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SCREENSHOT SURVIVAL 20XX

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Hm...don't really have any cracked tiles or special tiles I can use here it seems from this chipset. I may be able to replace the Syldra head that's on here (I...don't know why there's a Syldra head on this tileset) with some cracks from one of my underground caves, though don't know how well that'd look here. I do understand what you mean though, and I tried to see what I could do without changing the tileset, but no dice there sadly. T-T

Yeah, I know what you mean. There's no slanted top to these particular archways though, which is a bummer. Don't think there are any tiles like that for that particular archway. Can't make it get closer to the wall either which is a bummer too. I'm more or less using them as blockades until specific switches are flipped in order to get through some of them (as you can see from the one northeast from the starting area (the one with the stairs), which requires flipping a switch in a completely different zone to even access that area (and it doesn't even lead to the path forward, just bonus stuff.




Which is this area. The top area is the way forward, but that's accessed through a long-winded set of teleports, which requires flipping the switch in the lower right area (which is accessible from the first map after getting through the blockade and flipping a switch which is found on the lower left area of this map, accessible through the first part of the previous map, so I guess it's not a deadend entirely). I just don't have any other good blockades is the problem. T-T


EDIT #2 - Since it's been a while, just gonna edit this post.




Working on the outer parts of the Castle Zone. It's...very basic and barebones right now. Not used to making this kind of map at all, so I don't even know what I'm doing. I'm bad with buildings anyways (in case nobody realized that yet), so trying to make this look...unique...and fit with the inside structure already there (shown a few maps ago) is hard. There's supposed to be some kind of giant library in here too, but that's going to be in the basement. Not sure what else I can do with this zone at all, it feels very....blah?

EDIT #3 - Finished what I could of the castle. Took me a while too, but not sure if this is satisfactory or not...

Did some more on this


Out of boredom I also coded a puzzle. Here's a really large gif of it. Hence why I'm just linking to it instead of posting it here.

@Xeno:
The dungeon looks all right, my biggest complain would be that it's rooms are really empty and a bit monotone.
Try to think of what the rooms purpose could have been and put in stuff that fits. It would maybe help make it feel like an actual place and fill out the spaces a bit more.
If it's an old temple maybe a prayer room or a study for the priests or if it's a barracks you could make one a weapons storage or a resting place for the soldiers etc.

Some minor nitpicks on the dungeon: Not the biggest fan of the the one tile thick walls or how some walls goes outside the bounds of the map. And maybe some texture variation on the floor and walls to mix it up a bit.

I really like the castle layout, keep it up.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Momeka I think you're a friggin genius dude

Xeno, I'm not too fond of the long winding halls near the top. I think you'd be better off removing that bit entirely.
Marrend
Guardian of the Description Thread
21806
Liberty may have contacted me about using Wyrm Warriors's shop-display for actors...




...but that's not going to stop me from trying my hand at doing something similar. Quick-and-dumb initial attempt for the shop-display:




It's a bit slow, at the moment, but, that might be because I'm redrawing all the actors for every single item, rather than drawing them once, and just having the indicators get redrawn?

I'm a bit concerned of visibility of the indicators on my attempt. Blast, I should have gotten a screenshot where they are all included, rather than just the "no change" indicator! Can't think of everything! :P

*Edit: Image updated to display all indicators! Also, it should be noted that a character that has either not been recruited yet, or has died in-game, would create a "hole" in this display.

*Edit2: Re-re-updated to be linked with the official game-image.
I'm assuming you're both referring to Ruins Zone 2 up there (first screenshot) with the long winding halls? If I had any cracked tiles (still looking for some for that), that might help a bit more there. Again, not a whole lot on this tileset to play around with sadly (don't have anything like altars or the like. Maybe I have something like that in my charset though...hmm). I mean, to be fair too, this is all in The Void, and if you've played FFV, that place is completely nonsensical as it is anyways. I -AM- trying to give it less of a nonsensical approach, but it's still going to be inevitable I think heh. Not sure what else I could do for the long winding hallway at the top, that's the right route you have to go to get to the next switch (with a boss right before the portal too). There's a big treasure room down there with the big room of rubble, or what's left of it (just a bunch of chests though, nothing special), but other than that, most of the rooms don't really add up to anything in the Ruins Zone sadly...

@Momeka: Out of bounds?? You mean the areas that aren't connected to one another? Those are all separate areas of the same dungeon, accessed from other areas of Ruins Zone 1. I do that often where multiple rooms are on the same map. Makes it easier for me to keep some things in check. I do understand the one-tile walls though, I've been thinking of how to fix that. Maybe make it 2 tiles instead?? Make it extend a bit more somewhere along the wall?? Though I'll have to see what floor tiles I have, not sure which ones would match here. The Ruins Zone is kinda based on an old temple from a particular character's past, though...well, I never actually mapped that temple outside of one hallway so no idea what else would be there ha. ^^;
@Frogge: I'm hardly a genius, but thanks.

@Xeno:
With out of bounds I meant these parts


As for the the one tile thick walls, I would just make them two tiles instead. But yeah, It's just nitpicking.
Oh, that. Yeah, normally I wouldn't do that, but kinda misjudged how far up I was going. Might be able to move that section down a bit, should have enough room on the map for one more tile down. Though it's not the first time that's happened in the game, so I think it'll be ok. Though the walls I can adjust, yeah.

Any suggestions on the castle? I know it needs some windows and stuff, though not sure what else I can do with it. I haven't planned anything for the interior outside of the main 3 rooms and the library so...

(Fun Fact: I was looking at Doma Castle as a reference for the castle, since I couldn't find any good maps of the FFV Dimensional Castle. Not that that would've helped, that castle is weirdly done anyways)
author=Xenomic
Any suggestions on the castle? I know it needs some windows and stuff, though not sure what else I can do with it. I haven't planned anything for the interior outside of the main 3 rooms and the library so...

Just some minor nitpicks:

- Not sure what's going on at the entrance there with the windows, the tiles are not matching up with the wall.
- Those off-center swords & shield at the entrance are killing me (I'm sure you know this already and just haven't figured out a way how to center them).
- I think it would visually help a lot if you moved the bottom-most towers to the front of the corners (meaning one tile down and one tile right/left respectively). Right now the towers look like they are glued onto the wall by their sides. Look at Castle Doma to see what I mean, all the towers there are directly built into the wall, as it realistically should be.

And, as you mentioned, some more windows will go a long way to make it look nicer overall.

Perspective-wise some parts look off (specifically the height of some of the walls), but since the player will never see the entire map at once, I think you can ignore that. Just one thing: move that bridge on the right side a few tiles lower. Count the tiles on the bottom wall if you want to be precise.

Will there be any NPCs running around?

*Oh, that's because that's meant for a wide tower. Oops!
*Fixed by simply having two now, one tile more to the left/right of the original.
*Fixed.
*Already added the windows so that's done at least.
*Yeah, I'm not sure how to set up the walls. You can actually see most of the map because you can go up on any of those parts where there's stairs, so there's quite a bit of this map you can see. I'm not used to making this at all so there's probably SOMETHING somewhere off. Which wall may that be? I'm assuming it's the REAAAAAALLY long wall, right? Which I tried to set up with the tallest part of the building, since that's where it extends from but...I may have done it dumb.
*Ah, I think you saw what I was doing with that bridge between the walls there. Moved down 2-3 tiles.
*Nope, no NPCs running amok here.
author=Xenomic
*Yeah, I'm not sure how to set up the walls. You can actually see most of the map because you can go up on any of those parts where there's stairs, so there's quite a bit of this map you can see.


I meant you can't see it all at once, like we do on the screenshot here. But I think I looked at it wrong, I can't find anything right now that doesn't make sense height-wise (since you fixed the bridge).
LouisCyphre
can't make a bad game if you don't finish any games
4523
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=Xenomic
Yeah, normally I wouldn't do that, but kinda misjudged how far up I was going. Might be able to move that section down a bit, should have enough room on the map for one more tile down.


1) Right-click on the map and choose Properties.
2) Increase the height of the map by 3 tiles.
3) Right-click on the map and choose Shift.
4) Shift the map down by 3 tiles.
@Momeka, that is so cool. I simply love everything in that screenshot :O

so yeah, I think I need to post something every once in a while too to show the project is still alive and well:

I'm in a dilemma in that screenshots give away some mysteries of your game, but at the same time you kinda need them for marketing side of things :/ My solution is to just show more of the same. A little boring, I know D: Here's alchemist's laboratory.
@orange: I love the art, specially those bone pillars. If I'm going to really nitpick, I think the pillars would be cooler if their lines where jagged like bones protruding out of them.



Very spooky.

It still needs some work, not too happy with how the text looks and the player needs a scared animation.
That's a good idea. The thing is , I'm not sure if they're bones, ornaments or something inbetween. I'd kinda like the pillars to be "sophisticated" in a way...


This is all praise, but I gotta say how cool that fade to black looks :D It gave me some nostalgia tingles to old DOS games for some reason.
Mirak
Stand back. Artist at work. I paint with enthusiasm if not with talent.
9300
That is such an interesting effect momeka.


Hurray got the Library area done~ This leaves just the final floors to deal with, and then final dungeon~ Not even going to post the final floors, mostly because they're going to look very much the same. Can't do much interesting with The Void's real tileset, ya know?
@Momeka:
hrnnn everything you've been posting has been so good
@Feedback: Thanks, guys!

@Xeno: Looks cool, I like the idea of a library twisted into a maze, it sorta makes sense.


Here's what I'm currently working on. The monsters howls distorts reality and reverses the players controls while you're in the same room as it. It's going to be used to spice up some trap rooms you have to backtrack through.

Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995


I am try to improve me pixel art

Am bad