SCREENSHOT SURVIVAL 20XX
Posts
that light overlay used in every single 2k3 game ever looks horrid. please remove it so we can see the otherwise interesting map
like did everybody just copy-paste it from ara fell (where even there it looked awful)
like did everybody just copy-paste it from ara fell (where even there it looked awful)
author=Liberty
If you like one, just copy/paste it into the relevant tileset.
Looks nice, though I'd have to argue that the slants are too high-res Normally when editing this kind of stuff you downsize it, edit it and then scale it back again.
Still, nice nonetheless, allows for some pretty organic mapping!
@Corfaisius my heart is beating too fast
omg
<3
all hail the 2k3 rtp
EDIT: Also liberty, I recommend GraphicsGale for tileset editing because you can set the color range to 8-bit and it won't add new colors to the palette when anti-aliasing stuff (though it also does most of its functions -- like the slant -- without anti-alias at all)
Hello, can you help me with maps? I'm beginner in RPG Maker and I want to release my very first game, but it's denied beacause some tile problems. Here are screenshots:
Thanks for help. :)




Thanks for help. :)
@Prince89:
The grass in the first image is a little bare. Maybe add some different grass tiles to make it more interesting. The grass behind the wall of trees could be longer. Add some more flowers or something. I think just having little patches of longer grass here and there would be an improvement.
Also, the wall near the trees is a tile shorter than the wall at the front of the pub. I'm not sure if you're using the roof tile correctly, either (but I don't know what to suggest to fix that, sorry).
The second image is missing wall tiles on the left side.
I think shelves and cabinets are supposed to sit against the wall (so a tile in front) rather than on the wall.
The houses in the snow field could do with some windows. The two different stone pathways look a little odd, too. (Unless the snow-covered path is just supposed to be decorative rocks? Then they still look unnatural because they're in a straight line).
The last map is maybe a little too large as there is a lot of empty space in the middle of the room. The way the plants and other objects are ordered looks a little unnatural, too. Maybe cut off the bedroom completely with a full wall, and have a mat on the ground to signify a door.
The shopkeeper dude's hair is red on the sprite, but blue in his portrait. You need to change one to match the other.
Hope that helps!
The grass in the first image is a little bare. Maybe add some different grass tiles to make it more interesting. The grass behind the wall of trees could be longer. Add some more flowers or something. I think just having little patches of longer grass here and there would be an improvement.
Also, the wall near the trees is a tile shorter than the wall at the front of the pub. I'm not sure if you're using the roof tile correctly, either (but I don't know what to suggest to fix that, sorry).
The second image is missing wall tiles on the left side.
I think shelves and cabinets are supposed to sit against the wall (so a tile in front) rather than on the wall.
The houses in the snow field could do with some windows. The two different stone pathways look a little odd, too. (Unless the snow-covered path is just supposed to be decorative rocks? Then they still look unnatural because they're in a straight line).
The last map is maybe a little too large as there is a lot of empty space in the middle of the room. The way the plants and other objects are ordered looks a little unnatural, too. Maybe cut off the bedroom completely with a full wall, and have a mat on the ground to signify a door.
The shopkeeper dude's hair is red on the sprite, but blue in his portrait. You need to change one to match the other.
Hope that helps!
@Everybody: Thank you for the kind words. At least I know that all the frying my brain with spriting was good for something. Now I can move on to... doing it again. SHIT.
author=Pizza
@Everybody: Thank you for the kind words. At least I know that all the frying my brain with spriting was good for something. Now I can move on to... doing it again. SHIT.
Yeah, as someone who's making all her own graphics for tilesets, I feel your pain. I want to chime in with everyone else who's admiring its beauty (and I absolutely LOVE the style!) It'll certainly be a ton of work, but you're going to have a truly wonderful-looking game at the end of it all! :D
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
This is what happens when you take the three-tile rule too seriously, guys.
(No but seriously, if this is the entire game, then the amount of clutter is fine.)
I don't know what's going on with the roof and walls of the building in the lower right, though. WTF? I also don't think the connection from the dirt patch to the cave area is meant to work like that at all. That semi-circle of lighted area at the bottom edge of the cave area is supposed to be used for light shining in from outside of a dark cave. I think it'd look better if you just had the dirt path going one tile into the cave.
(No but seriously, if this is the entire game, then the amount of clutter is fine.)
I don't know what's going on with the roof and walls of the building in the lower right, though. WTF? I also don't think the connection from the dirt patch to the cave area is meant to work like that at all. That semi-circle of lighted area at the bottom edge of the cave area is supposed to be used for light shining in from outside of a dark cave. I think it'd look better if you just had the dirt path going one tile into the cave.
@Cap_H:
That's very compressed map there, but I kind of like it. Just make sure it's not too difficult for the player to navigate. (NPC's moving around randomly would be utterly catastrophic on such a map.)
There is something fishy going on with the road leading into the area on the left side, though. The gap between the "castle walls" is two tiles wide (one hidden behind the upper tiles of the walls), but the road leading into it is only one tile wide. So the other part of the entrance consists of grass. Making the road fit the entrance seems like a good idea to me.
That's very compressed map there, but I kind of like it. Just make sure it's not too difficult for the player to navigate. (NPC's moving around randomly would be utterly catastrophic on such a map.)
There is something fishy going on with the road leading into the area on the left side, though. The gap between the "castle walls" is two tiles wide (one hidden behind the upper tiles of the walls), but the road leading into it is only one tile wide. So the other part of the entrance consists of grass. Making the road fit the entrance seems like a good idea to me.
Single screen game? I like the concept!
I have to make a mental note about this, it might make me join a contest again in the future =).
I have to make a mental note about this, it might make me join a contest again in the future =).
author=Trujin
Single screen game? I like the concept!
I have to make a mental note about this, it might make me join a contest again in the future =).
http://rpgmaker.net/games/692/
@LockeZ
You have the truth in both cases. I've already removed inversed entrance.
Reason for the house being strange is parlty limitation I chose and partly tileset itself. I changed it to something more reliable though.
@NeverSilent:
I know about this one, It just doesn't seem nice. It's too thick in comparsion to the proportions of the map.
I also noticed that shadows in cave got broken as they should cover whole area (except surroundings of torchlights) and make it darker.
You have the truth in both cases. I've already removed inversed entrance.
Reason for the house being strange is parlty limitation I chose and partly tileset itself. I changed it to something more reliable though.
@NeverSilent:
I know about this one, It just doesn't seem nice. It's too thick in comparsion to the proportions of the map.
I also noticed that shadows in cave got broken as they should cover whole area (except surroundings of torchlights) and make it darker.
author=NeverSilentUsually I add invisible NPC barricades to halt that, but in a map like that one it could be a waste of event squares.
@Cap_H:
That's very compressed map there, but I kind of like it. Just make sure it's not too difficult for the player to navigate. (NPC's moving around randomly would be utterly catastrophic on such a map.)
Alternatively, just have a button like S or D or something be a lift and throw command so you can lift them up above your head and then plop them down a tile in front of you where they aren't in the way. Just have an conditional branch before the text commands that checks if a or s is being pressed... I think that'd work?
Then if so, just switch to a self switch where the jump above the players head and then mimic the players movements, then condition on top priority when your cutton is pressed to drop them down the square in front of you.
I mean obviously this might cause issues if put them on a roof or wall or something, but man I wanna try doing this now.
I know a game or two did that but i can't remember which ones.
OH, Herc's Adventures, just remembered-- game for the PSX.
author=BizarreMonkey
Usually I add invisible NPC barricades to halt that, but in a map like that one it could be a waste of event squares.
Uh, you can just apply the Forbid Event Overlap condition to any preexisting event (say, one that was already there for gameplay reasons).
I assume in a map of that size you simply wouldn't have randomly moving NPCs. They would offer no benefit to a map that has ever tile and event carefully placed.
author=Kaempferauthor=BizarreMonkeyUh, you can just apply the Forbid Event Overlap condition to any preexisting event (say, one that was already there for gameplay reasons).
Usually I add invisible NPC barricades to halt that, but in a map like that one it could be a waste of event squares.
I assume in a map of that size you simply wouldn't have randomly moving NPCs. They would offer no benefit to a map that has ever tile and event carefully placed.
I don't plan on having them.

Some work from a few days ago. I was mainly experimenting with how to make a parallax background actually look far away. I applied a sky coloured overlay in photoshop, which I think did the job pretty well. Not sure how it looks on other peoples monitors though.
In the future the parallax will be a scaled down map of the dungeon area that follows the town.
That looks great as usual, Pizza. You could also probably jam some wispy, simple-shaped clouds between the ridge and the area below if you're ever worried about visual height being a factor. I think it looks OK now, but if I sort of defocus my eyes it looks almost as if the trees below form a back wall to the map along the edge of the cliff.
edit: although that wouldn't be a problem if it were scrolling I imagine!
edit: although that wouldn't be a problem if it were scrolling I imagine!



























