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Screenshot Thread

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

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Adrien

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

pacdiggity

I was supposed to get post 2500 :bigmad:
it's like a metaphor or something i don't know

Sashikinaroji

Quote from: Pacman on July 26, 2011, 11:33:30 AM
I was supposed to get post 2500 :bigmad:

some people are so inconsiderate.
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.

Kidkay

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
This note is legal tender for all debts, public and private

Acolyte

@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.

Adrien

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

Lunarea

This is a western-inspired town by the name of Oakwood. It was a lot of fun to map, but it took forever.
My current project:

Sashikinaroji

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?
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.

pacdiggity

I don't get that. I think it looks fine.
I love Luna's amazing RTP-esque mapping. It fills me with joy.
it's like a metaphor or something i don't know

Taylor

Quote from: Exhydra on July 22, 2011, 02:15:08 AM
My mind is trying to comprehend why such a setup has appeared/been built in Madotsuki's head.

Explain.

exhydra

#2510
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.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

cozziekuns

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.

exhydra

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.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

Lunarea

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 current project:

IAMFORTE

My first attempt at VX mapping, something seems off >.<


exhydra

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.

UPDATED 05-29-14


IS YOUR PROJECT OPTIMIZED?
UPDATED 07/04/15 - v2.5

RPG MAKER TOOLBOX
UPDATED 07/04/15 - v1.5

IAMFORTE


CodeMaster

I haven't post a screenshot in a while so here is one from a recent part in my game.

[spoiler]


[/spoiler]
[spoiler]John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life[/spoiler]

Adrien

Lost of in game screen shots and one giant map.

[spoiler]






I removed the mini map feature from the game










[/spoiler]


Aurelia

@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 support \\(>O<)b




Adrien

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.

Sashikinaroji

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...
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.

Acolyte

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.

strike

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.

Adrien

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.