SCREENSHOT SURVIVAL 20XX
Posts
author=Luchino
More custom stuff. Save the RTP placeholders ( doors, water decorations ) and FE faceset.
author=LuchinoEither you guys are as blind as Michael bay is to good movies or I missed a step.
water decorations
author=Luchino
More custom stuff. Save the RTP placeholders ( doors, water decorations ) and FE faceset.
I realise there's a shadow inconsistency on one of the walls. And those vines with the white stripe. ><
Those trees look a lot better. A lot better. They actually have some depth now, go figure.
Also I'm fairly certain "well being" is two words.
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
Is the water itself a placeholder? Please say yes.
author=BizarreMonkeyauthor=Luchino
More custom stuff. Save the RTP placeholders ( doors, water decorations ) and FE faceset.author=LuchinoEither you guys are as blind as Michael bay is to good movies or I missed a step.
water decorations
So just because someone doesn't use a custom tile doesn't mean we can't comment on it to say why it doesn't work the way they've used it? Yeah, I don't think so. I comment on all of a map, not just the pretty parts.
Tree shadows cut off from the bottom. Looks weird. Doors stand out a bit too much - maybe recolour them a tad so they fit in better. Also, cliffs could use a bit more variety instead of straight lines.

there's some seriously whack depth issues going on with the arch, but I'm not sure how to fix them. Road isn't fully detailed and textured just yet, neither is the staircase leading up to it. This map is still very much a WIP.
Wow, I like the distinct flavour that this screenshot has, Puddor. It's got a very painterly feel about it. With the arch, I feel like the wall on the left should be only three tiles high, like the rest of it. I feel like the shadows leading inwards don't make sense. I feel like the floor that is beneath the arch doesn't look like it's below the arch, but rather a wall going upwards. It's probably because the rocks get smaller and smaller as they go up, and there's no shadowing to indicate the arch is above the floor. I think that's the problem with the walkway to the right, too. It looks exceptionally pretty, if only a bit disorienting. Because I thought those pillars would be half column, but they round out to a full coluim at the bottom, which doesn't make any sense. Because the top of each column connects as if it was the same layer as the arch behind, which would make a round base like that impossible. Also, I feel like the top block should overhang the arch a bit, otherwise the arch is paper thin and that's not on.
Otherwise this looks like an extremely imaginative setting and I really like the flavour that's going on. It doesn't look like any other RPG Maker game. It's pretty unique.
Otherwise this looks like an extremely imaginative setting and I really like the flavour that's going on. It doesn't look like any other RPG Maker game. It's pretty unique.
author=Puddorthere's some seriously whack depth issues going on with the arch, but I'm not sure how to fix them. Road isn't fully detailed and textured just yet, neither is the staircase leading up to it. This map is still very much a WIP.
The water lacks depth, not the arch. The way it is positioned you should be able to see the ground (make the water in some areas darker to give the illusion of it having depth). The arch itself looks great! =)
author=Liberty
It's a road.
Shadows of overhangs would probably help add depth.
It's a road? Ohh, alright. Yeah, then your suggestion would make more sense.
Hihi, I'm back with a lot less fiery tombs.
This is a screeny from another game I've been doing. After looking at some mapping tutorials, I tried out what I learned on this village chief's house.

Is the shape too goofy? Should I slap some more stuff on the walls?
andPuddor, I wish I could offer anything constructive on that screenshot. ; w ; All I can say is that I like the way it looks.
This is a screeny from another game I've been doing. After looking at some mapping tutorials, I tried out what I learned on this village chief's house.

Is the shape too goofy? Should I slap some more stuff on the walls?
andPuddor, I wish I could offer anything constructive on that screenshot. ; w ; All I can say is that I like the way it looks.
@Enka, I feel as if there's too much space in the house itself. I like everything honestly, but the hallway to the right feels... empty is how I should describe it. The shape and atmosphere are fine though :)
But then again I'm still fairly new and have zero game making experience, besides making maps
Anyways, discussing this subject; I decided to open up RPG Maker VX Ace after a few years of being inactive and try to work on some maps for a project I'm planning on staying on, instead of slacking off and run off doing something else.
(Picture is pretty big so I decided to hide the picture behind a tab I suppose.
Anyways, discussing this subject; I decided to open up RPG Maker VX Ace after a few years of being inactive and try to work on some maps for a project I'm planning on staying on, instead of slacking off and run off doing something else.
(Picture is pretty big so I decided to hide the picture behind a tab I suppose.
Haha, if only it were unique...someday I'll take what I've learned about painting tiles from this game and apply them constructively, but for now this is for my FF8 fangame (More specifically, it's the first map when you enter Dollet). Since, obviously, a lot of the architecture in FF8 was unique, I've had to do quite a bit of custom tile painting.
I'm actually thinking about doing a painted-tile side-scroller platformer some time this year...we'll see how it goes.
I've yet to apply the shadows to this map, as I mentioned, so I guess that's the primary issue? I'll try making the bottom parts of the column half-column as well and see how that goes. I'm working from reference, but that arch isn't in the shot(it extends beyond the borders of the original map).
At the very least I can say my fangame has a unique flavour...huu huu.
I'm actually thinking about doing a painted-tile side-scroller platformer some time this year...we'll see how it goes.
I've yet to apply the shadows to this map, as I mentioned, so I guess that's the primary issue? I'll try making the bottom parts of the column half-column as well and see how that goes. I'm working from reference, but that arch isn't in the shot(it extends beyond the borders of the original map).
At the very least I can say my fangame has a unique flavour...huu huu.
author=Puddor
I'm actually thinking about doing a painted-tile side-scroller platformer some time this year...we'll see how it goes.
Do it!
Ok, I highlighted what I don't like about your picture:
The look of the palisade/wall/whatever it is, is stunning. I like it a lot. But the other resources kinda destroy it. Shadows will help somehow, but I recommand you to remake everything in painted style. If you want an extraordinary game. Otherwise the others have the truth with the arch being too huge for map's scale. Another strange detail is that entrance. Why does reaches the pavement. And the plant is has flat basis.
Once again, these hand-drawn parts are really nice and I would like to encourage you to work with them as much as you can.
@Enka It's definitely improvement over your previous work. I think it works this way and I disagree with Sky on it being too bare/spacey. What hits me most is that you rely on autotiles too much. You forgot to change the carpets bottom a thus give some perspective to bottom walls. Also I wouldn't hang so many paintings next to each other, unless this is a gallery. And the staircase is standing on top of the wall.
@Skyrockerable
author=Skyrockerable
@Enka, I feel as if there's too much space in the house itself. I like everything honestly, but the hallway to the right feels... empty is how I should describe it. The shape and atmosphere are fine though :)
I'm getting same vibe from yer map.
Cap, have you seen Dollet? That's what the map is based on. There's a lot of brickwork in the place.
Enka, it's good that you've tried creating seperate rooms and areas - a lot of new mappers don't do that and it can help make a house look more natural. One thing I recommend is starting with the shape of a rectangle and then dividing rooms with walls instead of having a very strange looking house layout. That said, the space isn't really an issue unless you've a lot of bare area. A 3-wide hallway is fine - if you think about it, a hallway that goes length-wise and has only one width is really 3 wide due to the wall and ceiling overlap so it's fine.
The real issue is the carpeting. Stone stairs have carpet underneath? No, they're joined to the ground below the carpet. Instead of having wall-to-wall carpets, try to break it up per room or at least use some shift-mapping to make it look like it goes behind the walls (remember, there's two tiles behind the walls!)

The ceiling tile represents the width of a wall. In the left image we have a wall. In the right we have the width of the wall. Count the amount of tiles that is the width from the bottom of the wall and whatever is left is the amount of space hidden behind the wall. In this case, two tiles. Thus, if there was a hallway like so:

(cobble represents the hidden ground tiles)
it would really be three tiles wide instead of one. So when carpeting wall-to-wall, you'd have to find a way to create the illusion of extra area behind the walls. Thus:

vs

As you can see, the carpet looks like it's behind the wall instead of just oddly shaped. Hope that helps a bit.
Enka, it's good that you've tried creating seperate rooms and areas - a lot of new mappers don't do that and it can help make a house look more natural. One thing I recommend is starting with the shape of a rectangle and then dividing rooms with walls instead of having a very strange looking house layout. That said, the space isn't really an issue unless you've a lot of bare area. A 3-wide hallway is fine - if you think about it, a hallway that goes length-wise and has only one width is really 3 wide due to the wall and ceiling overlap so it's fine.
The real issue is the carpeting. Stone stairs have carpet underneath? No, they're joined to the ground below the carpet. Instead of having wall-to-wall carpets, try to break it up per room or at least use some shift-mapping to make it look like it goes behind the walls (remember, there's two tiles behind the walls!)

The ceiling tile represents the width of a wall. In the left image we have a wall. In the right we have the width of the wall. Count the amount of tiles that is the width from the bottom of the wall and whatever is left is the amount of space hidden behind the wall. In this case, two tiles. Thus, if there was a hallway like so:

(cobble represents the hidden ground tiles)
it would really be three tiles wide instead of one. So when carpeting wall-to-wall, you'd have to find a way to create the illusion of extra area behind the walls. Thus:

vs

As you can see, the carpet looks like it's behind the wall instead of just oddly shaped. Hope that helps a bit.
I haven't played FF8 as I've never owned playstation. But I guess it is supposed to be this.
I didn't want to sound so criticful, My only intention was to encourage Puddor in custom route as his drawings/paintings are really something.
I checked some more on Sleeping Lion Heart, where the picture originates, I guess, and He can work pretty good with these mixed graphics too. My solution in this case, with work done so far, would be making the arch hand-drawn. So it would logically stand-out, leaving the building in background. Also I would like to know whether map continues, otherwise I would make the passage more 'plastic' (probably kind of graphical fade-out. Shadows can help a lot as well.
I didn't want to sound so criticful, My only intention was to encourage Puddor in custom route as his drawings/paintings are really something.
I checked some more on Sleeping Lion Heart, where the picture originates, I guess, and He can work pretty good with these mixed graphics too. My solution in this case, with work done so far, would be making the arch hand-drawn. So it would logically stand-out, leaving the building in background. Also I would like to know whether map continues, otherwise I would make the passage more 'plastic' (probably kind of graphical fade-out. Shadows can help a lot as well.
Nah, you just didn't know the source is all. ^.^ (I fixed your link for you. In future, I'd recommend using imgur or something like that - they allow you to paste in the link of the web address and rehost the image without the pesky barriers that stop link-sharing. >.<)b )
Shadows will help a lot, though. At the moment it looks flat because the lack of shadows makes ones' eye read it as all in the foreground and doesn't add depth.
Shadows will help a lot, though. At the moment it looks flat because the lack of shadows makes ones' eye read it as all in the foreground and doesn't add depth.
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
The arch only looks weird because of the stone texture underneath it. The stones shrink into the distance and converge to a vanishing point as they go north, making it look like it's tilted at some crazy angle. If the texture were flat and even like other ground textures, it would solve the problem.
Badaboop. I have another one. ; w ;
This screeny is in a war room part of a once-inhabited base in a mountainside cave. The main character comes through here in the beginning of the game to establish exposition and stuff.
I wasn't really sure what to do because I haven't really seen maps for the interior of caves. Thoughts? ; w ;
This screeny is in a war room part of a once-inhabited base in a mountainside cave. The main character comes through here in the beginning of the game to establish exposition and stuff.

I wasn't really sure what to do because I haven't really seen maps for the interior of caves. Thoughts? ; w ;
Unless you have a round table (as in non-tiled and actually created to be round) don't do that. Square or rectangular. You could do the old:
or
(use shift mapping for this)
If the area's been cleared out you can get rid of the stalag-things, since people are bound to have removed them and tidied up if they've been there for at least a week - especially for an important room like the War room. (I mean, they invested in building pillars, moving in book cases and making shelves, getting rid of a few stalags wouldn't be much more work ;p)

or

(use shift mapping for this)
If the area's been cleared out you can get rid of the stalag-things, since people are bound to have removed them and tidied up if they've been there for at least a week - especially for an important room like the War room. (I mean, they invested in building pillars, moving in book cases and making shelves, getting rid of a few stalags wouldn't be much more work ;p)



























