Description



Some of you might not know what a Release Something! Day (RS!D) is. Basically, it's a day where you release something - anything! - in order to get feedback from the community.

Release Something! Days used to be a regularly occurring events back when the community had a problem with releasing stuff. It was created as a way to encourage sharing, collaboration, feedback, and content in the community. The aim is to truly try to capture the spirit of releasing something.

It is not about prepping a major release, or making something in a fury to have something new to show for the event. It is about showing your works-in-progress, getting feedback, and checking out what other people are working on. Like a snapshot of RMN's development community.


WHATTA RELEASING?
Music, tiles, sprites, graphics of any type, gameplay (videos of gameplay tests are good), tech demos, demos - even completed games (but don't strive for a finished product; that's not the point of RS!D).


GOTTA HAVE RULES
- To 'Release Something' just upload it straight to this event page. Sign in/up, then hit 'Submit' in the top right corner of the page and browse until you find the file you want to 'Release'. Voila~
- You can release more than one thing, but try to make sure it's something you've been working on at least recently (say, in the last month or so). Keep it relevant!
- Release all through the weekend.
- DO NOT steal the things you see here, if someone wants feedback on a resource or script. I doubt we have to say it, but it's worth saying just in case someone uses the 'but you never said...' shit to justify being a fuckwit.
- To give feedback, use @username and then hide tags (depending on length and amount of feedbacks in post. So, for example:

@Liberty
[hide]this page is pretty awesome but hey, I think you need to work on your logo making abilities because holy shit giiiiirl[/hide]



GOTTA GET GOODIES
There will be a badge worth 10 MS for releasing something. One per person.
Best feedback givers will also get a badge worth 20 MS. Because the feedback is what counts most!


Just to re-iterate: You are releasing something :ANYTHING: that you have done on your project over the last month or two. It can be a screenshot, a face image, planned dialogue, a script snippit, a resource, a demo (if you have one on hand) or a video of a system or anything like that. It does not have to be something that you whip up over this weekend - in fact, it's HIGHLY ENCOURAGED that you NOT do that! Just dump something in! Or a few somethings!


GO GO GO GO GO GO GOTTA GO FASTER!!!!

Details

  • 01/15/2016 11:59 PM
  • 01/18/2016 11:59 PM

Achievements

Registration

You must be logged in to sign up for Release Something: Gotta Go Fast!!!.

Participants Entries
BadLuck
Craze
J-Man
Dudesoft
Ocean
UPRC
Archeia_Nessiah
Liberty
bahlete442456234996
eplipswich
slash
JosephSeraph
Ratty524
WolfCoder
Deltree
polarcactus
Dyhalto
Rhyme
MakioKuta
InfectionFiles
Hasvers
Rose_Guardian
Seiromem
Ljink
Gourd_Clae
Luiishu535
Someoneman
Sgt M
mjshi
Irog
SunflowerGames
Addit
Roden
Novalux
LorSquirrel
Vaccaria
Red_Nova
Subzero_Dragon
Lucy_Fox
Housekeeping
unity
Sooz
pianotm
Zeigfried_McBacon
charblar
dinkledaberry
Zephire98
Kylaila
karins_soulkeeper
AubreyTheBard
zDS
Frogge
Zero3D
KrimsonKatt
Donut
CYBERLOUS
AceOfAces
BerryRMN
pooperflooper
Punkitt
Thunder176
kr0x

Posts

So many entries that I give up for now. /o/

@Craze
I am rubbish at giving feedback from a text standpoint especially when I know little about the game mechanics />w<)/ That all I can say is Nice art haha;;;;;


@Jaymonius
The lack of detail on the original sprites make it clash really hard with the default assets. And one of the problems I'm seeing is how massively different the color palette of the original sprites are. Are the sound effects going to be changed?


@Ocean
Even for your usual work, the icons are a huge step up in your art abilities osyun. As for Rubi, isn't she like a loli below 13? The boobs in this one is strong and her curves suggest she's at least a teenager.


@UPRC
I honestly can't give much feedback here except nice maps for the most part. Why is that one moogle in the counter extremely dark? Like even from a light source viewpoint it shouldn't be that dark. It's like the counter looked like a ceiling for that part of the game. And that one area with the white ground and...teleporters and beyond felt like the game's focus on pixel art moved to textured works which is really jarring. One thing that also bothers me is the inconsistent effects. One point you have blurry almost realistic smoke and then at one point cartoony RTP(?) smoke. It just feels wrong to me as an artist.


@Liberty
I think your sprites needs more contrast to put more emphasis on the forms and shapes of Emi. The wall's texture doesn't make much sense. I suggest adding a gradient shading or something on the lower end of the wall instead and keep the zig zaggy run down texture above. I'm glad you're making custom stuff though~


@Sated
Looks nice, not much to talk about really w.


@eplipswich
I think for a localization work(?) it would help to remove some JP conventions like '.....' and to appeal more to the western audience. The many dots version might feel better in Japan but in English it really makes the game feel amateur in writing.


@Deltree
Nice graphics! But the faces in the UI doesn't feel like the same quality. Is that a placeholder or WIP?


@Luchino
Where do I begin...your games reminded me of the Windows 98 PC era. And I don't mean this in a degrading way. But just the way you present your color palette and extremely limited shades as if you're designing with an almost 8~16 bit type of palette. I did notice that some of your shading is extremely inconsistent. One example is the Ship Image. The Anchor's outlines is way more subdued and feels more like a sticker in comparison to everything else with bolder thick outlines. I think it's either you go for all dark outlines or not. At the amount of resources so far, you will benefit more for just adding thich outlines to everything. The battlers have some anatomical issues here and there, particularly the crotch area and the arm muscles of the male battler with the ...shovelaxe.


@Dylhato
I like how that looks :3


@MakioKuta
I think the color palette of the backgrounds blends way too well with the characters based on Screenshot_20160113_130013.png. Maybe add a lighter/white hue to subdue them a bit? The Dark Outlines really make them look like they are on the same plane as the talking character which interferes with the 3d space perception.


@InfectionFiles
The smooth trees vs. the sharpness of the house and objects really bother me a lot.


@RoseGuardian
Your menu is looking promising aside from obvious placement issues. But I really hope you won't go with that UI on the battle. Readability is far more important than looks. Especially with how spaced out everything is which puts a delay to player reading in regards to the information. The Placement of the command makes it look like the enemies are the ones taking the turn.


@Ljink
Music is something I'm not good at giving feedback on due to high standards ahaha. But from a thematic standpoint they feel very SNESy and has a clear theme which is nice.


@Gourd_Clae
That font is really hard to read. The sprites have some minor issues here and there and some palette issues to help define their form especially if you're using them with REFMAP Graphics. But they are very cute. I don't know what to feel about the white flashing because it gets really annoying after a while.


@luiishu535
As a concept art, it looks OK.


@SgtMettool
Very cute character! I do see some jaggies around your artwork though and I think the shading could be better. Basically stronger contrast


@mjshi
It looks OK. Is it purposely desolate feeling ala haunted ship style?


@Irog
Woah that is really effing cool. I have no time to play demos but dang song. My only complaint is that the units don't stand out enough because of the grass's bright palette.


@kory_toombs
The combination of handdrawn soft edge tiles and sharp edged and/or pixel tiles just really don't look right to me.


@Addit
Oh hey it's Monopoly. I think UI wise there's just a very strong white going on that makes it hard to focus on the details you want us to focus. I suggest that the background should follow a light bluish hue just to make the gray buttons and such popout more. More color will make this text heavy UI less clinical.


@Pizza
Out of sheer curiousity, what is the context of the darker shade trees and the light trees being combined like that in the map? Very earthboundy and nice artwork though.
For the drawing itself, you need to be more bolder with your palette to introduce texture to your coloring.


@KatanaHiroshi
Nice Hologram. Not really a fan of the blurry silhouette sprite. I think the rooms are way too spacious and big but I'm guessing Chase scenes are going to happen to them so it might be OK. But you need to make it a lot more interesting to traverse through IMO.


@Red_Nova
I think Possession should be in a separate window and instead, put the drives and stats together or at the very least two separate windows on top of each other. They feel like the most important information. I like the font better in New_Shop_Menu_1.png I have a lot to say about this layout that makes it unappealing right now but without any context I find it hard to give feedback.


@LucyFox
The sun ray burst is already too strong for a very bright map. Overall The clashing styles of the game is distracting with the game's presentation. You can disregard this if you just want to make a game however.


@Housekeeping
Nice Simplistic Style! I like the animation. The music reminds me of classic GBA games.


@Unity
My only worry with some of the animation outlines clashing directly with the battlers because of the line quality. (Binary art on top of smooth digital art)


@Sooz
Looking very classy.
mjshi
Jack of Most Trades
6414
Responses to feedback:

@Frogge: I fixed the windows a bit so that there weren't so many. Can't do much about inside/outside tiles, though, since the RTP doesn't give windows for the ship. Haven't updated the screenshot to reflect changes yet, though.

@MakioKuta/Housekeeping/BerryRMN/Addit: Regarding moving the picture up: http://rpgmaker.net/content/events/rsggf/files/Screenshot_2.png

@Red_Nova/BerryRMN: Definitely going to decorate it a bit more.

edit @Archeia_Nessiah: Somewhat, I suppose. At the very least it's no luxury liner.

Feedback (going to do them all in one post owo):

@Badluck: I really like the elven shrine, it just looks so... sparkly. That level up stat screen is amazing, though. It puts all other level up screens to shame.
@Craze: Seems like battles will be interesting with those mechanics :D
@J-man: Everything looks kinda squished vertically, maybe it's just the video though. But wow, the sideview battle animations and sprites... those are pretty nice.
@Ocean: Those are some really neat icons! I especially like the door one, it reminds me of a portal into a fairy realm :3
@UPRC: The camera seems to lag quite a bit (or maybe it's just the video, idk). Otherwise, the mapping looks nice! The fog at the title screen is a nice touch as well.
@Archeia_Nessiah: Waa, the fairy spirit is so shiny! The sword design is very extravagant as well. I'm curious why the people sitting on the piles of gold, though. Nicely pixeled nonetheless.
@Liberty: Her jacket looks quite nice, but I'm not sure if that blue dot near her hair is an eye or a highlight. I like the hairstyle!
@Sated: hahaha those skill names. But seriously, is.. is that what I think it is? A skill tree? :O That's amazing! Neon pink hurts my eyes though xD
@eplipswich: Looks like an interesting concept, but the pale purple machines in the factory don't fit very well with the rest of the tileset. I suggest making the borders darker, since all the other tiles have dark black outlines.
@Ratty524/WolfCoder: Would love to comment but that means I'd have to download something... eh... sorry xD Maybe later!
@Deltree: ...what xD Does minty breath kill people? I'm not sure what to think about this one xD Erm... well, the pixel art is quite nice!
@Luchino: The tiles fit together really well. It gives a bit of a gritty feeling.
@Dyhalto: Aw, but the Dominion sounded like such a nice place! Well, things happen. The pages look nice, albeit a bit green.
@MakioKuta: Ooh, is a sequel in the works? Good luck! (And of course, Erwin doesn't cry. He simply is rich xD)
@InfectionFiles: Lemme guess, horror game? That human is very anatomically accurate, nice job!
@Rose_Guardian: I like the look of that battle system! That kid, though, he's very... lanky. xD
@Ljink: I'm not qualified to comment on music xD It starts very suddenly, though. May I suggest a fade in of sorts?
@Gourd_Clae: Oh, an investigation-type game! The HUD looks nice! The uppercase "i" threw me off for a second. They strongly resemble "[" brackets.
@luiishu535: What did the clown ever do to you? >:(
@SgtMettool: The facesets are really cute!
@Irog: Hey, isn't that the game you made for the No-RM event? Now with updated visuals ;) They look nice! Gameplay looks rather complex though xD
@kory_toombs I'm not sure if it's intentional, but some things stand out... a lot. Especially with the rather desaturated background. The chests look a little out of place with its surroundings, too, and the size comparison makes the chest look huge. The slimes look quite nice next to the player, and are appropriately sized.
@Addit: I'm guessing this is a management game of some sort? When I saw the bail at $50, I just kept thinking of Monopoly xD
@Pizza: I like the maps! The tileset fits together really nicely.
@Novalux/LorSquirrel: Again, can't comment since I'd need to download things first xD Sorry!
@KatanaHiroshi: Weeping angels! Will they function ingame the way they do in myth?
@Red_Nova: Somehow the font changed between the two screenshots, but I like how the shop is laid out.
@Lucy_Fox: Everything looks rather cheerful, even the graveyard xD
@Housekeeping: Hahaha that blob xD Will he spawn indefinitely for slime gunk farming?
@unity: Those monsters certainly are strange xD How did you ever think them up?
@Sooz: What detailed maps :o The backgrounds.jpg is drawn well, though the waitress's pose looks a bit painful to do.
@pianotm: Can't really comment in length about the music since I'm not too qualified to do so, but they sound nice xD
@Zeigfried_McBacon: I'll download later, maybe. I played the first, and I'm not sure what to think about it.
@dinkledaberry: I like the tiles! Things fit together pretty well, and the morgue is appropriately desaturated, though not very creepy-looking. I mean, that's fine if you're dealing with the morgue in a professional context and not in a oh-god-dead-bodies-are-turning-into-zombies-horror-game sense.
@Zephire98: He certainly looks like a swordsman.
@Kylaila: The workings of the imagination are strange indeed. Not sure how to feel about that buttheart xD
@karins_soulkeeper: Looks like a pretty useful script! Hope that you add in the things you said weren't going to be too hard to add in :P
@AubreyTheBard: Must I download to comment? xD Sorry!
@zDS: The red carpet looks a bit out of place, but nice battlers.
@Frogge: Err... are those puzzles? Or maybe a more strategic take on tic-tac-toe? edit: read the concept_ideas.txt and discovered that I was right :D Looks interesting!
@Zero3D: It's a bit difficult to read white text on a light pink background. I suggest you change the color of the text or make the background dimmer/more transparent.
@Donut: aaa everything looks so nice and cute and compact! The level of amazingness on those pixels is over 9000
@CYBERLOUS: Her shirt is really white, which will make it somewhat disconcerting to see against that white floor. I suggest having some sort of outline to separate her from the floor.
@AceOfAces: I can't really read Greek (I think?) but that launcher looks nice! The houses are a bit on the short side, though. I suggest making them taller.
@BerryRMN: Not sure if cooking game or boiling sinners alive in a cauldron game. It gives that kind of feeling xD
@pooperflooper: I don't know why, but I like the chairs. Seeing them pushed into the table is just... nice. I don't know xD
@Punkitt: Hmm... an isometric game with crow-like things in a dress walking around. Kind of reminds me of Monument Valley.
@Thunder176: The title screen menu looks rather stretched. Otherwise, dungeons look nice! Not too empty, not too crowded, and appropriately themed.
@kr0x: I like the scrolling mountains and stars! Joe kind of reminds me of slenderman. The grass is a little too neon green for my taste.


Okay... all that feedback took exactly an hour xD 10/10 never doing again.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
author=mjshi
Responses to feedback:


@Zeigfried_McBacon: I'll download later, maybe. I played the first, and I'm not sure what to think about it.


Its not really a sequel per se, so the order you play them in doesnt matter, plus, vol 2 is an FPS, where as 1 was a platformer, so yeah. XD
author=mjshi
(...) Not sure how to feel about that buttheart xD


The word you are looking for is "love"
Congrats working through it all and thanks :)
pianotm
The TM is for Totally Magical.
32388
@Novalux
On the very first screen: your use of wall and floor tiles are fine. Your furniture and fixture tiles are being seriously misused. You're using the tops of cabinets when the RTP should have properly sized alternatives. Also, the counter and stove should be against the wall, not in front of it. Likewise, sprites such as the dead man need to be set to direction fix in the event window. You need to use switches to turn off events. The inn event at the door repeats regardless of whether or not you've completed the challenge. Also, you've got something going on with the transfer downstairs that I can't quite figure out. Upstairs, the transfer should be set to "below hero" and "player touch". Treasure chest! "0g was found." Pointless chest is pointless. Again, with the thieves, you need to turn them off with switches once beaten. Also, you've got the enemies set to "player touch". You have to run into them to trigger a fight. You can avoid a fight by just standing there and waiting until they pass. Set enemies to "event touch" instead. Also, set their sprites to follow. Finally, what is the game about? I'm coming to nothing but dead ends.


@Lucy_Fox
I enjoyed the teaser!


@BadLuck
AH!!! THE ARA FELL DEMO!!! This looks and sounds fantastic! I am loving this! I'll have to give proper feedback on the game page! Oh, this game is gorgeous!


@Housekeeping, I guess I let some of the feedback at SOS get to me. I really toned it back after that. They liked the music but said they couldn't use it because it was too varied.

@mjshi Thanks!
author=mjshi
I don't know why, but I like the chairs. Seeing them pushed into the table is just... nice. I don't know xD

This feedback has inspired me to continue creating satisfying dining sets. For the people.
@mjshi: That's actually the main character! He can turn into several different monsters, including that blob. That's him squeezing through a very small space.

@pianotm: I kind of understand where that feedback was coming from (maybe shoot for shorter sections so the shifts don't seem as sudden?), but, honestly, as long as the mood is pretty consistent, I don't think variance itself is a problem. And, even if the mood shifts, that can be effective--like say if you're trying to balance feelings of mystery and adventure, you could have sections that contrast the two. Too, I didn't participate in Summoner of Sounds, but having the music out of the context of the scene might have been an issue.

Also, if you look at something like Dancing Mad (the music that plays during the Kefka fight in FF6), there are lots of wildly different sections, and it's considered one of Uematsu's best pieces.
@mjshi
Really? Well, when playtesting the game it doesn't look so bad...
pianotm
The TM is for Totally Magical.
32388
@Housekeeping Well, in the context of the scene, Happy charged us making traditional culture based music:

SummonerofSounds
You are a journeyman, a Disciple of Sound and you have been tasked to solve a series of mysterious disappearances of Sound in the Realms of Melodies by the Regal Musicians Network.

Your journey has brought you to another new Realm where the Sound has disappeared. You look around and find yourself surrounded by very diversely dressed individuals.

Something about the looks of each person tells you that they come from entirely separate parts of this Realm and that each of them represent a different, a very distinct ancient culture, and a tradition.

Now, most liked the piece, a few didn't like how prominent the piano was, but a lot of people thought it was too varied and not useful for games. Now, I'll admit, I'm used to a lot of game music being unintrusively in the background where you won't notice it over what's going on. So I decided to shift more into that gear. At the same time, I can't help but remember music from Final Fantasy. You mentioned that Into the Expanse was reminiscent of FFVI. It's funny because I was practicing making a reproduction of Terra's Theme when I started writing Expanse. I had gotten bored. Didn't really have any inspiration, and Happy had been AWOL from SOS for a month, so with the event in limbo, just coming out of the holidays, and nothing to do, I started trying to reproduce a few FF pieces in my music software. Happy final came back and updated SOS when I was in the middle of recreating Terra's Theme. Right now, the theme is traveling the world. I mean, I want to write something expansive like Cloud's Theme, but how would something like that that I write be received, especially not seeing it in a game for context?
Seiromem
I would have more makerscore If I did things.
6375
How naive can I be to think I'd actually DO something over the weekend?
Ha.
author=pianotm
@Novalux
On the very first screen: your use of wall and floor tiles are fine. Your furniture and fixture tiles are being seriously misused. You're using the tops of cabinets when the RTP should have properly sized alternatives. Also, the counter and stove should be against the wall, not in front of it. Likewise, sprites such as the dead man need to be set to direction fix in the event window. You need to use switches to turn off events. The inn event at the door repeats regardless of whether or not you've completed the challenge. Also, you've got something going on with the transfer downstairs that I can't quite figure out. Upstairs, the transfer should be set to "below hero" and "player touch". Treasure chest! "0g was found." Pointless chest is pointless. Again, with the thieves, you need to turn them off with switches once beaten. Also, you've got the enemies set to "player touch". You have to run into them to trigger a fight. You can avoid a fight by just standing there and waiting until they pass. Set enemies to "event touch" instead. Also, set their sprites to follow. Finally, what is the game about? I'm coming to nothing but dead ends.
@BadLuck
AH!!! THE ARA FELL DEMO!!! This looks and sounds fantastic! I am loving this! I'll have to give proper feedback on the game page! Oh, this game is gorgeous!


@Housekeeping, I guess I let some of the feedback at SOS get to me. I really toned it back after that. They liked the music but said they couldn't use it because it was too varied.

@mjshi Thanks!


Thanks for the constructive feedback. Theres a lot of things wrong with it, but I wanted to release something. There is a point to the game, though its still shifting around in my head, and there isn't much direction in the game. Thinking ill make it linear instead of non-linear. Basic goal is to move through the maps and get to the city. And it was originally a survival/ scavenging game. So my direction is all confused with this game, bunch of different ideas. I have some questions though;

Was the battle system ok
Does the magic vs. physical make sense, or should just all attacks count against phantoms

thanks
pianotm
The TM is for Totally Magical.
32388
Seiromem
How naive can I be to think I'd actually DO something over the weekend?
Ha.

Scribble something in MSPaint. Open Office and write "Jack is a dull boy" over and over again. It'll take you ten minutes. Get that 10 MS and "Gotta Release Things" badge.

@Novalux Well, the battle system seems pretty basic. The characters seem to have an awful lot of abilities. You're not using MP or limiting magic skills and that's fine. That was always a mechanic to make sure characters weren't overpowered, but if magic is being limited in other ways while being used as a basic attack, then it should work just fine. Balance seems okay at this point. I can't really say more since I've only been fighting basic enemies, and so far, everything seems to work the way it should. You could probably drop your PCs to 2 abilities each (one physical and one magic, or three for your healer: one physical, one magical attack, and one magical restoration.) and have them earn skills as they level up.
Ratty524
The 524 is for 524 Stone Crabs
12986
@Zeigfried_McBacon
-
Did you have a Phantasy Star chick creature as your avatar at one point? If so, then welp. xD

To everyone else who gave light feedback on my game, thanks!
Thank you all for your constructive comments!

@pianotm and mjshi
I'm glad you like the new interface. My No RM event release had very poor display interface but was the best I could produce back then. In the feedback from the event, I received suggestions on what to use to improve the display. So I learned to use SDL2 and here it is: same game mechanics, better display interface.


@Kylaila
Indeed, shields stand out too much... and they are the best place for faction emblem. I'll work on it.


@Zero3D
MinST is a tactical/strategy battle game. It doesn't have RPG element in yet. I'm first building a solid and engaging battle system. Then I want to give it a town management system and buildings to produce the fighting units. The RPG elements will be added later, in campaign mode. I want to build the game step by step and not rush it. And yes, the game's focus is its gameplay.




@Addit
You've guested it: I also like the minimalistic MS-DOS graphics. The game has no music yet. That's something I should definitely work on. You're welcome for a review.




@Liberty
I increased the range indicator transparency from 50% to 75% and made the stats been re-rendered on top of it. So the characters remain plain white for better contrast.
I'm not in favor of pop-up window: while playing other games I realized I spent too much time looking at unit stats windows. This tends to break the game flow. I prefer when all the information necessary to a tactical decision is available in one glance.




@Red_Nova
You're right about "H" standing for "Health". "A" stand for "Action Points"; points that unit consume to move or attack.

At the moment, there are just a few environmental tiles: road, rock, wall and forest. Rock, wall and forest are obstacles blocking units. So a unit can't go in a forest yet. I intend to make forest passable but raise the action point cost to move compared to grass. I also want to implement fog of war and have the obstacles limiting your vision.



@ Housekeeping and Archeia_Nessiah
I'm not using a specific palette. I decreased the brightness of the grass tile and indeed, the units stand out better. I should probably adjust forest brightness too.
author=Seiromem
How naive can I be to think I'd actually DO something over the weekend?
Ha.

You're not supposed to - you put something up you've worked on over the last two or so months, then give feedback.

Also, the deadline for putting stuff up in almost apon us! However, I'll give one more day for people to give feedback. You won't be able to add any more submissions to the event page, but you can still jump on it and grab a badge for feedbacking.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Nessy and mjishi:

Thanks for the font change catch! I though it was a typo in the font selection until I looked in the folder and saw that there is a font called, "VL PGothic." I thought the P was added for a font test I did half a year ago. Man, it's hard keeping all this straight in my head.

Yeah, I'll swap the Drives info and possession counter and see where that takes me.
Zeigfried_McBacon
Play stupid games, win stupid prizes.
3820
author=Ratty524
@Zeigfried_McBacon
-
Did you have a Phantasy Star chick creature as your avatar at one point? If so, then welp. xD

To everyone else who gave light feedback on my game, thanks!


The days of rappy are long gone(yeah dat was me, welp!)...

Seiromem
I would have more makerscore If I did things.
6375
author=Liberty
You're not supposed to - you put something up you've worked on over the last two or so months, then give feedback.

That implies I've been working on something. Ha!

Well, I have, but it's not for me to show.
SunflowerGames
The most beautiful user on RMN!
13323


My ability to keep up with entries =

Nessiah
Out of sheer curiousity, what is the context of the darker shade trees and the light trees being combined like that in the map? Very earthboundy and nice artwork though.
For the drawing itself, you need to be more bolder with your palette to introduce texture to your coloring.


The trees are just combined like that to try and more closely mimic an actual forest, with a mix of coniferous and deciduous trees. Plus, it helps to prevent the map from becoming to flat or bland looking IMO.

As far as the drawing goes, I think I understand what you mean by using bolder colours to get more texture. I think. I've never been very good with colour, historically. I'll have to play around with it.