HOW CAN I IMPROVE MY MAPS ?

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I really like the last one.
You mean the one with the piano being far away or ?



Thanks, it 's nice to hear some encouragements from you. :D
I didn't notice, but I prefer the piano one tile up ;) Either way it looks neat
Well, here is a problem with that one... :(

In order for the piano to be there, the guitars, which take 2 spaces, will have a star at the bottom and a cross on top... And there is no way to prevent players from going up so...



The one with the piano down 1 tile is the best I could do at the moment... :D
chana
(Socrates would certainly not contadict me!)
1584
The before last one (one you're keeping, right?) is really good, the room's full enough, the plant looks much better, great job! (of course there's a little problem with the characters playing the instruments, but that's another problem).
Yes, I am keeping the one with the piano down, and it doesn't have any problem unless you want to pick on some tiny details. :D

I am going to do the interior of the school now... But before that, for the town, there are paths that the player can't go on because that 's the end of the map. What kind of event or message should I put to stop them ? Should I extend the lower part of the town a bit ?

One more thing, the SOS Brigade and the Light Music Club has a 3-tile wall, but my house and the classroom only have 2. Is that okay ?
chana
(Socrates would certainly not contadict me!)
1584
"Wrong way!" or "The street ends here", for example?
I don't see the necessity to extend the town, as for the walls, it would be more consistent to have 3 tiles everywhere (especially if you have many floors!) for the school, I don't think it's necessary that your house has rooms of the same height
as the school's, at least that only gives you one room to change..
Is it possible to make the sprites have guitar? I mean, the microphone, drums and piano looks awesome when there is someone beside, but the guitar looks more like if they were carrying it around.
Is it possible to make the sprites have guitar?

I thought about that, but I wanted to showcase all those instruments.

Hm... I am not sure which one is more suitable... :P



I forgot to press Shift...



For the town, I could set the conditional event so when the character is facing a certain direction, a message will appear. Let 's say if the player is going down, the character will say "I better turn back before I get hit by a car". But if the player is walking to that street from the bottom right or left, and turn down, then that message won't appear. That 's one thing that concerns me...
chana
(Socrates would certainly not contadict me!)
1584
I prefer the second one, looks more like a classroom.
Right, I 'll go with that, then. Though I didn't press shift while making walls for the second one, as I thought it wasn't necessary.

Now back to what I was saying about the town...
Should I just make a simple conditioning event and ignore whether the player is walking from any other directions ? Or maybe I could add 1 more level of street tile at the bottom and have the player turn back if they try to walk down ?
chana
(Socrates would certainly not contadict me!)
1584
oh, yes, if you don't intend on letting the player walk out of town (or walk in) by the two roads south; then it would be a good idea to have one more level of streets, if I understood you right?
You could, alternatively, block any areas that you don't want to place teleports with things, leaving only the areas where teleports will be open. Or use some sort of graphic to show where teleports are placed instead, so that people don't get confused.

For instance, with this map the areas where you teleport are the only parts of the map edge you can reach. Anything else is blocked off.


You can see in the doorway a glowing spot. At every point where you can teleport there is a glowy spot. That's how you know you can go somewhere.

Or like so~
I did add another level of street that would tell the player to go back if they step on. Um, as an industrial map, I don't see how I can add anything to make the area unreachable. But I have always thought about putting an arrow to show where the teleports are.

One thing is, some areas aren't accessible until later, should I leave the arrow on there at the beginning or wait until later ? And I guess I should use an event for those arrows ?

Oh, and the train station is suppose to lead underground. Is it okay if I put those stairs there, as if people walk up to get inside, and then walk down again ? :D
If you want an arrow to only show up later, make an event with two pages. The first page will be blank (no arrow). The second page will have a switch that turns it on, and be the arrow with the teleport event~

That way you can control the event by turning on/off a switch (that you set).
Yes, use events for the arrows. Just put them as the graphic for the normal teleport events (make sure afterwards that it's set to below hero/on touch activation).

As for the train station, you could do the inside with some stairs that teleport you to a 'lower' floor. As long as it makes sense visually you should be fine.

Also, I prefer the first walls, since they are the same ones that you used in the music room and club room. Uniformity~
OK, that should be easy. But do you know where to find those arrow tilesets ? I searched but couldn't find any.

For the walls, I think I would still go with the first one. It looks better and makes the class different than a clubroom.
You could check my Edits topic. I think I have some arrows in there.
Found them~ Just use stepping animation and they'll glow. Also, if you want them not to stick out too much, click the transparency box.
Thank you very much ! :D

I forgot to mention, my doors don't have an opening or closing animation. The player can examine it, and they will have a choice to enter or not.

Is that okay ?
As long as you keep it consistent all the way through it should be fine. Consistency is your best bet if you're worried about how something might work. It helps the players realise the 'rules' of your game world so they don't have to worry about doing things wrong.
For instance, if all wardrobes can be checked for items, you can't miss one. Or if you've found only armour in green chests, and then later one has consumables, it will confuse the player. Just examples.
As for the train station, you could do the inside with some stairs that teleport you to a 'lower' floor. As long as it makes sense visually you should be fine.


Uh, I just checked and find out that I don't have any tiles for stairs that lead downward. Should I remove the stairs, then ? :\