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Screenshot Thread - Page 71
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Screenshot Thread

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

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Irock

Not bad for you being a beginner. There's too much open space though.

Zylos





Karo Rushe

The Water looks pretty ~ Nice use of the Water fog there Zylos '3'd

Taylor


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

Japur

How's this looking?


Credits for the tileset go to Mark1707.
  - 

SirJackRex

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.

scanime

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.



Thoughts? Opinions?

Sashikinaroji

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?
Ok, DON'T EXPECT HELP FROM ME~! I will perhaps rant a bit, but don't expect me to do graphics for you, even if I say I will... I won't.

Life Alchemist

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.

SirJackRex


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.

Irock

#1760
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]



[/spoiler]

Zylos

That's interesting... what's the game about?




Irock

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.

scanime

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!

scanime

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][/spoiler]

Grafikal


liberty

Just messing around with VX.
[spoiler]




[/spoiler]


Zylos

That's incredibly good for VX maps. O.O




SirJackRex


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.

Irock

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.

SirJackRex

Yeah, I kind of figured that, too.

I did fill in the wasteland/desert town, though. It looks much better; thank you for that!

Grafikal

#1771
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.

Nessiah

Making curved stuff in VX was hard :(

[spoiler]



[/spoiler]





SirJackRex

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.

Grafikal

I'm glad you like it. Here's something I whipped up really quick just now for a bit of an example.