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Screenshot Thread

Started by :), March 09, 2007, 03:49:58 AM

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Falcon

Agreed, with such an awesome tileset, adding details shouldn't be a problem.

Reives

@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:



Irock

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:



The tree tops are unsupported. They need to have trees under them everywhere.

Reives

Not necessarily; it can be under the leaves, overshadowed by it due to a wide-spread radius. :>

Irock

Erm, you don't see leaves connected across a long distance from one tree to another, forming a long bridge of leaves.

Havick

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
The Newbie
I'll be gone again in time.

Reives

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.

Irock



That's a canopy.

The thing you posted was a bridge of unsupported branches.

Reives

#408
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.

Acezon

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...

The Shadow

Quote from: Reives on January 17, 2008, 04:19:37 AM

Sample:




Even if the canopy  is there, I actully like the map :)

Nice done... again! ;8

Acezon

Thanks!!!!!! i'll fix it.. I'll show you my finished work....

maia

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



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).



VILLAGE OF MACCAN




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.



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.



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.



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.



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.





[/spoiler]
community project for RPG Maker VX: http://rmrk.net/index.php/topic,33789.0.html

The Shadow

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.

modern algebra

I haven't posted anything here for a long time :P

Anyway, this is the layout for my status screen:



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.

The Shadow

I think that Status Screen looks SWEAT! You have done a wonderfull job there :D

And what do you mean with colours?

modern algebra

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:

Reives

#417
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:

(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.)






Ruzu

Thats amazing Reives. Looks fun.
Deceased, the memories of time flow ever lasting. Let the passion of the living and the dead touch you, and give you their wisdom.

I'd sooner die than leave your side, I'd sooner rust than let you die.

modern algebra

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.

Falcon

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.

Reives

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.

Falcon

#422
Forgive me, I didn't really get what you mean, are you saying I should play around with the rug?

Ruzu

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?
Deceased, the memories of time flow ever lasting. Let the passion of the living and the dead touch you, and give you their wisdom.

I'd sooner die than leave your side, I'd sooner rust than let you die.

Dertt

I think I may be getting better.
Or desert towns might just be really easy to make.
Either way, comments, critique?