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Screenshot Thread - Page 127
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Screenshot Thread

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

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Chickan117

Awesome idea. Thanks for the heads up :)

Japur



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?
  - 

Wiimeiser

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.

Japur

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!
  - 

littlesatyr

@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.


Some new tiles that I'll be sharing later on. I'm currently working on different directioned beds and some other stuff. Also, paintings~



Tuomo L


Heretic86

Quote from: Japur on September 01, 2012, 08:26:36 PM


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.



I've posted this image before so no need to comment on it.
Heretic's Vehicles XP (Boat and Magic Carpet)

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

Redwyn

#3157
Any tips on how to make this throne room better?



Here's an updated version:

IAMFORTE

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

Mark20

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.





Acolyte

@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.

IAMFORTE

@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

Mark20

What do yall think of this map?

Wiimeiser

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.

Tuomo L

#3164


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.

jomarcenter

#3165
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][/spoiler]
and i'm happy if someone will rate it and told me what to improved.

modern algebra

Gallery is for non-RM art jomarenter, so that's why I moved this into the Screenshot Thread.

IAMFORTE

The water looks a bit off in that map, otherwise it looks alright, maybe add some screen color tones

exhydra

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][/spoiler]

UPDATED 05-29-14


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

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

Little Psycho

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]

[/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)]

[/spoiler]
/\ Still needs to be finished so every idea/comment is helpful!



As blonde as can be!!!
Doesn't mean I'm the dumb one...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[Spoiler=supporting!]
[/spoiler]


IAMFORTE

@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

Little Psycho

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 =^.^=



As blonde as can be!!!
Doesn't mean I'm the dumb one...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[Spoiler=supporting!]
[/spoiler]


IAMFORTE

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

Acolyte

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.

Arturo-Sagahon

@ 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)
Click me, if wanna see more charas.-->
[spoiler][/spoiler]