banner, I would suggest using a smaller graphic or increasing the depth of the map downward.
Quote from: Adrien. on August 20, 2011, 06:01:56 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc09.deviantart.net%2Ffs71%2Ff%2F2011%2F231%2F8%2F8%2Fsdert678uio_by_createdthoughts-d47733l.png&hash=537c7639558f871d9c547e60553ef329e3abb11d)
I think you should remove the shadows surrounding/behind the flag.
Quote from: Zacpower4 on August 21, 2011, 04:42:03 AM
Quote from: Adrien. on August 20, 2011, 06:01:56 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc09.deviantart.net%2Ffs71%2Ff%2F2011%2F231%2F8%2F8%2Fsdert678uio_by_createdthoughts-d47733l.png&hash=537c7639558f871d9c547e60553ef329e3abb11d)
I think you should remove the shadows surrounding/behind the flag.
Unless the effect is a banner that touches the ground, in which case, the banner is perfect as is, in my opinion... Of course, again, this is all based on assumptions on the intended effect.
@Sashikinaroji: The flag should touch the ground, as it is about the height oh the wall.
@Adrien: You should have the shadow for the ceiling.
I dont understand, in some maps you overdetail it and in this this screenshot it lacks detail so much o_O? The overshadow may cover the map overall, but what's with the inconsistency?
@TDS: awesome screenie <3 I've always love that battlesystem :x
Do you mind if I ask that is for a private project or it will get released?
Quote from: Aurelia on August 21, 2011, 08:57:32 AM
@Sashikinaroji: The flag should touch the ground, as it is about the height oh the wall.
The whole thing was, we didin't know if that was his intention, or if it was an accident, because the idea of a banner touching the middle of the floor doesn't make much sense... However, if it wasn't correct, he would be able to fix the issue.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo1-1.png&hash=eda5f12ee11142afb36c4bb4524d0c5a7e166d9f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo2-1.png&hash=fe3cc03ca3d892dbc35c6f4530171414dda038ea)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileo3-1.png&hash=43df2298d5aef2788a4b248c38c75e31c559db08)
Zacpower4 - I really like your maps but am having an issue with the black out line on the big tree in the first picture. It really sticks out to me.
This is a map I am working on. It took be 30 hours to get this far, life is awesomly busy for once :D
Ridiculously Huge!
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc04.deviantart.net%2Ffs71%2Fi%2F2011%2F236%2Fc%2F8%2Fsdrt678ol___by_createdthoughts-d47olzw.png&hash=17ed4ff5074ccb6ad849f4bd64f3e857625ecad9)
[/spoiler]
Hey, actual paths.
Anyway, here's a map. It's intended to be a title screen; the character is just for show.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F53%2Fmapexample.png&hash=1a5af9a5b97d5dc7ca4bc4bb8e5d7d7ecaef5955)
The cliff about 5-6 tiles above the character looks really wrong. Other than that, it looks fine to me. I like it.
Yeah, he used a left-cliff tile when he should've used a center-cliff tile.
But the rest looks rather fantastic.
@Zacpower4, What characters are you using? Where did you get them?
Found someone to make a video.
[yt]http://www.youtube.com/watch?v=9MhlAJtZ5rc[/yt]
so you recreated the battle system in vx? that's fucking awesome. also I never played lufia 2 but it looks fun as hell.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FSpritework%2F3.png&hash=89a4545d85711c4096063217c1247b2db553d97b)
"Base," the trailer park where Simon and Claudia have set up their center of operations, including their ITN (Instantaneous Transportation Network)
@TDS: I'm a bit behind on battle scripts... I just never have any ideas.
But, that does look insanely awesome.
Hi! I'm Diamond and this is my first time posting a screenshot so I'm quite new to this. Also, I tried to put the map together on Paint to see the entirety of the map during gameplay, but as you can tell it mostly failed. I will put it up anyway with the hope you may get more of a sense of the map with it. I want to get better at mapping so critiscm is welcome and expected from the previous replies I've read. Don't pay attention to the big black lines, they are not actually part of my map - just another fail on my part to piece the map together. Please ignore the ghastly rainbow! It was an experiment I forgot to remove after coming to the conclusion it did absolutely nothing for my map. Oh also, I am definitely on the younger side on this forum - just a mental note...
http://i54.tinypic.com/rrme4k.png (http://i54.tinypic.com/rrme4k.png)
http://i56.tinypic.com/2dj5gfq.png (http://i56.tinypic.com/2dj5gfq.png)
EDIT
Hehe ;D Here are 4 regular screenshots!
http://i56.tinypic.com/14mhcj.png (http://i56.tinypic.com/14mhcj.png)
@ TDS I love that battle system!
@Diamond: I like how you combine nature and buildings all together in one town. Very refreshing!
But there were several mapping errors:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FDiamond_1.png&hash=1d2b10acce58ce8a216db4135bd85e56aefa6561)
-Top left picture-Flowers/grass over tree
-Top right picture-Flowers/grass over table
-Flowers over water
-Bottom left picture-Shadow is cut off in the stall.
-Bottom, 2nd from right picture-A quarter of a celliana tree
-Bottom right picture-Rock is over tree
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FDiamond_2.png&hash=3addf0b150f9d632646baa3fcc32895100d3ce7c)
Top left picture-Flower over fire, yet it is not burning
-Rock over tree
Top right picture-Same error, shadow is cut in the stall.
Bottom left picture-Same as top right.
Bottom right picture-Quarter tree
-Tree over fence
-Rock over tree
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FDiamond_3.png&hash=8340e31e25fce0af9c0e78b3c639e2454e6f76f4)
Picture-HALF a bookshelf(s) near the fence.
Another thing that I'd like to point out is how you put fruit icons on trees. Don't.
Maybe you're trying to portray that the tree has fruits growing on it but they just don't fit in.
The maps look good though. Good luck with your project!
P.S.-You might want to look through your maps carefully again, there might be more mapping errors.
Thank you so much for finding these mapping errors! I agree with you now that I have taken the time to look at it - the fruits on the tree don't really work because of the size of the trees.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs71%2Fi%2F2011%2F237%2F8%2Ff%2Ffinished_map_by_createdthoughts-d47r946.png&hash=28a91f2d4d3bdf8ac4d63d2ef0ed9a21241faed1)
[/spoiler]
Why do you keep posting the same screenshot over and over again, just curious?
because everyone has given up on giving him constructive criticism due to the fact he acts like a douche when we do, he feels that he has to keep posting the same screen until he gets some feedback.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs71%2Fi%2F2011%2F237%2F8%2Ff%2Ffinished_map_by_createdthoughts-d47r946.png&hash=28a91f2d4d3bdf8ac4d63d2ef0ed9a21241faed1)[/spoiler]
That looks really good Irock, but there's a really small thing bothering me about it. The tiles at the top of each stretch of land pass off into nothing, and that looks really weird and unnatural.
I have heard your advice and I say FUCK YOU!
Yeah, well I finally got my page-cutting post!
FUCK YOU ALL!
Aah, you dipshit Irock.
Let's try to stay on topic. :police:
Here's two from me. One is a screenshot from a small competition where we are only allowed to use the base RTP to create an area. I got the walled town that had to have more than 20 houses. (There's thirty four plus one hidden one ^.^)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F28wo02b.jpg&hash=6de2947ff1acb72450808ccdbaa24b47070df9bd)
The second is a waterfall edit I worked on and am pretty proud of. See through waterfalls, anyone? ~.^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2Fx1d24j.jpg&hash=22f3388a6c35fc65a362a8e2e4527d7305227eba)
(For those and other edits, check the link in my sig. :P)
@ littlesatyr: I'm liking the waterfall (And waterfall mist)
Very realistic and beautiful.
That waterfall looks divine.
[offtopic] A pro tip for the link in your signature, don't put quotation marks around it. It doesn't work. Why does everyone put quotation marks around their links? Anyway, yours would be [url=http://www.rpgmakervx.net/index.php?showtopic=40228][img]http://i53.tinypic.com/2u5vucz.png[/img][/url][/offtopic]
Again, fantastic map.
Pacman - Thanks for pointing that out. it's probably because other forums use the quotation marks or add them for some reason. I copy/pasted the sig from my account on another forum so that's probably why they were added. :P Also, I'm really glad you like the waterfall! I had fun making it. ^.^
Zacpower4 - Thank you! The mist I wasn't sure if I liked or not but I guess it looks better than just being plain. ^.^
Like Pacman said, the waterfall looks divine. I also love how you used RTP, mixed with some little presets. Just a question though, why would there be a pidgeon behind the waterfall? If the pidgeon tried to enter inside, then it would just get brought down to the water because of the waterfall or, the pidgeon is light. Unless that the waterfall is not that powerful.
And another is, the pidgeon on the bottom right seems like it's swimming instead of flying. Try adding a shadow below it to emphasize that it's flying. And apologies for my bad grammar, English ain't my first language. ;8
Thanks for pointing out the pigeon errors, Rin. Because they were set to fly above everything, I thought the top one would be over the waterfall. I'll have to see what I can do about that, as well as adding a shadow of some sort. ^.^;
Quote from: littlesatyr on August 30, 2011, 12:25:43 PM
Thanks for pointing out the pigeon errors, Rin. Because they were set to fly above everything, I thought the top one would be over the waterfall. I'll have to see what I can do about that, as well as adding a shadow of some sort. ^.^;
I would suggest opening up the pigeon set in paint with the shadow from RMVX system files. That way, you can stretch the canvas, say 3x, then place a shadow at the bottom of each section. That way, the shadow is part of the tile... although, that also means that it will always be there and at that same location... which shouldn't be a problem if you keep the original too for scenes that call for no shadow.
But don't set the opacity to 100%, it'll seriously mess up the pigeon's shadow. Set it to 75% or 65%. So that way, it will emphasize very much how the pigeon flies instead of making it look like it's flying on the ground.
Thanks, both! I was gonna just recolour the bird sprite to 50% (may still do that at a later date, though) but this was much faster. :P I forgot they already included that shadow tile in the set. ^.^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs71%2Ff%2F2011%2F242%2Fe%2Fb%2Fcave_by_createdthoughts-d48e6rv.png&hash=73bc6087f0087695205399e404fd0c5d558b4675)
@Adrien: I'm liking that map. The only issue that I have is with the cave floor tile that you're using (The TileA5 one)
I think it clashes badly with the random feeling that the cave has. It's too straight.
Only thing that bothers me is the left cave wall on the entrance. Try making it fade from the dark.
Actually, that looks pretty nice to me Adrien!
A village:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi827.photobucket.com%2Falbums%2Fzz191%2Fbioteam%2FLiomelVillage.png&hash=4b5cbafab13e4b4b567e7768dc6b2dc53817a72e)[/spoiler]
The windmill is powering something but it's an event in-game so it's not shown in the parallax image.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc03.deviantart.net%2Ffs71%2Ff%2F2011%2F242%2F1%2Fd%2Fbakery_by_createdthoughts-d48e6qn.png&hash=f34de383e4ca7df4a0e65f23ea0089b6aca0d1fe)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc08.deviantart.net%2Ffs71%2Ff%2F2011%2F242%2F2%2F6%2Fcastle_elicry_by_createdthoughts-d48e6tg.png&hash=d5b7363b894c391ad6e0f84e5ba0c549e4cd1e10)
That second map is nice adrien, but the front wall seems to lack depth. It can;t support the main middle tower with a long roof stretching out towards the back. Also, one of the tent's overlay seems to have priority issues with one turret on the castle. There is also a tree to the right that seems a tad cut-off.
The cogwheel seems like standing instead of lying behind the tree trunk.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F58f66.png&hash=39e2b8e4135bcd7b91e866d06a01de2b43625644)[/spoiler]
@Acolyte:
The house with the chimney behind it-The chimney has a shadow behind it, makes it looks like it's in front of something.
bioteam@ I love those houses. The map has a great atmosphere aswell :)
@bioteam - The map's pretty sweet - maybe a bit too spread out for my tastes, but very nice, none the less. Maybe add some paths or something to indication travel between the houses?
@adrien - I really, really enjoy looking at your inner shots, though you do like to use plants to fill space, don't you? Maybe add other decorations instead? You're doing parallaxing so there's no tile limitations - you can afford to branch out a bit. Also, there's a small error in the castle pic - you fogot a side cliff part. I agree with bioteam about the width of the castle needing to be adjusted. Don't move the roof, just the side ramparts and towers a little. Otherwise it looks good.
@Acolyte: I like it, though I think adding some snow on the roofs of the houses would make them seem more a part of the map as opposed to just being stuck on. Also, a bit of snow overlapping the bottoms of the houses - again to make them seem like they're not just floating above the snow. Otherwise, it looks very nice. ^.^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Fv5dcsi.jpg&hash=2ca6d6002c1af81301392918ed70bc8105b53b87)
Taking a leaf from Terranigma's book and creating climbable walls.
@littlesatyr: I really like how your wall has little holes in them instead of the usual rope ladder.
But the holes looks like they're cut out awkwardly in a box-like shape. But very creative nonetheless!
Title Screen I've been working on:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FNamnls-81.png&hash=cfda186b28a395c219b6f46e290b1fa2160274f1)
That title screen looks great.
do the clouds scroll or are they static
They are static.
Done some simple snow mapping for my game and to be honest, I'm pretty satisfied with the result:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F4866%2Fgame2011091316243909.png&hash=9878bf872bd2b368d76ae6d43c9c4e0a7eec9636)
With Minimap.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7430%2Fgame2011091316245721.png&hash=ad5dda84ffae11c893351ed7967d12ce399b7cad)
Without Minimap.
Constructive critisms are taken positively :)
I don't agree with the cliff face in the top right. It looks too artificial.
I like it. Espescially the screen tint. It looks great!
Opinion time!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2z8onkh.jpg&hash=aa39c6adbc00ea6f69132caefc01f7d7e488b76d)
Small or larger arrows?
@Malson
You think? I think it has a pretty cool shape but I might change. And also, I am not aiming for my maps being "IRL" styled, if that's where you're going.
@littlesatyr
Thank you! Kajini from RMVX.Net? And I don't know about the arrows.. Perhaps the smaller ones?
luiishu: Yup! ^.^ Thanks. I've changed them to the small ones and imo they look much better. =)
@luiishu535[spoiler]
Quote from: luiishu535 on September 13, 2011, 02:55:26 PM
Done some simple snow mapping for my game and to be honest, I'm pretty satisfied with the result:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg215.imageshack.us%2Fimg215%2F4866%2Fgame2011091316243909.png&hash=9878bf872bd2b368d76ae6d43c9c4e0a7eec9636)
With Minimap.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg3.imageshack.us%2Fimg3%2F7430%2Fgame2011091316245721.png&hash=ad5dda84ffae11c893351ed7967d12ce399b7cad)
Without Minimap.
Constructive critisms are taken positively :)
[/spoiler]
Lovely map. I was just playing your demo and your maps are very well constructed. I gotta give it up to you, you're really good.
@littlesatyr[spoiler]
Quote from: littlesatyr on September 14, 2011, 03:07:06 AM
I like it. Espescially the screen tint. It looks great!
Opinion time!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2F2z8onkh.jpg&hash=aa39c6adbc00ea6f69132caefc01f7d7e488b76d)
Small or larger arrows?
[/spoiler]
The tinting is perfect. It gives a great detail to the water. Your map is great as well. I would say leave the arrows as they are. They look fine.
"If it ain't broke, don't fix it."
Now, it's my turn to post my screenies. I've been working on these a lot.
User Input cutscenes. No more continuous reading either. Text can be easily skipped through by pressing and hold [SHIFT].
In this screenshot, this shows the first cutscene. Press "A" too late and you get shot but press "A" on time an the cutscene continues as normal. Keep an eye out for these.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F290ronk.jpg&hash=cea367b5c35f46ef22253aa92ff67ef4bcd1b524)[/spoiler]
Mission complete screen. Your mission will be evaluated at the end. Depending on how fast you were, the enemies you killed, people saved, deaths, or saves, you will get a positive or negative rank. Thus giving you points to upgrade the character.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F1esx1v.jpg&hash=2f4977d8d6de88171be70007335d019bdab507a8)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi53.tinypic.com%2Fwvbyc2.jpg&hash=58d8487433f77fe2eac0f721b53e0c3a1abe3c90)[/spoiler]
Take pictures of selected events and wear their clothes. Just in case fighting or hiding in shadows is no longer an option.
Further info on this will be in the next update. If you've played Spy Fiction, this is just like using the 3DA camera.[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F264rgig.jpg&hash=746db5d87076a54d81611da7a544649bcdedb9d9)[/spoiler]
Unlockables such as achievements and art gallery.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi55.tinypic.com%2F9fmau0.jpg&hash=ab945d539a08a2ddbe552d5a5ad3e9037168c928)[/spoiler]
Quote from: TDS on August 25, 2011, 05:02:12 AM
Found someone to make a video.
[yt]http://www.youtube.com/watch?v=9MhlAJtZ5rc[/yt]
So how many people have to suck up to you before you release it publicly? :o
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FIntro-1-2.png&hash=47193fc3274c516cc0287922766811d766165d8d)
Can't say I like the shadows under that tree on the right. They are not transparent in the least, and don't match the other trees. Aside from that, the birds nest in the top left corner seems a little off.
I don't usually post screenshots, but ...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FStuff%2FMock-upMessage2.png&hash=ba0b07c669fba56659d0831f1588977a3b003974)
The map in the bg is a placeholder, as I'll probably go with VX RTP style. But the portrait and message box didn't turn out half-bad. It's been a while since I've done a portrait from scratch, so I hope I'm not too rusty. :lol:
Her torso is freakin' me out.
Err how so?
She does have a bit of an awkward pose and I'm probably going to spend quite a bit of time fixing up things I don't like, but it helps to know exactly what's wrong with it. :)
Edit:
I lengthened her torso a bit and did a few other fix-ups. Hopefully it looks better now.
it looks ok, but now we have a different problem: her left arm is a stick. It's too thin, especially compared to the arm in back. Or, it could be a result of that part of her arm being longer than it should be, meaning you would need to lengthen your upper arm and shorten your lower arm.
that head does not fit right on that neck.
Thanks for the C&C! I'll be sure to fix it up. :)
Quote from: Lunarea on September 22, 2011, 02:56:27 PM
Thanks for the C&C! I'll be sure to fix it up. :)
Not a problem, We're always ready to be as cruelly honest as possible to push our fellow members towards greatness... Some just misconstrue our intentions... :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fx-1.png&hash=57c383ba701c8f1a265878d28ce8c1af4a2cd554)
Looks good but very bright and hard to see the details.
Imma just leave these here.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSS1.png&hash=8487c3c6df9db007afdb31afb0f7334970b79f49)
The front foyer as it looks updated. You can see that I like the aura of light effect.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSS2.png&hash=ee76d2288788ca44a207cd6a130e59224eb057c3)
It looks brighter because of the flare from the gun, which has a new animation effect.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSS3.png&hash=f0d80a8f5f0b3dbbcd3eebb8a04f3aaf8fda9f24)
The knife from Genesis Project is back, and with some actual animation to it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSS4.png&hash=5d0253752d4bc536803361cd014e5706f3a930d8)
Fancy that, finding a shotgun in a survival horror. What are the odds?
And quickly...
[spoiler=Old Map](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSSold.png&hash=2c9ce8105618b0e80e3f9888773aac5b04d7b47b)[/spoiler]
[spoiler=New Map](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi254.photobucket.com%2Falbums%2Fhh99%2FZylos_2007%2FMSS5.png&hash=399b4a4df692b4800909575ce090d8a9ed548561)[/spoiler]
That is all.
[/spoiler]
Zylos, the last one is looking nice!
Hopefully the shadows under some trees are lighter:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FForestpath-1.png&hash=725fc104f1076539409871c62fe70cc8c2aa2540)[/spoiler]
The problem wasn't so much that they were dark, but that they were opaque. Because they were opaque, it showed up as just flat black, making it look dark.
Now it is a bit lighter, but for some reason it is still not right. If you look at the other pics, you'll see that they have much darker shadows, but that the colors and shape of the grass remains intact (something you don't see on the lighter, grey shadows)
Mm...you do have a point there. I'll fix it immediately.
Quote from: Zacpower4 on September 25, 2011, 04:30:59 AM
Mm...you do have a point there. I'll fix it immediately.
all your shadows clash with eachother...
So I have been re-mapping some stuff for War of the Souls, Soul Cry. As chapter 0 comes to a close I have a couple remaps of some common areas. It should be noted that:
I have a HP vs19b monitor so while these look dark on my lap top monitor, on my second monitor they look perfect, as it is a HD monitor meant for watching movies and TV shows.(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc05.deviantart.net%2Ffs70%2Ff%2F2011%2F270%2Fc%2Fb%2Flib_by_createdthoughts-d4b3nbe.png&hash=b09db2975e7268f279cb57ad6404be03d839bcfb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs71%2Ff%2F2011%2F270%2F7%2Ff%2Fhouse_by_createdthoughts-d4b3n1f.png&hash=0e840c09d1150d26e3e4d44b888aa7659f491191)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs70%2Ff%2F2011%2F270%2F1%2Ff%2Fhouse2_by_createdthoughts-d4b3n7t.png&hash=eeb621501d948382188619c7b10bfc2987db1000)
These look really beautiful on my second monitor but very dull, lifeless and dark on my main monitor.
They look great from my end.
w.i.p
what i have done so far....
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs70%2Ff%2F2011%2F271%2Fd%2F8%2F234567ujk_by_createdthoughts-d4b806g.png&hash=e9904ae471ab6439e1e28f03a032d182f77176a2)
[/spoiler]
Quote from: Adrien. on September 27, 2011, 11:57:25 PM
Quote from: Zacpower4 on September 25, 2011, 04:30:59 AM
Mm...you do have a point there. I'll fix it immediately.
all your shadows clash with eachother...
That's literally what I
just told him.
@ardien: One thing I think needs adjusting is the thickness of your walls. They have no depth to them... at all. They're like, four pixels thick - this means they're one brick thick - not very good if someone with a battering ram runs up and pokes them Castles had reinforced walls so that if they got struck by something they'd be a little dented but not damaged and surrounding walls were even thicker to keep occupying forces out. Add a walkway for the soldiers who need to man the walls and you'll also add some depth so the walls look more realistic. Just a suggestion. Otherwise it all looks pretty nice.
Your edges still look to sharp. At least in the outdoor screenshot. Maybe make the edges a bit softer?
Quote from: littlesatyr on September 29, 2011, 05:13:46 AM
@ardien: One thing I think needs adjusting is the thickness of your walls. They have no depth to them... at all. They're like, four pixels thick - this means they're one brick thick - not very good if someone with a battering ram runs up and pokes them Castles had reinforced walls so that if they got struck by something they'd be a little dented but not damaged and surrounding walls were even thicker to keep occupying forces out. Add a walkway for the soldiers who need to man the walls and you'll also add some depth so the walls look more realistic. Just a suggestion. Otherwise it all looks pretty nice.
note the WIP....The walls will be as thick as the castle walls you see extended out from celinas castle.
as for the harshness of the edges, I dont plan to change these for I like the look of it, but thanks for your input.
This is a concept....Still not done, I want to extend the castle more and make it more....grand...I still want to put towers on the gate house.
Should I have people standing on the walls like that? they will be static, non moving....
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs71%2Ff%2F2011%2F272%2F5%2F3%2Fconcept__wip_by_createdthoughts-d4bajyd.png&hash=95aee543da088d5fd27189215b5fac7c55e69fd5)
[/spoiler]
That's a very cool map. Keep the sentries on the bulwarks. They look good.
The sentry on the upper right-hand wall is half-obscured by the tower. It looks strange. My advice is to extend that side of the bulwark by one column. You should also add an additional column to the right of the tower; this will make the fort symmetrical. Fortifications are usually built to a high degree of symmetry.
The castle lacks proportion. It seems huge, but isn't really (unless it's actually incredibly dysfunctional). The bulwarks dwarf the smaller towers and appear ostensibly larger in size than the facade. RPG Maker VX is particularly great at diminishing scale and proportions, so I'm not sure that there's any easy alternative to this unless you want to make enormous maps for properly proportioned objects.
I cant move the guy over or he will be behind the gargoyle....I may get rid of him... dunno yet. As for the gate house, down the bottom, I am adding a another two towers and a wall between them. This is all being done in Photoshop obviously. This castle is part of a city....Its a forested city, as you can see from the surroundings of the castle.
The question is....How to do a forested city......
this is the only one of my maps that has taken me three days to complete, most of them get done in less then a day
Finished......I think.....
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs71%2Ff%2F2011%2F272%2Fd%2Fc%2Ffinished_castle_elicry_by_createdthoughts-d4bbcwe.png&hash=7baa2822e352d0219bc629d1943a5b328c74d5de)[/spoiler]
@Adrien: Wrong use of the mack water autotile:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FWaterautotiles.png&hash=c97fe7e6465278636078f7e51628dc92ff3b123a)
The one on the left(The one you're using) is actually a wall.
The one on the right is the water.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FWaterautotiles2.png&hash=2fdbd5c74b106ea15b615b0d4edd4a8930652774)
Anyway, here is a WIP map. Not sure what more to add, just looking for opinions:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileoWIP.png&hash=6f9ffb25e7c05de408d11b901d26c47dc97635b3)[/spoiler]
i noticed that after i posted it.....
also note that this was done in Photoshop, so while I did the land and the river in vx - I still have to take it into vx and re-do the river so that its animated using vx tiles. So in theory I havent done anything wrong, its just not finished. :D
in theory I never make mistakes either.
Zacpower4: Very nice! Just one thing - the back wall where it meets the water. It looks to be an inconsistent height. Maybe make that part three tiles higher so it looks like the wall is actually reaching the water. The water is shown to be on a much lower level, thanks to the cutout and the bridges, so making that part of the wall lower will make it look much better. Apart from that it's a really nice map. I love the general idea that you're going for and the whole 'different levels' thing!
Great job!
@littlesatyr: Noted, will this do?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FEditGalileo1.png&hash=b96d99c8eec1c4b797dbc182edc0ac5acaeb0811)[/spoiler]
(Water animations/sprites will be placed there.)
Quote from: Strike Reyhi on October 01, 2011, 01:43:00 AM
in theory I never make mistakes either.
never said I didnt make a mistake. It wasnt "finished" as it still had to go to vx to animate the water.....
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe0c0j.png&hash=c76a46050c076cc059cc7ec6cab534f693d0c988)
That looks fantastic Irock! The background shadows are really appealing. Adds a lot of depth. Your layering is great too.
I want to play that game. :mad:
It would also be real neat if they were each a parallax moving at a different speed, to emulate a feeling of 3d...
Quote from: Pacman on October 01, 2011, 07:11:43 AM
The background shadows are really appealing.
They're ~silhouettes~
Quote from: Zacpower4 on September 30, 2011, 01:14:33 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileoWIP.png&hash=6f9ffb25e7c05de408d11b901d26c47dc97635b3)
The heights in this piece are more screwed up the more I look at them. ^.^;
There's wall height issues, discrepencies with the water heights (look at he bridges tot he right. They both have the same height of shadow, showing they're the same height above the water when the top on is on a higher level than the bottom one.) To fix this at least a little I'd add three tiles of height to the back wall where it meets the water (that 3 x 32 pixels). Then I'd drop the shadow of the top bridge down on or two more tiles and get rid of the raft altogether. (The wooden platform above the boat.) Then I'd add a 'drop off' to the right side where the houses are so that the bridge there is actually on the right height. As it stands things are really odd.
Also, the cutout part on the left doesn't fit. All you'd be able to see from that angle (supposing that the water is all one height) would be more wall.
A quick mock-up.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F2z6dwg2.jpg&hash=9a779b32763d633ce3e32c75260a414dc368ee52)
The easiest way to do heights is to set the bottom tile. In this case the water would be the lowest point. The highest is the wall. Each time you add a height make sure it's added all across the board. When you look at a part try and figure what tile height it would be. For example, in my mock-up the bottom most bridge is two tiles in height. Water = 0 and the two tiled walls are +2. The outer walls begin on +2 tiles and end at +6.
Or that the floor starts at 0, the wall takes it up to 4 and the water is at -2.
Hope this helps a bit and that I haven't gotten you all confused. ^.^;
What annoys me most is that the canal running through the town doesn't drain into...anything. It's completely surrounded by sand. It makes no sense.
Quoteas for the harshness of the edges, I dont plan to change these for I like the look of it, but thanks for your input.
I'm harsh about them, because if you are going to go with your "Floating Island" Style, you need to fix them.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fqeg.png&hash=486f79bd21b43a2aa3f750efb3aeb20e9dfbcdae)
Because at the moment, it looks like those parts is a part of the background. You need to make them look like edges.
If you seriously think it looks good, then you are lazy.
Quote from: Irock on October 01, 2011, 05:34:33 AM
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I'd lighten the dark on those shadows. It's weird because everything else is pastel-colored. It's not my game though so.
@Irock: Going to agree with Malson and say that should lighten up the shadows.
@little: The bridge surrounded by wall tiles looks off. Is there a point for that bridge anyways? I think it would be best just to take it out.
Quote from: Irock on October 01, 2011, 05:34:33 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe0c0j.png&hash=c76a46050c076cc059cc7ec6cab534f693d0c988)
WHAT GAME IS THIS!?!!?!?!?!?
Quote from: Infinate X on October 01, 2011, 05:11:52 PM
Quote from: Irock on October 01, 2011, 05:34:33 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe0c0j.png&hash=c76a46050c076cc059cc7ec6cab534f693d0c988)
WHAT GAME IS THIS!?!!?!?!?!?
I feel the same way. I'm liking the look of it. I love retro styled games. Please link me. :D
Quote from: Malson on October 01, 2011, 04:01:45 PM
Quote from: Irock on October 01, 2011, 05:34:33 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fe0c0j.png&hash=c76a46050c076cc059cc7ec6cab534f693d0c988)
I'd lighten the dark on those shadows. It's weird because everything else is pastel-colored. It's not my game though so.
silhouettes, mate. ;)
but yes, it's a very nice screen shot. i for one love retro visuals so this is right up my alley.
The game is called The Binding Force (http://kcori.com/games/The%20Binding%20Force/) and it's currently in development. I have a demo out though.
I originally had the silhouettes lighter, but I thought it looked really strange since silhouettes are usually black.
Thanks for the feedback!
I noticed it is made with Stencyl Works I have used it beforebut dont quite know how to use it do you know of any good tutorials.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjBGGa.png&hash=079db4ad28afb910a90cca5ab2fc258d93ed4293)
I mean a shade like this. Not necessarily light, but not #000000 either.
I think that looks really strange.
I'll have to agree with Irock. I think it'd work best halfway between those two shades. Maybe something like #292929.
My terrible artistic sense is telling me RGB: 32, 32, 64
Maybe you could go for a little bit of darker green? :3 I also think Malson's version looks weird because of the background blue, so I changed that a bit as well:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2Firock.png&hash=07dba0f9176cb7f61721c207d74b6193ca4f266e)
Ooh! Ooh! I want a go too! :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2Fm8icz7.jpg&hash=7dbd8cea5ee212bd2265c956e7b96b4e342657b2)
Seriously, though. Darker shade of the blue used - how mountains in the distance look blue-grey in color.
This reminds me of a certain game where you had small square people and you had to stack them. It was a platformer too. I think it was called Spic or Spik. Something like that (it was on the old RM2K4 board)
I think we have a winner ^
I think I'm going to go with black.
Far away things aren't black in the day time though. It looks unnatural
I agree with Malson the last one looks the best
The one littlesatyr made was more or less what I intended, but was too artistically retarded to figure out.
Like I said I don't really care, it's not my game. It's just odd. It's like Kirby in the foreground, and Limbo in the background. Doesn't mesh well.
Quote from: Acolyte on October 02, 2011, 05:12:58 PM
Far away things aren't black in the day time though. It looks unnatural
Okay. :lol:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8LGUG.jpg&hash=144813da6be17b00c25d342594fbd6ea6dfd10a3)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvcaCm.jpg&hash=df736aa510fe4ed39abbfd739362d2edd16fa22c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FviWTG.jpg&hash=00e92cca1514ed869e5d2c4b79bf12dce849d256)
All those were likely taken at dawn or dusk.
Yes.
A silhouette occurs when the light behind an object is X times brighter than the light in front of the object. Obviously there's a lot of light on the other side of the trees out in the open and the camera side of the trees is dark because it's in a thick jungle/forest.
But you can still clearly see the trees through the opening, so there's gotta be at least a little light hitting them. A pure black silhouette would only occur with next to no light. Your silhouette examples were black because the sun was directly behind the object. If the sun is directly behind your background trees, the foreground would be black too.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F71Ctv.png&hash=29a7d833a4afd1c8a165c6352d30206b69d5533d)
The players are going to love this.
Also, check out this cool realistic cave from my game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3rn5R.png&hash=5d21e13022da535a2443751b531e83a846258b8e)
But really, I've seen this done in games before. Especially in Mega Man 6 which I got the concept from ripped off. I think it looks horrible and too non-contrasting with any other shade and several people seem to think it looks good as it is. It's stayin' black, cowgirl.
once you go black...
hey irock, I have one thing about your game. any chance you could make it so if you die and respawn at the save point and you're in the same area the music doesn't start over? i think it sorta throws it off especially if you keep fucking up on something near the start it gets to be jarring.
also ffffffff damage knockback in platformers.....
Quote from: Strike Reyhi on October 03, 2011, 12:37:30 AM
once you go black...
hey irock, I have one thing about your game. any chance you could make it so if you die and respawn at the save point and you're in the same area the music doesn't start over? i think it sorta throws it off especially if you keep fucking up on something near the start it gets to be jarring.
I'm actually reworking the death to make it more interesting, but I don't think I want the music to continue. That's more of a thing that trial and error paltformers like Super Meat Boy do where you're supposed to die every three seconds. I don't think deaths would have as big an impact in games like Super Mario Bros, Cave Story or Mega Man if the music continued. It's like everything comes to a hault and then starts over again. I guess. I dunno. Whatever.
I'll say it because no one else will.
You're acting like one of the people we all bash, Irock. You have something you like, and a bunch of people tell you it would look better a different way. You get super-sarcastic, then you say 'fuck you guys, it's staying'
I looked at a few screens, and I saw that the colors in Megaman 6 in the level you were talking about were much brighter, which is why the flat black worked there better than it works in your game, where the colors are pastel.
So, to make it mesh better, your two best bets would be to change the black to a lighter color, or make the color more vibrant.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv164%2FUncleSporky%2FForest%2520Levels%2FMegaMan6U-0.png&hash=5441c9edcfb8fb9c1027fe61189d6d040127f23a)
If this is what you're referring to, then it makes sense because 1. there's far more detail, 2. the shadows are outlined in a way that shows the light is hitting them, even if only a little bit, and 3. black is a common shade in the other aspects of the scene, not just the background.
If not, then I dunno lol. I'm just saying flat black looks weird, especially when you compare it to like, the shadow on the trunk of the tree. But I think I've beat the horse long enough.
Sashikinaroji, I said I tried several shades before going with black because black looked the best. Assuming you're actually talking about saturation when you say "brighter", I don't see how a saturation neutral color (black) would look better or worse depending on the saturation of the rest of the graphics. That doesn't make much sense at all. If you're actually talking about brightness, then black would "make more sense" because it contrasts with the bright graphics better. If that's the case, then increasing the brightness of the black silhouette in my game would only make it less contrasting, defeating the entire point of having brighter graphics.
Malson, more detail in the tiles? I don't see how that would make a simple black background work better. I think it looks fine without the red shading (http://i.imgur.com/YCr64.png).
I've changed a lot of things about my game upon the common request of players, but the only people who seem to think I should make my silhouette brighter are a few people here. I've had more people tell me it looks fine black, and amongst those people are good artists and game designers.
It's no big deal. I'll agree to disagree. I honestly didn't think a wayside comment about background scenery would incite a riot, but here we are.
Do whatever makes you happy. It's your game, and I'm not going to boycott it or decide it's terrible because of a black background. I'm just being stubborn because I dont think I'm wrong.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2Fc%2Fc9%2FSilhouettes1.jpg%2F800px-Silhouettes1.jpg&hash=af547fdcfb20e72f13ca267fa4ccd8a829e00b98)
edit: Before you think I'm fueling the fire again, I'm not. It's not about your screenshot, I just want to know which is more realistic. I think it goes without saying that your game isn't supposed to be anywhere near realistic anyway.
The laws of light don't apply to the mysterious island you are on!!!!! !! !
But it's all good. We all see things differently mann.
Quote from: Irock on October 03, 2011, 12:46:06 AM
Quote from: Strike Reyhi on October 03, 2011, 12:37:30 AM
once you go black...
hey irock, I have one thing about your game. any chance you could make it so if you die and respawn at the save point and you're in the same area the music doesn't start over? i think it sorta throws it off especially if you keep fucking up on something near the start it gets to be jarring.
I'm actually reworking the death to make it more interesting, but I don't think I want the music to continue. That's more of a thing that trial and error paltformers like Super Meat Boy do where you're supposed to die every three seconds. I don't think deaths would have as big an impact in games like Super Mario Bros, Cave Story or Mega Man if the music continued. It's like everything comes to a hault and then starts over again. I guess. I dunno. Whatever.
I guess I can understand that, but in Mario you get a continue screen for a second or two. this you just sorta respawn like a trial and error platformer. so it feels like the flow is being unintentionally broken. maybe just a "fade out game over fade in" would help it be less like a break in the flow. but hey it's your game.
(from here on down this is personal opinion and not actually critique as I understand it's not actually that difficult I just suck at indie platformers) I think quite a few of the jumps (specifically the one tile or death on either side jumps) in the demo are sort of dickish, especially with the knockback and the lava leading to dying over and over. I am not an indie platformer player and i know that stupid precision jumps are the "cool" thing but it's rather fucking obnoxious when I keep dying and having to hear the same 15 seconds of song over and over and over.
Yeah, that's why I'm reworking the death. I'm making it less "die, music cuts out, respawn a second alter" and more "you're dead, bitch"
I gave up and stopped playing Cave Story for months after not being able to beat the final cave. Now THAT was hard. I came back after a while, kept trying and finally beat it, and it felt so good.
Is there anything about the controls that pisses you off? Too loose?
I personally think the platforms are a bit too small.
yeah that's the jist of it, it's just not the controls, it's just the early levels are not very forgiving at least not down where you get the sword. if that's the start of the game I'd personally rework that area a bit.
and like i mentioned before, the slimes and their knockback into lava can go fuck itself.
it's mainly a specific few jumps in that area that are sorta rough for a beginner area. most of which are on the way back, maybe if there was a save near the sword?
Here's a screenie from me^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg824.imageshack.us%2Fimg824%2F6457%2Ftrincoltown.png&hash=ea2f7217fbfc0678c39aab1ebab138bfbce85c21)
It's a part of a coastal town I'm working on. Tell me what you think about?
the edges on the clouds are a little jagged. i'm not feeling those little puddles (by the sign at the top and beneath the palm tree on the far right), either. those are more suited for world maps; notice the little palm tree.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2Firock.png&hash=07dba0f9176cb7f61721c207d74b6193ca4f266e)
So I have an issue with this screen shot, I dont care about colors or saturation or the pissing match your all having over that....What I care about is the fact that I can barley see the player character....
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv164%2FUncleSporky%2FForest%2520Levels%2FMegaMan6U-0.png&hash=5441c9edcfb8fb9c1027fe61189d6d040127f23a)
I can see mega man perfectly, how ever in yours I had to look three times to see it...Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds, how ever.....darken up the character, add some shading, maybe a bit darker colors...make him/her/it/they stick out....
That isn't my screenshot.
Umm I can see the guy just fine.
Quote from: Adrien. on October 03, 2011, 09:24:37 PM
Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds
Ever heard the expression "The pot calling the kettle black"?
It's a very interesting little idiom. You should look it up.
And I can also see the guy just fine.
Quote from: Adrien. on October 03, 2011, 09:24:37 PM
Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds,
...how does being a moderator have anything to do with it?
Quote from: Adon on October 03, 2011, 09:32:53 PM
Umm I can see the guy just fine.
I thought it was....my appoligies...
I like how you avoided replying to all the other posts. It really makes us think of you as a strong person.
Quote from: Adrien. on October 03, 2011, 09:24:37 PM
Now you can defend your color choices and pixel choices with what ever moderator logic your "I like it the way it is and its not changing" brain holds, how ever.....
There's a slight chance I'm going to print this quote off and stick it on my wall so I can appreciate its ignorant irony every day.
"I like it the way it is and its not changing"
that's what you do every fucking time you post here adrien. at least Irock can take criticism and improve his game. why haven't you left yet?
Quote from: Strike Reyhi on October 04, 2011, 02:14:05 AM
"I like it the way it is and its not changing"
that's what you do every fucking time you post here adrien. at least Irock can take criticism and improve his game. why haven't you left yet?
This is true but it sounds a bit harsh...
For the sake of us falling waaaay off topic, I've come with some screenshots.
A Pacman minigame. It's an Easter Egg. You get an achievement for playing it.
Yes, Pacman. I'm making this because you've helped me a lot.[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi51.tinypic.com%2F2w7ppvk.jpg&hash=b31950c0edc002da24b060fffa4aa638d8b3f32d)[/spoiler]
This is the boss battle I've been working so hard on. It uses Yggdrasil ABS. I'm planning on changing the "There!" to a sound effect. That way, gameplay is quicker.
The bar over her head is an Aggro bar. When that bar is full, the boss will try a new attack where he/she will be vulnerable.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F10hvaf6.jpg&hash=a8d207037bad702099b559b6db44e0c114546683)[/spoiler]
I think it'll be pretty easy to see the player character in-game. Considering, you know, you're controlling him.
so before you spazz out and scream ...THAR BE NO SHADOWS..... i'm not done >_>.....
---> Yes there be mapping errors.....stop spazzing out....its not done
Focus on the girl under the chandelier ....does that look weird? Should I put a shadow under it WHEN I DO THE SHADOWS...to give it depth to make people think...."oh...its hanging from the roof..."
There will probably only be one chandelier instead of two on the lower part, and possibly two up above...
also -> what tips do you have for doing static characters....Such as, for example, the static guards have on the wall for the castle map I posted. That was easy to do static characters But I was thinking of throwing in a couple of statics here.....ideas? suggestions.....apples and possible bananas?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs71%2Ff%2F2011%2F277%2F6%2F2%2Ftestidea_by_createdthoughts-d4bswbr.png&hash=8bcca4859e49598124003ebc452d6c7e43c19aae)
Please, for the love of god, save us your banter and instead say something like "It's still a wip and I haven't done the shadows yet."
The niches on the sides of the second floor look bizarre without a wall on their north face.
Do you have an aversion to symmetry? Why is the center misaligned and too wide? Fix that. No human designs layouts with off-center objects in main walkways. This is bold because you seem to ignore rectifying these egregious decisions.
The chandeliers look odd. I'd maybe make them transparent. I don't know about the shadows; they could help quite a bit.
Interesting. i dont think I will keep the chandelier then....I cant make it look "raised".....Any ways thanks for that. As stated before I already know of the mapping issues, hence why I said its not done <- in regards to your...floor comment
Also:
Scroll down to see the finished image (http://fc07.deviantart.net/fs71/f/2011/036/e/d/advanced_parallaxing_by_pinkfirefly-d38tq1y.jpg)
Doesn't look weird in her tut...I was using it as a reference guide, I know they look "similar" ....
I will have a finished image later :D
No I am just having issues with the shadows >_>
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc07.deviantart.net%2Ffs70%2Ff%2F2011%2F277%2F7%2F5%2F23456yujko_by_createdthoughts-d4bu9j7.png&hash=c5ef8d9aef33242622f04f152100f72f089901e6)
I made them 65% opacity...The shadows I am talking about are the ones along the walls, the straight black lines to give the walls depth.....
Quote from: Harry Burns on October 04, 2011, 09:35:41 PM
The niches on the sides of the second floor look bizarre without a wall on their north face.
Also,
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg155.imageshack.us%2Fimg155%2F1473%2Fassymetryn.jpg&hash=45bcc6ca7252d77dad4fde4ab701c85287e96cb3)
Basically, this illustrates your 'aversion to symmetry' that Mr. Burns mentioned (that you seemed to somehow not read). The ellipse at the bottom, there is more space on the right than there is on the left. This is once again illustrated with the two lines directly above it. The two ovals about center of the image mark the plants that they encompass, showing that they are at different heights on the map.
The two lines at the top show that the right side of the map is about 1 tile wider than the left. The more circular outline shows where a niche
should be, but isn't. The rest of the lines show things that should be aligned, but aren't.
Also, your shadow placement makes it seem like the light is coming only from the left, when really it's coming from pretty much everywhere. I also think the door on the lower right needs some re-evaluating, it would seem much better if its handle were on the other side.
Keep in mind that most of this is nitpicking, but it really makes your game look better.
Thanks Pacman
Quote from: Ryosis on August 24, 2011, 06:31:04 PM
Hey, actual paths.
Anyway, here's a map. It's intended to be a title screen; the character is just for show.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg560.imageshack.us%2Fimg560%2F53%2Fmapexample.png&hash=1a5af9a5b97d5dc7ca4bc4bb8e5d7d7ecaef5955)[/spoiler]
Just wanted to post the final version of this screenshot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F4043%2Fafablele.png&hash=a19e938fa875b038177a210036ab406558f2d662)
Whoa, that's beautiful, Ryosis. But you see that blue flower/grass thing? Can you put more of it in? Just a suggestion. I think I'd look way cooler. Besides, I can't see it too well with the logo in the way.
That is beautiful inded. I especially love the bare trees.
My one nitpick is the lamppost in front of the back bench; it just doesn't seem right. Hmm...You've probably tried this already, but how does it look with the front bench and lamppost pushed back a few tiles and the back bench removed?
@Ryosis - Maybe move the back bench down towards the lamppost a little more? Also, what's with the wood pile near the bench? There doesn't seem to be any need for it. All in all, though, it's a lovely map. Great job!
~~~~~~~~~~~~~~~~
A map from me, this time. It went from this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2977%2Fscreenshots%2FWaterfall_area.png&hash=78e5e86cd719dabd657ed0896ba405d05dc0fc98)
To this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F2977%2Fscreenshots%2Fwaterless.png&hash=4d98a369de95ffb71124fc662672c0f81170d726)
And this is how it will look when you revive the area:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi56.tinypic.com%2Fx1d24j.jpg&hash=22f3388a6c35fc65a362a8e2e4527d7305227eba)[/spoiler]
Any thoughts or suggestions? Also, face! ~<3
Quote from: Ryosis
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg268.imageshack.us%2Fimg268%2F4043%2Fafablele.png&hash=a19e938fa875b038177a210036ab406558f2d662)
Not really relevant to the screenshot, but a word of caution: put less emphasis on the word "fable." I'm pretty sure it's trademarked, and if you have aspirations of this game becoming popular, it's something to consider.
Quote from: rgangsta on October 05, 2011, 11:55:47 PM
Whoa, that's beautiful, Ryosis. But you see that blue flower/grass thing? Can you put more of it in? Just a suggestion. I think I'd look way cooler. Besides, I can't see it too well with the logo in the way.
You're actually seeing the default long grass auto tile through the logo. It's because of the blend mode, I think.
Quote from: Harry Burns on October 06, 2011, 01:22:25 AM
That is beautiful inded. I especially love the bare trees.
My one nitpick is the lamppost in front of the back bench; it just doesn't seem right. Hmm...You've probably tried this already, but how does it look with the front bench and lamppost pushed back a few tiles and the back bench removed?
... Not sure, to be honest. I actually haven't tried it. I'll go take a look at that right quick.
Quote from: littlesatyr on October 06, 2011, 03:58:45 AM
@Ryosis - Maybe move the back bench down towards the lamppost a little more? Also, what's with the wood pile near the bench? There doesn't seem to be any need for it. All in all, though, it's a lovely map. Great job!
You're right, there is none. Clutter, man. This particular region has been here for a while, shit gets left behind. As for the bench, I've actually tried that in the past, but with the way RMXP is set up I don't have enough available layers. I'm going to give Harry Burns' suggestion a whirl to see if I like it better.
Quote from: Malson on October 06, 2011, 05:04:51 AM
Not really relevant to the screenshot, but a word of caution: put less emphasis on the word "fable." I'm pretty sure it's trademarked, and if you have aspirations of this game becoming popular, it's something to consider.
Sound advice. TBH the title is merely a placeholder until I can think of something more fitting. Haven't had much luck with that. :/
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FCliff.png&hash=52040d30871fa9d7f670d6e2be7772e415e6a8a1)
Criticism: I think you might be overdoing it a little with the yellow mushrooms. Maybe you could swap some of them for a different color.
I think the problem lies with the red mushrooms, actually. They have this really harsh black border thing going on.
No, less mushrooms people. There are way to many. Other wise, it looks real nice!
Well yeah, the number of mushrooms is overkill, but if he's going to have them, it'd be best for him to use the yellow ones, imo.
Actually, the amount of everything is a bit overboard. You've kinda plastered every part of the ground with something. Give the poor grass some room to breathe! In this case stick to the three tile rule: every third tile should change - cliffs counts, long grass counts, trees count. Usually it's used to add detail to maps, but in this case it'd be used to cut down on the detail. It's a bit overloaded. That said, the map shape is pretty nice.
Quote from: Zacpower4 on October 08, 2011, 07:35:17 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FCliff.png&hash=52040d30871fa9d7f670d6e2be7772e415e6a8a1)
your overusing every tile on the pallet. remove all the mushrooms, they clash horribly.
Funny how the green mushroom is the one that suits your map the best, and yet you only have one of them.
not sure if I want to keep with the older looking style, which is what I originally wanted my game to be designed in, or do I upgrade in order to give the player a better picture of their characters?
Not really a map...
I think it would be nice to show it here as well:
http://www.youtube.com/watch/v/CliFXqdWhxY
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi145.photobucket.com%2Falbums%2Fr228%2FMiKeMiTchi%2Fgemugfx%2Fdpscrn9.jpg&hash=c9cc164efd8c0789d3041f3fcce93fcc3c4609cc)
That looks pretty neat Mitchi.exe.
Quote from: Zacpower4 on October 08, 2011, 07:35:17 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FCliff.png&hash=52040d30871fa9d7f670d6e2be7772e415e6a8a1)
Actually, I think it looks outstanding! Reading the others comments on the yellow mushrooms, why not make them Events, and grab the graphic from the tileset, so you can adjust the color hue to have a wide variety of colors?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRBgHh.jpg&hash=f337717a92351f5c4cf79cce0021e82b28f3ecde)
World map from my game.
You should make your land masses look more like continents. Right now the main island just looks like a long curved path. Also, vary up the terrain more.
@minimogQuote from: HK-47 on October 20, 2011, 04:18:49 PM
You should make your land masses look more like continents. Right now the main island just looks like a long curved path. Also, vary up the terrain more.
It looks really empty, crampt and bad....I suggest as others have stated to make it look more like a continet, more like and island and more detailed. this is why i do not do world maps in my games
Yep, I know! Island is big, but the planet is very large. More than the Earth six times. So such a large island. Over the mapping in the island, I'll still be working.
Sorry for my bad English.
Quote from: minimog on October 20, 2011, 05:07:16 PM
Yep, I know! Island is big, but the planet is very large. More than the Earth six times. So such a large island. Over the mapping in the island, I'll still be working.
Sorry for my bad English.
It's actually a very small island... Very small (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F4612%2Fduggeh25823.gif&hash=080f858b9de7cb7f2b5dd59dd4396ac18d6e63bd) Your hero could trek the entire thing in less than 2 minutes (not including random encounters). The problem isn't that the island is too big, but that it is very plain. When he said "a long curved path" or whatever, what he meant (I think) was that it was something to be fixed, as such a setup didn't make sense.
Too much variation in map consistency.
It fails totally to convey that it is a LARGE island, as has been stated, but you're breaking rules of your own map. Snow on an island in the middle of the island, beach sand island within sight of another edge that has no sand, etc. A much much larger map can provide the opportunity for the natural transition from a warm climate to a freezing climate. But walking for two minutes, one cant simply get from the tropics to the arctic.
Heretic86, icy island in the middle of the lake due to the small center of magical essences (this also applies to other islands). In the theme of the project (http://rmrk.net/index.php/topic,44137.0.html) is initiated by a short description of the island. While in other places on the planet magical essences dime a dozen, here it is very small. Creatures that depend on it just can not live on this island. Thus, the only people living there and gnomes because their life does not depend on the magical essence.
The island has several points at which the seething little "essence of the lake." Far Ocean, a place where there is an island in itself a mystery. Not yet investigated it. Also, most of the world still has not been investigated. If the set time frame, you get the early Middle Ages.
Sashikinaroji, movement speed on the world map will be slightly slowed down, and the move around by holding shift will not be able.
More information will be added later.
You say it is a large island but there are only 4 towns not counting ruins and other towers but try using the script that shrinks your player sprite on the world map (cant quite remember it) and shrink you town images along with slowing your charactor's speed to give the impresion of a much larger map. If the map is seems larger you can add more towns even ones that have nothing to do with the story.
CodeMaster, Do not forget about the forest. There will also be the location and the city. And about the mountains, too. Plus will also be underwater / underground maps, so it will be where to roam. Underground world map will be in several stages. Also do not forget about decreased movement speed on the world map. And also about the fact that this is not the final version of the island. He's still going to change.
But it's best to go with the discussions aspects of the game in the project topic.
A random map, just testing new tiles:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSamplemap_1.png&hash=6b189a157d6afc87e3a6a16939ac34bcdc08818c)
Cool tiles. Did you make/recolour them?
No, I just compiled them.
Quote from: Zacpower4 on October 22, 2011, 07:47:30 AM
A random map, just testing new tiles:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSamplemap_1.png&hash=6b189a157d6afc87e3a6a16939ac34bcdc08818c)
While I agree that the tiles look cool, the variations in shading and coloring style, as well as individual colors make it look hodgepodge. A lot of the leaves and stuff on the ground don't seem to fit, and I think it's mostly due to the ground looking flat and pale, while the decals are vivid and distinct.
---
Colorful Project Sneak Peek
Note: this level is likely to not remain level 53 in the final version.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTYXs4.png&hash=3cc93a8d860741a695815a71117eca622a812d07)
Finally done with the battle phase.
[yt]http://www.youtube.com/watch?v=Ulp_vOD04Og[/yt]
Now for the grueling process of hitting up people for art and setting up the art direction.
Figured I might actually try posting in here, being that I'm getting serious with my game now. I could use the criticism.
Here is a very small shot of an Academy. I am more looking for comments on the bell tower, which I managed to cobble together and am not sure if it looks right.
That looks awesome TDS! That is a very cool and original battle system.
@Dyre - I think the belltower looks fine, as does the rest of the map. There is an error at the top left of the academy, where it looks like a piece of tree is missing, but otherwise the map looks great.
TDS, man, that's fantastic. I'll definitely be playing your game
Thank you for the comments. I hope that the finished version wont disappoint anyone.
@TDS: Is that a system you plan on releasing or is it for your personal game.
Both, just not the same script.
I'm hoping I can develop a good card effect system and be able to apply it to a YuGiOh script I've been trying to make and release for a while.
Something I slapped together out of boredom:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSandboxmap1.png&hash=f1445e18f272a3f324330e19c415b66cc288c43a)
My tileset still needs alot of work, but i decided to post a map example of "what can already be done with it"
Hope you enjoy ::)
http://gyazo.com/7e1b8fa9b4f8223afdc892beb333ecdd (http://gyazo.com/7e1b8fa9b4f8223afdc892beb333ecdd)
http://gyazo.com/1a448e68f8c9abdfd9530ea86c653e41 (http://gyazo.com/1a448e68f8c9abdfd9530ea86c653e41)
It's a good concept.
If I could give you one major piece of advice, I'd tell you that you should try to tilt the sprites downward a bit. You should see a bit of the top, and the bottom should be rounded downward. Imagine the game's angle as an angle top down, rather than right on the front.
Some screen of my project:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg850.imageshack.us%2Fimg850%2F3398%2Fscreenle.png&hash=f1b09deb08cee92728d8d901c60bfc25f9469f13) (http://imageshack.us/photo/my-images/850/screenle.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F8648%2Fscreencavernoso.png&hash=d42d993b844cc7f00e8b266eb4444614b4100114) (http://imageshack.us/photo/my-images/805/screencavernoso.png/)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg714.imageshack.us%2Fimg714%2F1771%2Fscreenghm.png&hash=70ad722a8a68dfbe978bef0379dd21abf5751268) (http://imageshack.us/photo/my-images/714/screenghm.png/)
looks good I assume that it is XP
Thanks :)
Yes, this screenshots come from my project on XP.
A quick map I put together, what do you think?
(Ignore the Cursor)
The trees seem off to me mabey some more rocks or flowers in between or differant colored grass?
DarkGamer, the concept is lovely. I agree that the viewpoint needs adjusting. I'm assuming this is just the rough of it? The colors are very saturated (which is great if that's what you're going for) and the black lines stick out. I've noticed, with pixels, colored lines look much nicer. Unless you're going for the sketchy, hand-drawn look? It does look fantastic for a starting point, and I am a huge fan of mushroom houses. =)
Saul, I am in love with your cave. That is all.
Here's another from me;
It's the market district of a forest/mountain village. It's a custom merged tileset and I'm still working out the kinks, so let me know if you see any errors. I have a bunch more maps of this village done, but I'd rather not flood with them.
I'm still sort of new to RMVX...I've been using it for ~2 months...but I havent given done a real map outside of tutorials.
How did I do?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1136.photobucket.com%2Falbums%2Fn486%2Flullabymysmist%2FMernoch1.png&hash=bf4f9950ec2e89afeea52fa0bac956feebeba10a)[/spoiler]
that is really goood what tiles are you using
Inq medieval tileset, Zanyzora's, the skins in the box and tent are icons by ying, pinguinpower, and there's an "ultimate interior tileset" from rpgpalace where the guy didnt really say who made the tiles but yeah o.o
and thanks ^^
@lullabymysmist: I suggest you keep to only Inquisitor Tiles, the Zanyzora rips and RTP clash with the Inquisitor tiles.
Here's one from me:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FGalileoCrossroads.png&hash=97b925665f48f2e38ff1879db3e3770b1a485d40)
I dig the lighting effect you have going on there! How'd you do that?
I think its a panorama, except no one tells me where to get it ;9
The sunbeams are a picture, I just reduced the opacity to give it a warm glow:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBeamlight.png&hash=af5dfa15caa2adcce2201004d0140e4f4c7460d8)
Not sure who made it.
Hello... please rate and comment! ;)
[SPOILER](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi88.photobucket.com%2Falbums%2Fk192%2FLarge114%2FSS2.png&hash=fd2e01bf0f3b23fe9dbe3744f420f6fe5750b40d)[/SPOILER]
[SPOILER](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi88.photobucket.com%2Falbums%2Fk192%2FLarge114%2FSS1.png&hash=b998752ea7740422c70b456b7bea366bd98c8fc7)[/SPOILER]
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
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!
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.
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?
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...
Playing around with RPG Maker XP.
[spoiler=See what's on the slab][sse](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg706.imageshack.us%2Fimg706%2F7163%2Fvtrt4.png&hash=fa62e5d8550f2702012756cd8e1462807010be3f) (http://imageshack.us/photo/my-images/706/vtrt4.png/)[/sse][/spoiler]
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.
Looks good I love the Xp mapping style it is much better that VX but that is only an opinion
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?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc00.deviantart.net%2Ffs70%2Ff%2F2011%2F333%2F2%2Fa%2Ftownpart2_by_createdthoughts-d4hpxh8.png&hash=86e73a75d1a0df31b33220d34efb07baec407b7e)
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
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.
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....
Remove the water (but leave the objects in place) from the image and then tile it in through VX. Have you tried it?
No, how ever wont the water cover the image in such that the player cannot see it? Do you have any examples?
Like this, just map in the water over the white through VX and leave the objects placed over the water on the map image:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi701.photobucket.com%2Falbums%2Fww11%2Fantlazz%2F1453d229.png&hash=75644b521433f80f7218694f6877b9f2076c644f)
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.
Not enough people are playing this game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCcKqA.png&hash=b1557730980aa821088e8839293e34148bf07ba1)
(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.
@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.
[Spoiler=Seeker Title Screen]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi113.photobucket.com%2Falbums%2Fn224%2Fmangamariah%2FSeeker_Title.png&hash=710fea1debdead76ec508f859a395b1e163f88dc)
[/Spoiler]
Beautiful.
Fantabulous!
Quote from: TDS on December 01, 2011, 04:44:37 AM
Fun fact: made almost entirely using modern algebra bitmap addons.
haha, really? Looks like you are better at using it than I am :P
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:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc02.deviantart.net%2Ffs71%2Ff%2F2011%2F335%2F5%2Fa%2Fpub_by_createdthoughts-d4hvlcu.png&hash=df12e10181985ae0046cbe5b0acd1b2ba130c791)
"
-- 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
@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.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSolarisPlains.png&hash=69d1e56de32c94aa2fe677083bbf3520a807d80d)[/spoiler]
There will be monsters in the empty spaces.
Zac, your mapping is very, very beautiful. It doesn't look too bright to me, I really enjoy the rays of sunlight. :)
@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).
Ah, how embarrassing, I'll remove those right away. Darn, I feel stupid for placing those roots.
Quote from: Adrien. on December 03, 2011, 04:33:55 AM
@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
Using the Valkyrie stories graphics I take it?
@DoctorTodd: Yes, the cliffs are.
I've removed all the roots and stuff and whatnot in the previous screenshot, thanks Adrien, YuYuBabe.
Here's a village I created. Took a very long time for me to complete.[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSolarisCommonsNew.png&hash=dfef4b710bf35c3655c72155f5cceb9b84dfd54d)
Does to moss on the roofs look weird? It just doesn't look right, but I can't put a finger on it.
Oh, and ignore the house to the left that's slightly cut off. I noticed that when I uploaded the image.
And ignore the sun square on the entrance of the village.
[/spoiler]
Houses look kinda out of place.
The green stuff on the roofs look really weird, though I can't really put my finger on why.
Zacpower4
This is a perfect example of why your map clashes so heavily.
So everything looks fine till you see the houses. they do not belong here at all, they belong in a desert, not in a forested area. There big, clunky and out of place. They do not belong in any way shape or form. Its like sadia-arabia meets the jungle. There is some ruin(s) thing on the road at the bottom, remove it - it clashes badly. The far bottom right the house goes over the edge of the cliff. No. This doesn't work that portion of the house would have collapsed. The road looks fine but why is there grass growing over apart of it by the light post? It doesn't look right.
Your decorations fit, except your statue which looks out place. It looks like you brought this map from photoshop into vx and places stuff on it. No. careful planning. Get rid of the houses, fix up that grass patch on the road and get rid of that ruins thin on the road. Make that "road" on the right hand side under the house look more natural.
I like the houses. Just because most people use them in a desert setting doesn't mean a forest area couldn't have similar architecture. It reminds me a bit of the Mayans. This is an rpg; architecture can be exotic.
While that may be true - they are out of place in this context. The color is off, the style is off and they don't look natural. It looks like some one came a long and was like "hmmm lets drop some stuff here" and made it look really bad. I would change the tint of the buildings, the texture of the road on the far right side, the color of purple to gree or brown and the windows. I would still remove the ruins in the road, the patch of grass and shift one building over so it doesn't look like its sitting over a cliff.
A few screenies of a Silent Hill game i'm working on1, using a tileset I created using a bunch of real textures.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2Fpolicestation.png&hash=8d50e9fa31b72e652c63bd61d96f443c38d3abfc)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FSILENT%2520HILL%2520GAME%2FSilentHillScreenshot4-1.png&hash=fe9735879fb71a85818a30f14921aa7f60fdcfb1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FSILENT%2520HILL%2520GAME%2FSilentHillScreenshot5-1.png&hash=070316f283fc89dd3584c447892df65cda1939ee)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FSILENT%2520HILL%2520GAME%2FSilentHillScreenshot1-1.png&hash=4623153a8497c910dc39815c47a709006d5bf168)
And here's some of an RPG I've been working on for a while, off and on, using Inq's tilesets :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FNewScreenshot4.png&hash=ffa3b0d247b2114b0359e75156e6ad122f2a0847)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FHBGames%2520Thread%2FScreenshot1.png&hash=4eeb2ce6cb0cca85154f5a56121493e48936c842)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FHBGames%2520Thread%2FScreenshot4.png&hash=c9922a7565528147c982f7fdb41ae5e1760b1f06)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FNewScreenshot3.png&hash=f0f10a25fc939f86f0d79295a0530873322961c5)
Your characters in the first two maps do not need to reflect as there's no water around that is visible
Hmm...I suppose, I just thought it looked cool lmfao.
Quote from: Adrien. on December 04, 2011, 04:55:54 AM
Your characters in the first two maps do not need to reflect as there's no water around that is visible
It's raining, though I do agree that the reflections seem un-needed. Still looks cool, I guess.
It doesn't look natural I don't see any puddles. There is no obvious signs of water other then that of what's falling. I say add some obvious water or remove the "reflection"
The first two maps of the rpg maps with inqs tile sets looks stretched and too much. They don't look real, they look "forced." I like your last two maps though
@Adrien: I did mention to ignore the ruins-thingy, it's been removed.
And as for the architecture, the village is supposed to be a sun-worshiping village thus the houses is as such.
I followed your advice nonetheless and hopefully, this is better.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FSolarisCommonsNew2.png&hash=ce974a2f5be9633d2567ab2dc01c43839bfb138c)[/spoiler]
@swick: I don't know why you're making a fan-game, it looks really good to be stand-alone.
I really like the light effects in the snowing-screen. It looks great.
As for the other batch of screenshots, it looks equally as nice, just that in the Library map the paintings are slightly behind the bookshelves. You could move them up or elsewhere.
Much....MUCH better. Now it looks like a "sun" village. The only issue is on the right hand side under the houses, the road texture looks unrealistic. Blend it in with the grass
Okay, first post here I guess.
I'm just gonna show off my first game that I am creating...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fxail.se%2Frpg%2FAncientCavernsMain.jpg&hash=f1659ec87163aba2af088c5df2d4c3df36b7aeeb)
Good enough? :D
Yes, good enough :O but thats an understatement, way to much of an understatement >.<
i love the lighting!
To me the crystals seem out of place.bi could be wrong though
Quote from: XaiL on December 04, 2011, 01:28:12 PM
Okay, first post here I guess.
I'm just gonna show off my first game that I am creating...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fxail.se%2Frpg%2FAncientCavernsMain.jpg&hash=f1659ec87163aba2af088c5df2d4c3df36b7aeeb)
Good enough? :D
Beautiful
where did you get that door in the center it looks great.
@CodeMaster: From Celianna's Temple tileset.
Thanks I have been looking for somthing like that
Swick, think there's anyway you could add like some sort of layer that would only show patches of reflection, and maybe parallax some water pooled in those spots so it would reflect on those puddles.
because that would look fantastic. the reflection would be a really cool idea handled properly.
This isn't really a screenshot but I hope it's okay. It's a cliff map I created and I need to know if it's any good, does it look natural enough?
hrm... it seems a bit off... mostly becaue of the area with the second ledge... it just... doesn't seem to mesh... If you were to have the section come out more, it would look more natural, I think, but as it stands now, it just looks too man-made... It's all perfectly vertical... Not to mention that this is only a small section of the map, so I can't really tell how this piece intereacts with the rest of your world.
If this crescent stands alone, for example, it would have a much different "naturalness" than if you were to have it connecting to a larger piece of land.
Quote from: Sashikinaroji on December 16, 2011, 07:12:25 AM
hrm... it seems a bit off... mostly becaue of the area with the second ledge... it just... doesn't seem to mesh... If you were to have the section come out more, it would look more natural, I think, but as it stands now, it just looks too man-made... It's all perfectly vertical... Not to mention that this is only a small section of the map, so I can't really tell how this piece intereacts with the rest of your world.
If this crescent stands alone, for example, it would have a much different "naturalness" than if you were to have it connecting to a larger piece of land.
Well, it's basically just part of a big mountain area. I want to make the second ledge come out more (and possible add more ledges) but the Rm2k chipset doesn't have the necessary tiles for that.
I changed it up a bit so the second ledge doesn't extend to the edge. Does this look better or worse?
Now the cliff heights are even less uniform than they were before.
Okay fuck it I'll just remove the ledge entirely then
it actually has a nice perspective, like it's winding downward.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg267.imageshack.us%2Fimg267%2F3917%2Fohmanwhat.png&hash=584787c29b12c5ec41950910b596f69a0e7b4c5f)
I'll just leave this here.
Its got a simplicity to it that looks nice, altough the red thing seems off to me for some reason, cant quite put my finger on it though
I think it might be a little bit too large :o
It's not the size, so much as the sharpness. The text has very nice, soft edges, while the pixels on the red selection thing are very clearly visible.
Yeah, the red thing needs anti-aliasing. I'd also make the color less vibrant.
Noted, fixing now.
I'm working on the interface of a completely custom-evented ABS for my project in XP:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBattlescreen.png&hash=9b84d400fd4a338430413aec23313d8ed376f1cb)[/spoiler]
As you can see, it is extremely plain. Do you have any opinions on what to add/change?
P.S. Ignore that extremely horrible and plain map, it's for testing purposes only.
Quote from: Zacpower4 on December 20, 2011, 01:19:30 PM
I'm working on the interface of a completely custom-evented ABS for my project in XP:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBattlescreen.png&hash=9b84d400fd4a338430413aec23313d8ed376f1cb)[/spoiler]
As you can see, it is extremely plain. Do you have any opinions on what to add/change?
P.S. Ignore that extremely horrible and plain map, it's for testing purposes only.
Hmmm... I'd say you should add some borders around the health, buttons, etc. I'd also recommned using small decorative graphics nearby, or even making the text more snazzy and decorated. The plain red text against the black background doesn't sit well with my eyes. ;9
On the other hand, I love the buttons and heart graphics! It looks pretty nice so far! As for the mapping, I kinda guessed that was jus for testing :) Your maps come out very lovely. ;8
I'm sooooooooooooo newwwwwwwwwwwww
Oh well, to be perfectly honest I prefer a simpler look.
I just noticed how terribly awkward those particular waterfalls look.
Hmm is it ok to post videos here?
A mockup of the battlesystem i hope to implement using events, i just have to debate wheter to inform the player visibly of the action order(in the top left) or let it be secritive, also i am debating showing enemy health and names, it seems a little unrealistic since theres no way one would know exactly how much it would tak to kill an enemy of that type, the same applies to characters themselves, whether i should display their total health or use the pips to designate how damged they are, the pips would defintly be easier but im not sure what the best course of action is. The top right of the image will be filledwith skill menus, item menus, other important things, they will dissapear and reapeear as needed. (union is a feature iplan to implement by perhaps adding a bar that fills up as time progresses and allows powerful attacks to be used.) at any given tiem there will be two characters versus 1-4 enemies. the battleback will be lined up with the grid on the map as ebst as possible to allow the placement of enemies and actors as events, mvoable to position when battle strikes, and removeable when teh battle is over. I need some sort of feedback on teh placement of everything plus what i can do for the players hp and mp display.
The difference between pips, percents and real values are kind of superficial in that context. How would pips "actually" represent your characters' vitals "less" than percentages? They're still a fraction over the whole. I dislike invisible health because a. it's a game, and b. it's almost always frustrating not knowing your characters stats.
That's also an incredibly cluttered mockup. Everything is tool big, and too compacted. You don't need so much space for menus. Restrict your menu usage to one area. Have it overlap the actor facesets if you have to, but keep the menus together.
The map box is too small, and that actor is too big and pretty useless.
My mock up is not all that great, but it's not as overwhelmingly cluttered.
Intresting, The whole map thing was where the battle happens, I was attempting to emualte this
[yt]http://www.youtube.com/watch?v=lS44GspLncE&list=UUpWtrgdnGpoZb1RNx1gELYg&index=1&feature=plcp[/yt]
Altough i realize that its rm2k3 and the screen size is probably smaller, hence eliminating the clutter present. The pips would i guess show the health from 0 to 100% >.< idk i wasnt to happy about using pips but with an event system its a challenge to do numbers (altough i figured out how to do that). The boxes in the top left corner would be used for displaying soemthign like an action order akin to final fantasy or xenosaga, i havent yet decided if i wanted to implement it or just leave that space blank. The character was for more of an asthetic thing, but it might be a bit redundant now that i think about it. The skill and item menus i planned on implementing were like the ones in the video, but i will defintly consider including them all in one location isntead of makign the user's eyes wander around the screen. I will have another go at this tommorow and put up one that is hopefully less cluttered.
Something I was making for a competition.
[yt]http://www.youtube.com/watch?v=mZqAR2qxOaE[/yt]
To skip the bad story and go to the action go to around 1:20 on the video.
Wow, that looks really great TDS. Story is a bit cheesy, but everything else looks really good. Hope you win!
rawr
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs70%2Ff%2F2011%2F360%2Fe%2F3%2Ftownpart3_by_createdthoughts-d4kc0ic.png&hash=670b58537795313ea23ae54ce8932ab441c58513)
As always beautiful maps, though I'm not that big a fan of the cliff thing.
Cut off....
Quote from: cozziekuns on January 04, 2012, 07:46:35 PM
Wow, that looks really great TDS. Story is a bit cheesy, but everything else looks really good. Hope you win!
Thanks, without your jumping explanation I might never have attempted the battle system, and once I figure out how to limit the jumping height I'll be set. As for winning, I made the video to disqualify myself in case it makes it past the judging round. I really just wanted Enterbrain to see my work.
And yeah, the story is cheesy. I made it up in an hour in order to shove a battle system in there.
Why would you want to disqualify yourself? It's a great scene and a great looking battle system and you would get RMVX Ace for free.
Besides, you will need to send in the non-video file for them to see it, and I wasn't under the impression that posting the video prior to the competition would disqualify you.
I already have the Japanese version of VXA and I did not want to take someone else chance of winning when all I really wanted was to show my work to Enterbrain. I know it sounds odd, but having a chance to directly show my work to the company behind the program I use to work on my hobby made me happy.
And as for the video, It's just a safeguard under the (trying to gain votes will disqualify you kind of rule).
My first attempt at parallax mapping, yes I realize the error with the table in the lower left.
Oh god your floors. The tiles are all inconsistent also your pillars for the bottom part, should be one, not two. your railings are miss matching. they need to go right up the the wall, also add shadow there to give it depth. fix your floor tiles. add more tables, even people (static people) your floors need to go right to the edge, your top pillar part doesn't line up properly with the wall and should rise higher then the railings. in other words this is all thats wrong with it:
everything in red is an error.
Quote from: Adrien on January 05, 2012, 02:58:57 AM
Oh god your floors. The tiles are all inconsistant
Jeez, guys. Why do people not like Adrien?
There are probably more error, these are the one I could find, your chandelier was circled cause you need to lower its opacity, you also need to add light sources, top layer, and shadows, top layer.
I will battle this:
QuoteOh god your floors. The tiles are all inconsistant
With this:
QuoteMy first attempt at parallax mapping.
Lay off. Yeah, you're helpful at pointing out flaws, which is, in a way, what I'm assuming was wanted so that errors can be fixed and skill can improve. But be constructive in your criticism, not just a jerk.
As for what I have to say about the map: Not bad. There are a lot of flaws, but hey, it's your first parallax. Way better than anything I could do parallax-wise.
Quote from: Pacman on January 05, 2012, 03:02:49 AM
Quote from: Adrien on January 05, 2012, 02:58:57 AM
Oh god your floors. The tiles are all inconsistant
Jeez, guys. Why do people not like Adrien?
I don't know man. I still can't figure it out. This is one helluva mystery.
On a more important, less drama-filled note:
I really like your map, Todd. My parallax maps sucked when I first started and yours is damn good for a first time. To me, the walls should be a bit more busy, but you've got great potential. :D
Quote from: Adrien on January 04, 2012, 08:07:30 PM
rawr
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs70%2Ff%2F2011%2F360%2Fe%2F3%2Ftownpart3_by_createdthoughts-d4kc0ic.png&hash=670b58537795313ea23ae54ce8932ab441c58513)
The back half of the top house is weird. The peaks of the protruding wings should be level with that back, and no it's not a stylistic choice, because the difference is a mere few pixels. The back should also extend to both ends of the house horizontally. Maybe the latter is a result of your tileset, but it's a bit incongruous yes? It really diminishes the perceived depth.
And the bottom house: Is it accessible? Even so, it makes little sense for a house's chief entrance to be partially blocked as you have it. The path along the right of it should be clear, because it breaks the suspense of disbelief; why would someone obstruct the only visible/marked entrance to his or her house with a barrel that would force visitors to walk dangerously/stupidly/unrealistically close to a shear cliff?
Now, aesthetics are one thing, but they need to be consistent. The chimney on the lower house's roof is being overgrown, or something, and yet no visible sign of growth occurs on any other part of that house. That pipe running over the house is also ridiculous. Pipes don't run above the roof. It should be completely unexposed and importantly out of nature's way.
The two planters in the clearing behind the bench at the top house is also bizarre. You should keep them all equilateral, or use a single planter for the entire space. Humans rarely use such geometrically inconsistent materials and objects when the house itself conforms to symmetry.
Maybe most importantly, the furnace adjacent the tree is also unacceptable. The roots of a tree that large would wreck the plumbing! Man that's just not good. Think of the mud-ridden shower water. Think of the children.
The crepuscular rays you have on the top layer also look like shit.
Thanks! Glad to hear it wasn't that bad, as for Adrien I appreciate your feedback and taking the time to point out the errors with it even though you were a bit of a Jerk about it. Though I have faith you may be able to change like Pacman.
Quote from: DoctorTodd on January 05, 2012, 09:42:51 PM
Thanks! Glad to hear it wasn't that bad, as for Adrien I appreciate your feedback and taking the time to point out the errors with it even though you were a bit of a Jerk about it. Though I have faith you may be able to change like Pacman.
Pacman hasn't changed. but this isn't the place for that discussion. I apologize my by rudeness in a post to you, how ever your map was pretty bad. It was a good try, just got lots to learn.
@harry - thanks for your feed back.
Quote from: Adrien on January 06, 2012, 02:13:02 AM
Pacman hasn't changed.
ORLY? His "Zero-to-Hero" award did come from nothing.
Constructive criticism goes a long way, young grasshopper. :V
As for the map... everyone else agrees that it's good. The floors have teeny issues, but really, it's a great map. I'm not just saying that to be nice; I like it. :) I look forward to seeing you post more maps, Doc! You've got some growing talent with this.
His maps need a lot of work, but they are a good start yes.
wow... What happened to RMRK???
I mean, seriously... I remember a time when whiny bitches who talked on and on about how respect meant not being honest were the minority, and Adrien and the like were brutally honest, and backed by nearly the entire staff and member base, other than the likes of Franklin_TDO or others who were unable to take constructive criticism...
I mean, hell, Adrien wasn't even too rough on the guy, not like Harry... Harry was being an asshat, while Adrien was just being to-the-point. I mean, Adrien didn't once say that it looked like shit, or that it was stupid, just that it was something that didn't make sense and was likely just an error.
(or are we doing another event? Are we supposed to be doing a role-reversal???)
lol
Ease up, Sushikawasakisauce. These are molehills, not mountains.
lies:
this proves these are mountains. LOL.
shut up
no....you stole my mountains...angry face. Im going to have to brutally attack you. How: By going back on topic :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc05.deviantart.net%2Ffs71%2Ff%2F2012%2F004%2F1%2F7%2Fcc2_by_createdthoughts-d4lcez5.png&hash=c90e002ef0c60217c27d7c1306438b3777efb43d)
Ps- Anski - you wonder why I'm a dick to people. Try and be a little nicer. also applies to Dr. Mc.
Quote from: Sashikinaroji on January 06, 2012, 05:36:07 AM
wow... What happened to RMRK???
I mean, seriously... I remember a time when whiny bitches who talked on and on about how respect meant not being honest were the minority, and Adrien and the like were brutally honest, and backed by nearly the entire staff and member base, other than the likes of Franklin_TDO or others who were unable to take constructive criticism...
I mean, hell, Adrien wasn't even too rough on the guy, not like Harry... Harry was being an asshat, while Adrien was just being to-the-point. I mean, Adrien didn't once say that it looked like shit, or that it was stupid, just that it was something that didn't make sense and was likely just an error.
(or are we doing another event? Are we supposed to be doing a role-reversal???)
What I don't see is how Adrien.'s criticism is exactly constructive. His first post (before he edited it) was just:
Quote from: Adrien
Oh god your floors. The tiles are all inconsistant
And when he tried to be constructive after he edited the post in an attempt to look like a white knight, he ended up being as vague as ever. "Fix your floor tiles", "More tables", "your floors need to go right to the edge", etc. While he may be right, there were a lot of times where he didn't exactly explain how or why something needed a change. To be a better screenshot rater (not that I am a good one by all means), I would advise people to put themselves into the shoes of the mapper. How will my advice be useful to the mapper? Would it be useful at all? Was I too harsh at times?
Rexxy, albiet in a sarcastic and lighthearted yet slightly malicious tone, actually clearly explained what was wrong, what needs to be done and why the new result was better than the original. Something such as "The path along the right of it should be clear, because it breaks the suspense of disbelief; why would someone obstruct the only visible/marked entrance to his or her house with a barrel that would force visitors to walk dangerously/stupidly/unrealistically close to a shear cliff?" is fine to me. Rex clearly states
why something is wrong and
how to fix it.
TL;DR Frick I'm 7 posts late
you think im a cunt, there's a person on RRR named sailerius who would rip that map to fucking shreds. She/he is not as nice as I was, regardless of what you people think.
Quote from: Adrien on January 06, 2012, 06:03:42 AM
you think im a cunt, there's a person on RRR named sailerius who would rip that map to fucking shreds. She/he is not as nice as I was, regardless of what you people think.
Adrien, I can tell you're trying to help, but you are being really abrasive, try to be a bit more polite with your critique, and it'll probably be generally more well received.
Being demeaning and aggressive about critique won't teach anyone anything, it just looks like hazing.
I'm not trying to make mountains out of molehills, I am just commenting on what I see. I see what I see and I say what I say, but that doesn't mean that I am in any respect wrong or right. I am simply stating my opinions on the matter.
I don't really see why Adrien is getting so much shit because he's not explaining each point in his 25-point list on exactly what he means. The reasons of what is wrong is obvious to anyone who knows depth and structure, and are simply statements that denote what he sees as errors.
Even if he just posted
Quote from: AdrienOh god your floors. The tiles are all inconsistant
It's still just criticism... I'll admit, this is quite a bit worse than what I thought was the "mean comment", but nowhere near what Harry was doing. He was stating fact. His tiles are incredibly inconsistent and they were a glaring error that should have never made it out of photoshop (or wherever DoctorTodd edited this together), while the resulting list that was added were other errors that were not quite as obvious at first.
Point being, I just think that RMRK has changed far from it's days with Billy Bullshot...
Okay kids, let's stay on topic here.
Adrien: You offered a lot of minor, copy/pasting errors, but missed the biggest flaw in the map, you also offered no assistance in fixing the source of the multitude of errors, which I'm certain by your maps you know how to fix. Also..it's his first time, just because someone else would have been harsher, doesn't give you a free ticket either. Chill man, this is supposed to be a helpful thread.
DoctorTodd: The small errors I see everywhere are no doubt just stemming from the fact that you are copy/pasting the tiles from the source set. That's where the tiles are either not lining up right or have gaps. To keep your repeating tiles like floors, walls, grass, dirt, stone, ect perfectly aligned, you should start making use of the pattern stamp tool in photoshop. It's very easy to make patterns in PS, just select the 32x32 repeating tile you will be using, click the "Edit" tab, then select "Define Custom Pattern" A window will come up with a box to name the pattern, and voila! You can now use this pattern seamlessly with either the pattern stamp tool or with the fill bucket (just select pattern instead of foreground). This should allow you to avoid these alignment issues. I also recommend going to Edit->Preferences->Guides grids and slices and setting the gridline to every 32 pixels, this will give you the option of aligning things just like they are in rpgmaker. The gridline is a good visual tool and anything you copypaste will auto align within it if you want. To turn it on/off, just use ctrl+h.
As to the mapping error, Your height is messed up at the door. The ground floor has walls two high, then the balcony above it has walls two high, so any place where there is a wall that doesn't have the balcony should have walls four high, like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FToddMap.png&hash=1e055a92499a6ebf6d81474c543a386f15202940)
Also, a critique for Adrien, I really think you need to stop using the airbrush tool to draw in your long grass and dirt. The gradient fade looks unnatural, a patch of long grass doesn't fade into oblivion, it slowly thins out and staggers off. Use one of the harder edged tools set to scatter, like this: (https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv648%2Fjoymason%2Frpgmaker%2FGuilds%2FNewMapStyle01.png&hash=8ddd931a86ccdc4a33636dc4c865e5cd95a0c7c5)
Thanks for the advice how ever I use GIMP, though I think I saw the tool you were talking about. About the wall, I had noticed that an hour after I posted it (I was thinking to my self how did I manage to screw that up).
Yeah, I've never used gimp, but it should have a similar function. And we've all done it man, I always have -something- in my first posts of a map.
Also regarding parallax mapping, I tried my hand at it again and made a pub of sorts. Tried to keep it cozy if that makes any sense.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F7159%2Flepub.png&hash=f6586cb06f02e3a6b91e15066520a3af520f9c7b)
The stairs up look a little weird, sunken in almost. Other than that it looks pretty good
Quote from: NAMKCOR on January 06, 2012, 11:45:19 PM
The stairs up look a little weird, sunken in almost.
I think I understand where that error is coming from... If you look, the steps are only on the wall, making it appear more like a wall decoration than a viable path. If you were to add one more row of stairs above or below the wall lines, it would give it a more three-dimensional shape.
((Also, I would like to say, I am officially done promoting the whole "brutally honest" bit except in extreme circumstances... Mostly because Joy explained a lot of things very nicely in a way that was really helpful... I think that my own past with similar issues left me... Jaded? I think that's the right word... Anyways... I guess there's room for both... if you're careful with the former.))
Like so?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg859.imageshack.us%2Fimg859%2F7159%2Flepub.png&hash=47c9718600016adcb60b7747ceb5776b3ddb85d3)
looks good to me, very awesome
Looks good to me too.
Love the lighting, contrast is balanced and it's not too warm or too dark. Love the rugs, too. Very groovy room.
In the first screenshot, the sprites scared me a little, because they didn't really match the map. But then I looked at the second one, and that looks amazing. Great job.
I went back and tried to fix the errors, I also removed and added some stuff. How's this?
Looking very good. The only actual problem with the map is that you have stone blocks that aren't tiling evenly. The most prominent spot is by the wall by the staircase to the upper level. Then all along that back wall there are a few instances of it too.
Some stylistic observations:
You should only use the center tiles for the wood, not the outer-left one. That looks a bit strange, but maybe it's just me.
The table placement is also a bit chaotic; it looks too sparse but kind of cluttered too. You should add more, but don't overdo it, though. Just a few more here and there to create some sort of order and pattern. (A diner should be able to support as many customers as comfortably possible.) The top floor is also nice; I like the tables and candles next to the windows. The lonely bench in front of the fireplace looks a bit out of place, but not necessarily bad.
The candle atop the barrel on the first floor however is kind of stupid placement. I mean, it's there in front of the support beam, and it stands to reason that the candles were placed in the inn before the barrel was, so why isn't in on the support beam like that other beam? I also wouldn't place a flame atop an object in a high-foot traffic area, because it could be bumped, so even though it looks nice it's just not logical in any way.
Thanks I might of made a wall error when I was fixing the walls. Any way I was going to add more tables but it seemed to look weird when I did. I suppose you're right about the candles by the beams, it was definitely not a logical placement.
the light lines through the room are the problem you need to fix, the floor tile is incorrect.
Quote from: DoctorTodd on January 07, 2012, 11:54:17 PM
Any way I was going to add more tables but it seemed to look weird when I did.
If you want to get some inspiration in terms of table placement, go find yourself a local pub somewhere (or something with a similar function). You'll notice that there's not often large open spaces like you have unless that space serves a different purpose - though even then it depends on how regular that space is used for said purpose.
For example, my gran used to run a pub and in one area she had what was set up to be a dining area for serving food. There was definitely more space taken up than free space to move around in, but it wasn't so tightly packed together that you a) couldn't sit comfortable to eat, and b) could move around to serve food and clean up after customers were done eating. But this room also served to be a party room and at this point, tables were brought together to form longer serving tables in which food could be placed on and taken from in a buffet style way.
So whilst it may look a little weird, picture yourself actually running the pub yourself whilst you're making the map. Imagine a busy day where you may be rushing around to collect up empty glasses etc (in which case candles on barrels becomes obviously illogical).
Whilst I'm no mapper myself, I'd think that the best way to go about it would be to get some real world experience. Even if that's looking through google images to find out what certain things might look like. You'll get a good feel for item placement that way.
Hope that helps a little.
Thanks that was probably the best advice I could of gotten on the tables (It also gave me an idea for a future game).
Quote from: Harry Burns on January 07, 2012, 11:46:49 PM
The lonely bench in front of the fireplace looks a bit out of place, but not necessarily bad.
I absolutely love that part. I don't know exactly why, though...
Also, I think that there might also be a problem with that window placement... I noticed on the fair left, you have the window hanging off, meaning that it continues straight into the wall... This can be fixed by either placing a left piece of window right before the wall, to make it look like a smaller window, or moving all the windows over, in order to center them on the wall and have four full windows.
However, I DO want to point out an error I found on the second floor that no one else seemed to notice... Your seat... It's on the wall. Or, more accurately, your seat is resting on the window...
At first, I thought I might have been mistaken, thinking the chair might have a back, but then I realized that none of the other chairs did, so it was likely an error...
Other than those small gripes, and what has already been said about trafficking, the floor tile (which, btw, results from the lighter edge originally intended as an outline piece, rather than a part of the middle floor), and the whole "fire hazard" thing...
I love it. Looks good.
Here's some screens of another evented battle system I've made for my VX project. I'm still working out the kinks and removing bugs but there's nothing major:[spoiler]
(Ignore the guard)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBS-1-1.png&hash=c068e2e2c0257276024d7223c6a8b4943447ae35)
(This is the battle interface and such. The keys on the top left indicates which character you are using as each character is assigned to the buttons 'Q', 'W', 'S' and 'D'. A face of the character will slide to the top right hand corner once that character is chosen.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBS-2-1.png&hash=1e36e6a545405a5fd8796ee6ee9fca847ac2cd9f)
(This is the third character. Each character will have his/her own special abilities so as to add more strategy to the battles.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBS-3-1.png&hash=de1643964d0d2556972a23836a5d3c7841c444dc)
(At the bottom left is the health meter, consisting of five hearts. Normal enemies, like this one, will only do a quarter's heart worth of damage. Each character has his/her own health meter so when one character is low on health, you can always switch to another character with higher health.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBS-4.png&hash=b58b1a8f35d927674a297595082ff1ccec6a0c25)
(The icons of pouches on the battlefield allow you to access to your inventory for healing items and such.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1092.photobucket.com%2Falbums%2Fi403%2Fzacpower4%2FBS-5-2.png&hash=5b371b449f194a78e5860eeb6e177c79186aba89)
(This is the victory message.)[/spoiler]
BTW, it's heavily inspired by Reives' evented battle system just that it's in VX.
Oh, and some graphics are subject to changes.
yeah... I noticed that you meant for this to showcase your battle system, but that doesn't really shine through very well, nor is this really the place for it...
What I mean is, while there are several people who posted their battle systems, it was to show how they were arranging their elements and showing off their graphics for criticism. However, since you have already stated that you are going to change the graphics, and any criticims I have revolve around the graphics, you kinda seem to want us to rate your battle system...
That being said, your battle system looks pretty standard, nothing glaringly good or bad about it, but what really falls on it's face are the interface graphics, which clash with your game in ways described the last time you posted a screenshot (on page 116)
This is my first town map, well, ever. It's not part of a grand game design, just learning the editor and throwing together a free-form "make it up as I go along" technical demo game. I'm using RMXP, and the standard RTP tilesets with a few awesome addons I nabbed from Luna's thread (I think it was from this site), and a few minor edits of my own.
I tossed the castle, port, and post town tiles into one huge tile set and went to town (pun intentional) individualizing each building.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FTown-Screen-1.png&hash=6dbe26b39e93d5d2a59af5aa616522dcce0efdb4)
It looks really good I should get back to working with Xp
Not bad, but there are a couple of issues I spotted right off the bat. The house on the top left with the red roof cuts off, which is an architectural choice I don't see very often. The bottom left house with the red roof really needs some work. The middle house's awning needs to be moved down a tile or two since it's kind of on the wall. There's also a perspective issue with the bottom right house.
All in all, it's a damn nice map for your first try. Just work on some of the finer points and you should be good. Oh, and perspective. Don't forget perspective.
Quote from: Ryosis on January 13, 2012, 08:24:00 PM
Not bad, but there are a couple of issues I spotted right off the bat. The house on the top left with the red roof cuts off, which is an architectural choice I don't see very often. The bottom left house with the red roof really needs some work. The middle house's awning needs to be moved down a tile or two since it's kind of on the wall. There's also a perspective issue with the bottom right house.
All in all, it's a damn nice map for your first try. Just work on some of the finer points and you should be good. Oh, and perspective. Don't forget perspective.
Ok I see what you're saying about the awning and the church-y building. (Fixed BTW. Thanks!) But I don't get what you're trying to say about the red roofed houses.
Here are a few screenshots of my battle system that I've been working on:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2F2iqctih.png&hash=d88b4119e3b64fcd848b1103f5515b877f30bb4a)
When you have full party.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi39.tinypic.com%2F6jdeeo.png&hash=0813514b46b15b54f3b23c81916f82bcee88f073)
[/spoiler]
Then the map I have done so far:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2F15x1wyw.png&hash=e68cefb25a2955c9b3eaeed5689bacfb4c2416a5)
Linking full view on map since they are too big:
http://fc08.deviantart.net/fs70/f/2011/271/0/6/the_sunglow_weald_sample_map_by_mihli-d4b834a.png
http://fc04.deviantart.net/fs70/f/2011/309/f/4/the_sunglow_weald_sample_map_2_by_mihli-d4f8x5m.png
[/spoiler]
Glow effects are animated so it looks better in motion then in picture. But all pixel art has been done by myself, so all is custom.
I love what you have going here, and don't really see anything that I would describe as an error or that really needs work... With your style of sprites, you wouldn't really want too much little stuff cluttering up your floor, especially considering how you are doing the flowers, but I might suggest simply having some sort of flower other than the large ones you already have... I think it would be something that would benefit your maps as a whole to give them more diversity.
I do have a question about your battle system setup, though, so that we can get a better idea of what is going on there...
I noticed that you have a team, skill and rank switch system... But I ask this: Are those other three spots for other skills (That is, if they learn other abilities than drop kick, would they show up in those empty squares)? or are they for different battle options (such as items, defend and standard attacks)
Other than all that, I would have to say this: I don't think your character and your map sprites really go together... It might be the sharp outlines around the boy character that Mihli is fighting... they don't seem to match the much softer outlines you see on the trees and bushes...
EDIT: Also, Daria, I have to agree, I'm not really sure what the issues are... At least, not the issue with the first one... With the second one, I think I know what he might be referring to as a mistake... It is similar to a style of house I have seen before, but because of your perspective and the length of the roof on the right side, it looks like your building goes like this:
....___
.../...\
../....|_________
./.....|_________|
..|..............|
..|..............|
which would be kind of strange...
HowlingWinds, that system posses many pants, but graphics are really hard to accuratley represent a battlesystem besides just eyecandy, perhaps you can uplaod a video showcasing the system instead?
ah yes, I suppose a video would be better. I do have one of the tutorial fight:
http://www.youtube.com/watch?v=avAOgHGpeSA
The "team" is used to view skill combos that triggered team attacks. "rank 2" is to view rank 2 skills, which is part of the combo system. Also, yeah, when you learn more skills those blank slots fill up.
As for the character sprites I see what you mean. When I was originally planning out the style I was using the sprite style from FFIV CC as a reference:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.rpgfan.com%2Fpics%2FFinal_Fantasy_IV_Complete_Collection%2Fss-052.jpg&hash=6a2a1b2066b3c24845cb08ea6174034dad141191)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpspmedia.ign.com%2Fpsp%2Fimage%2Farticle%2F116%2F1161258%2Ffinal-fantasy-iv-complete-collection-20110412094407879_640w.jpg&hash=86d3653c9459c10d796ec55f04d72d3a3cfb628f)
[/spoiler]
I'll mess around with the outlines though to make them look softer. Just, without them the characters will look faded into the background. I'll also get started on making different flowers and make the patch less cluttered.
Thats incredible, i like the whole Ep / revive idea
Playing around with indoor maps, and utilizing fog effects for directional lighting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FHome-Vibrant.png&hash=c32e519b794906c3aa882dd68b79a23912b351f3)
I really like that map. Very quaint. I love the cat resting on the bed. The lighting is also very smooth.
However, the staircase's position is bad. It looks like it ascends into the wall and window, which is also oddly placed (a window behind a staircase even with some space in between appears strange). I think if you change the orientation of the staircase so it ascends horizontally it'll look much nicer, and you won't have a huge chunk of the map impractically used up. That way the window would also function properly and look nice.
I'd suggest extending the vertical kitchen counter to the right to meet the stone flooring as well. Perhaps adding a window to the kitchen area would look nice too. The bedroom doorway is also rather large, though that's not really a criticism.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi235.photobucket.com%2Falbums%2Fee162%2FMegamanBeastOutBass%2Famap.png&hash=0a302098bbd2a7d0e2fd39c9220ca48e1c7f629b)
First map in XP in 5 months. I think its decent enough, considering I was never the best mapper in the first place
But where does the water come from?
The cliff is too square. You should use the corner pieces more, like this.
[spoiler= example](https://rmrk.net/proxy.php?request=http%3A%2F%2Frmxp.tigerseye.uk.com%2Fimages%2Ftm3_7.png&hash=b662a0ebc99b7c8dacc60122c1b5a3a1773fb06a)[/spoiler]
I like the variety of plants used though. Maybe you could throw in some tall grass too.
@Harry
Hammerspace (I originally didn't plan on it but I wanted to make it more than just a mountain with a cave)
@Acolyte
Yes I will definitely reduce the unnatural squareness when I do some serious mapping, and I thought about putting tall grass in but it didn't look right to me
Quote from: DarkMessiah on January 16, 2012, 12:01:47 AM
@Harry
Hammerspace (I originally didn't plan on it but I wanted to make it more than just a mountain with a cave)
I think that his point wasn't that it was strangely placed, if that's what you meant, but that there was a small pool that was emptying over a cliff endlessly...
I have two shots of the same little forest path. There are quite a few of these paths in the starting town that separate the different areas, set up differently to not be monotonous (though they are still similar). I'm wondering if they look full enough to give the impression the town is in the middle of a forest.
The fog layer there is a placeholder (unless it serves it's purpose well enough). I needed something to show that there is a magical barrier around the entire town. The water fog, tinted pink, seemed a nice fit.
The first screenshot has my main character posing, just because. You can ignore that.
And for some feedback on previous screens =
Quote from: Daria on January 15, 2012, 01:04:06 PM
Playing around with indoor maps, and utilizing fog effects for directional lighting.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FHome-Vibrant.png&hash=c32e519b794906c3aa882dd68b79a23912b351f3)
This is gorgeous. I love this. The shadows are lovely. I'm assuming the map itself is just to test the effect, but it's a nice map anyhow. I'm not used to seeing the kitchen and living room connect in many rpgmaker maps. Plenty of homes have that style, so it's nice to see it used once in a while. A little sparse, and open, but I like it. - I agree about the staircase. I have some horizontal stairs, if you'd like them. I can't remember if Lunarea did them or Ccoa, but they are invaluable for indoor mapping. Let me know if you need em.
Holy guacamole! were those paralaxed? i can see a bunch of trees that don't quite follow the grid, something looks off with a couple of the trees to, can't put my finger on it, also in the top left corner the shadows kinda go on top of the flowers, maybe you should cut out little holes so some of the flowers color can get through
You mean me, right? It's the hair isn't it?...of course it is.
No parallaxing, just a tileset add-on of tree groupings. They may look off because of the fog layer?
The shadows are an issue I've been meaning to fix. I like the flowers that close, but due to the tree shadow they end up looking flattened under the tree roots. I hadn't thought to just cut holes in the shadows. ><
There is also an error in that same corner, some of the shadow is missing. I guess I'm remapping some forest paths.
Hello to everyone. I apologize for my lack of presence here on the forum
Here is a new screen of my game:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.iaza.com%2Fwork%2F120103C%2Fiaza17268167481200.png&hash=dea5309d4e560597bd19f91c7ab87a36e5dd91e4)
Screenshots like those make me miss the RMXP RTP. Nice job, though the tree to the right of the cave entrance should probably be either moved or have the grass taken out from under it. I wouldn't call it an error, but it's distracting to me personally. The same goes for the tree on the far left.
[yt]http://www.youtube.com/watch?v=18nrF-I2gR0[/yt]
Decided to make a short game based on the previous video on VX Ace.
TDS , that is incredible its such a light , simple system
TDS, you should make a tactical battle system for ace. With the quality of scripts that you put out, it would be amazing.
Quote from: TDS on February 01, 2012, 09:43:18 PM
[yt]http://www.youtube.com/watch?v=18nrF-I2gR0[/yt]
Decided to make a short game based on the previous video on VX Ace.
That's a really cool battle system, but I'd quickly get bored with it, I'm not a huge fan of completely automated party systems.
Looks amazing TDS! The only thing that I really dislike about it is that the pause from spellcasting, since in my mind automated battles are supposed to be extremely quick in my head. Anyways, it's really nice; nice work!
Thanks for the comments.
@Countdown:
I already made one, it's similar to Rondo of swords, I just never feel like writing all the instructions for public use.
@NAMKCOR:
Well I can't please everyone.
@cozziekuns:
Yep, everyone hates those pauses, even I. Then I saw the battle system in action without the pauses and you basically have no battle system as the spam from all sorts of actions would make the battle system nearly unusable, it's actually far far worse without the pauses if you want to be even aware of what's happening in the screen.
@TDS, you should, because I've been waiting for a Tactical Battle System for Ace to use in my game. You're amazing at script writing!
Amazing script as always TDS, but I'm in the same boat as NAMKOR. You never specified if you were looking for feedback, but if I may, I think it would be a lot more engaging if you gave the player more direct control over the combat.
Quote from: Dyre
This is gorgeous. I love this. The shadows are lovely. I'm assuming the map itself is just to test the effect, but it's a nice map anyhow. I'm not used to seeing the kitchen and living room connect in many rpgmaker maps. Plenty of homes have that style, so it's nice to see it used once in a while. A little sparse, and open, but I like it. - I agree about the staircase. I have some horizontal stairs, if you'd like them. I can't remember if Lunarea did them or Ccoa, but they are invaluable for indoor mapping. Let me know if you need em.
Thank you (:
I think I'm good on the staircases, I found some horizontal one already and actually I think they're the same ones you suggested as I've downloaded resources made by both those artists.
I've decided though not to change the staircase in this particular house, I dunno, it may be architecturally quirky, but not technically wrong. I have added the side stairs to other maps though for some variety. Since I've posted my village I've managed to map 8 out of the 12 buildings I created. Can't wait to move on from houses. XD
I'm starting to wonder if I made a mistake by going with XP, seems like a lot of the resource links I'm finding are dead, while VX has an active community. I also like mapping in layers and would have probably been happier with parallax mapping in photoshop.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
PS. Dyre: I love your trees, very organic. (:
TDS: That battle system is awesome, you've got a "Tales of" thing going on there. And for what it's worth I don't notice the pauses in the battle, seems to run fluidly to me.
Edit: Thought this turned out well. Redid the lake area in town, made the water transparent and filled the ground layer with rocks, plants and fish. Also made lobster boat to match Lunarea's fishing boat.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2Frmxp%2Fimages%2Ffog2.jpg&hash=0667cb6005b8803da289a755d2c56d2a7d1a3a79)
Hoping you notice the fog. Opacity is turned all the way up.
Daria: I like what you've done with the water, it was definitely a creative solution. That said, I think the shore could use a bit more detail so the water itself doesn't overpower it. Also, what's with the hedges by the house?
Heretic: Very nice map, man. Plenty of detail without being overpowering. Even better is that I can't find anything really wrong with it. I would tone down the opacity on the fog myself. Not much since I wouldn't want to ruin the atmosphere, but just enough so the player can have some idea of what its hiding.
That aside, I'm still mapping slowly but surely.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fbey53o.png&hash=e6b69e826bd119449b47497f9aad510e942e53b6)
Above is an orphanage located in the center of a city experiencing massive urban sprawl. Since no one cares about orphans, I tried to make it look as rundown as I could. Prior to the game picking up steam, the player character lives here and is forced to contend with people who don't much care for his or her existence.
This isn't a script demo, but rather a short display of the light system I'm using in my dungeon. No story has been implemented yet, so that maps are rather plain. All the same, how do the maps look so far with the dynamic lighting I'm using.
[yt]http://www.youtube.com/watch?v=Napdd3enSXo&feature=youtu.be[/yt]
Looks great, are you using sojabirds?
No, I'm using Khas.
Quote from: Ryosis on February 06, 2012, 08:39:19 PM
Daria: I like what you've done with the water, it was definitely a creative solution. That said, I think the shore could use a bit more detail so the water itself doesn't overpower it. Also, what's with the hedges by the house?
Agreed on the shore. Was thinking some shells and foot prints/tracks. Maybe even some shore plants/reeds. Also the hedges are currently stand ins made with tree tiles until I either find a nice RTP-friendly resource or draw one myself.
Also love the orphanage, looks appropriately derelict. Something about those barrels looks pasted on though. I think because they mostly line up too perfectly and sit on a tangent line with the bottom of the building.
New screen :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.iaza.com%2Fwork%2F120129C%2Fiaza17268142325200.png&hash=123b0a39cbbec1d975bb43c6452ab777342116c9)
Very exotic! Yuyubabe likes. :V
I have a friend named "Hamza"...
It's a very nice map. :)
Masyaf? Are they assassins? :o
To dark?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg835.imageshack.us%2Fimg835%2F993%2Fscreenhunter02feb0821.png&hash=7aae43c153d05073ebb85f3c3658635831969da8)
Quote from: Ryosis on February 03, 2012, 09:26:28 PM
Amazing script as always TDS, but I'm in the same boat as NAMKOR. You never specified if you were looking for feedback, but if I may, I think it would be a lot more engaging if you gave the player more direct control over the combat.
That's what I was thinking. It's creating a very passive game if all I do is watch my party fight for me.
Quote from: yuyubabe on February 08, 2012, 08:27:22 PM
I have a friend named "Hamza"...
Quote from: Acolyte on February 08, 2012, 08:37:59 PM
Masyaf? Are they assassins? :o
LOL
Thanks for comments, this screen is not my project, it was a test to try to map different environments, instead of the usual forest.
If someone is interested here is the translation into English of the message:
Shimon, how many days does it take to get to Masyaf? It is now more than a week we travel...
I'm not sure I posted these new updates and maps.... >.>
Anyone, not only am posting for the cave, but for the autotile of the water. I spent weeks spriting it as I HATED the square water. I mean, SO unrealistic in a cave. :P
What do you guys think?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fx1edlt.jpg&hash=835cb4dfab96008d4425f37fc2fd2cad4913e51c)
Since the image won't work for the second one, here is a URL instead:
http://i52.tinypic.com/34gk0oo.jpg[/spoiler]
If its too dark to see, just say so and I can get a blank version. :)
Magitek~
Quote from: MagitekElite on February 10, 2012, 06:43:27 AM
What do you guys think?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Fx1edlt.jpg&hash=835cb4dfab96008d4425f37fc2fd2cad4913e51c)
Since the image won't work for the second one, here is a URL instead:
http://i52.tinypic.com/34gk0oo.jpg[/spoiler]
If its too dark to see, just say so and I can get a blank version. :)
Magitek~
I don't mind the darkness and you have a solid start here. Yet, you are missing something very important. The first screen stands for its own. It's a basic cave map, nothing wrong with it. I would like to mention that you miss depth. All the walls go straight down, it isn't natural. Try to do it in layers and build it up to make it look more realistic. This won't only help you in maps such as caves, but also mountain maps. I'll post a map of myself in a second to give you an idea of what I'm talking about.
The things I don't like would be the light radiating from the crystals and the orbs in the right-down corner. Unfortunately, the water which you spent so long on already existed and is one of the auto-tiles I always use.
As for my own little map, it isn't done yet. This is the small corner that I managed to finish for the most part. I still need to use the event layer to add the last details I can add and some NPC's to give it a good fibe, but I'm pretty pleased with the results so far. Feedback is always welcome :)
Firstly, thanks for the feedback! ^-^
Oh! At first I was unsure of what you meant by "depth", but I understand now (if the image you posted was in fact the image you mentioned). I'll get an edited version up and see if its better. I agree about the crystal's light, but I can't seem to get any other color to work with it; purple, red, yellow. Only blue seems to work. Is it the light in whole that is the problem, or the color of the light or how I handled the light?
There was an autotile?! I looked for months and could not find it. :'( Well, at least the spriting it did served another purpose. The version you are using most likely looks better than mine. May I ask for a link to it?
As for your map, I very much like it and would love to see the entire thing finished. (You combined two of my most favorite things; forests/trees and mountains) 8)
I particularly like the top left side of the map, where the cave entrance is. I would totally sit on that log and read if I found a place like that. I have a preference of taste, only, so it is not really a complaint as it looks fine either way, but anyways; for the little trees that are 'weeping' they don't seem to have 'parent' trees around (full grown versions). But again, not really a complaint. :)
(EDIT: Forum posts a small message at the ends of posts now?)
MagictekElite: Nice map, but the lighting is a bit too harsh. Softening it up would really make a difference. This applies to both the torches and the crystals.
YellowPepper: Also a very nice map, but I would personally avoid placing flora on cliff edges. It doesn't look very natural to me. The rays of light are a nice touch, by the way.
Yellowpepper: I'm totally jealous, I need to figure out how to properly do leveled maps. I agree with Ryosis though, the flowers on the very edge of your cliffs just don't sit right.
MagictekElite: Heh, maybe my moniter's too dark but I can't see your screen very well on this forum either. ;)
And this is a new battlebackground I frankensprited. The only original element in the piece is the mountain in the background.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FNewBattleBack_GrassBRIGHT.png&hash=507b4f06206b902575a048a86159513f2b89b57f)
Quote from: MagitekElite on February 10, 2012, 07:44:24 PM
Firstly, thanks for the feedback! ^-^
Oh! At first I was unsure of what you meant by "depth", but I understand now (if the image you posted was in fact the image you mentioned). I'll get an edited version up and see if its better.
Your welcome, can't wait to see some results! :D
Quote from: MagitekElite on February 10, 2012, 07:44:24 PM
There was an autotile?! I looked for months and could not find it. :'( Well, at least the spriting it did served another purpose. The version you are using most likely looks better than mine. May I ask for a link to it?
Unfortunately, I can't find it on my computer. I know Mark (Mark1707) has it, so I'll wait for him to get online on MSN and bug him for it
Quote from: MagitekElite on February 10, 2012, 07:44:24 PM
I particularly like the top left side of the map, where the cave entrance is. I would totally sit on that log and read if I found a place like that. I have a preference of taste, only, so it is not really a complaint as it looks fine either way, but anyways; for the little trees that are 'weeping' they don't seem to have 'parent' trees around (full grown versions). But again, not really a complaint. :)
Haha, seems like I did a good job at making it look natural. As for the whole thing with the parent tree's, let's just say that the villagers planted those. ::)
Quote from: Ryosis on February 10, 2012, 09:33:22 PM
YellowPepper: Also a very nice map, but I would personally avoid placing flora on cliff edges. It doesn't look very natural to me. The rays of light are a nice touch, by the way.
I studied the placements of the plants after you said that. Fortunately, the roots should be just in the grass zone which clears my ass. Still, I can see that some wouldn't see that at first or second glance, which made me change the borders of the cliffs a little. (There is a tile that has a thinner border/ledge.) Thanks for the compliments btw. Also, about the rays of light; I placed it in an event and made it so that the rays change as time passes. I love natural sunlight! ;D
So, I've been working on the map this whole morning. Finished some details from the map I posted before and then started to work on the while cliff formation. Took me 1 a 2 hours, something like that. They aren't filled in YET, but I guess that I want to see the reactions from you guys. That and maybe some tips or error reports :) (All 3 screens I posted are 1 map. Look closely and you'll see what goes where :D)
I looked, and I could only find this one. :( (http://img4.imageshack.us/img4/8562/newwaterground.png)
Yes, you did a great job at it. And you have animated light? That makes the map even better. As for your new map, I like the placement, its a great start. Especially this part here. (http://i39.tinypic.com/212ebur.jpg) Unfortunately, there isn't much to comment on so, my post is flimsy. :-[
I managed to get them, two; thanks to the Dutch Gamemaking Community! :)
[spoiler=Autotiles](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgflag.nl%2Fforum%2Findex.php%3Faction%3Ddlattach%3Btopic%3D39.0%3Battach%3D4667%3Bimage&hash=5876fba8a5c550cd8d3601d17294bbcbd375e16b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgflag.nl%2Fforum%2Findex.php%3Faction%3Ddlattach%3Btopic%3D39.0%3Battach%3D4669%3Bimage&hash=fc5f2e580d3848c7c8652951a985c8f2e469190e)[/spoiler]
Ah, thanks for sharing! I see now what you mean. Mine is a lot different though. Its a cave autotile, and its basic round with some slight differences. :P
@Daria:
That is pretty awesome! :D I only see one thing that is bothering me. The flower-thing at the bottom left corner. Its side is covered. Is it supposed to be?
Daria: It's a good start, but it could probably benefit from a little fleshing out, and some of your trees have clashing styles. That said, I really love how the grass seems to grow up around the base of said trees. It's a nice little tidbit of detail.
YellowPepper: The second map threw me off for a second there, but now that I know it's supposed to be an overhang, I really like the effect. All your maps need now is a little more life.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FNewBattleBack_GrassBRIGHT-1.png&hash=811120765787e84ce959c8f3798fd12afe9a6a12)
Magitek Elite: It was suppose to have a little grass overlapping, but you're right it looked weird, so I toned it back some.
Ryosis: I don't see how the trees clash, as they're all drawn in the same style with similar color schemes, but the two mirrored trees did look oddly symmetrical, so I covered over the "brighter" tree.
The battles are suppose to take place in this map, hence all the different trees: *linked due to large size* (http://i299.photobucket.com/albums/mm284/ztakxilef/path.png)
Daria, what tileset are you using? it looks nice :P
Quote from: IAMFORTE on February 16, 2012, 09:45:52 PM
Daria, what tileset are you using? it looks nice :P
It's mostly XP RTP grassland, with foliage and rocks borrowed from all the other outdoor sets. I do a lot of editing and recoloring as I build my maps. In fact I always work with RPGMaker open in one window, and Photoshop in another.
I'm not sure who made the mid-size tree or the water autotile, I need to track down the creators for those.
@IAMFORTE:
The more detailed trees? You can find it here (http://imageshack.us/photo/my-images/528/bishopisland.png/), but I have no idea who made them...
@Daria:
It looks a lot better! Maybe I'm picky, but the grassing over the plant thing was really drawing my attention too much. I like it much better this way! Good work with the clustering & background! ;)
The tree was made by Mack :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeBuio.png&hash=e7c2afee50e8cf6022057440810eb2b3cfe42e74)
Messing around with H-mode 7.
Whoa, that's neat. Or at least, I see how it could be neat with some work.
Long time since I made a map, but there's a contest going on on the Dutch forums so I thought I'd give it a try again! Also, the tileset that was just posted in this thread gave me a little push, I think it is beautiful and I really wanted to work with it. What do you think?
Quite big, so it can be found here: http://dl.dropbox.com/u/20831426/Town.png
I made the screenshot using the Map Image Maker so it could turn out a bit flat/it's possible there are certain priority flaws in the screenshot.
D'aww ... your screenie is the exact reason why I always prefer RMXP RTP :< Though those Tana's tree (at least I think they are) seems a bit out of place since it does not go well with the rest of the tileset. And the upper center of the map, the cliffs on top of each other seems rather funny, and there are white pixels of the background visible here and there.
Quote from: Aurelia on February 20, 2012, 03:56:41 PM
D'aww ... your screenie is the exact reason why I always prefer RMXP RTP :< Though those Tana's tree (at least I think they are) seems a bit out of place since it does not go well with the rest of the tileset. And the upper center of the map, the cliffs on top of each other seems rather funny, and there are white pixels of the background visible here and there.
Hmm, I thought they mixed pretty well, but I do get your point. :) Yeah I noticed that too! I think something went wrong while stacking all those mountains... and I noticed the white pixels and I forgot to remove them. :) Thanks for your comments!
EDIT: I figured I could easily post this here as a clickable image:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F20831426%2FTown.png&hash=e8866605f59b2bbcd1f75e67b5b2c073aa461560) (http://dl.dropbox.com/u/20831426/Town.png)
Damn matt, you're giving me quite some competition. The map is even bigger then mine! You should already know what I like and dislike, so the only thing I can say is; Good Luck with the Competition! (I'm going to win, ghehe ::))
Hallo,
I'm new here and this is my first post. Sorry for my bad english.
@Japur: Great map. I like the houses.
Here are three new maps from my project.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs14.directupload.net%2Fimages%2F120217%2Fsi4uuvfa.png&hash=6e6c8ce8d142e467f46fef4db0e88cbdfee3e9c5)
A desert village.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs1.directupload.net%2Fimages%2F120215%2Fdwam8929.png&hash=35b478fd3ab7b1b372e5f74bfee45ba74ad9aa3a)
A fire cave.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs7.directupload.net%2Fimages%2F120217%2Fgr92q6dm.png&hash=e9d28db73f0402f4699e7afba2d640f649ace558)
And a earthcave.
Those are really nice looking :3
Japur: I like that tileset, but did you realize you're using an outhouse (bathroom) door on most of your buildings?
MasterHen: First off I wanted to say that I love all the action and details in your maps. NPCs don't just loiter around, they're all doing physically something. That's awesome. That said I did notice a few issues you may want to address.
Quote from: MasterHen on February 21, 2012, 09:44:33 AMA desert village.
Shadows. They look nice on the NPCs. But you need to commit to either having everything cast a shadow, or nothing at all. Your buildings are shadowless, and the shadows you do have are going in different directions. Pick a single light source, also that plank's shadow (which is going the wrong direction) is also not connecting to the ground, it needs to veer off at an angle as soon as the ground and building meet.
Puddles? In a desert? I know it has to rain sometime but unless this is explained in your story I'd lose them.
Quote from: MasterHen on February 21, 2012, 09:44:33 AMA fire cave.
I love that your cave appears hot, it mostly has to do with your use of a warm palette, that said you should tint those white crystals with a warmer color like yellow, because right now visually they're giving off a cool light which doesn't fit a fire cave.
Quote from: MasterHen on February 21, 2012, 09:44:33 AMAnd a earthcave.
I like this cave, nothing here bothers me. (:
As for myself, I've been getting back into drawing cartoons as of late, and I combined with my preferred cartoon-drawing style with RPG Maker XP and this is what I came out with, keep in mind that this isn't a real game (yet), no storyline or characters have been developed, maybe soon.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2Fzombieboy.png&hash=36ad273b0db07ede46aad5e0a7a3d41612590211)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2Fzombieboy2.png&hash=8ab27cce14ce0b8632af9e94dec86993ac5892c8)
And yes that is motion blur.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2Fzombieboy3.png&hash=8df04151a34e41d42f81e464784e87639161fb7b)
More map items definitely need to be added, but I've only been working on this for about a day or so. I've been thinking of doing a game in this style working on it throughout the year with a Halloween day release date, due to the theme.
Hi,
@Swick:
That's awsome^^ That looks great!
@Daria:
Do you think, I should delet this shadow script?
Quotethat said you should tint those white crystals with a warmer color like yellow, because right now visually they're giving off a cool light which doesn't fit a fire cave.
Ok, thank you for your good feedback.
Here's a part of a desert. It's a "stone-desert". I should make "normal deserts" but I can't make so maps^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs14.directupload.net%2Fimages%2F120203%2Fy985d3vg.png&hash=813a55331f1be0ca4477b737dbfcdb282f2db464)
Here's a video of the eartcave, but the cave in the video is old. The particle system isn't actually. I hope you like it.
http://www.youtube.com/watch?v=uBaIE8wRfJE&feature=mfu_in_order&list=UL (http://www.youtube.com/watch?v=uBaIE8wRfJE&feature=mfu_in_order&list=UL)
That looks incredible : O
Altough id probably remove the palm trees and replace them with something else, i feel like they don't really belong in a stone desert, also, rain in a desert?
I have to agree with IAMFORTE. I'm currently working on a desert, which isn't the most simple tileset to work with. It took me two days just to get a right feel of how to use it.
If you create a stone desert, make it a stone desert. I kind of see a lot of life in this "stone-desert', taking that sandy feeling away from me. Don't be afraid to let the player see a lot of ground tiles. Some tilesets require you to do so and this is one of them. The rain.. what IAMFORTE said.
Hope this was helpful,
Guido ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FL8fl8.png&hash=ed756e55e01361558623edf8faa505c90049d677)
I edited the XP cliffs to work with the 3D. ;8
Pay no mind to that floating tree back there. That's Steve. He has problems. ;9
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDV5LG.png&hash=fdd450b3ccf2348bd49c94db202828fb89fbc49c)
My first attempt at a whole h-mode 7 tileset.
Also:
[spoiler]lol
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqRfE2.png&hash=84d623da43a3dd4119d7bd0c0b91fe6fea8e53d5)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F2885%2Fnatureow0.png&hash=3188efb79e0ea46f2364da67cb2b0484ab021f48)[/spoiler][/spoiler]
Coolio :)
Quote from: Acolyte on February 24, 2012, 02:10:34 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FL8fl8.png&hash=ed756e55e01361558623edf8faa505c90049d677)
I edited the XP cliffs to work with the 3D. ;8
Pay no mind to that floating tree back there. That's Steve. He has problems. ;9
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDV5LG.png&hash=fdd450b3ccf2348bd49c94db202828fb89fbc49c)
My first attempt at a whole h-mode 7 tileset.
Also:
[spoiler]lol
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqRfE2.png&hash=84d623da43a3dd4119d7bd0c0b91fe6fea8e53d5)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg237.imageshack.us%2Fimg237%2F2885%2Fnatureow0.png&hash=3188efb79e0ea46f2364da67cb2b0484ab021f48)[/spoiler][/spoiler]
Heh, you've managed to recreate Dragon Quest 7.
I'm also participating in the Dutch mapping contest, just like Japur and YellowPepper. This next map is my entry, it'd be great if I could get some respons of you guys! :) (I know the panorama is strange in this screenshot)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg69.imageshack.us%2Fimg69%2F2321%2Fwholemap2.png&hash=857bdcac6fbb7aca34cf86b51e96ba21401d216e)
I recolored the tileset myself and added some extra stuff to it, like the lighthouse.
Looks great :)
Though it appears the dock is a little messed up.
The diagonal bricks on the lighthouse aren't at the right angle. It looks like the sides are sunken in or something. Otherwise it looks fairly decent. I like the water color.
That semicircular cliff next to the waterfall is messed up.
Quote from: Acolyte on February 24, 2012, 02:10:34 AM
[steve]
Also:
[spoiler]lol
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqRfE2.png&hash=84d623da43a3dd4119d7bd0c0b91fe6fea8e53d5)
[/spoiler]
EYE OF THE TIGER 3D! Is that a different engine entirely or a 3D script for RPG Maker?
3d script
Quote from: DoctorTodd on February 28, 2012, 01:14:07 AM
Looks great :)
Though it appears the dock is a little messed up.
Thanks! I've changed the dock a bit. Now it's more clear it's on water.
Quote from: Acolyte on February 28, 2012, 02:39:45 AM
The diagonal bricks on the lighthouse aren't at the right angle. It looks like the sides are sunken in or something. Otherwise it looks fairly decent. I like the water color.
Yea, you're right. I've changed that too. It should be alright now. :) Thanks for your feedback!
Quote from: Harry Burns on February 28, 2012, 03:45:36 AM
That semicircular cliff next to the waterfall is messed up.
Removed it.
(https://rmrk.net/Themes/rmrk5/images/post/lamp.gif)
New version of the map:[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg543.imageshack.us%2Fimg543%2F6730%2Fwholemap3.png&hash=f50162f59670f45422c1d4e57e7ad93ca57e80a2)[/spoiler]
your sky background doesn't loop properly. and the bricks on that tower are still kinda fucked up. they sould be like
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimage.shutterstock.com%2Fdisplay_pic_with_logo%2F3613%2F3613%2C1107497505%2C9%2Fstock-photo-newly-built-brick-wall-at-angle-view-132706.jpg&hash=c21de8fee995cc85ac886aa05ef9095e43bb6c30)
Quote from: Strike_Reyhi on February 28, 2012, 04:46:09 PM
your sky background doesn't loop properly.
Yea, I already said that in my first post. :P
"(I know the panorama is strange in this screenshot)" It's acting fine in-game.
Quote from: Strike_Reyhi on February 28, 2012, 04:46:09 PM
and the bricks on that tower are still kinda fucked up. they sould be like
You're right. I might change it again. ;)
Hé! Jij hier? :P
Anyways, do you see that itemshop you've placed? Put your finger on that point upon the screen and follow the finger with your gaze as it goes left. If done correctly, you'll see a small error in the ground hole you've placed.
I think YellowPaper means to the left of the barrel. There's no cliff edge/wall.
The bottom part of the top waterfall isn't on the same frame. Don't know if that's an error or a flaw in the screenshot. Just thought I'd point it out.
I've been trying to figure out exactly how to fix your tile problem on the lighthouse and for the life of me, it wasn't hitting me why those looked so out of place, but now I get it... The bricks are just turned diagonally~!
Sure, that's the angle that the bricks should appear to be, however, they should still have the sides going perfectly vertical, or else you lose the illusion of depth. THAT'S why it still doesn't look right!~
(that took me far too long to figure out... yeesh...)
like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FUntitled-5.png&hash=3ec048a2e89ca76a17112a1650fa951ae80b86b1)
Quote from: Sashikinaroji on February 29, 2012, 11:16:36 PM
I've been trying to figure out exactly how to fix your tile problem on the lighthouse and for the life of me, it wasn't hitting me why those looked so out of place, but now I get it... The bricks are just turned diagonally~!
Sure, that's the angle that the bricks should appear to be, however, they should still have the sides going perfectly vertical, or else you lose the illusion of depth. THAT'S why it still doesn't look right!~
(that took me far too long to figure out... yeesh...)
like this:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft313%2FSashikinaroji%2FUntitled-5.png&hash=3ec048a2e89ca76a17112a1650fa951ae80b86b1)
Yes, of course! :o I fixed it. This is how it looks now. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg827.imageshack.us%2Fimg827%2F8232%2Flighthouset.png&hash=8fa955c02c080335eddbafe01adbbed3de70d19c)
Much Nicer!
A few screenshots from the game we've been working on. It's an adventure-style psychological horror game, which partially explains the darkness of the screenshots. :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FAFTND%2F1.png&hash=9c39ea19d6bb0c028e78cdd045b9d7d448aac810)
The protagonist's makeshift study in his bedroom. The candle on the table is unlit originally.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FAFTND%2F2.png&hash=9c3b1d5a8b4c50d94aff1f580221d98c38b936d5)
The protagonist's living room. The mouse icon shows that there is a puzzle to the front door.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FAFTND%2F3.png&hash=8dc78d59a136d5c1c897b1727dd8bf0f19aa92ed)
The puzzle. These two men are... well, "less-than-friendly" to Mr. Main Character.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FAFTND%2F4.png&hash=c1c52a70108c4b2a2b0657f4779b41512761b0a8)
A shot of the player's inventory.
As if you can't tell, we're still in the "early development" stage, but the first of nine chapters has been completed and the second chapter is coming along nicely so far.
Any thoughts or suggestions?
They all look so Good, I especially like the blured one, i assume you have a fancy sound effect to go with the transition to blur?
Quote from: IAMFORTE on March 03, 2012, 03:10:22 AM
They all look so Good, I especially like the blured one, i assume you have a fancy sound effect to go with the transition to blur?
Well, the blur is just the menu background. :P Marc modified the default create_menu_background method to look a little bit nicer (in his opinion; I tend to agree). So no, right now, there's no fancy sound effect; and considering the player will be going to their inventory often, I doubt that I would want one. Right now, it's kind of a muted "click" noise, which seems to work well.
There are other portions of the game wherein the actual game screen is blurred or distorted, however; those are accompanied by some fancier sound effects and "music" (in quotes because I'd hardly call it that, but meh). I didn't see the point in taking screenshots of those sections, though, since the blur and distortion tends to make it difficult to see things properly (which is the whole point of those segments).
Fall from Eden: Wow. Those screens look appropriately atmospheric. (ie. dark) :P I also love your sprites, and mouse icons.
Ok, still plugging away at my own game. Think I'm getting better with elevations and buildings. This is suppose to be an academy, at the top of a hill, the pink is actually a panarama ingame. I also flat out drew the scalloped flags, and cobbled together the railings and road, as well as recolored a lot of elements.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FSchool2.png&hash=fd010761bcb3c59e1fc4fd8ce8c71a42b5c523eb)
I like it, especially the multi colored trees, however it looks like the building is partially hanging of the edge of the mountain, maybe you should add some more cliff to the back so that the depth sorta works out more
To Daria: I agree with IAMFORTE about the building seeming too close to the cliff edge. Looks like the back of the building would be hanging off the side, which is... technically possible, but doesn't seem too smart. :P Honestly, I'm also wondering about the balconies on the building; it doesn't look like there's any way to access them, so I'm wondering why they are there (besides aesthetics, I suppose).
Beyond those little problems, though, the map looks very nice. The layering in particular works well for me, and the banners and such are a nice touch. :)
Oh, one more thing that I just noticed: I'm not sure the depth of the roof lines up correctly across the front of the building. Take a look at the front portion (the part that sticks out the most) in relation to how the balconies protrude, then all of that in relation to the sides of the building. The perspective just seems really off to me when I look at it closely. I could be totally wrong, but I thought it was worth mentioning.
And thank you for the comments on my screenshots, I'm glad to know that everything seems fitting. We were a little concerned that it might be too dark, but no one has commented on that, so we're feeling a little better about it now. :)
Quote from: Fall From Eden on March 08, 2012, 10:08:41 PM
To Daria: I agree with IAMFORTE about the building seeming too close to the cliff edge. Looks like the back of the building would be hanging off the side, which is... technically possible, but doesn't seem too smart. :P Honestly, I'm also wondering about the balconies on the building; it doesn't look like there's any way to access them, so I'm wondering why they are there (besides aesthetics, I suppose).
Beyond those little problems, though, the map looks very nice. The layering in particular works well for me, and the banners and such are a nice touch. :)
Oh, one more thing that I just noticed: I'm not sure the depth of the roof lines up correctly across the front of the building. Take a look at the front portion (the part that sticks out the most) in relation to how the balconies protrude, then all of that in relation to the sides of the building. The perspective just seems really off to me when I look at it closely. I could be totally wrong, but I thought it was worth mentioning.
And thank you for the comments on my screenshots, I'm glad to know that everything seems fitting. We were a little concerned that it might be too dark, but no one has commented on that, so we're feeling a little better about it now. :)
Still working on the doors, although there's no reason the balconies couldn't be accessed from the side. Depends on how I decide to map the interior.
Edit:
Also yeah, I'm not happy with how the roof fits together, it's a fault of the tileset and something I'm going to have to redraw. Oh. NVM. I see it now, the roof is too short over the forward most part of the building. Fixed.
@Fall from Eden, I really like atmospheric maps, Is this an adventure game by any chance?
@Darla, I agree that the roof needs some...work, it just feels flat.
Here's what happens when you just want to clean an ungodly dirty home.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Frraw8.png&hash=b82b88781a95c0b0df72253b5a85a3aa0517a522)
I hate chimera infestations. :/
Annnnnnnd fixed. Hopefully.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2FSchool2fixed.png&hash=6b794a0ad709b3493b508dafb129c35a89cbae89)
This page of screenshots is so amazing I might bookmark it.
That looks way, way better Daria. Can't see anything wrong with it at all now. :)
To Nessiah: Yes, one game we're working on at the moment is a psychological horror game with adventure-style gameplay and puzzles. As for your screenshot, I love the tone of it and the subtle lighting; the only thing that really sticks out to me is the frayed red banner. Seems awfully ornamental given the surroundings. I also can't comment on much of the rest of the map, considering it's obscured by Ralph's (awesome!) face graphic. :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs14.directupload.net%2Fimages%2F120226%2Frvds6f5v.png&hash=7e159d5869cb245ed2e225c2d2b10506d39b7948)
A watercave...
well done, i just have an issue with the water falls on the left side, they seem odd.
Quote from: IAMFORTE on March 10, 2012, 08:11:09 PM
well done, i just have an issue with the water falls on the left side, they seem odd.
Yeah, I noticed those right off. I'd add some kind of hole for the water to be pouring out of or just remove them. It's still a great map, though. The fish add a degree of life that I can enjoy.
Hey these look great I have not used rpg maker xp in a long time i think i may go back to it.
Since I hate only seeing a part of my map, I uploaded the whole thing. Auto tiles are a bit weird at the moment.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fosorpg.co.cc%2Fuploads%2Fmap5.jpg&hash=79c7035c9d9c593f6fc694bbccd24e57847a0280)[/spoiler]
Two issues-
I don't see an exit
The top-right corner tile is missing its tree cover
Quote from: Wiimeiser on March 19, 2012, 08:08:30 AM
Two issues-
I don't see an exit
The top-right corner tile is missing its tree cover
Deciding where to put exits ;p
That corner has been there for awhile, but I was to lazy to fill it in for whatever reason.
(Just a Personal Quip)
I don't like the way you did the boundaries of the map with the autotile and the half trees, even in xp those autotiles always stuck out as odd, could you not tile things like it is in vx and paste them down instead?
Quote from: IAMFORTE on March 19, 2012, 09:34:17 PM
(Just a Personal Quip)
I don't like the way you did the boundaries of the map with the autotile and the half trees, even in xp those autotiles always stuck out as odd, could you not tile things like it is in vx and paste them down instead?
I don't quite understand what you're trying to get at. What do you mean by, "Paste them down".
sorry, like this
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Frmgamematerial.files.wordpress.com%2F2011%2F04%2Ftreesample.jpg%3Fw%3D630&hash=91379f41f501c7473f0894f6b9c7760227c0bc17)[/spoiler]
Thats the best example I can find atm XD
maybe this (although its bland)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fpokemondungeon.net%2Fimages%2Fscreens%2Fheartgold-soulsilver%2Fmaps%2FRoute_29.png&hash=d3ae52dd6c7f9d9d0ea57fb28df1089565ca8b51)[/spoiler]
Oh I see! I might do that, but the autotiles kind of give the feeling of really high trees. We'll see ;p
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ff3XxW.png&hash=908abff6ef03799b4adc9be303bb11f4dec5c70b)[/spoiler]
My crappy geometry "library" that I am working on. This shows the draw_line function failing to do what I want it to.
So... what did you actually want it do then? (Hard to comment much on it without knowing that....) :P
He wanted it to look like Crysis.
Quote from: Irock on March 20, 2012, 09:54:55 PM
He wanted it to look like Crysis.
That line needs more bloom, then.
I was going for the crysis look yeah.
Nah seriously, It is just supposed to draw in a different direction, thus the function is broken.
New screen :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.iaza.com%2Fwork%2F120326C%2Fiaza17268137515800.png&hash=0d4bc09215974d1d703e3ed4464df31d832743fb)
That's nice but the background looks like mud and sewage.
Two things notes: The sub-menu text and character name gradients are become too white; looks washed out to me. I also question your use of roman numerals for levels, as that could get a little unwieldy.
Otherwise I like the composition.
So... these are some screenshots from an early tech demo that we're working on in preparation for a second game project (which we may end up completing well before the first that we posted screenshots of, honestly, since this one has a more clear-cut design goal and completed storyline).
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25201.png&hash=7c50a138f81b693bdfc683653bef0f4dd36b5464)
Just the title screen. If there are no save files present, the Continue option disappears completely.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25202.png&hash=c2b5f32019b3073652c5394f9ef56872d80509d1)
The options menu. This is available from the title screen and in-game, since the game uses some resource-heavy scripts.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25203.png&hash=2066619a64f53cf86f6dbe81e53974ffac74bb57)
Just showing the message banner, which updates with information as the game is played. If the health of your party is getting low, for instance, it'll show messages related to the status of individual members when combat is imminent.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25204.png&hash=f2c099a691c8731127a010d610f613f3ac4cda60)
The game is using a heavily modified version of Vampyr's Verus Tempus Proelium ABS with some greatly enhanced AI and a number of removed features to help with the frame rate.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25205.png&hash=b43b915ca2f7b6a03b992a8a96764b5c1c64b83c)
Just showing the overhauled and simplified main menu. The inventory functions as both the item menu and equipment menu.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25206.png&hash=10937cd99122fe4d5b7c4d9893319f515db11116)
Actor selection when using a skill. If the skill only applies to the user, no selection window is shown; likewise, if it applies to the whole party, the skill simply activates.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F7444326%2FScreenshots%2FChildren%2520of%2520Shadow%2FScreenshot%25207.png&hash=4eeaf326826e429779bc6a659d81c1dfc2792152)
The save window. Only slightly overhauled, but we prefer it to the default. :)
Looks really nice, by visual blood do you mean like call of duty? If so dang it... :mad:
They all Look so good :3
Quote from: DoctorTodd on April 04, 2012, 02:53:46 AM
Looks really nice, by visual blood do you mean like call of duty? If so dang it... :mad:
Yes, pretty much exactly. Basically, as you take damage, the screen gets "bloodier" until it starts to "crack." Once it gets to the cracking point, you're just about done for. ;) We just didn't want any of the standard numeric ways of seeing how much health or mana you have in-game, so we're using a few different methods of doing things. (Marc is going to release a number of the custom scripts we're using, by the way, if anyone wants any of them.)
By the way, something not shown in any of the screenshots is that character graphics
also change based on the amount of damage that's been dealt to them for both enemies and allies, so you can also keep track of the health of your allies by watching and healing them when they're visibly wounded or when a message comes across the banner to alert you that their health is getting low. Enemies will also start defending more and run away when their health gets low. :)
Honestly, though, a lot of the design choices are because the game focuses almost entirely on a single character. So really, he's the only one who has an inventory you can access, equipment you can change, and he's the only one you can control in combat. The other members of your party are entirely AI-controlled. That's why Marc originally started modifying the VTP ABS: the ally and enemy AI was too simplistic, and there were just too many features sucking up processing power that we weren't going to use for the game we're making.
Quote from: IAMFORTE on April 04, 2012, 03:36:20 AM
They all Look so good :3
Awww, thank you. :3 We should probably post some of what it looks like with all of the fanciness disabled for good measure, though. (We still think it still looks
preeetty good, by the way.) :P
sorry but having a number for health makes games better and deaths less ambigous because you know exactly how much health you have left.
Quote from: Strike_Reyhi on April 04, 2012, 05:19:42 AM
sorry but having a number for health makes games better and deaths less ambigous because you know exactly how much health you have left.
Which also makes for a relatively comfortable gaming experience. We're
aiming for it to be more ambiguous, but not
frustratingly so... if that makes sense. "Better" is a relative term, as well; I (Eden) like games that keep me guessing more in terms of my condition, as it makes me more on-edge about potential encounters. If others don't feel as though these systems work well for them, though, we'd certainly consider changing it back to a numeric system; after all, we want other people to enjoy what we make, too. :)
I just don't really agree that a number for health automatically makes a game better. That depends on what the game is trying to
do, don't you think?
I think it's a good idea, are you also doing it by health percentage? I'm trying to write a script with a different graphic every five percent of the characters health.
Quote from: DoctorTodd on April 04, 2012, 05:37:28 AM
I think it's a good idea, are you also doing it by health percentage? I'm trying to write a script with a different graphic every five percent of the characters health.
Marc: It's done by percentage based on the number of HUD graphics defined in the script's module. So if five graphics are defined in the module, it shows one graphic per 20% of health with each graphic starting at 0% opacity and moving to 100% opacity as that graphic reaches the minimum number of its specified percentage range. If the designer specified ten graphics in the module, a new graphic would start to fade in for every 10% of health drained.
Essentially, for five graphics in the module, a health of 125/200 (or 62.5%) would show the picture for 75%-100% damage at 100% opacity while the picture for 50%-75% opacity would be shown at 50% opacity. :)
I see no problem with a visual representation such as that of health, however i feel that without a supplementary number or bar it can be frustrating when you're right on that ragged edge in a dire situation and you're not sure if that last hit will kill you or if you'll be able to run for it because of ambiguity.
which i guess is your point, but there's a reason stuff like dead space and resi 4 and 5 have health bars now.
Hi there,
Here ist my best watercave I ever made xD It is the PotM (=Picture of the Month) in the german community RPG Studio: http://www.rpg-studio.de/picture_of_the_month/april-2012.html (http://www.rpg-studio.de/picture_of_the_month/april-2012.html)
Here's the screen:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs7.directupload.net%2Fimages%2F120405%2Fp2g94vl7.png&hash=6528b67205465c88d67d69bc26368d7b5b371fd4)
PS: I search a designer for my game ;)
That looks great : O I'm just curious as to where you located that pink crab :P, and as a minor quip, i think theres soemthing wrong with the waterfalls, they don't seem right.
Hi Iamforte,
Thank you for your feedback. I founded the crab here:
http://www.google.de/imgres?imgurl=http://img811.imageshack.us/img811/7053/arachnia.png&imgrefurl=http://forum.rpgcreative.net/f37-battlers-monstres-en-characters-vue-sur-les-ceotees-t106639.html&usg=__kteF2MIrMcsEcPbsyieVIYgcouM=&h=640&w=256&sz=19&hl=de&start=164&sig2=WZ_2_Ed7foWQSoxgZ5ULAA&zoom=1&tbnid=Yv_onfrIxYy0JM:&tbnh=192&tbnw=77&ei=PyYYT8mqI8_-sgbL4ZWPDQ&prev=/search%3Fq%3Drpg%2Bmaker%2Bxp%2Bbattler%2Bgreenraven%26um%3D1%26hl%3Dde%26sa%3DN%26biw%3D1098%26bih%3D881%26tbm%3Disch&um=1&itbs=1&iact=hc&vpx=554&vpy=386&dur=906&hovh=355&hovw=142&tx=89&ty=211&sig=115742466087223247814&page=7&ndsp=33&ved=1t:429,r:29,s:164 (http://www.google.de/imgres?imgurl=http://img811.imageshack.us/img811/7053/arachnia.png&imgrefurl=http://forum.rpgcreative.net/f37-battlers-monstres-en-characters-vue-sur-les-ceotees-t106639.html&usg=__kteF2MIrMcsEcPbsyieVIYgcouM=&h=640&w=256&sz=19&hl=de&start=164&sig2=WZ_2_Ed7foWQSoxgZ5ULAA&zoom=1&tbnid=Yv_onfrIxYy0JM:&tbnh=192&tbnw=77&ei=PyYYT8mqI8_-sgbL4ZWPDQ&prev=/search%3Fq%3Drpg%2Bmaker%2Bxp%2Bbattler%2Bgreenraven%26um%3D1%26hl%3Dde%26sa%3DN%26biw%3D1098%26bih%3D881%26tbm%3Disch&um=1&itbs=1&iact=hc&vpx=554&vpy=386&dur=906&hovh=355&hovw=142&tx=89&ty=211&sig=115742466087223247814&page=7&ndsp=33&ved=1t:429,r:29,s:164)
That looks great :)
I finally have something nice to show...
my map window that I scripted all by myself (that's the real shocker, there since I'm such an RGSS noob) I've still got some work on it to do but as of right now, it functions almost exactly how I wanted it to complete with reading data off of map notes. Woo me! I guess all that time of C#, VB and a few other programming languages helped out in the end XD
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTLWPG.png&hash=6b658432bfca60be595adf41b87f861a9aa0497d)
UPDATE: did some more work on it. Now it's possible to choose which floor you want to view if the floor is available
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fnxr7R.png&hash=3cc7e485fe00ded01310cd1153d1fa36d925adc7)
Maps that look like that combined with the project name of "sh" makes me think "Silent Hill." This is a good thing. 8)
How much of that is generated by the script, by the way? I'm assuming the red graphic on the map is the player's current X and Y position, and of course, the selection window to determine which floor you want to view... is the rest of the map a picture that gets chosen based on the map you're on?
Essentially it is a map that is drawn out in Photoshop and placed in a folder structure that allows for the user to organize there maps based on the location. The current player location is just pointing out the players current room they are in but does not determine the x and y positioning within the room. Unfortunately I haven't been ablle to figure out how I can. Let the player know what doors are locked or open or blocked but I plan on trying eventually. The menu screen has changed slightly ancestors I posted this but it may change Aaron bunch more soon since my friend is getting his copy of ace soon and he is pretty awesme with scripting whereas I'm just a noob with rgss lol. For the most part though it is finished and functions better than I originally intended. Lol
Typing on my phone is hard lol
Playing with Khas Awesome Light Effects for my game. So-far, I'm loving the flexibility. I'm going to have a bunch of light effects by the time the game is complete.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxQtM0.png&hash=ca64f56722d393b908338c2bc5d3f855f8f4ecc1)
light eminating beer gut
Quote from: John on April 10, 2012, 12:47:24 AM
light eminating beer gut
this is my favorite thing you've said ever.
Quote from: John on April 10, 2012, 12:47:24 AM
light eminating beer gut
lmao yeah, it looks like that from the screenshot...the only thing I wish is that it was possible to make the light effects a characterset so that you could make it move because it is meant to be a flashlight but the damn thing is just as good as a static image lol
http://i.imgur.com/xQtM0.png
In your picture, man, you've got an error. Look at the table behind the couch on the left. I'm not sure what you can do about it, but the floor and table legs should realistically be in shadow.
Short of creating a separate graphic for it in the lighting effects script, really not much can be done there. I've got a lot of modifications to do on this tileset though and I may figure something out with it or I may make a separate lighting effect for that spot alone just to correct that problem. Each of the windows that have light coming in have a separate effect already, just changing the opacity for each one since the light outside of the house is there to the far left.
A forest map for My tutorial series.. damn I'm getting rusty
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi683.photobucket.com%2Falbums%2Fvv191%2Ffort170%2FMAPS%2FForest.png&hash=eaa6c2ec093379a06fcce5a65fdf6b77db873424)
Editing the main menu with some scripts and graphics. Still not happy with it though:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-22.png&hash=bd4cacd05bd989b87c0a8850f47989d10a7c15c7)
[yt]http://www.youtube.com/watch?v=Lzn6gJGIWR8&feature=channel&list=UL[/yt]
Wanted to create something that was closer to the original this time.
That is very cool TDS! It looks like you did a great job.
I agree. I've never really cared for front view battle systems simply because of the ideas I've been given but that actually looks really nice. Keep it up, man.
@TDS,
I like it the battle sistem similar to FF-Mystic Sword. ;8
The music is cool too.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAaraas.png&hash=91c7d356f49ee08766c48de2096828c7c0007842)
Some Screen from my game... location: "Jungla Exotica", when Kiki is attacked by spider womanns""
Your spider-women-things don't really fit the style of the other characters :( Maybe you should swap the torso with the torso of an RTP styled character like the others?
Quote from: Darkwing Duck on May 07, 2012, 03:12:25 AM
Your spider-women-things don't really fit the style of the other characters :( Maybe you should swap the torso with the torso of an RTP styled character like the others?
Is a good idea thx!, i will work on it.
Some more PICs:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMASDO008.png&hash=5f741be5e389f8b34d9435200eebb15bc636f337)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMASDO013-1.png&hash=327e4d22865c6fb2b10401143a779082f3f0f5dd)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMASDO011.png&hash=04cf1804eb408a4c93981702f4312b34d2fe662d)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMASDO009.png&hash=1a399e43f077cf65f757355894d07ac76222169c)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSinttuloMA0012.png&hash=d2721588a8a9c0d23acf70ccab62467223eb61b3)
[/spoiler]
See ya' 8)
Mushroom Attack!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-23.png&hash=4e0ee4e14bc6cf5e6939d8cb8b6a57f34f4212e6)
So how do the mushrooms attack with no arms or legs . . . Ive always wonderd that :V
Spores of course! They also fool people to eat them, because they look so delicious. Of course, they will die when they'r eaten, but they also kill the eater. ;)
Now that you mention it, they do look rather delicious
Quote from: IAMFORTE on May 07, 2012, 05:19:33 PM
Now that you mention it, they do look rather delicious
Take a bit, I won't stop you :3
Still testing out Khas's SAS IV and Mack's Tileset. Gotta love the battle system.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwebgel.net%2Fbf%2Fmackkhas2.png&hash=e7ff572f1a7fd914ee4c82f5a84738da4d1f308e)
The HUDS are very simple, but cute. :) Have you thought about using a gradation on them? Just a thought~
Quote from: Gaston on May 08, 2012, 05:49:39 AM
The HUDS are very simple, but cute. :) Have you thought about using a gradation on them? Just a thought~
Currently, the script forbids me from doing that; but I'll be tinkering Khas's script to add that effect. Thanks for your suggestion!
This is a menu system I found at a Portuguese site, but I added the icons and the face:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FUntitled-24.png&hash=fbedc2c252078a790237126e350b2e59c9d8e94e)
@The Shadow,
I like the colors of the window and the background pic.
Post: Old version of my game:
[yt]http://www.youtube.com/v/rrq-mYXUonw[/yt]
See ya' 8)
Quote from: Arturo-Sagahon on May 11, 2012, 03:25:49 AM
@The Shadow,
I like the colors of the window and the background pic.
2nded, the BG painting and Mushroom sprites are very beautiful.
[yt]http://www.youtube.com/watch?v=eK_WYL2eq8g[/yt]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.makerando.com%2Fforum%2Fuploads%2Fgallery%2Falbum_36%2Fgallery_10_36_264200.png&hash=9027adfe9360c9c4dcfcb11d0fc77550c9dc235d)
Hi all, is a bit 'not step on the forum (:
@Saul, cool mapping, and the light effect.
@ShortStar, I really like the design of the dungeon & the puzzles. and the addons & ilumitaion effects too.
See ya' later 8)
[yt]http://www.youtube.com/watch?v=Qc_A3jGrIbk[/yt]
I know the sound is a bit off, but that's because I had no idea that starting the music after the start method would do that and I wrote the song code before that.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fr14.imgfast.net%2Fusers%2F1411%2F85%2F22%2F01%2Fsmiles%2F2115203725.png&hash=aab8ee71ee7e97fdaede75cc57f2e19345abf064)
Wow! pretty cool battle system.
i like it.
See ya' later 8)
One of my best Maps:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs1.directupload.net%2Fimages%2F120504%2Fb25r4k4o.png&hash=287dc3ca846ef48c7f64e9d6a18e4f8e88a54212)
Beautiful map. Very full and rich in detail.
Some resources you made them yourself or you just put in the tileset?
Thank you :)
I've some ressource created myself and other ressources put I in the tileset. Do you think, it's too fill?
No no don't worry, it's fine.
Right now I'm trying to improve my mapping, so I made one map with each of the first five tilesets.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb363%2FThallionDarkshine%2FScreenshot5.png&hash=b80b81f07cf1ce22b30922882f2dd796726af39f)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb363%2FThallionDarkshine%2FScreenshot1-1.png&hash=298f7eacee32f522303d0e6cf17b09a10bb7ec43)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb363%2FThallionDarkshine%2FScreenshot2-1.png&hash=b068e865bf2810b4b3e591892b248384f2b6f83b)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb363%2FThallionDarkshine%2FScreenshot3-1.png&hash=020e3227946b32dc0a71494f9606a446337b4bb0)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1202.photobucket.com%2Falbums%2Fbb363%2FThallionDarkshine%2FScreenshot4-1.png&hash=be002fed228573dba356885d110fa15b5ebdb8bb)
[/spoiler]
First screen: At first glance it's not bad, but you might jag even more reef also know that trees and shrubs should not be placed on the foreshore.
Second screen: The mapping is pretty bare, you may add trees, flowers, grass, among other things I do not understand what would be definite.
Third screen: This screen is made better than others, but stones and logs must not be put on the path.
Fourth screen: Same thing for the first screen, you should not put the trees on the water.
Fifth screen: If you look carefully, the scale of the stone is cut from the survey. For the rest, you need to vary flowers trees, rocks, hills, and more.
To have just begun to map the cables you do not hurt, but remember to change the maps and more to give them a logical sense.
Thanks, Saul, I'll work on it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg825.imageshack.us%2Fimg825%2F3773%2Ftemplequestion.png&hash=38cec5882191844b83d1f6f4604df370b4101d0e) (http://imageshack.us/photo/my-images/825/templequestion.png/)
Uploaded with ImageShack.us (http://imageshack.us)
Does this look right? No matter what I try the stairway looks off to me...
(Ignore the top; it can't be seen ingame so it doesn't matter)
Your right pillar looks bigger than your left pillar, I think that's what's throwing me off about your stairs ???
Making them equal size might fix your stairs :)
You could try some shadow effects for your stairs as well. That's if you're supposed to be entering a place with them :o
I think that part of the problem might be that hard line you have going on there... If you were to make your stairs were offput by one space, that might help things quite a bit... That is, it would break up the contrast between rocky looking platform and the tops of the two pillars in a nice way.
Actually, the rocky platform is just a wall. And the pillars are just asymmetric. This is mack's tileset, BTW.
yeah... it doesn't look like a wall... at all. you might want to add a platform at the top of that "wall" to make it more clear.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Falien.png&hash=a19a61bdaafd917ffd62f9e3f37852971361f07d)
The house is too empty! Add more clutter :3
This isn't showcasing the map. ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fbreakfast.png&hash=12f44cd841bf8771659c93169227d1d1de6271ed)
well then, the faces are ultra kawaii XD and I just noticed you're sig, well done :3
Out of curiosity, how big is Hoshi supposed to be?
And what's the tileset?
Quote from: Drbigt on August 03, 2012, 09:46:20 AM
This isn't showcasing the map. ;)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fbreakfast.png&hash=12f44cd841bf8771659c93169227d1d1de6271ed)
she is uh...significantly taller than daddy, isn't she.
Quote from: IAMFORTE on August 03, 2012, 01:07:24 PM
well then, the faces are ultra kawaii XD and I just noticed you're sig, well done :3
Thanks, I think they're cute too! And thanks from complimenting my sig as well. 8)
Quote from: Wiimeiser on August 03, 2012, 02:17:53 PM
Out of curiosity, how big is Hoshi supposed to be?
And what's the tileset?
Not set in stone but I'd say 9-11 feet tall is about right?
Tileset can be bought in RPGMakerweb.com for use in comercial projects.
http://tryace.rpgmakerweb.com/modern-day-resource-pack/
Quote from: NAMKCOR on August 03, 2012, 02:26:04 PM
Quote from: Drbigt on August 03, 2012, 09:46:20 AM
she is uh...significantly taller than daddy, isn't she.
I'd say so!
Quote from: Drbigt on August 03, 2012, 03:09:07 PM
Not set in stone but I'd say 9-11 feet tall is about right?
Tileset can be bought in RPGMakerweb.com for use in comercial projects.
http://tryace.rpgmakerweb.com/modern-day-resource-pack/Quote from: NAMKCOR on August 03, 2012, 02:26:04 PM
Wow, I wonder how old she is...
Also
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F5793%2Fmemento.th.png&hash=eeef314f5377841c99cd315b6296c0cdd0f4f951) (http://imageshack.us/photo/my-images/17/memento.png/)
Something else from the same project. Look out for a certain doctor here. I wonder if this tileset's been updated yet...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F6759%2Fmemento2.th.png&hash=b12e07b989af8dca1b372a8b39f348f14470be40) (http://imageshack.us/photo/my-images/846/memento2.png/)
The item in question. It's supposed to be a key item, but I haven't set that yet.
She turned 6 a bit before the start of the game.
Also, why is your screen so red?
It's just the lighting. This is supposed to be a haunted house. And in case you're wondering that button does make the chest appear.
Was she born that big?
She wasn't.
I figured I'd show progress of my horror game, so here Mary finds a message from Greed near her throne.
[yt]http://www.youtube.com/watch?v=DSiRSht-ovE[/yt]
So..busted out some mapping for Rootbound today, got the first floor of the farmhouse done:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwPs9n.png&hash=7802f74d713ea94b134152d92f2dd19001620926)
ERRYTHING YOU DO IS GORGEOUS ARRGH I WISH I COULD HELP YOU OUT WITH YOUR SCRIPTS ;9
Dayum joy, Nicely done :)
I wanted to update Little Girl That Could intro with the upgraded graphics... So I did.
[yt]http://www.youtube.com/watch?v=dNwj88zEPo4[/yt]
Awesome as always, joy. I like the shadow effect for the stairs.
well, DrbigT, I gotta say, there is a lot of stuff I don't like about your design choices...
You seem to have a mixture of basic sprites (modern day set), sketches (a common, acceptable choice) and here's where you lose me, the image you used for the background about 4 minutes into the last video which just doesn't come close to meshing with either making the whole experience pretty jarring.
It's actually the same problem I saw in your first video with Greed's writing, there are these orbs (which, looking back I can tell are eyeballs) and bits of flesh, I assume, falling down, but for the life of me, they are too blurry to determine what they are, they're right in your face and they're just ugly. Not in a way that makes them scary, they're just... ugly. It's the kinda thing that it seems like you have great ideas of what you want, but no one with enough graphics know-how to get you started.
It seems like, however, if you were to replace some of that kinda stuff with sprites, you would have a much nicer looking image... Something that didn't seem so... pasted together.
Quote from: Sashikinaroji on August 16, 2012, 08:28:35 AM
well, DrbigT, I gotta say, there is a lot of stuff I don't like about your design choices...
You seem to have a mixture of basic sprites (modern day set), sketches (a common, acceptable choice) and here's where you lose me, the image you used for the background about 4 minutes into the last video which just doesn't come close to meshing with either making the whole experience pretty jarring.
It's actually the same problem I saw in your first video with Greed's writing, there are these orbs (which, looking back I can tell are eyeballs) and bits of flesh, I assume, falling down, but for the life of me, they are too blurry to determine what they are, they're right in your face and they're just ugly. Not in a way that makes them scary, they're just... ugly. It's the kinda thing that it seems like you have great ideas of what you want, but no one with enough graphics know-how to get you started.
It seems like, however, if you were to replace some of that kinda stuff with sprites, you would have a much nicer looking image... Something that didn't seem so... pasted together.
I agree with you 100% on all accoards. Btw, I removed the eyeballs already and gonna replace with something better, like drops of blood to make a bloody rain. I'll probably have my artist draw the background of the guts and gore to look more along the rest of the pictures, sketchy and such. (A choice made not because I can't remove sketchyness (I -totally- could) but because I want them to look sketchy just like the comics, behold www.givemebeer.tk/goth.jpg It is not a decision made because I am not able to or can't, it's because I feel it adds to making it more like the original comics. I even though to go as far as have most backgrounds be pure black with just minor details of white but decided against that because I do not know how to pull that off) I agree that if everything else is sketchy, something so clean looks off. I just have lots of placeholders until I can do better things. :blizj:
Sadly I am not much of a sprite artist. If I'd find a good spriter I'd be willing to even hire them with real money if they'd be good and could help build the game. I have the story and music and all sorts of things to do it good, it really sucks that visual department is even after all these years so weak for me. :-\
Got some maps for a small RMXP project. Here's one - any suggestions?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ftwirlbound.com%2Fuploads%2FScreenshot1.png&hash=a58c0574fa1d3e5343276313be4fefdbd3e5e4c2)
Nice map, Japur. I mean, really nice. I like its atmosphere and how everything is blending together. The red part of the tomb (?) seems to stand out a little, but overall, it's pretty. ^^
Here is a map of mine. Took me quite some time but I finally got it done:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fbb.webgel.net%2Fbf%2F1%2FRosenfall.png&hash=0284f97877721bbaff179b2d98b3dbde440c10c4)[/spoiler]
Oh wow, that is amazing. That's a real village where everything seems to blend well. Love your slide and other tools! Some tips:
- I'd put a sand ground beneath the graves, as they have piles of sand/earth as well. The grass beneath the graves seems off.
- The little boxes for the chickens look weird, like, really flat. Also, if the chickens decide to go for a walk they will a) die or b) walk through the entire village. If you'd put them up a couple of spots, they would be facing the closed area. :)
- Little mistake in your tileset, with the fence and the vines on the fence (in the south).
- Little mistake with your stairs in the north-center, it misses a bottom.
- What's that bull doin- never mind.
Great composition!
Shots from one of my two projects.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhgUIx.png&hash=1422750513c14c76707970e8d92ee001cf7f95b0)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZCPEx.png&hash=a2e8e0c9b459aa0cae6228d184b6a5f5415c46de)
[/spoiler]
I've been trying parralaxing , this is my first attempt ^^
WIP
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg43.imageshack.us%2Fimg43%2F4108%2Fbeachparatest2.png&hash=fec5a0766e7f10c8c79af73a342046407fd002d6)[spoiler/]
It's pretty good for a first attempt. The water looks a bit strange, though. The bottom cliff could use some detail, too.
Quote from: Acolyte on August 27, 2012, 01:09:17 AM
It's pretty good for a first attempt. The water looks a bit strange, though. The bottom cliff could use some detail, too.
it's a WIP ^^ it's written on top of my screenie ;)
Well gee you posted a screenshot in a thread where people give feedback on screenshots.
Still a work in progress. Feedback is appreciated.
[spoiler=VILLAGE]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F8766%2F84810433.png&hash=c2643e966e2124e9874583d9933591ac0ce8f92f)
[/spoiler]
Other than the blockiness that comes with that tileset, there are a few things I noticed that need improvement breaking down into three segments:
[spoiler=SHADOWS]with your map set, there is a small shadow that is applied in the auto-tile, it is used to make a shadow next to a wall, giving the appearance that there is sunlight coming from the left of the screen, casting the rest in shadow.
However, it is not something that can be relied on to always look nice, because, as you can see, it only puts the shadow to the right of the wall. What needs to be done is, on page 2 or 3, there is a small section where you can find shadows (there is a full square and two half squares for different types of shadows). If you go there, grab the matching shadow and place it above the auto-tiled shadows, you will get a more pleasing effect that makes the shadows seem more real.[/spoiler]
[spoiler=TREES]Trees are all well and good, in fact, you can't really have much of a natural map without them, otherwise it looks too sparse and barren. Sometimes, even so little as lining your town with trees adds something special to the scene.
However, you will notice that your trees sit right next to the edge of your cliff faces at times. and they are often in a rigid rectangular or trapezoidal shape. I would suggest breaking up these shapes a bit to make them seem more natural (as it appears this community was mostly concerned with working WITH the environment rather than against it, I would say it would be unlikely that the trees were planted by the townspeople), but more might need to be done. I may be the only one who feels this way, but I feel as thought having the trees so close to the edge of the edge seems unnatural, especially since the base of the tree stops literally RIGHT BEFORE the edge of the cliff, meaning you would have a bunch of roots sticking out of the cliffside.
Oh, and another reason that is bad is on the right, above the item shop, the tree in the corner makes the wall look like it has no top, in fact... now that I look at it...[/spoiler]
[spoiler=CLIFF FACES] It might just be a trick of the eyes, but for some reason, it seems like this town is comprised of several pieces of faux rock situated one after the other, rather than a tier-based structure. That is, it looks like each of these walls is paper thin and if you were to go into the inn, you would run into a bunch of trees. I don't know if this is common for this tileset or not, so i can't say whether or not this should count as an error...
However, I DO believe that the cliffs seem too... unnatural. It looks like you tried to make it be a bit more wild, but the majority of the "randomness" seems to be that you started with a flat wall and just moved one section up or down so that it had a wavy sort of appearance. Two ways to fix this would be to A. make bigger bulges in the center areas of the town in order to make a more natural look, perhaps two or even three spaces difference (blended of course, not just huge jutt-outs) or B. make the town be basin-shaped, leaving the interior the same while making the edges fan out, like this /town\ making it appear as the town had been carved, tier by tier, into the walls, rather than simply existing that way. Each of those, however, require a bit of reworking to make look nice.[/spoiler]
As for the concept of the map? I love it. When I watched the Time Machine for the first time and saw that huge settlement that was carved into the stone mountainside, I've always loved the idea of that kind of construction. Your setup is very nice, although, if they were dug into dirt (as I am assuming this is), having a river run right through the center would mean that all of those houses would be either constantly flooding or about to collapse.
I appreciate the feedback. The concept of the village was "Let's adapt ourselves to nature," not "Let's build massive structures that make an explosive ecological footprint."
You guys are amazing! I'm almost embarrassed to post my town here. This is the residential district of Rosebrooke.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.c117.net%2Fimages%2FGames%2FHIVE%2FScreenshots%2FRosebrookeResidential.png&hash=fed9f4f38d5c21811ece9330372695976749d388)
I've also done the first house in the game. Kind of hard to show in screen shots as, in order to break down how big and sparse it looked, I shaded out the rooms you're not currently in.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.c117.net%2Fimages%2FGames%2FHIVE%2FScreenshots%2FShaesHouseAnimated.gif&hash=1d9c525a723fd3b5287bc5b9f7b68e5d8cf76841)
How's it look? It's my first attempt so be gentle... but honest :)
Turn off the grid!!!
With a little sprucing up, that town could look very nice. As of now it's pretty empty. I also noticed a few tiling issues, particularly with the cliffs on the bottom right and the two-story building near them. Just some things I noticed.
Couldn't you have just made all of those rooms separate maps? :o
Waste of maps. Heck, if you're not labelling floors or using resets then keep all parts of a dungen in the same map (provided they have the same music, tileset etc.)
But unless he's "shading them out" with events, they're all separate maps anyway. He just kept the parts he didn't want to be shown there.
Also, last time I checked there was a 999 map cap, which is a ton of maps. I think he'll be fine.
@Ryosis - Thanks. I thought the same thing. Not sure whether I'll use fencing/gardens in front of the houses to add a bit of clutter or just move them closer together. Anything you guys would recommend?
Regarding the cliffs I had noticed they were a bit "wierd". They're just tiles I grabbed from google. I plan to replace them with proper smart tiles for the end result.
@Acolyte - They are separate maps - I just put them together in the animated gif so you could see them as one
@Wiimeiser - What do you mean by labelling floors and using resets? I'm a real noob. Is there another way to achieve what I'm after?
@Acolyte - by the end of the game I'm expecting I'll be pretty close to 999 maps :( Might have to consider that as, if I do this for every house, it's gonna eat up that map limit.
TBH I'm thinking about doing a complete overhaul on that first house. Maybe try and build a tileset that makes it look more "normal". Feels too big at the moment and I had to shade and put tons of stuff in the rooms just to make them feel less "large".
Thanks for the feedback guys. Good to have it and, as always, good to fix these things at the start of a project rather than the end ;)
If you put the separate rooms in a large map and put them far enough away from each other, you could have the rooms separated without using separate maps.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAZrAf.png&hash=4751e72e2cf971f738fb823a8bb149f30d1dc820)
Like so. Make them far enough apart that the player can't see the other rooms from another room.
Awesome idea. Thanks for the heads up :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ftwirlbound.com%2Fuploads%2FHUDtest1.png&hash=33a233c4926c2a5876fcd97d457f14b9266683d6)
New screenshot! It's a cave, obviously, but now with my new HUD (this is a mockup): the red circle is your life, which diminishes in a circular motion, and the inner green circle is your stamina, which also diminishes in a circular motion. Next to it is your current amount of money and, in this case, your stock of dynamite.
Any suggestions?
Put your current item(I assume this is like Zelda ALTTP) in the middle instead of the character graphic, unless you're adding multiple characters. Put a "break" at the top of the health/stamina circle so you can more clearly see where it ends.
The item system is not like Zelda: there is only some dynamite which is disabled when outside a cave. The break in the green circle is at the bottom, I thought that would be better for contrast.
Thanks for your thoughts!
@Japur: I like it. The hud is clean and not cluttered. One thing I wonder, though, is do you need money shown? Do you have a menu scene and does it show your money total? And do shops have a menu scene with money total shown too? If the answer is yes to both of these, then there's probably no reason to show it on the map. This way you could put another item in the spot where your money is shown instead... if you have more than one item that can be used on the map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fq6OLX.png&hash=561e947a4b5c14f403ec67ebda946436535f05f4)
Some new tiles that I'll be sharing later on. I'm currently working on different directioned beds and some other stuff. Also, paintings~
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fkath.png&hash=cab5a4d1d52d8c728d9ff4a7840549b5c3d8cf43)
Quote from: Japur on September 01, 2012, 08:26:36 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ftwirlbound.com%2Fuploads%2FHUDtest1.png&hash=33a233c4926c2a5876fcd97d457f14b9266683d6)
New screenshot! It's a cave, obviously, but now with my new HUD (this is a mockup): the red circle is your life, which diminishes in a circular motion, and the inner green circle is your stamina, which also diminishes in a circular motion. Next to it is your current amount of money and, in this case, your stock of dynamite.
Any suggestions?
More "cracks" in the walls. You have a couple in there already, but what I tend to do is to extend them out a bit, so even if the player cant go there, they give the cave a more natural feel instead of a mined out man made feel.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2Frmvx%2Fcavestyle.jpg&hash=4d7a662b5099da0bd41653e8ec7a4cd793668934)
I've posted this image before so no need to comment on it.
Any tips on how to make this throne room better?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fil6g5.png&hash=d9db7fcba2a6820ac311e9aeffe2fe668db0c04a)
Here's an updated version:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvIBTF.png&hash=1e79e7a7fec81640d95ed14e36bb133480588e6f)
The crates look odd, as if they shouldn't be there, also throne rooms are supposed to big and airy, as its where kings and queens would meet diplomats or in some cases their subjects, it was meant to feel imposing and whatnot
Strek's mtn. village 4/10(sorry.) -_- reason is it dont look to me like there was no time put into it, and very little detail.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg138%2F8332%2Fmapscreenie.png&hash=189be04e424df4cc43fa8cdd0f8426832750cd1f) (http://imageshack.us/photo/my-images/138/mapscreenie.png/)
@Redwyn: The walls right underneath the throne aren't aligned. It looks a little strange.
Also, you could use shift-clicking to make the carpets blend into the stairs.
@chapmanproductions The shadows are too dark, they're far to opaque to be real shadows, make them a bit more transparent and everything will look good :3
What do yall think of this map?
Quote from: chapmanproductions on September 29, 2012, 01:43:07 AM
What do yall think of this map?
Reminds me of Lufia I for some reason. Oh, and, by the way, attachments don't work like that anymore for some reason.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.asciinetwork.com%2FGiveMeBeer%2Fchild6.png&hash=871a4982f712b894367a09592ad089e5ec8fdc46)
This game is in honestly 100% done but I'm gonna release 2.0 version that fixes few bugs and does few improvments, so I'll start sharing it more when I've heard the full reviews from the people who played the 1.1 version. Planned changes are few bug fixes, hopefully few passability errors and such can be squashed too and I'm also gonna try and make the game lighter and compress it to run and load faster among other tweaks that I didn't have the time to do when the time ran out.
Well for a few month of inactivity well i'm back with some new skills just take a look:
and i also got the modern day tilesets plus it's add-on.
MAP TEST 1:
[spoiler](https://rmrk.net/index.php?action=dlattach;topic=13626.0;attach=27654)[/spoiler]
and i'm happy if someone will rate it and told me what to improved.
Gallery is for non-RM art jomarenter, so that's why I moved this into the Screenshot Thread.
The water looks a bit off in that map, otherwise it looks alright, maybe add some screen color tones
I would suggest adding shadows, as the building appears rather flat. Two simple, partially transparent blocks -- one filled and the other cut at a forty-five degree angle -- should give the structure some depth. Other than that, everything appears fairly solid so far.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fdl.dropbox.com%2Fu%2F34748352%2FHelp%2Fcity.png&hash=f831eb6f6f120fe65552c3e1dc6ea49001ae39f7)[/spoiler]
I'm adding these in spoilers because I'd like to have some feedback, but they're big! It's for a Mystery Horror. Keep in mind that the screen tone will be set to very dark and reddish throughout the entire game.
How do these look?
[spoiler=Finished prison]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1248.photobucket.com%2Falbums%2Fhh497%2FAmycha19%2Fprisonmap.png&hash=f65676a457a43e0685be4dfd73ae6347d4e4009a)
[/spoiler]
/\ Moved the blooddrop in the middle to against a wall because it gave me a tiny graphical bug.
[spoiler=The city (not finished yet)]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1248.photobucket.com%2Falbums%2Fhh497%2FAmycha19%2Fcitymap.png&hash=227faa017ae9bc31d0a24232a5f047dd0c01f1a4)
[/spoiler]
/\ Still needs to be finished so every idea/comment is helpful!
@Amycha19
Map1: I like it, its pretty good, however I recomend you remove some of that empty space in the bottom right corner, normally prisons are built underground and the smaller the room is, the more structuraly sound it is and the cheaper it is to build, so just shorten up that corner a bit and make it not a rectangle
Map2:
I like this one as well, great job! I think you should remove some of that yellow grass and make everythign a bit more random, add some shrubs, rocks, trees whatever and make it look like a wasteland :P in this case, groundcover and randomstuff works well. I'd also remove the paths and replace them with some sort of dirt path, the square edges look odd in contrast to the dirt around it. The farm is awesome, it catches my eye right away for some reason.
Keep up the good work! :D
~forte
Quote from: IAMFORTE on October 06, 2012, 02:58:44 PM
@Amycha19
Map1: I like it, its pretty good, however I recomend you remove some of that empty space in the bottom right corner, normally prisons are built underground and the smaller the room is, the more structuraly sound it is and the cheaper it is to build, so just shorten up that corner a bit and make it not a rectangle
Map2:
I like this one as well, great job! I think you should remove some of that yellow grass and make everythign a bit more random, add some shrubs, rocks, trees whatever and make it look like a wasteland :P in this case, groundcover and randomstuff works well. I'd also remove the paths and replace them with some sort of dirt path, the square edges look odd in contrast to the dirt around it. The farm is awesome, it catches my eye right away for some reason.
Keep up the good work! :D
~forte
The thing about the rectangle Prison is that it's above grond (otherwise there weren't any windows)...
The yellow grass was just an outline for me. It's something I'll be changing anyway. I'll check for a dirt path... I'm also thinking about changing the tilesets "happy" tiles into some gory, gruesome, rotten, evil, broken or messed up tiles but I can't seem to find any...
At this moment, I've put most of my time on city mapping into that farm, glad you like my maps =^.^=
Quote from: Amycha19 on October 06, 2012, 03:15:54 PM
The thing about the rectangle Prison is that it's above grond (otherwise there weren't any windows)...
Yeah I noticed after I posted it, Making it less rectangular is still an idea, break up the edges and whatnot, plus there's like a gaping empty space in that corner :P
Above ground or not, all the space in an interior map should be doing something. There should be minimal empty space, usually just enough for the player to get where they need to go.
This counts doubly so for a prison/dungeon. They're very cramped usually.
I'd personally move that desk area at the bottom into the top of that first rectangle, then trim the bottom of the map.
@ Acolyte, that's good idea to merge all maps in one.
@ Japur, your mapping is wonderful really, i like it so much, and the hud design is cool to.
@ littlesatyr, your mappin' is cool too. Looks perfect with the shadows.
@ Drbigt, Wow the characters pictures are incredible.
@ Durpin 24/7, I like the new update, looks perfect.
@ chapmanproductions, looks cool the shadows play.
@ jomarcenter, a modern tileset, is impressive and you mappin very well.
@ Amycha19, you really get a creepy atmosphere. I like it.
---I put a new video of my project "Mundo/Abismal"
[yt]http://www.youtube.com/v/W18Cg4wfoPo[/yt]
Nos vemos. 8)
Awesome !
Me 'im working on my introduction, it's hard :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc01.deviantart.net%2Ffs70%2Ff%2F2012%2F298%2F9%2F4%2Fgrim_custom_test_by_funkywork-d5iy0n9.png&hash=a025b79d8d066f29f7eb3f2863f5c88ef7c01bb7)
@Arturo - that menu has a really pretty design!
@Grimimi - I love the style of that artwork.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.asciinetwork.com%2FGiveMeBeer%2Fbattles.png&hash=0679e98c41e90bfe7a03c5132bcbf1683b4fbd52)
First WIP shot of the battle screen.
Quote from: Arturo-Sagahon
@ Amycha19, you really get a creepy atmosphere. I like it.
Exactly what I was aiming for!! :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Flight.jpg&hash=f09838035b4002e88e8c3380615e44133e3e1e40)
Fooling around with screentones.
Thats a nice map, it passes for me.
It's very nice, though that door is too wide for that frame.
I can't get enough of those steampunk tiles. The bricks just above the waterfall look off, though, and as Acolyte pointed out, the door is too wide for its frame.
That's why I have a grid layer when making Parallax maps.
Quote from: Acolyte on November 02, 2012, 08:22:26 AM
It's very nice, though that door is too wide for that frame.
Hey thanks for pointing that out, I fixed this by making "invisible" door to act like few of the doors that I couldn't put the door frame on nicely. :police:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Femily.jpg&hash=eda5431c1a030e32552485c2fddc17fb2ad63f39)
Just a random screen of Emily playing her harp.
The guy at the bottom is standing on a chair :P, also it seems that you place some desks in wierd positions, like if it was a top down view, youd have like
[desk]
|_________[wall]_|
where the desk should actually be touching the wall... I mean, who puts desks like that :P
and a minor gripe, the carpet in the bottom left is a wierd shape, I'd remove the carpet in the halway and keep everything rectangular
otherwise, nice job :)
[spoiler=FOREST PATH](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg854%2F3567%2Fforestpath.png&hash=d17d4b55eeb9579772f57d485eb7b01ed2ee7206)[/spoiler]
Just a simple forest path. I wonder if it's too simple.
It's not bad. Maybe you could use some cliffs for height variation to make it more visually interesting?
Quote from: Acolyte on November 03, 2012, 08:35:56 PM
It's not bad. Maybe you could use some cliffs for height variation to make it more visually interesting?
imo it could use a little more detail. and I agree with Acolyte, the cliffs would help greatly.
Thanks for the feedback.
We interrupt this flow of stuff from Child's Light's updated graphics to bring something entirely different.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fflower.jpg&hash=79df26f4ba700b2c26687c3ea1009e76c329a249)
That house is waaaaaaaay too big.
Even for a toony sorta game, its still not that good of a map.. I would make the house smaller, and build another house beside it or something, maybe like in a neighborhood. Thats just me though...
:rmegusta:
This game uses dress sphere like outfit system.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fsummer.png&hash=66af679491148346aa214544bce511fffcacd125)
Does this look like something a young lady like Hoshi would like to wear?
How old is Hoshi again? I was thinking you said she was six or something but I could be wrong.
If six, then no. If around eleven-ish then yeah it looks alright.
Yes she is six, but I've seen girls that age wear stuff like that. The whole point of the game is to get outfits which give you magical abilities. ;8
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fgameovers.png&hash=880a6f8e058bb0c1523e4bd98e73c3472cd46c37)
This Game is Over.
Feels a little too grown up for a six year old, but eh, to each his own. It's very nice pixel art regardless.
Not to mention she's about ten feet tall. Those dress spheres must really be something. (For the record, I've never played FFX2, only XII, CC, CCtCB, and Mystic Quest)
I'm porting my project from VX to Ace, and that involves remapping locations.
New map of intro town:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi242.photobucket.com%2Falbums%2Fff267%2Flunarea_album%2FGames%2FScreenshots%2FTUAH-Mapping2.png&hash=6eb058d22a1c0b38eb3a4a1944867274b1e72ccb)
I fixed the road in front of the building at the top of the screen already. Hopefully I haven't missed anything else. ;D
Quote from: Wiimeiser on November 08, 2012, 02:25:54 PM
Not to mention she's about ten feet tall. Those dress spheres must really be something. (For the record, I've never played FFX2, only XII, CC, CCtCB, and Mystic Quest)
She starts 9 feet tall but gets taller as the game goes on. They're not really dress spheres, just said similar kind of idea. The outfits are special alien technology and are modified to her powers so that they grow with her.
How's this for a starter town?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi169.photobucket.com%2Falbums%2Fu210%2Fx_somethingblue%2FAttempt1.png&hash=f605561035febc702871d0d7144d488ef27436bb)[/spoiler]
I'm mainly concerned about the chapel not fitting the rest of the surroundings, the tree behind the chapel having the same problem, and the brightness of the bell peppers. Are those all right? What else should I work on?
Pretty solid start from what I can tell. The chapel and tree do clash, but I wouldn't say they're too horribly out of place, and I honestly can't find the peppers. My biggest problem is the roof of the chapel; there is a pretty clear issue with perspective. There's also that patch of tilled soil on the far right that just feels out of place since it's not attached to anything. That's really just a minor thing, though.
The main things I'm seeing:
The back of the Chapel roof doesn't match the other houses. It's an overhead view, whereas the other rooftops are a 45 degree angle view. Personally, I wouldn't use that wall type or door either. It doesn't quite fit with the natural surroundings and wooden structures.
The tree behind the chapel doesn't fit either. Too much contrast, and a different trunk entirely.
The outdoor forge is neat, but when a forge is outside, it usually has a roof of some type to protect it from the elements. I know that's difficult to create, but it's just a thought.
Aside from that, I like it! It's detailed, but not too crowded. I like the waterfall, and the variation in the height of the landscape is a nice change. There's definitely room for improvement, and I'm sure I'm missing some things, but it's a good map.
Watching these, makes me realize how truly bad I am at maping haha. Wow, there are so many talented people in here, I wish I could do an inch of a good map as some of you in here..
Just started my first project though, and I hope it will turn out decent atleast :D
Think Ill post a map later on!
Quote from: Dizturb3d on November 28, 2012, 05:14:08 AM
Watching these, makes me realize how truly bad I am at maping haha. Wow, there are so many talented people in here, I wish I could do an inch of a good map as some of you in here..
Just started my first project though, and I hope it will turn out decent atleast :D
Think Ill post a map later on!
Hey, it's okay! :ma: No one starts out a pro. Even if you're not proud of your mapping, you can usually get some advice if you post one here~
Quote from: Dizturb3d on November 28, 2012, 05:14:08 AM
Watching these, makes me realize how truly bad I am at maping haha. Wow, there are so many talented people in here, I wish I could do an inch of a good map as some of you in here..
Just started my first project though, and I hope it will turn out decent atleast :D
Think Ill post a map later on!
what yuyu said :P we're all very nice to those who want to learn :3
Quote from: Dizturb3d on November 28, 2012, 05:14:08 AM
Watching these, makes me realize how truly bad I am at maping haha. Wow, there are so many talented people in here, I wish I could do an inch of a good map as some of you in here..
Just started my first project though, and I hope it will turn out decent atleast :D
Think Ill post a map later on!
I like your attitude, man.
Quote from: babayabu on November 28, 2012, 05:42:19 AM
Hey, it's okay! :ma: No one starts out a pro. Even if you're not proud of your mapping, you can usually get some advice if you post one here~
Thats nice to hear! I will post a map from my first project later then :)
I cant say Im terribly proud of the mapping, but then again Its my first maps. Its always a bit scary to post your creations when you are a total noob at it. Especially in a thread where there are such good maps posted.
But if there are people that help out and that can give advice, then I have nothing to loose :)
Quote from: Ryosis on November 28, 2012, 10:27:56 AM
I like your attitude, man.
Hehe, thanks. You are not being sarcastic are you? :)
Quote from: Dizturb3d on November 28, 2012, 05:02:47 PM
Quote from: Ryosis on November 28, 2012, 10:27:56 AM
I like your attitude, man.
Hehe, thanks. You are not being sarcastic are you? :)
He's reffering to some people who will post maps and not take criticisms using the lines like, "its my game so ill do what I want" You seem like a cool kat though :P
Quote from: IAMFORTE on November 28, 2012, 05:26:54 PM
He's reffering to some people who will post maps and not take criticisms using the lines like, "its my game so ill do what I want" You seem like a cool kat though :P
Ah, I see :)
Well taking criticism from people that really know what they are talking about is something that I would love too.
Even if I get flamed, I will have alot of good feedback and learn what I can improve. You cant make anything that everyone will love, but getting advice from educated people is something that I only see as extremely positive :)
@Drbigt: in general all looks cool, the graphics your charas and maps. ;)
@Lunarea: Amazing, if you put some hailstorm (weather effect) be more cool.
@Akathersdy: Looks pretty well just maybe put some flowers in the grass or others trees. And fix the church roof.
Well these Pics are from my project "Mundo/Abismal":
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FCaratula_zps293aefa4.png&hash=a452603c24e2cb989093b7d92ccd4f20bcb20649)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAVER3-0001_zpsfa9c0a03.png&hash=46931c603c565f4a09032fc01e81356bea4475bf)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAVER3-0002_zps9787f201.png&hash=c3e1abcac12bdab64b9d98a5764dab493aa00fe1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAVER3-0003_zpsde8f74f2.png&hash=1e85a7ac03d379472d821d6d921a779688f88d46)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAVER3-0004_zps0c10ba9a.png&hash=1e930d1f6bf0c5e2f1f9565d66510c3bc17e518b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FMAVER3-0005_zpsadd57776.png&hash=da10b841924afdf3d8b0016ab51816c6f5d134a3)
[/spoiler]
Nos vemos Ajuaah! 8)
Quote from: Dizturb3d on November 28, 2012, 05:44:17 PM
Even if I get flamed, I will have alot of good feedback and learn what I can improve.
If you get flamed, I will kill someone. :mad:
You are too nice to get flamed! :ladyj:
Quote from: IAMFORTE on November 28, 2012, 05:26:54 PMHe's reffering to some people who will post maps and not take criticisms using the lines like, "its my game so ill do what I want"
I don't mean to sound rude, but that kind of thing really grinds my gears. If anyone remembers that Adrian fellow, that's what I'm referring to.
But that aside, I'm not being sarcastic, man.
As for your screenshots Arturo, I like what you have going on, especially that crystalline region from two of your pictures. I really like how it's put together. The menu looks really good as well, but I'm not a big fan of the red color scheme you have going on. If it were me, I'd go with kind of a blueish hue instead. It's no biggie, though.
Quote from: Ryosis on November 29, 2012, 09:28:44 AM
Quote from: IAMFORTE on November 28, 2012, 05:26:54 PMHe's reffering to some people who will post maps and not take criticisms using the lines like, "its my game so ill do what I want"
I don't mean to sound rude, but that kind of thing really grinds my gears. If anyone remembers that Adrian fellow, that's what I'm referring to.
But that aside, I'm not being sarcastic, man.
Who could forget Adrian, banned on every forum he posts on
@Arturo, I'm not too much of a fan of those menus, but I like what you did with the interior with checked floor. I recommend adding a few more things into that house to not make it look a tad more full.
As for the caves, Id recommend adding a few more variations in the walls, especially in the second image, to me it looks odd :P
Keep up the good work!
Here are some of the maps I have been working on for my project.. :-[
These 2 are some of the first maps I made:
[spoiler=First town](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg708.imageshack.us%2Fimg708%2F6131%2Fmap2rb.png&hash=181691e23a0d6f6cc5dff13a23aa27124f1c9c44)[/spoiler]
[spoiler=Forest](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg14.imageshack.us%2Fimg14%2F4396%2Fmap1cc.png&hash=5661e593a49d05bc3748e9f142e163b1917191b1)[/spoiler]
And here is a map I started working on yesterday, Its not done yet but I thought Id post it anyway:
[spoiler=Mountain village] Part 1:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg12.imageshack.us%2Fimg12%2F349%2Fmount1ra.png&hash=ef4a8ad35e38a68d54617e5e009d0689af97a31f)
Part 2:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg20.imageshack.us%2Fimg20%2F6964%2Fmount2error.png&hash=eb44f253aa4b8eda523d4614363684da6ddd049f)[/spoiler]
I know these lack alot, but Its always nice to get early feedback :)
The big building on the mountain village map is messing up alot, since the area above it wont be passable, and It doesnt fit too good to the rest of the map.. but I dont really know how else I shall make it look biger.
The red marked areas are also errors, and there are alot of question marks on my side.. but asking for help is not allowed here, so I dont really know where to turn :)
Good starting out! Much better that some I've seen (read: made myself)!
On the first town, having the fence go behind the red roofed house by the river looks a little off. You may consider having it "disappear" behind the house and then come out on the other side. Other than that the town looks great.
The forest looks nice. You may consider using the tree tool that continues the smaller trees into one another at the top right. Everything else looks good.
I'm curious as to why you switched to a different tileset for your Mountain town? It looks inconsistent with your other maps and may cause some discontinuity in your game play. The tall building looks a bit odd and the holes in the hills at the top look different.
Really great work for your first attempts! Keep up the good work!
Oh, wow! o.o Those maps are pretty damn good, especially compared to me when I was just starting out. :drsword:
I have to agree with the inconsistency on the last one. ;9 I like the first two a bit better...
Also, I'd consider adding more cluster around the town, such as barrels and lumber and what-have-you. :ladyj: It looks a little empty-ish. Maybe more cluster in the forest, too? =o That one looks pretty good, though.
Defintly add more cluster in the forest, and a bit in the town, use the grass autotile for the forest :P
Quote from: babayabu on December 01, 2012, 01:18:14 AM
I have to agree with the inconsistency on the last one. ;9 I like the first two a bit better...
Probably because the first 2 maps are slight edits of the sample maps provided with RPG Maker VX Ace, I think the first one is "Castle town" and the second one is "Moutain village".
EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGeo5F.png&hash=06f81a53f9505b11b3d7a1ac42d1d0f11918583f)
Some screenshots of a project I've been working on for the past 2 days, custom EVERYTHING yo.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FScreenie2.png&hash=f9994cf82db2011ce9a17adb92fb3ddcd54eeb3b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FScreenie1-1.png&hash=b2d0f348e6a8af1dd9c4e3b8c287c3cc4d57bd3b)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FScreenie3-1.png&hash=271b4e29e9050c92372c7bceb2764dd439da7e71)
Fully working custom menu:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi219.photobucket.com%2Falbums%2Fcc184%2Fswick153%2FScreenie4-1.png&hash=0b7bd21c96e4d08f6546401316ef20be5e35936d)
[/spoiler]
Awesome. My only problem would be that the font in the textbox doesn't really suit the rest of the style. I'm not sure what would, I just don't think it works too well.
Other than that, brilliant.
Quote from: TDS on December 01, 2012, 03:18:27 AM
Quote from: babayabu on December 01, 2012, 01:18:14 AM
I have to agree with the inconsistency on the last one. ;9 I like the first two a bit better...
Probably because the first 2 maps are slight edits of the sample maps provided with RPG Maker VX Ace, I think the first one is "Castle town" and the second one is "Moutain village".
Well that's unfortunate.
Critique?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt52%2Fyouthminister40k%2Ftown-1.png&hash=033325f56505fb82eec9018958288a9a18f0a21e)
@ Ryosis, IAMFORTE, thx for the feedback. I'll going to fix the maps and try your advices.
---
@ Dizturb3d, for the Edit maps "First town and Forest". I really like it seems pretty well. In Mountain village looks ok but the black roof look a little odd and the mountain too. And the grass maybe add some flowers in the lone areas.
@ swick, wow! Those comic tiles are awesome. Congratulations.
@ bluntsword, all looks cool, that is a good mapping.
Nos vemos --- 8)
That looks beautiful swick!
@bluntsword - You have some trees cut off by the river. Other than that, the map is OK, but the amount of empty space seems a little illogical and the pattern of house building is a little scattered. With that much empty space, I wouldn't normally expect people to build houses right next to each other, or to pave all the ground. Assumedly they'd want some green spaces for their kids to play without leaving the wall-fence. I also wouldn't expect such a small town to be entirely paved anyway. Also, I don't really like small houses, but that's more a style thing. There are a lot of windows.
The fountain top is cut off as well(wrong water)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi597.photobucket.com%2Falbums%2Ftt52%2Fyouthminister40k%2Ftown2.png&hash=ba2a8fffdc58a313cfbafa843c2c864dab04d6f9)
Tweakage.
Quote from: TDS on December 01, 2012, 03:18:27 AM
Probably because the first 2 maps are slight edits of the sample maps provided with RPG Maker VX Ace, I think the first one is "Castle town" and the second one is "Moutain village".
[spoiler=]EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGeo5F.png&hash=06f81a53f9505b11b3d7a1ac42d1d0f11918583f)
wow.. what can I say. You owned me pretty hard there :o
To be honest with you I dont even remember that I used the templates for those first maps.. No wonder I thought they were my best looking maps when I tried to decide which to post.. wow this is really embarrasing.
Well, seems I should visit the doctor and check on my memory cause this frightens me abit..
Im glad you got me busted though, and It wasnt my intention..
Im so sorry for the wasted feedback, I feel like a jerk. Ill try to reedem myself and upload the fully custom maps, so I can get feedback on something that I havnt been sloopy with..
My sincere apologies ;9
Quote from: Dizturb3d on December 01, 2012, 06:53:59 PM
Quote from: TDS on December 01, 2012, 03:18:27 AM
Probably because the first 2 maps are slight edits of the sample maps provided with RPG Maker VX Ace, I think the first one is "Castle town" and the second one is "Moutain village".
[spoiler=]EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGeo5F.png&hash=06f81a53f9505b11b3d7a1ac42d1d0f11918583f)
wow.. what can I say. You owned me pretty hard there :o
To be honest with you I dont even remember that I used the templates for those first maps.. No wonder I thought they were my best looking maps when I tried to decide which to post.. wow this is really embarrasing.
Well, seems I should visit the doctor and check on my memory cause this frightens me abit..
Im glad you got me busted though, and It wasnt my intention..
Im so sorry for the wasted feedback, I feel like a jerk. Ill try to reedem myself and upload the fully custom maps, so I can get feedback on something that I havnt been sloopy with..
My sincere apologies ;9
Looking forward to seeing your custom maps!
Quote from: Dizturb3d on December 01, 2012, 06:53:59 PM
[Spoiler]Quote from: TDS on December 01, 2012, 03:18:27 AM
Probably because the first 2 maps are slight edits of the sample maps provided with RPG Maker VX Ace, I think the first one is "Castle town" and the second one is "Moutain village".
[spoiler=]EDIT:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGeo5F.png&hash=06f81a53f9505b11b3d7a1ac42d1d0f11918583f)
wow.. what can I say. You owned me pretty hard there :o
To be honest with you I dont even remember that I used the templates for those first maps.. No wonder I thought they were my best looking maps when I tried to decide which to post.. wow this is really embarrasing.
Well, seems I should visit the doctor and check on my memory cause this frightens me abit..
Im glad you got me busted though, and It wasnt my intention..
Im so sorry for the wasted feedback, I feel like a jerk. Ill try to reedem myself and upload the fully custom maps, so I can get feedback on something that I havnt been sloopy with..
My sincere apologies ;9[/Spoiler]
Aww!! Don't worry about it~ it was a simple mistake. :) You probably tried to work with them awhile back and then came back later and forgot you used the sample map for them? =o
Quote from: babayabu on December 02, 2012, 07:50:41 AM
Aww!! Don't worry about it~ it was a simple mistake. :) You probably tried to work with them awhile back and then came back later and forgot you used the sample map for them? =o
Ye.. I think those 2 were the maps I made the very first day I started.. I switched up the tilesets later on, as you noticed. After I started with the mountain village map I went thru some maps to see which ones I wanted to post and I just thought they were my best looking maps, didnt think I had used the templates for them since I tried making my own maps pretty early.
I really dont know which tileset I should use though.. since it seems working with different tileset is not a good idea. I have no knowledge of parralax? maping either so I guess I mix up tilesets because they have different resources that I want to use.. and switching up tilesets have also brought some in-game errors that I cant seem to work around. I know Its not allowed to ask for support here, but where could I turn, to ask some questions about tilesets and mapping? Maybe I could send you a PM about it? :P
Quote from: Dizturb3d on December 02, 2012, 04:26:26 PM
Quote from: babayabu on December 02, 2012, 07:50:41 AM
Aww!! Don't worry about it~ it was a simple mistake. :) You probably tried to work with them awhile back and then came back later and forgot you used the sample map for them? =o
Ye.. I think those 2 were the maps I made the very first day I started.. I switched up the tilesets later on, as you noticed. After I started with the mountain village map I went thru some maps to see which ones I wanted to post and I just thought they were my best looking maps, didnt think I had used the templates for them since I tried making my own maps pretty early.
I really dont know which tileset I should use though.. since it seems working with different tileset is not a good idea. I have no knowledge of parralax? maping either so I guess I mix up tilesets because they have different resources that I want to use.. and switching up tilesets have also brought some in-game errors that I cant seem to work around. I know Its not allowed to ask for support here, but where could I turn, to ask some questions about tilesets and mapping? Maybe I could send you a PM about it? :P
You can always send me a pm, I specialize in XP mapping personnaly but the concepts are all the same :P
IAMFORTE knows his stuff xD He's a very experienced mapper~
I'm a VX/VXA mapper, and I know of one tileset I prefer to use (Mack), but I think the RTP of Ace can go a long way, with some work. =p A lot of people get tired of seeing it, but I don't think it should be that big of a deal. ^^ Especially not when you're just starting out~
But you don't need permission to PM me~ :>
I wouldn't recommend parallax mapping to someone just starting out, but if you're willing to give it a whirl, a lot of members here have experience with it. Just know that a lot can go wrong and it will likely require a lot of trial and error before you settle on something that you really like and/or works.
That said, I guess it's time to throw up another map, even if this project will never see the light of day. :P
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F2rddope.png&hash=acce4fff5789865da8bb8aefd33605e54da68629)[/spoiler]
The player will most likely never explore this area since it's just for the title screen, but we'll see if I can somehow incorporate it into the game's world somehow. If anything, it'd be cool to stumble upon and recognize. :D Anyway, a still screenshot doesn't do it justice as far as I'm concerned; there's a lot of animation going on in this particular sequence. I wish I knew how to make animated .GIFs. :/
And - just for kicks - this (http://i47.tinypic.com/2uoie5f.png) is what it looks like in the editor.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F143ex43.png&hash=c3e998b51da8942fed39d70820d69dbda34cf1c6)[/spoiler]
Not bad, the only thing that irks me is the fish vendor kind of sitting in the middle of map. I like the character sprites more than anything.
The fish vendor does look out of place. I moved it up now.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F1ywzlf.png&hash=b7b2700270b20a0232e50fbcf51ef8b19ebe3ae6)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2Fj16dxj.png&hash=d698830628297d9f14f78a9dd71a3d138ba9c10d)[/spoiler]
Looks great! May be a pain to walk through though!
So. Many. People.
Now that I think about it, it may be a little crowded. One of my biggest pet peeves in games is NPCs getting in my way and preventing me from moving. Then again, it doesn't look like there are many places to get stuck, so it shouldn't be too bad.
I find this castle tileset hard to use, can't figure out well how each stuff works exactly.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2F1dy5w1.png&hash=512391c600fe9e5e926ee5c6ea3829d8967a3cf6)[/spoiler]
What tileset is that? There may be sets of walls much like the ones where the door is. Part of what looks odd is the mix between solid walls (like the doors) and the wall autotile.
Here are some newer stuff that I have been working on.. well I truly suck at detail thats for sure ;9
Im not even sure if I will be able to upload a game with this quality of mapping.. takes a long, long time to map even when it doesnt turn out that good though ;D
[spoiler]
Hidden cave:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F1592%2Fhiddencave.png&hash=c30ce88741cc6e2efad5d709cb98d03a5ba66f7f)
F-Forest:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg593.imageshack.us%2Fimg593%2F3064%2Ffforest1.png&hash=cec0e8280b4d08c180aaa200cbe8668e50971764)
Mountain House Interior:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg837.imageshack.us%2Fimg837%2F9646%2Fmountainvhouse.png&hash=5a72df2664b577bec7baaa787bb1add20d207a1c)[/spoiler]
And here is Mountain village again after some new work on it:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4091%2Fmountaint.png&hash=ccffacf0374c03f6dda49127b70610a19ad24c00)[/spoiler]
Wish I could make the pictures clickable so you could zoom in a bit, since Its pretty hard to see..
Another thing I find confusing is that I cant put trees ontop of the "cliff-areas", since they sort of "breaks" the ground and end up on the ground that is located under the cliff..
I also want to add some darkness to the cave, so the candles will have an effect.. but I have no clue how to do that..
Quote from: IAMFORTE on December 02, 2012, 08:41:46 PM
You can always send me a pm, I specialize in XP mapping personnaly but the concepts are all the same :P
That would be sweet.. Im not sure where to start though.. but Ill try and send you one later on :D
Quote from: yuyubabe on December 03, 2012, 12:13:00 AM
IAMFORTE knows his stuff xD He's a very experienced mapper~
I'm a VX/VXA mapper, and I know of one tileset I prefer to use (Mack), but I think the RTP of Ace can go a long way, with some work. =p A lot of people get tired of seeing it, but I don't think it should be that big of a deal. ^^ Especially not when you're just starting out~
But you don't need permission to PM me~ :>
I use celiannas tileset along with some from RTP for variety.. I think they blend pretty good together but Im not sure.. Ye, I heard that too, but maybe Its easier to work with the standard tileset?
Thats good to know :) Then I might show up in ur inbox later then :D
Quote from: Ryosis on December 03, 2012, 01:13:44 AM
I wouldn't recommend parallax mapping to someone just starting out, but if you're willing to give it a whirl, a lot of members here have experience with it. Just know that a lot can go wrong and it will likely require a lot of trial and error before you settle on something that you really like and/or works.
I understand that, cause I have been watching some tutorials about it, and it seems alot can go wrong if you dont know what you are doing. I would really love to learn it though since you can put in whatever you want on your maps, and you dont need a set tileset of resources.. which seems really, really cool.
using ~ [img width=1000 height=1000]http://img18.imageshack.us/img18/4091/mountaint.png[/img] ~ gets you this
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg18.imageshack.us%2Fimg18%2F4091%2Fmountaint.png&hash=ccffacf0374c03f6dda49127b70610a19ad24c00)[/spoiler]
I think you could stand to make that house interior just a tad smaller. Other than that, it's pretty good.
On the bigger maps, I think it would help you to focus in on small parts of the map and work on putting more detail in.
On the mountain village, your cliffs have some height errors. The smaller parts to the right should come down further than the main cliff to give an illusion of depth. Also, the overall cliff shape is a little too rectangular.
The hidden cave looks nice, but could use a little more detail on the floor I think.
The forest needs...more. I agree, go in closer and think about what the player will see when they play.
Getting better!
Quote from: IAMFORTE on December 03, 2012, 02:26:54 PM
What tileset is that? There may be sets of walls much like the ones where the door is. Part of what looks odd is the mix between solid walls (like the doors) and the wall autotile.
It's hyperben's tileset
Quote from: Acolyte on December 03, 2012, 08:41:13 PM
I think you could stand to make that house interior just a tad smaller. Other than that, it's pretty good.
On the bigger maps, I think it would help you to focus in on small parts of the map and work on putting more detail in.
On the mountain village, your cliffs have some height errors. The smaller parts to the right should come down further than the main cliff to give an illusion of depth. Also, the overall cliff shape is a little too rectangular.
Thanks alot for the feedback! Means alot! When you say make the house interior a tad smaller, do you mean the outside walls? Cause I actually fixed that a moment after posting.
[spoiler= edited house](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1575%2Fmounthouse2.png&hash=6c1de4d8ab62c07f1f1dd1795d1cdaeaf6ca9479)[/spoiler]
Ye, I know I lack lots and lots on details on those, especially in the forest.. Im also a bit worried about that I havnt got any treelines, so you can walk freely across the whole map.. The tileset Im using doesnt have an auto-tile? (Is that what Its called?), for puting up treelines so the trees had to be spread all over the map.
About the mountain village, I totally agree. I have thought about the square shape from the cliffs alot too, but I cant seem to find walls that are more "roundish", and I would have to get rid of all the other walls in my tileset just to get other types of cliffs. I think that is a thing that bothers me alot, since you have to switch the entire set just to switch one particular resource :(
And about the height errors, Im not sure how to fix that since the smaller parts blends in with the main wall, which end up looking really weird. Really happy about the feedback, and I wish I knew what a map needs to stand out..
Quote from: bluntsword on December 03, 2012, 09:38:48 PM
The hidden cave looks nice, but could use a little more detail on the floor I think.
The forest needs...more. I agree, go in closer and think about what the player will see when they play.
Getting better!
Thanks alot for the feedback! I will think about that when I start working on them again ;8
Forests are my specialty :3 I'll drop you a PM later with tips lol
and the house is still too open, I'm not a fan of wide open stuff like that so you could add in a few more things to make it shine.
Quote from: Dizturb3d on December 04, 2012, 11:16:32 PM
[spoiler= edited house](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F1575%2Fmounthouse2.png&hash=6c1de4d8ab62c07f1f1dd1795d1cdaeaf6ca9479)[/spoiler]
About the size of the house. Think about yours. How big is your bedroom? What's in there? Is it a bed and a dresser and a side table?
Look at your map here. In the left side, which looks like a bedroom, there's a lot of empty space and two walls that don't connect. And then the Ned's headboard is just sticking out. How many bed rooms are arranged like that? Notice the queen sized bed takes up four squares. It's not exact, but think of a 2x2 square being 8ft x 8 ft (or whatever that amounts to in the metric system). A normal bed room, then, wouldn't be muh bigger than 3x3 or 4x4 squares. Make sense?
It just seems like there is a lot of "space" that doesn't need to be there. Try making the bedroom smaller and the kitchen/dining a tad smaller also and see what you come up with!
Yeah, I wasn't talking about the outside. Bluntsword pretty much covered all I was going to say though.
Quote from: bluntsword on December 04, 2012, 11:27:51 PM
About the size of the house. Think about yours. How big is your bedroom? What's in there? Is it a bed and a dresser and a side table?
Look at your map here. In the left side, which looks like a bedroom, there's a lot of empty space and two walls that don't connect. And then the Ned's headboard is just sticking out. How many bed rooms are arranged like that? Notice the queen sized bed takes up four squares. It's not exact, but think of a 2x2 square being 8ft x 8 ft (or whatever that amounts to in the metric system). A normal bed room, then, wouldn't be muh bigger than 3x3 or 4x4 squares. Make sense?
It just seems like there is a lot of "space" that doesn't need to be there. Try making the bedroom smaller and the kitchen/dining a tad smaller also and see what you come up with!
Wow.. I havnt thought about it that way. When making the "bedroom", I was more or less thinking "hey, they need somewhere to sleep" lol. Cause I started off making the room without any bed at all. I tried connecting the bedroomwall in a square above the bed first, but I cant make it look good at all. I can see what you mean with too much space, might try to shrink the house alltogether and see how that looks, else I need to add more detail too it. What can I say, the bedroom was more or less just me figuring out they need somewhere to sleep xD
Quote from: IAMFORTE on December 04, 2012, 11:25:39 PM
Forests are my specialty :3 I'll drop you a PM later with tips lol
and the house is still too open, I'm not a fan of wide open stuff like that so you could add in a few more things to make it shine.
That would be.. Legen.. wait for it!.. dary! 8)
Quote from: Acolyte on December 04, 2012, 11:58:34 PM
Yeah, I wasn't talking about the outside. Bluntsword pretty much covered all I was going to say though.
Ye I feel a bit silly thinking that you were talking about the outside.. I didnt have the wievpoint figuered out but I can see now what you meant :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi48.tinypic.com%2F2v3ovhs.jpg&hash=99a4912b148c7ddd0bb4ab529a6cbf1dd09e6bba)
Castles...are...my weakness... :gracie:
Looks good. The cat statue is pretty fun.
After some work on the mountain House, think it turned out a bit better:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F6141%2Fmtnhouseedit.png&hash=7b4ecf7d1b48bb140d5cde9659179f0811240b11)
Probably should have edited my previous post instead but.. oh well :-\
Now thats much better! Id adjust the carpet on teh top left cuz it looks odd, and perhaps you may want to squish the bed in one more block to make it look like its pushed right up against the wall. so just cut off the bottom part of it. . .
Quote from: Dizturb3d on December 05, 2012, 04:39:38 AM
After some work on the mountain House, think it turned out a bit better:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg846.imageshack.us%2Fimg846%2F6141%2Fmtnhouseedit.png&hash=7b4ecf7d1b48bb140d5cde9659179f0811240b11)
Probably should have edited my previous post instead but.. oh well :-\
Look at you! Well done.
It really is lookin' good! :) You're improving so much already ! ;o;
Hey, guys. I updated the town a little; fixed the chapel and removed the tree behind it. I also added a few little dirt paths and some scrubby bushes. Is this any better? (Also, I remember someone suggested I work on making the outdoor forge weatherproof, but I'm really not sure how to go about that.)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi169.photobucket.com%2Falbums%2Fu210%2Fx_somethingblue%2Ftownattempt2.png&hash=e7e86f9b5a629634121a90c1042d1b441dbfc510)[/spoiler]
The chapel looks much more "in place" now. Well done.
I'm not sure about the forge. Is there any tent graphic you could use? Just to cover the top half and show that it is in fact sheltered from the rain. Good job though!
My only thought is that the tree in the upper right looks a little out of place. Meh. Might just be a personal thing.
Quote from: IAMFORTE on December 05, 2012, 04:46:01 AM
Now thats much better! Id adjust the carpet on teh top left cuz it looks odd, and perhaps you may want to squish the bed in one more block to make it look like its pushed right up against the wall. so just cut off the bottom part of it. . .
Ye I agree, I removed that later on. I tried squishing in that bed aswell, but there is a huge shunk of the bed goin behind that wall.. which makes it look a bit weird aswell.. Not sure how I will squish in that bed without the use of parallax mapping. Since I believe too much of the bed will be missing if I just remove the lower part :/
Quote from: yuyubabe on December 05, 2012, 05:40:18 AM
It really is lookin' good! :) You're improving so much already ! ;o;
Thanks alot! :) Warms my heart to hear that :D
Quote from: Akathersdy on December 06, 2012, 02:58:22 AM
Hey, guys. I updated the town a little; fixed the chapel and removed the tree behind it. I also added a few little dirt paths and some scrubby bushes. Is this any better? (Also, I remember someone suggested I work on making the outdoor forge weatherproof, but I'm really not sure how to go about that.)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi169.photobucket.com%2Falbums%2Fu210%2Fx_somethingblue%2Ftownattempt2.png&hash=e7e86f9b5a629634121a90c1042d1b441dbfc510)[/spoiler]
Looks really nice man! :) It seems like you have overcome the problem I have with the stairs, when the height difference is changed..
Quote from: Akathersdy on December 06, 2012, 02:58:22 AM
Hey, guys. I updated the town a little; fixed the chapel and removed the tree behind it. I also added a few little dirt paths and some scrubby bushes. Is this any better? (Also, I remember someone suggested I work on making the outdoor forge weatherproof, but I'm really not sure how to go about that.)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi169.photobucket.com%2Falbums%2Fu210%2Fx_somethingblue%2Ftownattempt2.png&hash=e7e86f9b5a629634121a90c1042d1b441dbfc510)[/spoiler]
The church seems a bit odd having a flat roof at the back, where probably the altar is, and a normal one in the front, where all the people sit...
The blacksmith's roof looks like it has the same problem!
Oh, and the house closest to the church's left-back corner, the roof is a bit strange there as well.
As for a general overview: It's looking really good with a little mistake here and there. But nothing you can't fix, I'm sure of that!
Here is a tavern Ive been working on..
Do you guys think that the tables are out of place? I used a different tileset for those, and I really like them..
Thought I could hear your opinions, since I think they blend in pretty nice.. but always good to hear what the pros think ;)
[spoiler=tavern](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg547.imageshack.us%2Fimg547%2F4611%2Ftavern.png&hash=ea611c3c51579970264dce0e1a3fb805ed0f71c2)[/spoiler]
Im thinking about having a "help with the orders" kind of sidequest in this tavern.. where you collect the orders from the customers and gain rewards depending on how well you do.
[spoiler=Sidequest]Might have stolen that idea (a little bit atleast), from Tales Of Vesperia :P[/spoiler]
Everything seems way to spaced out, Just a personal thing XD
@Dizturb3d: Wow, you really are improved the mapping. Gratx. :blizj:
Nos vemos. 8)
Quote from: IAMFORTE on December 10, 2012, 02:07:47 AM
Everything seems way to spaced out, Just a personal thing XD
I like personal things! Especially when a advanced maper has a personal opinion haha! Could you go more in detail on what you mean? :) Im thinking about rearranging the walls a bit more to get rid of dead space, where Its not needed. But if you could explain it a little bit I would be more than happy. Every little bit I can snatch up to understand what Im doing wrong, can help me later on. What is your opinion about the tables btw? Think they blend well with the other surroundings?
Quote from: Arturo-Sagahon on December 10, 2012, 02:22:34 AM
@Dizturb3d: Wow, you really are improved the mapping. Gratx. :blizj:
Nos vemos. 8)
Gracias, Senor! 8) (Hope that was correct?)
I don't see what Forte means about spacing - seems fine to me. =P Though the stage at the top could use some work. Right now it's just kind of...there. I'd make it appear a little more elevated, and maybe push it forward or backward to give it some depth.
Anyway, here's another map I cobbled together, mainly to test out the rain system I've been toying with. Once again, we can't see it in action because I don't know how to make GIFs.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F29n8rk1.png&hash=f2263fedf33905fe5e37e024aad1447a27ea93bd)[/spoiler]
EDIT: Crap, I forgot to fix the tree's shadow at the lower right. Disregard that. Seems the cliff discoloration on the lower left also slipped my attention.
@ryosis Its more of a personal prefrence, pay me no mind :P, and your map looks gorgeous :P
Quote from: Ryosis on December 10, 2012, 04:27:14 AM
I don't see what Forte means about spacing - seems fine to me. =P Though the stage at the top could use some work. Right now it's just kind of...there. I'd make it appear a little more elevated, and maybe push it forward or backward to give it some depth.
Anyway, here's another map I cobbled together, mainly to test out the rain system I've been toying with. Once again, we can't see it in action because I don't know how to make GIFs.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F29n8rk1.png&hash=f2263fedf33905fe5e37e024aad1447a27ea93bd)[/spoiler]
EDIT: Crap, I forgot to fix the tree's shadow at the lower right. Disregard that. Seems the cliff discoloration on the lower left also slipped my attention.
Let me love you. No, seriously, that's really well done.
Quote from: Ryosis on December 10, 2012, 04:27:14 AM
I don't see what Forte means about spacing - seems fine to me. =P Though the stage at the top could use some work. Right now it's just kind of...there. I'd make it appear a little more elevated, and maybe push it forward or backward to give it some depth.
Anyway, here's another map I cobbled together, mainly to test out the rain system I've been toying with. Once again, we can't see it in action because I don't know how to make GIFs.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi49.tinypic.com%2F29n8rk1.png&hash=f2263fedf33905fe5e37e024aad1447a27ea93bd)[/spoiler]
EDIT: Crap, I forgot to fix the tree's shadow at the lower right. Disregard that. Seems the cliff discoloration on the lower left also slipped my attention.
Thats a really nice heads-up! Gonna work on that later on, thanks alot for pointing that out :)
And your map is just amazing, wow.. I feel embarassed posting my stuff here when stuff like that pops up :-[
I think Im making some progress on my Interior maps, but my exterior once are still a mess ;9
Don't sweat it, man. Mapping is just like any other skill; practice can and will lead to improvement. Truth be told, I still don't see myself as that great of a mapper, and I'm impressed at how quickly you're getting the hang of it.
Keep it up, man. Before you know it, people will be looking at your maps and saying "damn, this guy's good."
I think what forte means on dizturb3d's map is that it's a very big map that could probably be consolidated a little bit. The way it is now isn't bad, but maybe moving the tables a bit closer together and bringing down the top wall a bit would make it look a little more homogenous. Also, restaurants and taverns usually don't have a lot of walking space between their tables. Like I said though, it's still a pretty decent map. :)
After listening to you guys, I made some edits on my map. I rearranged the walls a bit to get rid of dead space, and moved around the tables a bit. I also pushed the stage backwards, and added some more candlelights.
Im very glad for all the feedback, they will help me out alot when creating new maps.
The "working with depth", is something that helped me out alot aswell. Thats something that usually slips away from my attention, but now I will have a greater aspect of that, so thanks alot! :)
Here is the edited map:
[spoiler=tavern edit](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg694.imageshack.us%2Fimg694%2F2579%2Ftavernedit2.png&hash=48fcaddc9d9cd12366e75920de2217bd6e206db4)[/spoiler]
Much better :D Speaking with depth, should the outside bit fo your building be one square tall or two?
Quote from: IAMFORTE on December 10, 2012, 10:42:13 PM
Much better :D Speaking with depth, should the outside bit fo your building be one square tall or two?
Well there is a upper floor to the building aswell, but I guess the whole building wall would be 4 frames tall.
That would mean I should have 2 frames for the outer wall, while being inside I guess? xD
Edit: Nevermind that, I was thinking about my Inn when I refered to the upper floor. The wall of this building will be 2 frames though.
Did a little experimenting with the cliffs on the map I posted earlier. I think the new cliffs are an improvement, but I wanted to get some opinions from y'all.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2Faag6c6.png&hash=c68401828567d8e4733d52d652964663f1e2228c)[/spoiler]
So, what do you guys think? Stick with the old cliffs, or go with the new cliffs?
@ryosis - I like the new cliffs. They make it all look a little darker mood wise.
@dizturbed - I love the character your map got when you arranged the walls! Great! The outer wall still looks like it needs to be two tiles tall. Lookin good!
Quote from: Ryosis on December 12, 2012, 02:52:50 AM
Did a little experimenting with the cliffs on the map I posted earlier. I think the new cliffs are an improvement, but I wanted to get some opinions from y'all.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2Faag6c6.png&hash=c68401828567d8e4733d52d652964663f1e2228c)[/spoiler]
So, what do you guys think? Stick with the old cliffs, or go with the new cliffs?
I prefer these new cliffs, as well. They look a lot more realistic. And I didn't mention this last time, but you did a good job with the cobblestone path and the mud. I like the addition of the Inn's sign, but I'm not quite sure what's going on with that lamppost-looking thing above it is -- is it inside the Inn, or is it just hanging there? (I can't make out its support.)
@Dizturb3d -- This looks a lot better. Although you didn't take anything in that much, it still looks a lot more manageable. There's a lot less empty space!
It's attached to the...whatever the architectural term is for that semi-circular thing on the side is.
Oh! Okay, cool. Yeah, I just couldn't see it, but that makes sense!
Decided to revive one of my old games. Here's the menu for the game. It's Cross Basic Menu XP by Crosslight.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTest_zps1df95736.png&hash=dd67b99653c580fb44d0b3ff93b4b4079fc7c369)[/spoiler]
Im not sure about the Window-back opacity for the menu. Also not happy with the icons or the text yet. Anthing I should change for it?
Shiny! But the exit icon doesn't have the same theme as the rest of the icons...Or am I just hitting the nog to hard.
Quote from: IAMFORTE on December 22, 2012, 11:14:34 PM
Shiny! But the exit icon doesn't have the same theme as the rest of the icons...Or am I just hitting the nog to hard.
I would agree on that one.. Its a little out of place I think :(
I'm on the fence when it comes to the font. It doesn't look bad, though. I think it would look better if it were smaller and a little lighter.
As for the icons, it would probably be for the best to change them, especially that exit icon. The menu opacity is good, though.
I agree. There's just something not quite perfect about the font. I'm sorry I don't have a good suggestion for the exit icon but I agree, it should change.
Thx for the comments about the icons! I was really unhappy with them and now I know Im not the only one disliking them.
Here's the new icons:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FTest_zps37e21b96.png&hash=165a37ee32e1b4cd0a9a209872b2608b0cd75f39)[/spoiler]
Much better!
Yeah! Definitely much better!
@Ryosis, I think your map is excellent, the light, shadows charas. ConGratx.
@The Shadow, I like it the portraits and windowskin is amazing.
--
I post here a Game Snapshot of Christmas Special Game:
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetulo001-1_zps3587c8a3.png&hash=96075c8835da346ef9e1e3c172a6e7cc178b5297)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetulo002_zps6bd470e9.png&hash=d9b5e53c79d8621de0e2bfe47e349f0cffa1826e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetulo004_zps7ddbec2c.png&hash=0b57275a3cdff98812e6df908086834fcdd35eed)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetulo003_zps240fcbaa.png&hash=b2ea7aea2aa1009e673ae2eb07fad12275e1014f)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetulo005_zps303bcce8.png&hash=1346e78915c59a39a142a2ef83db200b690ecb49)
[/spoiler]
I put here the download but..., the problem is the game is in Spanish.
MediaFire:
[spoiler]
http://www.mediafire.com/?zj23ba23ir2u2d5
[/spoiler]
4Shared:
[spoiler]
http://www.4shared.com/file/bKM7YZ5m/MA_La_Navidad_Oscura.html
[/spoiler]
Nos vemos!, ajuaahh!
Don't put download links here. If you want people to download your game, make a topic for the game instead.
Here's a new screen from me. Haven't mapped for 1 year or something.
[spoiler=Image](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2FGod_zpse40e1c8b.png&hash=af7e61cd68950e24355adec82c369aea3465782c)[/spoiler]
Some of the trees on the left side of the map are questionable. There are also some tiles of shadow that are darker than the adjacent tiles for no apparent reason, and it looks a little out of place considering how square it is. Also, to the left of the steps the cliff face ceases to exist in favour of the trees. I'm not sure if this should be considered an issue, but I noticed it, and point it out I must. The tree second to the left of the path at the top is rather peculiar too.
Other than those minor problems (which are expected after a year of no practice) THAT MAP IS BEAUTIFUL AND THIS THREAD HAS MISSED YOU.
What do you mean by questionable? If you mean the missing portions of the two trees to the right of the big one, then there are events there that hold those missing pieces. I also don't see where the shadowing problem is, but I agree that the cliff face looks awkward.
The only other comment that I have is that the pool seems kind of small for all the water that's flowing into it, but I suppose it could be very deep and have a tunnel under the ground for it to escape through.
But yeah, Shadow, that is a great map.
Had to double-check my comments just to make sure I'm not going entirely mental. I always forget that events do things in mapping because I don't map ever and haven't in almost two years (and even when I did, it wasn't thought-out at all), so you've completely called me out on that one. Pardon my mistake, I'm a bit of a dolt as I'm sure you know well by now.
The peculiar tree I mentioned was this one I've gracefully attempted to 'circle' (although the shape enclosing it is more of a skewed ellipse than a circle): [spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXtMHJ.jpg%3F1&hash=0b55dc6d1f4e265340892316b074017207eb96a7)[/spoiler]
Here's an example of the shadowing 'issue': [spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9i5dn.jpg%3F1&hash=cf0033b38374743a77228b7b764297d1e5b86b7e)[/spoiler]
And note that by 'an example' I mean 'the only evidence I can find'. I'm sure I saw another one earlier.
I'm not a mapper, but here's something I did in about 15mins.
Can I get some feedback/rating?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4host.net%2Fupload%2F0514181250e8281500f8e.png&hash=e44f85ba585bbbc71a33ab67bec0aec7ad4e6100)
Quote from: D&P3 on January 05, 2013, 01:19:26 PM
I'm not a mapper, but here's something I did in about 15mins.
Can I get some feedback/rating?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg4host.net%2Fupload%2F0514181250e8281500f8e.png&hash=e44f85ba585bbbc71a33ab67bec0aec7ad4e6100)
The tree's/grass looks too piled and close together. It doesn't look natural.
If I were you, i'd spread out the tree's and grass even more to make it look more vibrant.
for example, don't put a tree so close together, but don't let it go that far apart aswell.
Here's an example of a map I just threw together. As you can see, I spreaded the tree's out, but not by much.
I also like to mix and match the grasses together just for the hell of it, since I think it looks pretty :)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1225.photobucket.com%2Falbums%2Fee399%2FYunoSEA%2Fscreenie-1_zps38d8385f.jpg&hash=9a186356246d276ef4ae7fc82a5da93b82854745)[/spoiler]
I can't see DnP's screenshot so I can't comment on that, but I think mixing the grasses is a bad idea. In real life, grass is only discolored next to normal grass because the discolored grass has been underneath something, keeping it from rain.
I prefer to place most of the grass under and around trees (including those shaping the edges of the map) or objects.
And agree that mixing grass doesn't seem that great.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2F2vuca4j.png&hash=4ae0dbbd53b5e7684f20773a4c53ce77057144c4)[/spoiler]
Quote from: AbsoluteIce on January 05, 2013, 01:31:53 PM
If I were you, i'd spread out the tree's and grass even more to make it look more vibrant.
Oh I see what you mean :)
Quote from: Acolyte on January 05, 2013, 04:57:44 PM
I can't see DnP's screenshot so I can't comment on that, but I think mixing the grasses is a bad idea. In real life, grass is only discolored next to normal grass because the discolored grass has been underneath something, keeping it from rain.
I keep thinking about football stadiums (or just sports stadiums in general really). Seems to have different coloured grass usually.
Like this?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimages.nationalgeographic.com%2Fwpf%2Fmedia-live%2Fphotos%2F000%2F035%2Fcache%2Ffootball-stadium-colorado_3571_990x742.jpg&hash=12f33802410ddb735b65edce2c42e2a05539eb03)
(I realized after the fact that you probably meant soccer, but I think it gets the point across regardless.)[/spoiler]
The grass is actually mowed in a certain way to look like that.
Edit: Here's what they do: http://www.scag.com/lawnstriping.html (http://www.scag.com/lawnstriping.html)
Oh I know how it's done :) That was my way of trying to compare AbsoluteIce's method of dual coloured grasslands, can't really think of anywhere besides stadiums and farms where you'd find that happening IRL.
Quote from: AbsoluteIce on January 05, 2013, 01:31:53 PMI also like to mix and match the grasses together just for the hell of it, since I think it looks pretty :)
I've seen a lot of games do this. While I won't argue against personal style or taste - I'm pretty sure not many people share my love of the Victorian era, for instance - I would generally advise against mixing different kinds of grass. Acolyte pretty much hit the nail on the head regarding how to mix grass... ahem, "correctly."
Damn, I've done my fair share of grass mixing in my newest game, but I'll probably kick that new-ish habit. ;__; I grant you, it doesn't make much sense...hrrm....
Quote from: Ryosis on January 05, 2013, 10:52:47 PM
I'm pretty sure not many people share my love of the Victorian era, for instance
If it helps, I adore the Victorian Era, too. xD Medieval is my favorite setting, though~
I used to absolutely adore the middle ages, but it's just too overdone for my tastes. The Victorian era hasn't been touched upon nearly as much, so for me it allows for a little more room to experiment. Beyond that, there is something oddly endearing about magical and supernatural elements in Victorian settings. It's a really neat combination to me.
That certainly sounds neat! :) On that note, I'd like to see some Victorian games out there! I didn't really think about that much until I read your post, but damn. Now that I look at your screenshots, I can see the influence. Are you making a Victorian-based game? That's potentially a silly question, but I think I've known people who just make screenshots for fun, and don't actually work on games. If you are working on a game, I'd be pretty damn excited to see it complete! :D
Also, I could be wrong, but wasn't the Phantom of the Opera based in the victorian-ish era? I didn't look much into the history, and I think the Victorian era was around the mid-late 1800s or so? I could be wrong, though. =o
Also, I admit that the Medieval setting is a bit overused, but I still really dig it. xD
The Victorian era lasted from 1837 to 1901. Before that was the Georgian era - the Colonial era, essentially - and it was followed by the Edwardian period. The Phantom of the Opera took place in 1909, which would place it in the Edwardian period.
You can probably tell that I'm a bit of a history buff. :P
Anyway, I actually am working on a game. While it's based heavily on the Victorian era, I've also added elements from the Georgian era that I feel work really well with Victorian elements. Of course, I've added my own touches here and there to reinforce the fantasy vibe, but I'll leave those a mystery for now. ;)
One of these days I'll get around to making a demo of sorts for everyone to try out, but my job consumes almost all of my time, and a lot of the time I'm too exhausted to really focus. It's coming, though.
Quote from: Ryosis on January 10, 2013, 05:23:38 AM
The Victorian era hasn't been touched upon
Hey bro ever heard of steampunk =o
Quote from: Pacman on January 10, 2013, 11:22:25 AM
Quote from: Ryosis on January 10, 2013, 05:23:38 AM
The Victorian era hasn't been touched upon
Hey bro ever heard of steampunk =o
Err, that was a rather misleading choice of where to cut off the quotation. The full sentence was:
Quote from: Ryosis on January 10, 2013, 05:23:38 AM
The Victorian era hasn't been touched upon nearly as much.
And that is certainly true, even if steampunk is also overdone (which I don't think it is).
:police:
Hey, don't debunk my quote mining :mad:
Quote from: Ryosis on January 10, 2013, 06:37:56 AM
The Victorian era lasted from 1837 to 1901. Before that was the Georgian era - the Colonial era, essentially - and it was followed by the Edwardian period. The Phantom of the Opera took place in 1909, which would place it in the Edwardian period.
Well, at least I was close! D:
Quote from: Ryosis on January 10, 2013, 06:37:56 AM
Anyway, I actually am working on a game. While it's based heavily on the Victorian era, I've also added elements from the Georgian era that I feel work really well with Victorian elements. Of course, I've added my own touches here and there to reinforce the fantasy vibe, but I'll leave those a mystery for now. ;)
One of these days I'll get around to making a demo of sorts for everyone to try out, but my job consumes almost all of my time, and a lot of the time I'm too exhausted to really focus. It's coming, though.
Take your time! :) I know that work can be pretty time consuming, lol. :D Still, I'm looking forward to your game~ hope it goes well!
Irock and Pacman are so silly !!!
I feel bad interrupting this conversation ._.
but after a year or so of doing no mapping, I've pushed this out and wanted an opinion on it?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F1674%2Fwellwell.png&hash=e79f023d8f1122e0185a7c2aa6d45a0ec1c0d626)[/spoiler]
EDIT: also, trying a lighting fog for the first time. Better or worse?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F8966%2Fatest.png&hash=4709dfc8823be51004e339b7a8477068bb178115)[/spoiler]
Quote from: Beep on January 12, 2013, 03:25:29 PM
I feel bad interrupting this conversation ._.
but after a year or so of doing no mapping, I've pushed this out and wanted an opinion on it?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F1674%2Fwellwell.png&hash=e79f023d8f1122e0185a7c2aa6d45a0ec1c0d626)[/spoiler]
EDIT: also, trying a lighting fog for the first time. Better or worse?
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg685.imageshack.us%2Fimg685%2F8966%2Fatest.png&hash=4709dfc8823be51004e339b7a8477068bb178115)[/spoiler]
Alot better in my opinion. I wish I could implement shadows, light and darkness into my game but I dont have the knowledge for it yet :/ I have a cave that I want to be completely dark, and you have to get a lantern to achieve a glow of light around the character. I have seen that Its possible, but I have no idea how to make it. Your map there looks really neat though :)
For Dizturbd3d, see if this helps :3
[spoiler]http://www.rmxp.tigerseye.uk.com/tutorial_misc2.shtml (http://www.rmxp.tigerseye.uk.com/tutorial_misc2.shtml)[/spoiler]
@Beep You caves look great! Try to remove a few straight edges on the cave walls and add some more rocks and dirt to the floor (I mean the dirt autotiles :3)
Your lighting effects look great! Especially the second one!
Not all the maps are completely detailed. Also, they are designed with a quick movespeed in mind, and single maps tend to represent a room, with the exceptions of the bigger one. So to get the real feel of the shape you need to walk through all of them. Hope they don't hurt your eyes. :ma:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2FScreen1_zps8e5cf65b.png&hash=b23bbdca23d7e3d52ed538b96a91e51bdd4f0961)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2FScreen2_zpsdd2b4642.png&hash=0a62bebd4ee9358164b241bc1ac128ba6f7a0155)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fscreen4_zps158444f4.png&hash=bab2bbfef58a87a3a8c46d346cde2108652b3129)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2FScreen3_zpsb2aec80b.png&hash=3c3972e7761c97b3404a27a2ec7945bee1089c6e)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fscreen6_zpsb8a64633.png&hash=2732f53f9d8883ff6c3d63dac9de575551862f45)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fscreen7_zps7049800f.png&hash=513cfd2a278291ace0c8cc4b69e75f17c6abf9fa)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fscreen5_zps1c9ecd8c.png&hash=ca5e3e808437a6e8992ef48cefaee8a4897b829c)
The mountain maps have a wind engine, so the fog speeds up and changes direction slightly over time. Also, I just found a moving panorama script, the goal is to feel depth. I think with the moving panorama, fog, lighting, etc. I'm getting there.
Quote from: Razma on January 16, 2013, 08:46:54 PM
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fscreen7_zps7049800f.png&hash=513cfd2a278291ace0c8cc4b69e75f17c6abf9fa)[/spoiler]
This is too much blue.
I have to agree with Milennin, that screenshot is way too blue. I'm guessing it's supposed to be night time?
Quote from: IAMFORTE on January 16, 2013, 02:21:29 PM
For Dizturbd3d, see if this helps :3
[spoiler]http://www.rmxp.tigerseye.uk.com/tutorial_misc2.shtml (http://www.rmxp.tigerseye.uk.com/tutorial_misc2.shtml)[/spoiler]
@Beep You caves look great! Try to remove a few straight edges on the cave walls and add some more rocks and dirt to the floor (I mean the dirt autotiles :3)
Your lighting effects look great! Especially the second one!
That should be really helpful! Thanks alot for the share! ;D
I thought I'd take a crack at something new (for me), a Beach!
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2FRMXP%2Fimages%2FP1.jpg&hash=a49392a2abc40adc2d744d5655493dad808c0048)
Im calling it "Pirate Bay"
(no affiliation with that website...)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2FRMXP%2Fimages%2FP2.jpg&hash=96e9b09a544fc5d47e083160b3b2a4685b708385)
During a storm...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2FRMXP%2Fimages%2FP3.jpg&hash=78013d47ba657711f55af329613882fb3f01204b)
No storm, another angle of the map...[/spoiler]
The Map is 50x60. Do you think 300 events being used just for Graphics is too many?
That looks pretty damn awesome! If theres no noticable lag, then it should be okay :P
Im trying something different now though. It required merging an autotile and standard tile together for one flat graphic. That mostly came from necessity as the water ate up all my other autotiles. I needed deep grass on the light sunny grass. The need for the deep grass really shows up because there are multiple layers of cliff faces, and I wanted to provide a clear definition between the top layers of the cliffs and lower levels.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2FRMXP%2Fimages%2FP4.jpg&hash=29d3f8aa55a5d92129709a366887ef4be54e4ef6)
The player isnt normally supposed to be able to walk here. Just debugging around...[/spoiler]
As far as it running, it runs pretty good. Im running a Framerate Optimizer by Near Fantastica that I tweaked heavily. During the weather, I do seem to get a noticable (but not unplayable) performance hit. That's probably alright since the events are only for graphics at this point, and not for any of the wildlife or anything else that needs to be done. I'll probably be at about 400+ by the time I finish with this map.
Aside from all that tech stuff, how does this look?
Quote from: Heretic86 on January 23, 2013, 09:01:57 AM
Im trying something different now though. It required merging an autotile and standard tile together for one flat graphic. That mostly came from necessity as the water ate up all my other autotiles. I needed deep grass on the light sunny grass. The need for the deep grass really shows up because there are multiple layers of cliff faces, and I wanted to provide a clear definition between the top layers of the cliffs and lower levels.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2FRMXP%2Fimages%2FP4.jpg&hash=29d3f8aa55a5d92129709a366887ef4be54e4ef6)
The player isnt normally supposed to be able to walk here. Just debugging around...[/spoiler]
As far as it running, it runs pretty good. Im running a Framerate Optimizer by Near Fantastica that I tweaked heavily. During the weather, I do seem to get a noticable (but not unplayable) performance hit. That's probably alright since the events are only for graphics at this point, and not for any of the wildlife or anything else that needs to be done. I'll probably be at about 400+ by the time I finish with this map.
Aside from all that tech stuff, how does this look?
That looks truly amazing! It's really noticable that you have spent a great deal of time working on the details on that map! Like I have said before, people on RMRK will never stop to amaze me when it comes to mapping.. I have a long road ahead before I can make something like this ;D
By the way, is this a project you are working on? Seems really interesting, so I hope you are!
As for any lag issues, there should be some animation anti-lag, and event anti-lag scripts out there. I'm using the once made by moghunter, and they work very well.
It looks very nice! I do recall XP cliff tiles having some issues with priorities when you used them with trees, looks like there isn't a problem here though!
Quote from: Dizturb3d on January 23, 2013, 09:35:40 AM
That looks truly amazing! It's really noticable that you have spent a great deal of time working on the details on that map! Like I have said before, people on RMRK will never stop to amaze me when it comes to mapping.. I have a long road ahead before I can make something like this ;D
By the way, is this a project you are working on? Seems really interesting, so I hope you are!
As for any lag issues, there should be some animation anti-lag, and event anti-lag scripts out there. I'm using the once made by moghunter, and they work very well.
Thank you!
It actually didnt take that much time!
When I screw around doing mapping, I spend a lot of time doing visual and playability experiments. So when I do tileset editing, 95% of any photoshop work is done at that time, not when Im building a full map. When I finally do decide to make a game worthy map, it goes very very quickly as I've already got it in my head what I want and know how to accomplish it quickly. Things like just using layer 2 for the cliff tops for example are things that come from experience. But doing other stuff like allowing the player to walk under the cliff top requires using a Z index adjusted event tile for the cliff edge. Then to decorate the cliff edge needs yet another event, so thats where the obscene event count comes from.
You might notice that the tileset for that map isnt standard. Its a merger of like every outdoor tileset there is, and with edits, its over 15,000 pixels tall! The tileset itself should be relatively easy to find. The pain in the pooper is setting it all up in the database, passability, priority, 4 way directions, etc. But once you've got yourself a good pallette, and just use it enough to know where certain tiles are at, mapping goes very very quickly. Really, it would be like finding out that the Mona Lisa was painted in a few days, but developing the style is what took the longest, followed by collection of materials. I'm sure that skills like that took years to develop.
I think our job is easier. Most of the artwork is already done. We just need to organize the stuff in a way that looks visually interesting. Our hard part has always been and will always be learning how to use the current tilesets, and setting up custom tilesets in the database.
---
Project: I'm mulling it over in my head whether or not I want to do it or not. If I do, I'm going balls to the wall and intend on doing it right. Minimum of 20 hours of gameplay, and I'll be aiming for nothing short of EPIC. However, I'd intend to do it solo. Most of the scripts I've written have demos attached. But a lot of those demos use stuff that I'll most likely be using in the game, scripts obviously, but some of the major maps as well. If I decide to turn it into a game, you'll probably have seen some of the material already. Like Lightgeist Mountain. Just google it if you're interested...
Don't despair Dizturb3d. The road is long, but you can get to mapping like that in no time, I'm sure.
Good job Heretic, paying attention to details pays off. Especially cliffwork, it adds dimension. I don't know if you saw my screenshots a couple pages before yours, but our styles are somewhat similar.
As for Millenin and Ryosis, yeah, it's a night map. Thanks for the observation, yes, it happens to be blue. ;)
Here is my first time doing some custom shading for a map, some of the tilework is bizarre, but it is meant to be a kind of ramshackle shop entrance.
Wait till I finish the rest. :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fcustomfogwin_zpsc159cfc4.png&hash=d303b3c72dc2e247b1a3b41cdf7b7ef0c5c751fa)
How does it look?
Its way too open, try to condense some stuff Mostly the main floor that seems a little too open.
The shading looks very nice however, nice and bright :D
Way too open? I respectfully disagree. In fact, there's not a whole lot of room to walk at all.
Edit" of course I'm running a relatively brisk move speed.
Thanks for the comment about the shading.
Edit, again: Here's the map that seemed unbearably blue before. Now greenish. Uses a dynamic lighting script, as well as shadow script, and custom shading. This is just a snapshot of the entire map. There is a panorama that is maybe difficult to see, as such, we are up in the sky here. (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fnewwa_zpsca654bf5.png&hash=8a0456c6ad1dd4c844de5cdceec388c719d3bebb)
It's getting there, but for my tastes it's still just too blue. :P Usually, I set the screen tone to -85/-85/-68/102; nice and dark, with the slightest tinge of blue and desaturated.
Maybe try using those values? I'm not telling you or anything, but I'm curious to see how that would look.
Blueness aside, I like your map, but the lighting is a little overbearing, and some of the tiles have this strange, off-colored box around them, particularly in the top left corner and to a lesser extent in the middle, on the lower land bridge.
On the subject of bridges, the rope bridge looks a little wonky to me since it connects so far up. Might I suggest shortening it and having it connect to the of the cliffs?
EDIT: Completely missed your indoor map. Sorry about that. :P
I really like that one. Shading has always been one of my weak points. I do agree with Forte, though. The main floor seems a little empty. Maybe throw a rug down there? It's just something to fill the void.
@Ryosis, is this the post you're referring to?
I think this looks totally awesome! And yeah, it seems that we do have very similar styles.
I saw some other screenshots you posted after this one thats quoted, and think this is where our styles vary just slightly. The cliff stacking is definitely there, but I think the edges around that rather large map (with panorama) need to look a bit less "safe". Like they need insets of cracks instead of just defining the outer edges. Bottm left cliff corner of the last grassy stacked cliff I put up. I think it just makes the terrain feel a bit more eroded. Just a suggestion...
Quote from: Ryosis on December 12, 2012, 02:52:50 AM
Did a little experimenting with the cliffs on the map I posted earlier. I think the new cliffs are an improvement, but I wanted to get some opinions from y'all.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2Faag6c6.png&hash=c68401828567d8e4733d52d652964663f1e2228c)[/spoiler]
So, what do you guys think? Stick with the old cliffs, or go with the new cliffs?
Not sure which one you are pointing to. They are all quite big...
do you mean the ones that aren't quite detailed yet?
Your cliff does have a 'sheer' feeling to it. That's something I'll experiment with. Also I like yours. Once again compliments to your attention to detail, textures, etc.
My only opinion is that the highest dead tree could be better placed. The way the branches cover the cliff to the right looks flat and incorrect.
Otherwise cool. :blizj:
@ryosis A rug is a pretty good idea. Should help balance the details. Otherwise,I like giving the player some breathing room. I'm running a pixel script at 4.7, so that's a pretty decent speed.
Yup, there's some map glitches, but I suppose the lighting is a matter of taste.
@Razma, I think the lighting in your nighttime map is a little too cloudy. You might want to make the lit areas a bit clearer, like this:
(https://dl.dropbox.com/u/27014140/Images%20Scripts/LightEffect.PNG)
Giving a bit of an orange tint to it might not be a bad idea either.
Why not fill up that empty space with a cutscene? It doesn't have to be a story one, it can be for a sidequest.
Well it is a bit foggy and rainy. ;) Nevertheless, three people can't be wrong. I'll try to make it more visible.
As for the maps in general. It's more for practice, fun, concept art. I'm working on some original tilesets, that I hope to use instead. It's absurdly time consuming. But worth it I think.
Edit: Wiimeiser, that is why I won't do a cutscene there. It would look nice with some people floating around though, wouldn't it? :)
Here is another experiment with lighting, shading, and primarily..just textures.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1118.photobucket.com%2Falbums%2Fk609%2Fgdane1989%2Fmrea_zps2ae858cd.png&hash=c35bb1fca6998279312973013802f11986b400e0)
I like that. It has something of a whimsical feel.
Testing out some overhead ceiling effects. If I did use them, it would be sparingly, not in every map. Maybe even just this one. Anyway I need some opinions, which looks better:
Small beams
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2Fweaponshop2_zpsed57a20b.png&hash=4c83edf41a57972f43bf9b715bbe774a12443d5a)
Large beams
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2Fweaponshop_zps520845ec.png&hash=f81dc02a90ed1eb8a795a69d37a338c242a81fb5)
No beams
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi299.photobucket.com%2Falbums%2Fmm284%2Fztakxilef%2Fweaponshop_zps087abd32.png&hash=d4926c81dbf01ab46f5f07d11e26f4bdafb6207b)
No beams > small beams > large beams in my opinion.
I agree with Modern, the beams get in the way
Yeah, the beams aren't really necessary.
They might work as shadows? Or perhaps a bit more dim. I like them, except that there is too many and they stand out.
However! This guy pulls it off really well: http://www.youtube.com/watch?v=6rfwo1cAfAk&feature=share&list=FLMXumr8l-9ZvuNyyZBxYk7A
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc06.deviantart.net%2Ffs70%2Ff%2F2010%2F020%2F3%2Fe%2FArmaments_store_Integer_by_HyperSnake22.png&hash=ff6c9ea8ae9a5ba2f86447fdc170d7e08d1ba300)
They don't stand out as much, and really fit with the lighting of the map. They also look better in actual play then just a screenshot.
I'd say leave the beams out. They create too much visual noise.
Those maps are incredible though, Razma. Whoever made them has some real talent. I have a new standard to beat now at least.
Quote from: Razma on January 28, 2013, 01:24:49 AM
They might work as shadows? Or perhaps a bit more dim. I like them, except that there is too many and they stand out.
I'd say they work for a basement or something, but not for regular houses.
Yeah Ryosis, find a link to his deviant art from that video. The guy is an incredible pixel artist too. This doesn't even compare to some of his newest work. Here I'll just link it for you... Here's one tileset he did. You can also download the tileset you see in these images and video, from his deviantart gallery. :D
http://www.deviantart.com/morelikethis/157867519?offset=72#/d2z1dvp
http://fc09.deviantart.net/fs51/f/2009/290/e/f/Atramentum___Waterfall_by_Kiwinuptuo.png
Agreed, Millenin. However, I think in the video they work quite well. Mostly because there is a lot else going on color wise, and they don't stick out like a sore thumb. Still, preferably they would be still even less noticeable. Maybe like tiny little diagonal beams to top off a corner in the room somewhere...
EDIT: I got the mapper mixed up with someone else. Here's the guy I meant:
http://hypersnake22.deviantart.com/gallery/25405613#/d2lzncv
Some of that stuff is pretty damn intresting, Gives us something to aspire to :D
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fmoon1.jpg&hash=10e86c463152bc0496e75a8f91acc499203a457c)
I hope the next line is "That's an Alien Anal Probe? It'll never fit!"
Quote from: Heretic86 on February 01, 2013, 05:21:55 AM
I hope the next line is "That's an Alien Anal Probe? It'll never fit!"
That's not alien, it's actually manmade rocket. :blizj:
Quote from: Drbigt on February 01, 2013, 02:26:03 PM
Quote from: Heretic86 on February 01, 2013, 05:21:55 AM
I hope the next line is "That's an Alien Anal Probe? It'll never fit!"
That's not alien, it's actually manmade rocket. :blizj:
Still won't fit. :-[
Actually that guys facial expression just got about 20x funnier.
Quote from: Razma on February 01, 2013, 06:49:40 PM
Quote from: Drbigt on February 01, 2013, 02:26:03 PM
Quote from: Heretic86 on February 01, 2013, 05:21:55 AM
I hope the next line is "That's an Alien Anal Probe? It'll never fit!"
That's not alien, it's actually manmade rocket. :blizj:
Still won't fit. :-[
Actually that guys facial expression just got about 20x funnier.
Yasmine is a girl.
I finished working on a forest mini-puzzle for my upcoming project.
(https://dl.dropbox.com/s/5fmonaevtfmipmd/limi_update.png)
I've been experimenting with class variables and watching some guy blatantly steal my work and get more praise than I've ever gotten for making it, and it lead to this.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgPWx1h9.png&hash=71c3fc10087a7e320a205a4c073c80dc6242c45a)
That's very pretty TDS.
Who's stealing your work?
Thanks. Sent you a PM modern algebra. I'm not giving that guy more publicity.
The world map of my project so far..
Not really a picture that shows any mapping, but thought it would be funny to upload everything I have done so far. I'm starting to think I might have done it a bit too big...
Anything else you found weird about the map otherwise, or does everything seem ok?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimageshack.us%2Fa%2Fimg580%2F467%2Fworldmapeh.png&hash=88d2d79c7f2f2b88a95994663771f06693532f3e)
Way too small to see anything, but I guess the shapes are fine. Are you going to put anything on the desert and ice continents? There's also quite a bit of empty space on the continent that's almost inappropriately shaped. It also looks like you have a bunch of one-tile islands, which is fine, but you would expect some islands that would be a little bigger. It's a little weird to go from one-tile land masses to massive continents without anything in between.
Quote from: modern algebra on February 07, 2013, 01:15:27 AM
Way too small to see anything, but I guess the shapes are fine. Are you going to put anything on the desert and ice continents? There's also quite a bit of empty space on the continent that's almost inappropriately shaped. It also looks like you have a bunch of one-tile islands, which is fine, but you would expect some islands that would be a little bigger. It's a little weird to go from one-tile land masses to massive continents without anything in between.
Ye, I'm not sure how else I could show the map since I need to have it zoomed out in the maker to show the entire map. But I agree It's hard to see the mapping I have done since It's so small. I might put it up in different parts though, to make it easier to see, I'm not sure if I could zoom in the picture somehow though.
The main thing though, is like you said (shapes, and locations of the continents etc is something I'm wondering about). Yes, the desert and ice continents will be mapped later aswell, I just havn't worked out what I will put on those yet.
The empty space is also something I will fill in later on, when I know what I should put there. About the shape of that map though, what do you think is the most drastic thing I should change about the shape? The small 1-tiles are not islands, but It's pretty hard to see what it is in the current state of the picture so I can't blame you for seeing them as islands :) It's just random rocks and waterstreams that I have put out in the deep sea.
Blow up the size a little and fill it with water, like in Lufia 2 and other RPGs, it'd seem weird for those continents to be next to each other in game...
Quote from: Wiimeiser on February 07, 2013, 06:17:30 AM
Blow up the size a little and fill it with water, like in Lufia 2 and other RPGs, it'd seem weird for those continents to be next to each other in game...
That's a very good point! I had trouble placing the desert island in a good position, and didnt even think about expanding the map to spread them apart :-\ That's one thing I will keep in mind for sure! thanks!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi50.tinypic.com%2Fndmvxj.png&hash=2ca3d47b70243996775d3709cb4831a23909beb4)
Finished the menu.
[yt]https://www.youtube.com/watch?v=D3xcpMSB69o[/yt]
https://www.youtube.com/watch?v=D3xcpMSB69o
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi46.tinypic.com%2Fffd8k2.png&hash=0580ed8fadea945f5173919ea78595edde9a698c)
That ship thing looks so out of place that it's not funny. :|
Starting up a new project and hoping to seriously see it through for once without the need for a contest to keep me focused.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FDn7C2NK.png&hash=25d47b9366addec1b3e1e84e85fb769c5547892a)
Might look familiar to some people...
What is it what is it!
Also kinda a nitpicky thing, but the doorway on the back wall looks weird, perhaps you could add a frame to the door.
@Acezon, Looks great!, maybe you can add some lights effects.
@TDS, FFMQ is one of my favorite games of Snes. all these menus are excellent.
@Dark_Metamorphosis, so far looks cool, keep going.
@Drbigt, wow!, pretty nice. but i think Linda needs more boobs.
---
+ADDONE, from my proyect Mundo/Abismal
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi956.photobucket.com%2Falbums%2Fae49%2FASG331%2FSintiacutetuloScreeen.png&hash=075de0cbb11b11e488bbf6de3c75aeff56899051)
Nos vemos. 8)
I like the look and feel you're going for, but it's a little bland. Those stalagmites are kind of out of place as well.
Quote from: TDS on February 10, 2013, 11:40:35 PM
Finished the menu.
[yt]https://www.youtube.com/watch?v=D3xcpMSB69o[/yt]
https://www.youtube.com/watch?v=D3xcpMSB69o
You probably already know about it, but have you looked at the spriter's resource? (http://www.spriters-resource.com/snes/ffquest/)
Quote from: Acolyte on March 11, 2013, 12:11:16 AM
Quote from: TDS on February 10, 2013, 11:40:35 PM
Finished the menu.
[yt]https://www.youtube.com/watch?v=D3xcpMSB69o[/yt]
https://www.youtube.com/watch?v=D3xcpMSB69o
You probably already know about it, but have you looked at the spriter's resource? (http://www.spriters-resource.com/snes/ffquest/)
I have that page pinned in chrome.
I've been converting all the resources from the game to VX Ace format, but sadly there seems to be a problem with most tile related resources. The colors become distorted when changing their size to fit the 32 x 32 format. This means I have to redo each tile individually and fix the colors after the size change and also figure out where to best put the tile itself within a tileset image.
Icons
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMo2GjS0.png&hash=6d15b43e004a4acfae906bbe8f93f30c29a8139b)
Basic tiles
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlzYLJ4D.png&hash=b2099465706a891ae80fc4b05356d1a6ebfd38b7)
Also does anyone know why I can't put videos in my post? I use the [yt] tags, but it just leaves a blank space.
God, that's pretty TDS. As in, pretty freakin' awesome. So much love for MQ.
Been a while since I last showed anything off here, so...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FE4zVLEd.png&hash=f9d72b1810dd9c65d318ede1dd79f61a25258382)
The menu for my current game. Thanks to MA (script) and Nessiah~<3 (portrait)
The 'Type Levels' allow you to gain different skills depending on the level of a weapon type and which weapon you have equipped at the time. Like so:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F3p8Ieo5.png&hash=d2ac1238f97f5d28f0c2b135f16424186ef01109)
Finding items. Not sure if I want to use this portrait or the faces.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLjbv43m.png&hash=bd9b5705237d34713785dfdff43bc0cc1816a131)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKcyO4bC.png&hash=c3830c0da00239d2980a45cd1c7ee68693a26e74)
(Yeah, font changed.)
And lastly a scene from the introduction.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpFI0jfY.png&hash=c3a88336cc4aeb3c5c8eea7cd4406e6c62edbbec)
(There's a reason it's so dark - to block out the light of the cells to the side and it's night - full moon, underground cell.)
I really like what you did with the text in the 3rd screenshot.
Its a neat idea :P
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2Frmxp%2Fimages%2Fi-c-u.jpg&hash=748cf50bfa9fc8e7337c225d73fa017d5ccabf4b)
Beware the Eye of Moron Sauron!
Looks WAY better animated than any screenshot can show, and the eye is fully animated. Kind of reminds me of Wheatley from Portal 2 in a way...
Nice effect. I'm interested, could you do a video of it?
Quote from: NAMKCOR on March 29, 2013, 03:47:39 PM
Nice effect. I'm interested, could you do a video of it?
Gives away too much story. Have to wait until 2037 when the full game is released!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fembrace.jpg&hash=b8022a81c1975a43eb39da32af5bbd856faa7d56)
This game is just too depressing.
Quote from: Heretic86 on March 31, 2013, 08:55:54 AM
Quote from: NAMKCOR on March 29, 2013, 03:47:39 PM
Nice effect. I'm interested, could you do a video of it?
Gives away too much story. Have to wait until 2037 when the full game is released!
...ok?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs14.postimg.org%2Fbocfpvwq9%2Fcave.jpg&hash=b73f4d7db1cda53b615d930c27e9192931a3da01)
A bad place in Commercial Save your Momma
My apologies for not using quotes, my phone doesn't quite agree with them.
Anyhow, I'm really liking your map, Heretic. I've been experimenting with a similar effect (though not with a giant eye, of course) but I haven't been able to make a lot of progress as of late. I'm with Namkor, though, I'd love to see it in action.
As for your map, Drbigt, I really can't say, mostly because I can't actually see the map beyond the few luminated segments. I like what I can see, though. I'm particularly fobd of that yellowish region near the edge.
Littlesaytr, I love the character art. I'm not too fond of the fonts, though, and I can't say I'm a fan of important words being of both a different color and in brackets. That's just me, though.
Quote from: Ryosis on April 08, 2013, 03:46:04 AM
As for your map, Drbigt, I really can't say, mostly because I can't actually see the map beyond the few luminated segments. I like what I can see, though. I'm particularly fobd of that yellowish region near the edge.
Eh? What yellow region?
Well, greenish-yellow. Where the torches are.
hey guys ~ may I join?
This screenshot for my game's world building
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fsphotos-a.ak.fbcdn.net%2Fhphotos-ak-prn1%2F150647_490365234339660_1962134528_n.jpg&hash=64177a33d5d133d0c6eeb2981aefc8791a1e9fe2)[/spoiler]
I'm not planned to make player wandering around in that worldmap.
It just for a personal notes since I can not draw worldmap using image editor ~
Layout for Bella's home in the ice dungeon.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs11.postimg.org%2Fur3fpuzkz%2FBella_House.png&hash=209f98b15191c0e0feb2474673a6ee75110c3616)
Cool idea. Although I dunno how long the snowman would last with that heater!
Here's improved home
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs23.postimg.org%2Fqbpu24oiz%2FBella_House.png&hash=5c664c6da6d5b0fb9c19afe1cd614b9752a35ade)
Bella
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs11.postimg.org%2F823q058sv%2Fbellandbaby1.png&hash=122f22177c99b2b8abfc804da06648688ad5805c)
The floorboards don't extend into the "wall" (read: ice), leaving a little bit of a gap between floor and wall, and that makes me a sad panda.
Quote from: Ms. Pacman on April 19, 2013, 11:03:24 AM
The floorboards don't extend into the "wall" (read: ice), leaving a little bit of a gap between floor and wall, and that makes me a sad panda.
It does give the appearance of the boards being cut off before they reach the side walls, even though the wall graphics are fine. Not quite sure how you'd fix it. The only thing that comes to mind is to redesign the vertical sections to look a little more organic. It'd be something you'd do with pictures, perhaps; something akin to parallax mapping. I don't see caves having too many straight edges in them.
I do have concerns about the little bed/cot being in the middle of the walkway out of the "bedroom". Seems like a hazard, considering how a person would get in/out of the large bed. I was tempted to say a fire hazard, but the whole place is a bit of a hazard if a fire was to break out, what with the place likely to melt some.
Quote from: LoganF on April 19, 2013, 02:11:39 PMI do have concerns about the little bed/cot being in the middle of the walkway out of the "bedroom". Seems like a hazard, considering how a person would get in/out of the large bed. I was tempted to say a fire hazard, but the whole place is a bit of a hazard if a fire was to break out, what with the place likely to melt some.
That's why there's a water bucket next to the fire. :blizj:
Quote from: Drbigt on April 04, 2013, 07:19:45 AM
A bad place in Commercial Save your Momma
this looks like a doom 3 screenshot.
i meant in the you can't see a single fucking thing in it sort of way.
saying something looks like a doom 3 screenshot is an old joke that means a screenshot is mostly black with a small badly lit area in the middle from the flashlight.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv423%2FDirkBelig%2Fshot00115.jpg&hash=78445cde6d36a1c886e1c24319dbccdf839149d0)
Quote from: Dr_Strike_Reyhi on April 19, 2013, 10:45:24 PM
i meant in the you can't see a single fucking thing in it sort of way.
That's kinda the point. That's why you have a lantern so you can see. You need to get fuel and preserve the lantern when it's not needed. If you'd be able to see, it'd render the entire lantern and the fuel and such mechanics obsolete. I did make the lantern a lot stronger, as well as the other lights though so it should light the path more.
I was just touched you compared my game to million dollar project. And that screenshot looked good, I do not seen what's the problem with it. :police:
Drbigt, where do you get your resources from? Do you make most of them?
Quote from: Wiimeiser on April 22, 2013, 12:33:18 PM
Drbigt, where do you get your resources from? Do you make most of them?
Customs are made for me. I pay a professional artist to do them since I am not talented enough myself. :blizj:
Quote from: Ryosis on April 08, 2013, 03:46:04 AM
My apologies for not using quotes, my phone doesn't quite agree with them.
Anyhow, I'm really liking your map, Heretic. I've been experimenting with a similar effect (though not with a giant eye, of course) but I haven't been able to make a lot of progress as of late. I'm with Namkor, though, I'd love to see it in action.
...
I may whip up a demo just to display the motion of the Eye without spoiling the story. One of the problems I ran into tho required me write a script, just to animate the eye. Actually, that isnt true, it required 2 scripts. One for adjusting the Z-Index of the Eye Sprites to be less than that of the terrain (terrain is on top, eye look up from underneath), and one for the motion. Motion was a problem with expressions because there isnt really any way to move directly in a non 8 directional path (up, down, left, right, and diagonals). Both scripts are public, and I get two minutes of free time, I'll post a copy here, but for now, its up over at chaos-project.
The eye itself is composed of multiple events just using one big ass picture. The eyelids, scalera, and iris are seperate events. That allows the eye to change shape, blink, look around and move quite fluidly.
That cave style has pretty much become my standard for ALL my maps. There is just something about square "natural" caves to me that comes across as looking like garbage. In a mine, its one thing to have a square corner and perfectly flat wall, but not in a natural cave.
I'll work on a demo (and post script here) when I get some free time.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fp9w795eo5%2Fice.png&hash=be04f5da307ed75e883ad3661ea73d8b3c0ada0a)
Completed map
I started doing this a few weeks ago as a side project. It's not for a game or a script. I'm just doing it to do something.
I did the intro after doing the map to see if it was possible to do it with a script call. It's not exactly the same, but it does sort of work.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FqybHnFI.gif&hash=085882e32e677b59cd80f682ea9517f22b4ac7ba)
Hill of destiny.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5oXUJZS.png&hash=9a2739217a35716437102248be3ff082e7c53137)
Here are some of the old ones.
[spoiler]
Foresta
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FrKCJmF6.png&hash=1c7d0302763a9b99925d84f95b546406704efaae)
Level forest
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FA85qFvi.png&hash=32a83b275d1d9fae8993925d974502ef6d392568)
[/spoiler]
This is from my up coming game "Fear of the Loathed: Exile".
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2Foc_do_not_steal_zps0516bb5f.png&hash=ca5a192462a5724f028218eeb09468f1d1238f0d) (http://s109.photobucket.com/user/dreamslayer7/media/oc_do_not_steal_zps0516bb5f.png.html)
Original content do not steal.
Thats pretty awesome
Both of you: Those look very nice and you should be proud. I would give you each a cookie were I able.
Wasn't Final Fantasy: Mystic Quest the first Turn-based RPG to get a PAL release, albeit under a different name?
As it stands.
Minimum System Operating Requirements
• Windows 7 or Windows 8
• DirectX 11 graphics card with 3Gb Video RAM
• Quad core CPU (6Ghz +)
• 8GB Memory (12GB on Vista)
Recommended System Operating Requirements
• Windows 8
• DirectX 11 graphics card with 5Gb Video RAM
• Dodeca core CPU (8Ghz +)
• 8GB Memory (12GB on Vista)
Decided to do the whole intro to Mystic Quest.
https://www.youtube.com/watch?v=gAg9GaWY7uc
I would embed it, but for some reason the videos don't show up when I do. I think it works when moderators edit my posts though.
[yt]https://www.youtube.com/watch?v=gAg9GaWY7uc[/yt]
EDIT:
[yt]http://www.youtube.com/watch?feature=player_embedded&v=gAg9GaWY7uc[/yt]
(Figured out a way changing the link.)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.givemebeer.tk%2Fcubemap.gif&hash=af2955ef6a417f4dcb4434894959d0aff538fc59)
Elohim Cube chamber, place for the finale.
That's an interesting cube :3
So now I post a map, too. Even it is a alpha version of the map, but let's see what rating I get. ;)
It's going in the right direction. The bathroom stalls seem a bit small, and it's kinda empty. You're on the right track dawg.
Thanks a lot, I already thought it would be pretty bad, but as I see it's not. ;)
The next pic shows a cut scene map with costum tiles. ;)
Most graphiks get a overhaul. :)
It looks like it's going to be a happy feel good game.
Quote from: Lord Stark on June 12, 2013, 10:08:24 PM
It looks like it's going to be a happy feel good game.
Not really, it's more a horror game with hentai elements, dunno, if I could post it here. ;)
BTW there is only the start scene set and not fully working. But I got another one to before this. ;)
Quote from: Miriam Blutleer on June 12, 2013, 10:25:53 PM
Not really, it's more a horror game with hentai elements, dunno, if I could post it here. ;)
That cow has been milked dry already years ago. :malson2:
Quote from: Drbigt on June 13, 2013, 08:48:22 AM
Quote from: Miriam Blutleer on June 12, 2013, 10:25:53 PM
Not really, it's more a horror game with hentai elements, dunno, if I could post it here. ;)
That cow has been milked dry already years ago. :malson2:
So let's say it's a bad idea so far. :(
It's not a classical one horror themed game where you run away, more a visual horror rpg. ;)
Quote from: Miriam Blutleer on June 13, 2013, 10:53:36 AM
Quote from: Drbigt on June 13, 2013, 08:48:22 AM
Quote from: Miriam Blutleer on June 12, 2013, 10:25:53 PM
Not really, it's more a horror game with hentai elements, dunno, if I could post it here. ;)
That cow has been milked dry already years ago. :malson2:
So let's say it's a bad idea so far. :(
It's not a classical one horror themed game where you run away, more a visual horror rpg. ;)
Such as say Dooms games? :Vg;
LINK REMOVED. pedal your porn games elsewhere
I've been working on this place for a while, trying different things. How's this looking? All the paintings are place holders. I added more paintings after seeing this really cool restaurant. I'll probably also brighten the candle light.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1270.photobucket.com%2Falbums%2Fjj615%2FToddBertaOldham%2FScreen25_zpsf20cc96c.png&hash=c6ba4b43443a4eb08de6e7f1ff5acca814d1b342) (http://s1270.photobucket.com/user/ToddBertaOldham/media/Screen25_zpsf20cc96c.png.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1270.photobucket.com%2Falbums%2Fjj615%2FToddBertaOldham%2FScreen26_zpsff5ee88d.png&hash=eb04869e90035a8818c3c195450b7f3459dc0228) (http://s1270.photobucket.com/user/ToddBertaOldham/media/Screen26_zpsff5ee88d.png.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1270.photobucket.com%2Falbums%2Fjj615%2FToddBertaOldham%2FScreen27_zps1a84e92b.png&hash=efe63289f8ed77fb094430ace7d4c09747e09a84) (http://s1270.photobucket.com/user/ToddBertaOldham/media/Screen27_zps1a84e92b.png.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1270.photobucket.com%2Falbums%2Fjj615%2FToddBertaOldham%2FScreen28_zpsa707f0e8.png&hash=0d43db50d9277411bff770d251e0f1fd0c30c67a) (http://s1270.photobucket.com/user/ToddBertaOldham/media/Screen28_zpsa707f0e8.png.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1270.photobucket.com%2Falbums%2Fjj615%2FToddBertaOldham%2FScreen29_zps14856607.png&hash=f8bbef2c6649e42a960a8cbc64ba03bf38292d92) (http://s1270.photobucket.com/user/ToddBertaOldham/media/Screen29_zps14856607.png.html)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2F9yrhyywpn%2Fsanity1.jpg&hash=59544192fc3e442263f252900ee54aa5fff88ac2)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs24.postimg.org%2Fxdppaoovp%2Fsanity2.jpg&hash=4e318830df914f36c7c83f34a920a115d1d39a99)
I'm updating the lighting in my game, so it may be off.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2Fforest-tree-sun-beibershootingrimrik_zpse5ba33f2.png&hash=6a0e1f9e6bfae660e9efb4cf5787ef8b2b7907a8) (http://s109.photobucket.com/user/dreamslayer7/media/forest-tree-sun-beibershootingrimrik_zpse5ba33f2.png.html)
I can't see the lighting, your screen is obstructed by a little bitch
FIXPLS
Okay. As you can see, the lighting really changes thing up. It almost looks like a different game.
So far the game has cost $76,000 to develop.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2F88578-turok-dinosaur-hunter-windows-screenshot-the-first-key-s_0_zps5ae5efeb.png&hash=3b992bb5e39601cdbcc98c61c4026d29a6e17798) (http://s109.photobucket.com/user/dreamslayer7/media/88578-turok-dinosaur-hunter-windows-screenshot-the-first-key-s_0_zps5ae5efeb.png.html)
Trying to experiment with drawing out my own maps (well, mostly tracing since I suck at drawing objects). Should I keep pursuing it, or just stick with RPG Maker tilesets? Or maybe try something else...?
Note: With this, the intention is to make the characters quite a bit bigger than the basic RTP characters. That's why everything is so big. :p
[Spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FEPCZvW9.jpg&hash=6b2757346eb02d01f2b11a543fef366df448f4ac)[/Spoiler]
I know there's a couple things off, like the size of the door and possibly the shape of that potted plant. Also, I have yet to decorate the two bottom cubicles. =o So, right now it's still a WIP.
Looks fancy, but the left side needs more things, either a bunch of filing cabinets, a watercooler, or a sofa and a table or something
Quote from: IAMFORTE on July 15, 2013, 05:32:53 PM
Looks fancy, but the left side needs more things, either a bunch of filing cabinets, a watercooler, or a sofa and a table or something
That's a good idea. :p I still haven't completely finished decorating it, but I almost forgot about that.
The problem is that doing these maps by hand takes a great deal of time, and it worries me if it's worth the effort. B( Granted, there's only going to be a few maps in the game, since it's not an RPG. And I can just keep re-using stuff that I draw if it fits. :p
I might shrink everything a little more, just so it looks cleaner, either way. Also considering making it all a tileset, as opposed to parallaxing it all. I typically like working with tilesets more. B(
Looks cool. One thing though, from this angle it seems like you should be able to see the top of the filing cabinets.
I like the drawn look, looks like it was drawn on paper and not a computer. :D
Quote from: Lord Stark on July 15, 2013, 06:12:42 PM
Looks cool. One thing though, from this angle it seems like you should be able to see the top of the filing cabinets.
I like the drawn look, looks like it was drawn on paper and not a computer. :D
Ohhhh, right! Yeah, I do see what you mean with the filing cabinets. B) Thanks for catching that!
I did actually draw it on a computer. :p I just googled images and traced them, using a bamboo tablet. Then I shrunk them a lot, so the lines look cleaner and whatnot. B)
I wish we had a scenery artist on board, but sadly my team of two is only really people (and maybe animal) artists. B( Dr. Mc is handling the character art and I'm *attempting* the scenery. .-.
It looks good, but It's even more impressive knowing that you have 2 people and an animal working on the this game. :o
What kind of animal are they? How do you get them to work?
Quote from: Lord Stark on July 15, 2013, 06:38:33 PM
It looks good, but It's even more impressive knowing that you have 2 people and an animal working on the this game. :o
What kind of animal are they? How do you get them to work?
...................
I didn't even notice that what I said sounded that way lolololololol :V
But if you must know, the third teammate is a cat. One that says "meow", to be exact.~
We give her treats to reward her wonderful efforts~
@yuyubabe:
It looks nice and I've always liked the idea of drawing backgrounds, but they're really a pain to use because of the layer management.
Thank you! :-) I'm glad it looks ok!
Quote from: TDS on July 15, 2013, 11:40:32 PM
They're really a pain to use because of the layer management.
It really is. ;9 Right now I'm trying a lazy method. I was thinking that if I use some RPG maker-style graphics, it might keep some consistency. I've drawn in some dark lines to try and make them look more "cartoon-like", as well as making the colors stronger and the patterns a bit weaker.
[Spoiler]
This is the size at 100%, I'm still going for bigger graphics. :p
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FfhvLQRc.png&hash=2d80fe7556cc1c78824ca875eb210956d0d1331a)
Credit: Celianna and Lunarea for the original RPG-Maker tileset images :)[/Spoiler]
I don't know if its an improvement to my other attempt or not, but its easy and might just work with the art style. =o
That grafiks looks really cool. :strike2:
I like this cell shading look of your grafiks, great work. :)
And there is a simple small house from my current project called "Haus Des Helden" or "The Heros House". ;D
@Miriam
The screenshots look nice, but I can help but feel that the room is a bit cramped and small. Also, the cupboard looks out of place, why not put it against a wall?
@Yuyubabe
That looks really nice! I'm sure it'll blend with Celianna's tiles nicely :)
Quote from: AbsoluteIce on July 19, 2013, 01:19:01 PM
@Miriam
The screenshots look nice, but I can help but feel that the room is a bit cramped and small. Also, the cupboard looks out of place, why not put it against a wall?
Thanks so far. :)
You mean I should put the whole thing one line up to the wall, right?
But thanks that helps me by improving my work. ;)
Couple of screens of my current project. Working on a dark forest. Removed lighting to get a clearer look at how it looks, but this place is going to be darker ingame.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1049.photobucket.com%2Falbums%2Fs381%2FSnowwl%2FSC2_zps09fa7d3b.png&hash=f122c53b18cde0f12c0319b0dd4d2890c29818fb)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi1049.photobucket.com%2Falbums%2Fs381%2FSnowwl%2FSC1_zpsfa42e34d.png&hash=10ee891e37ab25a4f98c19b6c9cd15432d0e93fa)
[/spoiler]
Did you make that stuff?
Mostly, yes.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg90.imageshack.us%2Fimg90%2F1593%2Fsvum.png&hash=1757336420b8090d8baffb0d8b552a9e9c04f8e7) (http://imageshack.us/photo/my-images/90/svum.png/)
Uploaded with ImageShack.us (http://imageshack.us)
I've just looked at the first and last pages of this thread, and then realised I've been drooling.
I'll never be able to map like that :_;
I'll post a screenie of my first map once its finished - I've got the basic layout down, but it's severely lacking in detail at the moment.
Be gentle with me when I do...
*EDIT*
First map more or less complete. It still needs work, but I kinda suck :P
I'm aware that it's pretty big and spread out, but there are reasons for that:
1. It's a hamlet. Is that the right word? It's not quite a village, just a very small group of people who happen to live near each other. The kind of small village you don't get these days D:
2. It will grow over the course of the game. Eventually it's going to be a densely populated city.
Beyond that, constructive criticism is welcome, of course ^^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.picasion.com%2Fpic73%2Fe49e0b7990528ce82a50bc7bf2ee2586.gif&hash=3682a50c029210295fc10186976dd5c29e826f49)
To Be Continued
What's that supposed to be? All I can see is something with a slime-head, no arms and granny-bosoms.
Tinkering around with a secondary game (science-fantasy detective genre mixed with horror) when I am not working on the Door of Zosha. To make sure I had the necessary tilesets and sprites to do a futuristic game, I sketched up one room of the main character's apartment.
(https://dl.dropboxusercontent.com/u/34748352/Signal/Experimental/signal-sketch.png)
Dammit Exhydra :'( That looks great!
Quote from: IAMFORTE on September 18, 2013, 01:22:50 PM
Dammit Exhydra :'( That looks great!
Thankee, thankee. :o
Meandering back to the Door of Zosha, I have been using First Person Labyrinth Explorer (http://www.rgss-factory.net/2013/09/10/ace-fple-ace-first-person-labyrinth-explorer/) as a make-shift 3D editor to create a battle background for the dungeon area. Does anyone have some good (and free) texture sites I could visit? I am not particularly happy with the ceiling texture, but I cannot find anything much better. I also need to decorate the corridor, but I am fairly happy with the results thus far.
(https://dl.dropboxusercontent.com/u/34748352/Help/RPGMW/test-battleback.png)
Just a simple deserted forest village with Mack's Tileset.
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlvViMam.png&hash=55eba48e4085906abcdb0626d65386476b3d55ec)[/spoiler]
Whaddya think?
Needs a lot more trees, especially on the left side.
Quote from: doge on October 05, 2013, 02:27:16 PM
Needs a lot more trees, especially on the left side.
yeah, I need to add more greenery in general (bushes, plants) but yeah, especially since it is abandoned.
anyway, thanks!
The roof of the bottom house looks a little wonky to me. I think it's a limitation of the tileset, though.
Quote from: Ryosis on October 05, 2013, 08:53:38 PM
The roof of the bottom house looks a little wonky to me. I think it's a limitation of the tileset, though.
Yeah, I was trying to make more not-square like houses, but I'll work on it. :lol:
Mack's stuff is pretty cool. (:
Lately, I've been experimenting with Celianna's tilesets, to see if they work better for me. =o (Minus the roofs, which were RTP edits).
[Spoiler=Just a small screenie](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMadiTb3.png%3F1&hash=6b010f40a6e14f38cc9771c0d80f648c9c0775b2)[/Spoiler]
Quote from: yuyubabe on October 06, 2013, 03:52:18 AM
Mack's stuff is pretty cool. (:
Lately, I've been experimenting with Celianna's tilesets, to see if they work better for me. =o (Minus the roofs, which were RTP edits).
[Spoiler=Just a small screenie](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMadiTb3.png%3F1&hash=6b010f40a6e14f38cc9771c0d80f648c9c0775b2)[/Spoiler]
I dig it :P
I'm rather fond of Celianna's tiles myself. I think there were a few in some of the screenshots I posted a few pages back.
I like that image, though. Seems like a very quaint little settlement. :)
Anyway, I was kind of playing around with building a sort of introductory sequence, but I've yet to really settle on something I'd like. I don't think this particular map will make it into the final game, but I thought it looked cool for what it's worth. The location itself is called The Eye. Basically, it's a metaphysical realm wherein all magic convenes.
EDIT: Whoops, forgot the attachment.
There are small stars over the actual pillars, I would think they should be behind them? :P
Ah, the little sparkly things? They're not actually stars, rather they're a weather effect. In game, they kind of slowly float upward before disappearing. I thought it really added to the mystical feel of the area.
Quote from: Ryosis on October 07, 2013, 08:43:25 AM
Ah, the little sparkly things? They're not actually stars, rather they're a weather effect. In game, they kind of slowly float upward before disappearing. I thought it really added to the mystical feel of the area.
That sounds lovely :lol:
Against all logic, I've finally reached the point where I can begin seriously working on my game. I have a few areas made so far, but I'm particularly fond of this particular map, dubbed Rivenstone Keep. It's an overcrowded prison wherein your character has the misfortune of being incarcerated at the start of the game.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F55FwSGP.png&hash=c757bd1782a2c36b368bce0aeb83867dbe10f6c8)
I still consider it a work in progress since I've yet to add some of the finer details (work has been a tremendous drain on my time and energy), but on a technical level it's finished.
What do you guys think?
EDIT: And true to my style, I somehow overlooked a glaring error, this time in the form of the base of the platform with the stairs. There should be a wooden beam on either side.
An early screenshot for my Digimon game. What do you guys think? :)
(It's not complete yet, i've got to clean up the white outlines of the Garudamon image there as you can see~)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpbJAUJl.png&hash=d28007fec64e426fe39aa8d943ddfe18ddb7a4e7)
Nice Pokemon Ace Game Ice and that sig was creepy. I just saw it but I responded in my sig.
New footage of the commercial version of Save your Mother.
http://www.youtube.com/watch?v=GnQ6mqo3XQQ
Quote from: ShinGamix on October 31, 2013, 03:33:17 AM
Nice Pokemon Ace Game Ice and that sig was creepy. I just saw it but I responded in my sig.
It's.. a Digimon game D':
Also, my sig is supposed to show each person's individual account name. You see my sig, your username will popup. Yuyubabe sees my sig, her name will popup. It's just a code, so don't be alarmed. :3
@Drbigt
I like the message system, but why don't you put the textbox above? I can't see the characters. :c
I like the art of the characters though ;o;
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2Frmxp%2Fimages%2FCrumblingKing.jpg&hash=9f47edaa3fd11b58401384be5b603b03b0faba6e)
I forget how nice the RTP tiles can look if you know what you're doing with them. Excellent map, Heretic. My only gripe is that there are one to many signs. I think the upper sign (the one on the edge of the tallt grass) can be replaced with something. A tree with its branches hanging over the path would look nice, I think.
/agree that does look a little off.
Of course you can always go check out the whole map itself if you want. Its in the "Collection (http://rmrk.net/index.php/topic,48400.0.html)" over in scripts.
Its part of a Full Playable Map.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fwww.775.net%2F%7Eheretic%2Fdownloads%2Frmxp%2Fimages%2FCrumblingKing2.jpg&hash=08d851403ef2b81b339d54d4e62215577e8d1da5)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUMeDJ1a.png&hash=5635f4032d78e80b56c8ec0f438b172c7843679a)
A pretentious game about suicide.
(wip)
@Irock: The game looks interesting, depending on how it goes. Do you do all the artwork yourself? The use of Black & White to represent the lack of excitement in a depressive mind is well done. After sifting through your posts, it's obvious that you like to deal with dark themes. Do you have a topic for this depression game? I was unable to find it after a small search.
Since I just released my old RMXP game, Enex2, I figured I'd post some of my screenshots here to, if I'm lucky, accrue some attention.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg81.imageshack.us%2Fimg81%2F6672%2Ffimbelnglacislk5.png&hash=5f8c6ccf88b2546a89119169639446ebd35705d6)
Here is a picture of the pristine Fimbeln Glacis. While the marshy Ninurta Stagnants lie at it's the feet, the putrefaction and rot of that area are unable to reach this frozen mountain. It always snows here, and a small village is nestled upon the mountain. There have been some rumors of cult activity within the village, but nothing conclusive, especially seeing as how a temple honoring the ancient hero, Rekkesh, is in the village.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg160.imageshack.us%2Fimg160%2F1516%2Fcrossingthechasmzy0.png&hash=f636a981fc76c0daed83693e76d602d47ba45a20)
Part of the Fimbeln Glacis area mentioned earlier, here is a reflex based minigame where you must cross a gaping chasm. Your mage has managed to create a delicate ice bridge. Of course, constructing the ice bridge is very difficult, and cannot be made perfectly. As such the blocks tend to be a.. scattered. If you step on the ice bridge, the slipperyness will cause you to constantly be moving forward, so don't slip off! Theo can blow gusts of win at you to make you do a Jump up, right, left, or down 2 spaces. The reason the bridge appears to be missing the south block to get your character over there, is that as you step on a block it melts very shortly after, causing you unable to jump backwards and forwards over and over again to think for a bit.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg299.imageshack.us%2Fimg299%2F1518%2Fnalacfirecrystaldodgingux9.png&hash=8764eeecd701f15a66314874af22f83453214e1a)
One of the dungeon challenges that you will get roped into. The crystals will glow red, causing a steam of fire to flow across the field. You have to see which crystals glow red to know where the fire will be next and then get out the way before it roasts you!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg238.imageshack.us%2Fimg238%2F7189%2Ffimbelncaveqw6.png&hash=8dee393c1840d9338d5bfa88ebfa96faf7277e9a)
Deeper in the Fimbeln region lies a frozen cave with magma running through it. How does the ice remain unmelted? Some say it may have something to do with the strange rumors of a particularly vicious haunt dwelling in the cave. Some claim it some strange phantasm of fire, while others claim it has an ice like affinity. Other say there are, in fact, TWO wretched spirits living in the cave.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg158.imageshack.us%2Fimg158%2F3570%2Flavacrosserbl6.png&hash=991b7c64744c958ba336704d1fcad3ccab6ff01b)
Basically a blue line runs across the tile of ice blocks. You can only step on where the blue line went, if you step elsewhere, you will crack through the ice and fall into deadly magma!
If interested, click the image in my signature to check it out / Download + Play it.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fgames-icon_zpsb743fc61.png&hash=6142dbc546c051b401a5859ab588639ac689a250)
Very nice! But the tall grass on the right hand side by the yellow flower is too straight :P
Im really into mapping forests right now..
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi94.photobucket.com%2Falbums%2Fl104%2FDennis88_2006%2Fgames-icon_zpsf84bd472.png&hash=e7a168a9279dd1025d212ebb261e46764b50fa20)[/spoiler]
I was forced to put alot of events in this one to make it work, so tell me if you see any errors I've missed.
That's beautiful! Well done.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FdxVmreh.png&hash=bd600e4ddfd81f34996fadb198305cbb458ba8bf)
I needed some motivation to get back to Rpg maker so I made a map for this contest : Farm contest map (http://forums.rpgmakerweb.com/index.php?/topic/25352-farm-mapping-contest-voting/?p=242993)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc04.deviantart.net%2Ffs70%2Ff%2F2014%2F082%2Fc%2Fd%2Fcontest_map___moss_cave_farm_by_chaoss17-d7bdyow.png&hash=19ceb64027b610cbb8892e3728315a672200718f)
Inspired by Dwarf Fortress and Rune Factory.
It's a moss cave farm.
Rule of the contest : use only RTP or Celianna on a farm theme.
I really like that! The cave contrasts really well with the farm and I love the colors. Nice!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FXmz4WOR.png&hash=37288473ce8f48ac14b35e712f5f5b50176d2cdb)
Meditation
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSg4wR8l.png&hash=61da6de54d3f357f096972a868ce8784d4d8cc8b)
The Land of Artistry
Rob Boss
I've been getting into PC88 stuff, so I started a project that's designed to look and feel a lot like a PC-8801 game:
(https://dl.dropboxusercontent.com/u/33934572/randomhoi1.3/ANC88_13.png)
That looks cool. :D
Here's a preliminary version of my heroes' home base: http://lightningtopaz.deviantart.com/art/Moongem-Grotto-Test-4-452900499 (http://lightningtopaz.deviantart.com/art/Moongem-Grotto-Test-4-452900499)
Took me four tries, but I'm pretty proud of this. all it's missing is the leader's harp hanging on the wall
(Pssst! Image tags might help you out!) Like this: [img]your image url goes here[/img]
Anyway, from your image here:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ffc08.deviantart.net%2Ffs71%2Ff%2F2014%2F128%2F4%2Fd%2Fmoongem_grotto_test_4_by_lightningtopaz-d7hn89f.png&hash=32e0676988980b522e1e4b3a2eae1a7db7f133d1)
I can see a couple of things that look just a bit off. ;o
-I'm a little confused by the walls in the middle of the room. They look like they are intended to be used with some form of roofing of their own, or something.
-The crystals by the door are cut off at the bottom because they are intended to be 2 squares tall, instead of one.
-There's a lot of colorful things on the floor and some of them seem a bit out-of-place. Maybe having some more greenery breaking through the cracks would work, instead? :)
-I think you used a wall graphic for the flooring. ;9
All in all, it's not half-bad, my friend!
Thanks--I was trying to create different "rooms", and that was the first thing to come to mind
The greenery is a cool idea, I may look into that.
The gems are on the floor because I couldn't think of a way to put them in the wall (as I envisioned it in a few stories involving these characters) and not having it look weird.
I wanted to try a "natural" looking cave floor, and that was my solution--although I'm open to better flooring!
Quote from: StormyAmethyst on May 08, 2014, 11:11:31 PM
Here's a preliminary version of my heroes' home base: http://lightningtopaz.deviantart.com/art/Moongem-Grotto-Test-4-452900499 (http://lightningtopaz.deviantart.com/art/Moongem-Grotto-Test-4-452900499)
Took me four tries, but I'm pretty proud of this. all it's missing is the leader's harp hanging on the wall
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FvV1PRym.png&hash=9e90c6a5af14cdcb42017b80183390fbe33555b4)
- That floor would be best.
- It's a better idea to choose one 'theme' of rock. Mixing them makes it look strange.
- Some stuff.
- Wall height should be the same throughout the entire cave.
I like that design!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Flegacyblade.com%2Fimages%2FsinUnsullied%2Fscreenshots%2Ftitle%2520sequence.png&hash=e66d2a61cb9afed431ae7fafaa9e42db56f4932f)
High resolution test.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs29.postimg.org%2F6biwspyuv%2Feric.jpg&hash=b8aca13cf3e61216b661d6a75f5898354d67582d)
it no work 4 me
[spoiler]
Quote from: Drbigt on November 10, 2014, 07:37:26 AM
High resolution test.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs29.postimg.org%2F6biwspyuv%2Feric.jpg&hash=b8aca13cf3e61216b661d6a75f5898354d67582d)
[/spoiler]
Nothing here. And when I took it out of your post and copied it into my browser it got filtered.
I don't get what you guys are saying, it works 100% for me. I have also shared it with others and it's worked all fine, do you guys have like Postimage blocked or something? ???
I am also confused.
[spoiler] (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkVALftP.png&hash=45d79a85d52a3796a3aed6548aba30cdbb07ef0f) [/spoiler]
same :/
[Spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNmrPUGo.png&hash=f28acec087288d0c55a00272384269c631d56839)[/Spoiler]
double same :/:/
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWVsc74t.jpg&hash=368fefae8210b8bbcc7eb591e2d28da9c2abb976)[/spoiler]
Yeah i was at school, so postimage was blocked. Wonder why, oh well. I can see now
I'm at home. And it works. I imagine it was filtered from my work computer. Sorry for the confusion!
Back from the dead (yet again)
I am very active in steam these days. but I will try to catch up...
Map
[Spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F3926%2Fscreenshots%2FXzamia_City_Final.png&hash=08c61ebbbd5f2aa20151041d0cc201256ef431b9)[/spoiler]
Link: http://rpgmaker.net/media/content/games/3926/screenshots/Xzamia_City_Final.png
Xzamia City
This map is one of the few main City for the Seven Tower game.
This is the first city in the game.
cool map dude :)
>Unread replies says there's new posts in the Screenshot thread
"Oh, screenshot thread post. Meh."
>Finally gets bored enough to look
"J-JOMARCENTER?! *___*"
Ahem... Anyways, that map looks much better than some of your older stuff. I think the ground can use a little more clutter variety, such as the TileB grasses and stuff. More grasses is always good and a little variety can go a long way. Overall, good job and I'm definitely seeing the improvement!
So I ended up buying this (http://www.rpgmakerweb.com/a/graphics/pixel-myth-germania). I couldn't resist its SNES-esque appeal. Is it worth $20? Not really. It's very nice, but it's not really enough to base an entire game around. Looking forward to see if there are any cool expansions in the future.
Anyhoo, I made this to test it out:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoH4cuWF.png&hash=a04e5d189c43b6f79a3c8c32c24bf01c15a0278c)[/spoiler]
I'm happy with how much variation you can get out of the cliffs/grass/dirt etc. It's always nice to be able to break out of the traditional boxy-ness of VX.
Man, that is so cute ;-;
My only issue with that tileset is the lack of a lot of graphics. It covers the basics, but the interiors especially don't give you much to work with. But now that I think about it, it might look decent with XP graphics. :]
That's totally worth 20 dollars imo. It takes a lot of work to make a tileset that looks nice like that :P
It's a nice map too :D
It does take a lot of work to make tilesets, but a tileset isn't a one-time make it and sell it thing. They can sell the same tileset to as many people as they want. Suddenly a month's worth of work could equate to three month's worth of pay.
On the consumer side of things, $20 is a lot for a group mostly comprised of young hobbyists. Even as an adult with a steady paycheck I had a hard time justifying my purchase. If someone was really serious about going commercial, it'd be an alright deal. However, you'd still run into the problem of not having much variety to work with.
I dunno. I guess it's ultimately a personal decision whether or not you think something is worth a certain amount of money. It's definitely a well made set.
Oh, and thanks for the compliment by the way. ;8
The house on the right looks odd against the other one for me.
Ah, it's a lovely tileset but what you said makes sense. It all falls down on opinions and what you plan to do with it in the long run.
Yeah, they do clash a bit. I think I went a bit overboard trying out different stuff on the second one.
I've finally created crystal trees that I can be proud of. I've been trying to make them on and off for awhile now! :boe:
A pack of adventurers sets up camp in the wondrous crystal forests of Grenada! :gracie:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FHmcT21f.png&hash=be95b067df00bce9e679f5627003fa0d47112d38)
Now that strike has coerced me into making maps for that map challenge, I can't seem to stop. .___.
That looks very pretty :gracie: i love how the river looks so... riverly.
didn't know there were crystal trees on grenada tho ???
Nice work
These are one of the most amazing screenies I've ever seen. <3 (\s/)
Yuyu,those trees . . . look beautiful, good work.
Thank you, everyone!! ;~; I'm glad to see it worked out ok!
Quote from: pacmn on February 22, 2015, 10:36:08 AM
didn't know there were crystal trees on grenada tho ???
Yeah, stupid me didn't know that Grenada was an actual country... I renamed a kingdom in one of my games "Grenada". Before that, the name was "Grandia" and I totally forgot that was the name of a game. So, I changed it from that. I'm just really bad at picking names, I guess... :halo: I've been considering changing it again. :^(
I've been on an artsy kick for a little while now. I just need to use some of that energy on my actual art class homework instead. ;9
Quote from: yuyu! on February 22, 2015, 08:07:13 AM
Now that strike has coerced me into making maps for that map challenge, I can't seem to stop. .___.
:thatsthepoint:
:thumbsup:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fth05.deviantart.net%2Ffs70%2F200H%2Fi%2F2012%2F203%2F8%2Ff%2Fthumbs_up_by_bdugo7-d588ier.png&hash=52ad5791ee13a2472e6d781435cc52b44add10fa)
Making my item screens look better. In Sore Losers: Riot Grrrl (http://rpgmaker.net/games/1158/) I'm using a custom item management system to limit the player to 6 items. Here is a before and after:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FAdG0t9S.png&hash=f1b9211b70c5c54d8550e93ab0d65e5e7c31212c) (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgcHgf0j.png&hash=0ba1c8e1b328694d03d896a7ef424d24c664fbec)
I've been doing a lot of database/custom-item-system stuff recently for my game (see post above), but I came to a good point to move onto something else so I decided to move onto changing up the battle-animations. Previously, Cheska just swung a weapon in front of her and it shows a battle animations on the enemy, which you can see in this old video (http://rpgmaker.net/games/1158/media/3195/). Here's the general gist of what the new animations look like:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaMBrAPb.gif&hash=62e78325ec675a296a4ea1430948d4d6c39afeba)
The first section (where Cheska blurs at the enemy) is part of the "normal" character-animation system, but Cheska in the second section is part of the "normal" battle-animation. This will allow me to be a LOT more flexible when it comes to weapon skills, but it's also probably going to take me ages to animate them. Oh well. It will be worth it; the "normal" way doesn't have enough room for all the weapons I want to include!
The animation actually needs a bit of work, but getting it working like that was a good thing to learn. Never bothered much with animations before. Now I have the structure, I just need to work on the sprites themselves.
looking cool :)
Time to kick it old school, lol. I'm back from the dead and am turning my GIAW XIII project into a thing now. On a serious note, I had lost interest in rpg maker for a while, but became inspired and made good use of this week. I made some new graphics, and wrote a nice story, and am in the process of writing an on map battle system specifically for this game. (It's almost done too)
Although it's still quite early on in the development process, I'd like to show some of the cool graphics and features and talk about what I'm going for with this art style.
The old map for comparison:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiFh1X%2F8df6c0a7ab.png&hash=fd67300a8923b8ace6c12da3a5f521df0aef4c4b)[/spoiler]
The new
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiFi8g%2Fd5c090a83b.png&hash=4d8ac4a04f0d4ca6c8a0e2bcbde2d67c3f6ee441)[/spoiler]
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FiFibJ%2F9af132ac98.png&hash=4a7629d71e71263e673ca13aadb6746640133453)[/spoiler]
My goal is to take RMXP standard graphics (aswell as misc online tiles) and edit them to look more visually appealing and/or work together. I want the character to stand out against backgrounds and I want environments look and feel modern yet nostalgic. I want actions to have animations, and tons of "costumes" to wear. I have tons of plans for this game, but I'll get to posting a project topic when I actually have a demo.
oh wow that's super cute ^_^
The screenshots look great, but why do the cliff faces in the second screenshot have X all over them?
If I had to guess, I'd say he's probably using them as a guide for parallax mapping.
Looking great so far. How are you getting the camera zoomed in like that?
Ah my bad, the screens were taken at a different time in the day so I probably forgot to hide the passability tile xD Acolyte is correct, they are for parallax mapping.
The zoom is a feature added by LittleDrago to KK20's XPA Tilemap. Personally, I really like the effect it has on the graphics :P
IGMC 2015 progress report! Five days in and everything is going ... relatively smooth. The introduction took a bit of time and work because of custom code, but after tomorrow I should be entering the gameplay and mapping phase. Anyhoo, here is the main character, Auco (online alias, not actual name). The mask is virtual, and not physically worn. The game will be in two or three different four color palette styles.
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RPGMakerWeb/signal-auco-face.png)
I also typed up and created a simple teaser picture.
[spoiler]
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RPGMakerWeb/signal-text.png)
[/spoiler]
The premise of the story is that technology which can extract psychometric(1) data from simple, everyday objects has been created, allowing the user to peruse snap-shots or roam through entire virtual environments constructed from multiple objects; a boon to historians as well as law enforcement. The technology has been praised and condemned, a key to unlock history and a fatal blow to privacy. Although banned, civilian psychometric devices have become a hot item despite the danger of mental impairment due to improper use and the restriction of only being able to use previously parsed data instead of directly reading from an object. Particularly technology savvy individuals have started to modify the hardware and tweak the existing 'reads', creating puzzles and games out of hacked together history. The main character, Auco, is on the bleeding edge of the rapidly growing online community broadcasting live playthroughs of the altered reads.
(1) Some believe that an object can 'see', or that we as human beings emanate an aura which imprints onto an object, leaving a visual record or mental fossil. Psychometry is essentially the supernatural/paranormal ability to read that impression.
I've been listening to a lot of Ninja Gaiden (NES) music during the whole process, and I think it is starting to show in the cut-scene introducing Auco and Dead//Oracle. What are they doing inside a psychometric lab? Probably about to get into trouble. Also, doing two-color backgrounds is a bit rougher than I first thought.
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RPGMakerWeb/signal-cutscene.png)
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RPGMakerWeb/signal-dead-oracle-face.png)
Dead//Oracle Face Shot
Bonus shot of Auco about to log in (scene is unfinished/unpolished) :
(https://dl.dropboxusercontent.com/u/34748352/Pictures/RPGMakerWeb/signal-cutscene-chair.png)
man
that's wicked work! :gracie:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmRn87xQ.gif&hash=14f703c6c3d342d13d17a3dc5dc4c836a32190c6) (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9LrxDk2.gif&hash=e7228a71225ba2b851c005a7fad8bd8225e78291)
I really need a better GIF capture program. Anyway, I'm working on Riot Grrrl's animations again, trying to do at least one weapon's worth of skills a day. About 17 more to go now!
EDIT (21/7/15):
Still working on animations for Sore Losers: Riot Grrrl. 9 weapons (approx. 18 skills) to go!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F20p0g4G.gif&hash=ee9759e381e53792f1fe3de26d252a240162feca)
Quote from: Sated on July 16, 2015, 10:08:10 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmRn87xQ.gif&hash=14f703c6c3d342d13d17a3dc5dc4c836a32190c6) (https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9LrxDk2.gif&hash=e7228a71225ba2b851c005a7fad8bd8225e78291)
I really need a better GIF capture program. Anyway, I'm working on Riot Grrrl's animations again, trying to do at least one weapon's worth of skills a day. About 17 more to go now!
EDIT (21/7/15):
Still working on animations for Sore Losers: Riot Grrrl. 9 weapons (approx. 18 skills) to go!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F20p0g4G.gif&hash=ee9759e381e53792f1fe3de26d252a240162feca)
These are excellent! More more more!
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FjIuXj%2Fb117e57213.png&hash=44966b621ddab0305a4e212168927be8f6036eef)
I'm starting a thing, I guess.
Is that a font or hand did?
Looks cute, Gracie! ^_^
Quote from: boe on August 20, 2015, 08:38:19 PM
Is that a font or hand did?
Hand drawn.
Quote from: yuyu! on August 20, 2015, 08:47:38 PM
Looks cute, Gracie! ^_^
TY ^_^ still need to finish the bg but the coding for most of it is doneee yay me.
How do you do it?
Quote from: boe on August 20, 2015, 09:54:29 PM
How do you do it?
How did I draw the font, or how did I make it look like that instead of the default menu?
Sorry for being so vague there.
Yeah, I was wondering how you drew the font.
I guess what I was asking is, how close to pixel art is it? Is it pixel art? Do you do any tricks of making it really tiny and resizing it or maybe even making it huge and shrinking it.
Do you base it off anything? I've tried to make custom letters and stuff for titles, but they always look like MSpaint doodle garbage.
Quote from: boe on August 20, 2015, 10:14:04 PM
Sorry for being so vague there.
Yeah, I was wondering how you drew the font.
I guess what I was asking is, how close to pixel art is it? Is it pixel art? Do you do any tricks of making it really tiny and resizing it or maybe even making it huge and shrinking it.
Do you base it off anything? I've tried to make custom letters and stuff for titles, but they always look like MSpaint doodle garbage.
I drew it using the binary tool, and a tablet pen. For actual pixel art, I'd use a mouse.
I should clarify its technically pseudo-pixel stuff. I painted the letters, and then erased it in parts to neaten it up a bit.
Quote from: Sated on July 16, 2015, 10:08:10 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmRn87xQ.gif&hash=14f703c6c3d342d13d17a3dc5dc4c836a32190c6)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F9LrxDk2.gif&hash=e7228a71225ba2b851c005a7fad8bd8225e78291)(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F20p0g4G.gif&hash=ee9759e381e53792f1fe3de26d252a240162feca)
These are so damn smooth I have trouble believing I'm looking at an RM program.
Quote from: Queen Unikitty on August 20, 2015, 08:15:25 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FjIuXj%2Fb117e57213.png&hash=44966b621ddab0305a4e212168927be8f6036eef)
Pretty impressive effect given the minimalist style. This feels really,
really considered.
QuoteThese are so damn smooth I have trouble believing I'm looking at an RM program.
Oh wow, thanks :D
I copied the way of animating skills like this from
Alter AILA: Genesis, which is my favourite RM* game. It takes a lot of fiddling to get the timing right on the fade in/out between the character's battle animation and the skill's battle animation, but it's worth it when you see it in motion!
QuoteThese are excellent! More more more!
:D
I actually finished doing them all now. There are a couple of other ones on the game's blog: http://sorelosersgaming.blogspot.co.uk/2015/08/devblog-sore-losers-riot-grrrl-updates.html (http://sorelosersgaming.blogspot.co.uk/2015/08/devblog-sore-losers-riot-grrrl-updates.html)
Anyway, I've been derping around with the RTP for a different game that's in the very tentative planning stage. I probably need to mess with the tinting on the rocks a bit but that's just a case of throwing it through Paint.NET or whatever:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FH1pcBjn.png&hash=64e0fe695c4d34658b9e196e81ea4d9d3e97e02b)[/spoiler]
In-game it is darker because, y'know, it's a cave:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcmhEN5r.png&hash=6a217ba8ac209db7966885b8c6b193022d19b52f)[/spoiler]
The character sprite is also original, based on the template from these cuties (http://rpgmaker.net/resources/152/). There are a few different versions and I'm not sure which I would use for the character in question yet (this is a very young game idea anyway!), but I think prefer the darker ones:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGbTX4BG.png&hash=98618e9322d2465ff26acffb7c6b42e8abbb7ee6)[/hide][/spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FjME0k%2F0c17812c4c.png&hash=f43f9b9fae241994f1f63b0917f0881b475ae9e6)
Testing tilesets and things, these are probably going to be placeholder graphics as I just wanna get this game all done. I can always go back and snazzy things up a bit. Looking a bit empty at the moment but I'm mostly satisfied.
Please ignore the doggy, he is just for testing purpose.
Cute! :D Reminds me of pokemon graphics.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2Fidthinskd_zpsjaogghkw.png&hash=addf7a03741fb280163615ab7670dbd91459a23d)
o.o
Quote from: boe on August 24, 2015, 08:47:10 PM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi109.photobucket.com%2Falbums%2Fn52%2Fdreamslayer7%2Fidthinskd_zpsjaogghkw.png&hash=addf7a03741fb280163615ab7670dbd91459a23d)
that better be an altgame you're making
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fpuu.sh%2FjNcXr%2Fb0b56f708c.jpg&hash=93c6d839634c3e9c55dc472c07dff49c47ab1cd8)
ATMOSPHERE ~~~
accidentally edited your posted instead of quoting it! D:
should be back to how it was.
also yes, it is
and what will the puppy be replaced with? :O
[spoiler]another puppy?[/spoiler]
Quote from: boe on August 24, 2015, 09:36:17 PM
accidentally edited your posted instead of quoting it! D:
should be back to how it was.
also yes, it is
and what will the puppy be replaced with? :O
[spoiler]another puppy?[/spoiler]
Dats oke!
[spoiler]that is a secret[/spoiler]
(https://pbs.twimg.com/media/CQgDhtOWIAAs9Lb.png) (https://pbs.twimg.com/media/CQgDhtTW8AAv9SW.png)
More minigame updates for
Riot Grrrl. Pretty much done with all the revamping now!
Have another...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FPbGlGV9.png&hash=c40490e954ba89ce5f98405b4cb27e1042e99b4f)
I like your mapping. :D
Quote from: Sated(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FN29MIaF.png&hash=1ae3b07e8a016f50acc6859abdfb9bc6fb8a63f0)
The vent minigame shown above is something that happens during the second level of my game (http://rpgmaker.net/games/1158/). During the third level there is going to be a similar sequence that takes place in some sewer tunnels. I don't plan on this sewer section being as integral to how the third level plays out as the vents are to the second level, but I do think they'll set-up what comes afterwards (which will remains a surprise) pretty damn well. So basically what I've been working on are the graphics for these sewer sections, and here are some examples that'd slot into the user interface shown above:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxhqzIGT.png&hash=bf2d9adbaa78bf2c73715c9dd37febe0d13b3dcb)
I think they're okay? I'm undecided. I intend to add some cracked/missing tiles to spice things up a little. I think I'm okay going without anything on the floor because the tiles already convey everything about depth/direction?
Here's a screen from my upcoming commercial game, ready this year still. :blizj:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fp86r9nvdd%2FGame_2015_10_17_15_29_18_50.png&hash=4ba2fd7091222003251da6050e087f635d6ff521)
Name?
Quote from: boe on November 02, 2015, 09:16:08 AM
Name?
Save your Mother. It was a first place winner of Quest for Fun contest several years ago and I have been working on a commercial version ever since. I think I shared the freeware version download here too, the freeware version was downloaded by 38892 people and I hope as many people also buy it since that'd make me some nice moneys. :tpg:
You can find the Facebook page here, I'll update more info to there when it'll be time for Steam release (https://www.facebook.com/saveyourmother2/)
Good luck on your journey.
Since I'm here, might as well share some screens.
[spoiler]
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FySCzu4F.png&hash=d164d5241a57caf336e954442fe2402baf8516ca)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnnPqTMv.png&hash=6809589cb06d5bf2cb91de436120dd3a3b50722a)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSWJpdrh.png&hash=e0b3d4838502949c1560f40685977dee45f02ceb)
[/spoiler]
Stuck some ripped Crystalis graphics onto a tileset because I really like how that game looked. They're kinda challenging to work with, but I think they look cool. Credit for the original rip goes to Zephiel87 (http://www.spriters-resource.com/nes/crystalis/), although fitting it to a chipset wasn't as easy as I thought it would be:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVB6BXyi.png&hash=b8ad066c0fe2508a585271a1b49095ae7145f951)[/spoiler]
Here is a forest using graphics ripped from the same game. Credit for these go to HylianFox (http://www.spriters-resource.com/nes/crystalis/sheet/24527/). Turns out NES graphic artists were more capable of making forest graphics than the RMVX/RMMV RTP spriters are ;)
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ff23zfLQ.png&hash=704e16c203123b656dcb5c56ed4d6c4daf1413e6)[/spoiler]
I uploaded both the chipsets over on RMN if anyone is interested in them.
Those tilesets are rad and so is the mapping.
I agree that the rpg maker rtp graphics can be pretty awful at nature stuff, but that canopy texture is hideous. The blue and green colors are completely at odds with each other as well. It's like the artist couldn't decide between making a lush green jungle, or a dreary washed out swamp.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjXnDuYH.jpg&hash=da0e978c0537d9dec3252124600f56824afbbfcf)
First map attempt for the Lhuvia Tales MV. ;-;
That looks beautiful yuyu!
Thanks, modern! :boe:
Quote from: Acolyte on November 02, 2015, 09:56:28 PM
I agree that the rpg maker rtp graphics can be pretty awful at nature stuff, but that canopy texture is hideous. The blue and green colors are completely at odds with each other as well. It's like the artist couldn't decide between making a lush green jungle, or a dreary washed out swamp.
It's mostly that my hatred for the VX/MV forest tiles is infinite.
@Yuyu: That looks amazing. Seeing shadows used well is always good.
Oh I definitely don't blame you. I was really hoping MV would ditch the square chibi aesthetic. Certain things are a little better. Others look like straight up resizes..-.
That's really terrific
Awww, thanks everyone! ^_^
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fqwf04uh0l%2FGame_2015_11_03_13_58_42_90.png&hash=1399d3a417525ce54db14c019d9ec197ef6b9dc0)
This is Glamour. She helps you a lot by giving you comfort, information and much, much more during your journey.
Quote from: Drbigt on November 04, 2015, 09:59:36 AM
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fqwf04uh0l%2FGame_2015_11_03_13_58_42_90.png&hash=1399d3a417525ce54db14c019d9ec197ef6b9dc0)
This is Glamour. She helps you a lot by giving you comfort, information and much, much more during your journey.
That picture takes up too much of the text box. You should either place the picture on top of the text box (this might require re-sizing the picture, which I don't think you should do) or re-size the text-box so that it only surrounds the text. I basically think it looks weird how little of that text box is being taken up my actual text.
I already have resized it a lot, I have also moved the spacing of the picture a lot to the left. I honestly don't know what to do; her wings take tons of space. I don't think putting her on top of the text box would help at all. (Mostly due to actually making difference, you'd have to move it so high that it'd hide her face and you'd only see the focus being in her boobs, lol)
Yeah, I thought that'd be the case, which is why I thought it would be a bad idea to place her on top of the text box.
Perhaps flip the image horizontally and then move her arm (this would be the one that isn't bent once the image is flipped) so that it's one the edge of the screen? You don't really need to see both of her wings because the player can infer what one wing looks like from seeing the other. I think that would look better, and it would give you much more room for the message text.
The wings are really the problem here, because the space below her right wing is just far too great IMO.
Quote from: Sated on November 04, 2015, 02:58:19 PM
Yeah, I thought that'd be the case, which is why I thought it would be a bad idea to place her on top of the text box.
Perhaps flip the image horizontally and then move her arm (this would be the one that isn't bent once the image is flipped) so that it's one the edge of the screen? You don't really need to see both of her wings because the player can infer what one wing looks like from seeing the other. I think that would look better, and it would give you much more room for the message text.
The wings are really the problem here, because the space below her right wing is just far too great IMO.
The problem with flipping her picture is that her hair would be flipped too and it'd visibly not be like that in the charaset. I did change font size (as well as window graphics while at it) and put it even more to the left though, so overall what do you think now?
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs11.postimg.org%2Fxr3g296kj%2FGame_2015_11_04_17_20_00_06.png&hash=9f9ba7772ddeb4d6c754094a4870078971ed8b24)
I actually had very little problem with the amount of screen being used for text. What did bother me was the arrow at the bottom, it looks unclean at the center of the window if there's only text to the left of it.
It's been a while since I've done anything with RM, but is there an accessible way you can adjust the arrow's placement? If not, I'd be happy to put a little snippet together that makes it so. That is, if you agree with me on the arrow. That's just me though.
Quote from: pacdiggity on November 04, 2015, 04:05:33 PM
I actually had very little problem with the amount of screen being used for text. What did bother me was the arrow at the bottom, it looks unclean at the center of the window if there's only text to the left of it.
It's been a while since I've done anything with RM, but is there an accessible way you can adjust the arrow's placement? If not, I'd be happy to put a little snippet together that makes it so. That is, if you agree with me on the arrow. That's just me though.
I am not sure, I use ATS Series by Modern Algebra. Sure, if a snippet that'd auto center it always relative to where the text begins (say, in this case more to the right) instead of always being in the exact center spot, it would look a bit better.
Quote from: pacdiggity on November 04, 2015, 04:05:33 PM
I actually had very little problem with the amount of screen being used for text. What did bother me was the arrow at the bottom, it looks unclean at the center of the window if there's only text to the left of it.
It's been a while since I've done anything with RM, but is there an accessible way you can adjust the arrow's placement? If not, I'd be happy to put a little snippet together that makes it so. That is, if you agree with me on the arrow. That's just me though.
Yeah, it's not the amount of screen being used for text that bothers me either, it's how much of the text-box is obviously not being used. Increasing the amount of text-box being used is one solution, but one of my other suggestions was to merely re-size the text window so it wrapped around the text, which I know is something that can be done
vai scripts even though I've never touched the newest makers.
Quote from: Sated on November 04, 2015, 07:29:45 PM
Quote from: pacdiggity on November 04, 2015, 04:05:33 PM
I actually had very little problem with the amount of screen being used for text. What did bother me was the arrow at the bottom, it looks unclean at the center of the window if there's only text to the left of it.
It's been a while since I've done anything with RM, but is there an accessible way you can adjust the arrow's placement? If not, I'd be happy to put a little snippet together that makes it so. That is, if you agree with me on the arrow. That's just me though.
Yeah, it's not the amount of screen being used for text that bothers me either, it's how much of the text-box is obviously not being used. Increasing the amount of text-box being used is one solution, but one of my other suggestions was to merely re-size the text window so it wrapped around the text, which I know is something that can be done vai scripts even though I've never touched the newest makers.
Er, the messagebox is being used by the face too you know. :malson2:
Have a GIF:
[spoiler](https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fusers%2F2554%2Flocker%2FBrother_and_Sister.gif&hash=8c8f90b3de3af03461a454db66cc9ce39f79c5e4)[/spoiler]
Getting some FF:mystic quest vibes from this.
Like it.
The aesthetic is almost 100% lifted from Kentona's use of FFV rips with the RTP in Hero's Realm. I really do believe that the RTP fits with FFV-style sprites much better than it does with the actual RTP charsets!
My game's getting ready for Steam Greenlight. As such, I'd like to show off a bit something different, the new and improved launch trailer that was improved based on feedback.
[yt]zs3KLVtSmZ8[/yt]
The video looks good. I'd maybe consider starting it with a fade-in/fade-out of the title screen just so it doesn't drop straight into useful information.
Your game looks really amazing. <3
When will it be available on Steam Greenlight?
My vote is for sure. :) (\s/)
Quote from: Gaming Princess Luna on November 10, 2015, 12:39:00 AM
Your game looks really amazing. <3
When will it be available on Steam Greenlight?
My vote is for sure. :) (\s/)
Most likely this week still, I just have last minute testers give me a report for any minor polish that need to be done or if there's any bugs, there really shouldn't be because it's been tested on several computers through and through but you never know. :malson2:
EDIT:
My game's on Steam Greenlight. I wasn't sure what to show for this ocassion so have a peculiar demon girl who dislikes humans. However, if you play through the game, you can actually become friends with her and find out the dark secret why the demons dislike and distrust humans.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2F6v4ig0357%2FGame_2015_11_04_19_41_53_56.png&hash=407889bcb0cc3287260da51fe450b6525aea509c)
humans are the worst
I do my best to avoid them
Screen from my game :)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpg-maker.info%2Fmedia%2Fkunena%2Fattachments%2F1796%2FSD2_sc02.png&hash=de94bf29862a8ce8af41a64101973b9bd5f449f3)
Pretty! :D I like how the images in the back are blurred.
Quote from: yuyu! on December 21, 2015, 04:42:30 AM
Pretty! :D I like how the images in the back are blurred.
Thank you! I wanted to achieve the effect of sidescroller/platformer horizon in outdoor locations. :)
I love the autumn colors.
A witch's cabin
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2Fd8d8ru8s3%2Fwitch.png&hash=937e9aa6c8399646be90aebde946500e93639cbb)
I feel like those trees are so big that they look out of place compared to all the other trees.
The perspective seems a bit off. It makes it appear that the house is leaning forward.
The big trees look kinda like they belong in a sidescroller and the art style don't match the rest.
Edit: Oh, also here have a screenshot.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmOQzpdt.png&hash=1186576b5408637d9a25a4ae35c2193d942e929e)
Quote from: Bowie on January 13, 2016, 12:36:24 AM
The perspective seems a bit off. It makes it appear that the house is leaning forward.
The big trees look kinda like they belong in a sidescroller and the art style don't match the rest.
Well, okay. But I don't think that was reason enough to remove the whole screenshot though. :sadmoonfacefromthatthreadss:
Huh? :o
I'm confuse now.
If you're referring to it saying I edited your post, for some reason it was showing as a broken link.
I poked it and then it showed the image for me.
Don't know why you can't see it, that's really strange.
It's still there for me. \(;6)/
that image host is weird lol
I NOW PRESENT
TUOMO L'S SCREENSHOT
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJVCLHPt.jpg&hash=9724f7f7599b30f30535e1f4fd1b9cc7e868c7aa)
Thanks, can you upload images to imgur without registering? Because if it works like that in direct links, I may start to use it.
Yeah
All right, I removed the big tree. How does it look now?
(https://i.imgur.com/t07ptJD.png)
Also this is the first map of the game from the intro sequence.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ft6bC7Oo.png&hash=cfe70f1ea9df09be5dde9c70016d4dbb7b165c4e)
I think that looks much better.
Remember, nature doesn't plan itself out. It's random and wild.
Maybe try sprinkling bits of grass and stuff around to break up the empty spaces? :o
Quote from: Bowie on January 14, 2016, 06:29:33 PM
I think that looks much better.
Remember, nature doesn't plan itself out. It's random and wild.
Maybe try sprinkling bits of grass and stuff around to break up the empty spaces? :o
Okay, I did. Not really worth a new screenshot though, so have an inside the cabin shot instead.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWHSLT8I.png&hash=2c09b12c52006fcc1a7e7fa8e29d858e9515906a)
cozy ( -w-)
That house with the trees looked really awesome! :D I really liked the big trees on their own, but I agree that they didn't quite mesh with the small ones. :p I think it would actually look better if you only used big trees and added and scattered them out some more, but the small trees work just fine if you keep them consistent. :3
So I've tried to think of ways spruce up the random npc's houses. This particular girl has a cute art of unicorn and pic of her and her mother that she did.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcuwMF2K.png&hash=8ce500d35a1583ea836a8ce58ed8c7da61f38f2e)
I like the drawings :D
I think a few rugs and windows might spruce things up a bit. :)
You shouldn't
write message boxes
that are staggered
like this
for no good reason.
Well, my best friend gave me an advice to instead of having tons of the "roof" to instead break it up a bit, I was thinking filling with black would make these houses seem better. I also added a carpet and made the word wrapping to prevent the thing Sated pointed out.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbqOFuyn.png&hash=f06c2ac3bbc491849086d6f1b4d18edfc7f1d8aa)
The black looks much better. :D
Since we mentioned text and word wraps and stuff, I gotta go on a little rant. This isn't directed at anyone, just a note for (hopefully) improving the aesthetics of any game. :)
It seems difficult to work with the default text boxes in the RPG Maker engines, because they are too big. This could make one line of text look too empty and a full box of text look like too much. If you look at any other game, text boxes are smaller width-wise and only use about 2-3 lines.
[Spoiler=Example]
(https://i.ytimg.com/vi/nECuN9m3ECs/maxresdefault.jpg)
[/Spoiler]
Part of that is the addition of a face, but I find that a slightly smaller text box with 3 lines looks a little neater. :D Thankfully, there are a lot of scripts that help with that nowadays.
Some UI screenshots from
Sore Losers: Riot Grrrl. The game uses a skill-tree system and I've just got through making it look a little better than it used to:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FSkill_System.PNG&hash=fa924b9ba65ffb31b1be40e4a370b9ea0938c5ca)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FOne_Inch_Punch_Skill_Card.PNG&hash=be8152742453ae00594d99e00f9d4bb924a468ec)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Frpgmaker.net%2Fmedia%2Fcontent%2Fgames%2F1158%2Fscreenshots%2FHigh_Kick_Skill_Card.PNG&hash=9c73ba4b8ae046d3ece6a9118c2faf0ca9a7eb9c)
evented?
Yeah. I'm using RM2K3 so I don't really have any choice but to event things :P
i've seen a couple scripts for rm2k and rm2k3
never bothered trying them, you need to get a third part program to inject the binary algorithm then facilitate cross-platform application's energy boson rerouter that then goes pear-shaped, resulting in an explosion in the secondary temporal power rerouter
at least that what is sounded like, it probably just edits the dlls
Oh right. I forgot about those. You can't actually use them with the official version of RM2K3, which is what I'm currently using. They only work with the unofficial translation. The official version actually has a loooooot of improvements that I wouldn't want to be without.
haven't actually tried the new version of RM2k and 2k3.
been meaning to for the sake of a bit o'nostalgia
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fa6f3HWY.gif&hash=519fde11759b8f84da59612c68fc264b64cd34fd)
Sometimes the simplest things are the most gratifying. Finally working on an actual dungeon with actual gameplay for my RTP project, mostly involving moving minecarts around because who doesn't love a stereotypical minecart-based dungeon? There's also going to be spiders; lots of spiders.
This cart is intended as a show-not-tell kinda tutorial. You enter the dungeon from the bottom, and I assume most people will interact with the cart once they see it. Since they come from the bottom, they should push it up the tracks, thus learning that the carts can indeed be pushed.
I like the camera movement, the route it takes feels good man
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoOfRrSi.gif&hash=bf1f53045bd4de4713e3b70a86175b19bca835cb)
Holy damn, that is super cute. :O
I love how things move and have life to them and the colors and the art and the everything.
And I want it.
Beautiful! ;o; Great job on this, irock-kun!! !
WOW Frank, (if that's even your real name) I told Irock that I loved his art before you and you're just trying to copy me which is not an ok thing to do at any point is that a thing that people will say is ok to do.
:wow:
SJW much OK?? ? :mad:
I prefer warrior for people's rights ok.
Also here's a screenshot because I can BE on topic.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBfg2mmz.png&hash=d8bc2844495e3378e3927c64ce637752b2f00612)
looks fabu
love dat wavy bg yo
I'm creating a menu system that'll allow the player to talk to any important NPC about any quest they receive. When they do, the NPC will give them some advice about the quest or something like that. Think
Diablo II. Here's the menu system working well on a test map. You won't actually be able to select greyed out quests in the real game, but I wanted to make sure my referencing was working before moving on to the next step:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeaEtDVi.gif&hash=e0ee5475c977321417bc7beead9579461b95e3af)
Neat! :D I worked on something similar, only for idle chatter.
Looks good!
I've been working on this quest diary to go with the dialogue system I posted above. The basics of the system are working, I just need to make the images that will come up once you select a given quest, which means I need to decide what those images will say. I'm not sure what to do with the dead space at the bottom of the screen; maybe a small preview of what's written on the main image or something like that? I'unno...
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FBGwnVEL.gif&hash=4c335172d308124520e7164f883b7376d7576280)
My test map is getting very crowded. So many custom menu systems. It's going to be hard to come up with a pretentious acronym for all of them (like a good RM2K3 user should)!