SCREENSHOT SURVIVAL 20XX
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My attempt a few years back at a post apocalyptic rpg, it was called Sanctuary, not much else was done aside from a vague story idea & achieving the look of it all.
It's got a real 'The Last of Us' vibe, Tau. Looks good! Are you considering a resurrection or just posting 'cause you found a screenshot buried in your hard drive?
Dang Tau, that looks nice, not exactly my kinda dig but I'm probably weird!
Also, fixed a huge lag error on the Perseverance engine, and so here is a video of it and all its crazy features.
There's still a couple things to fix, like the Dread thanes being weird after their first defeat, but since I event pretty much everything I'll be able to fix that.
That's on a debug map.
Also, fixed a huge lag error on the Perseverance engine, and so here is a video of it and all its crazy features.
There's still a couple things to fix, like the Dread thanes being weird after their first defeat, but since I event pretty much everything I'll be able to fix that.
That's on a debug map.
@Housekeeping ahh okay I know at least I'm not gonna have your cool class system.
And I just noticed the distortion in the sprite at 1.5... but it's like the perfect size. The script just grabs the charset and increases it so sadly I can't note tag in what character I want to have what sprite so I could make a revised version for the battles. Other option for size that works okay is 1.3 (I didn't want to take the time to make it flush so ignore that)
Also I don't know about having icons in the menus but I like it in the battle system so any comments on how these early icons look (more in the context of being there)?


And I just noticed the distortion in the sprite at 1.5... but it's like the perfect size. The script just grabs the charset and increases it so sadly I can't note tag in what character I want to have what sprite so I could make a revised version for the battles. Other option for size that works okay is 1.3 (I didn't want to take the time to make it flush so ignore that)

Also I don't know about having icons in the menus but I like it in the battle system so any comments on how these early icons look (more in the context of being there)?

author=TauMy attempt a few years back at a post apocalyptic rpg, it was called Sanctuary, not much else was done aside from a vague story idea & achieving the look of it all.
Loveeee. xD
Everything is so spot-on here, it looks like it could have been plucked from a commercial game. Was this done with 2k3? Especially with the shadow effects, there's a strong sense of mood going on.

Messed around with some retro FF5 inspired tiles. It was pretty fun. My RPG dev senses have been piqued by the RM2k3 contest, and now I want to work on more classic RPG stuff.
I think the palette is a little bland, but the tiles themselves came out pretty well IMO.
Also the sprite is obviously something unrelated, I just threw the tiles into that project to try them out.
@Benjo - Nooo no revival here, just found the screenshot amidst old things.
@Blind - Thanks & yeah, in Rm2k3.
@Pizza - That looks awesome man.
@Blind - Thanks & yeah, in Rm2k3.
@Pizza - That looks awesome man.
Pizza, I'd try a duller and/or redder ground tile. it rdaws a bit too much attention at the minute. the walls and ceiling look great though, as does the actual texture of the ground. i can definitely see the ff5 influence!
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
That probably deserves to be denied based purely on the title, combined with the fact that you are trying to make a Chrono Trigger game using the default RPG Maker graphics.
Also, like, just open up Chrono Trigger and recreate its maps tile for tile. Gawd.
Also, like, just open up Chrono Trigger and recreate its maps tile for tile. Gawd.
Concerning the bar - do you generally see kitchens in a hallway? Usually these rooms are square, so you can walk around them and do stuff inside them. A kitchen hallway could prove very dangerous. Also the tables are in the middle of the bar so people have to walk around them somehow without upsetting the customers? It's almost like you didn't realize that wall is not a counter.
The shop map is very empty. It's empty even for a warehouse. I would reduce the size. This is probably the most acceptable of your maps.
The resting quarters - I have never seen beds in the middle of the hallway like that unless you're moving house. Also tiled floors in resting quarters, they're a bit showy. Your maps don't have much detail. Resting quarters generally have bedside tables, or even anything other than just beds. Cupboards? Where are they gonna put their clothes?
The shop map is very empty. It's empty even for a warehouse. I would reduce the size. This is probably the most acceptable of your maps.
The resting quarters - I have never seen beds in the middle of the hallway like that unless you're moving house. Also tiled floors in resting quarters, they're a bit showy. Your maps don't have much detail. Resting quarters generally have bedside tables, or even anything other than just beds. Cupboards? Where are they gonna put their clothes?
The shop map - you have two-tile high items in the shop when your walls are one tile high. They must be poking through the roof! Also, that sword is on a stand, not hangers. The room is far too big - reduce it by a lot. There's a good thread that talks about mapping stuff including shops, with some examples of what was discussed, as well as another thread that has different maps in it which are good examples too.
In the first shot you have stairs leading up to a piano. Thing is, the walls at the bottom of the stairs are the same height as those at the top which is wrong - there'd be height added because of the stairs so you need to either remove the stairs or make the walls on the 'bottom' floor one or two tiles higher.
http://rpgmaker.net/forums/topics/17703/
http://rpgmaker.net/forums/topics/17412/
In the first shot you have stairs leading up to a piano. Thing is, the walls at the bottom of the stairs are the same height as those at the top which is wrong - there'd be height added because of the stairs so you need to either remove the stairs or make the walls on the 'bottom' floor one or two tiles higher.
http://rpgmaker.net/forums/topics/17703/
http://rpgmaker.net/forums/topics/17412/
author=Vanillatogether
My game was denied. I could use some help improving my maps..
Ignoring the ridiculous lego block aesthetic of the VX/A RTP, you would do better to just play any featured game which used graphics in that style instead of taking advice here. Something tells me you're more of a 'visual' learner.
In my baby days I opened up Legion Saga 1 and just rebuilt the maps until I 'understood' mapping. This is a fool-proof technique
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Magiauthor=VanillatogetherIgnoring the ridiculous lego block aesthetic of the VX/A RTP, you would do better to just play any featured game which used graphics in that style instead of taking advice here. Something tells me you're more of a 'visual' learner.
My game was denied. I could use some help improving my maps..
In my baby days I opened up Legion Saga 1 and just rebuilt the maps until I 'understood' mapping. This is a fool-proof technique
Taking what Magi said, you should totally play my game. I've got an easy to follow approach to level design (because VX won't allow anything else).
Magi
Ignoring the ridiculous lego block aesthetic of the VX/A RTP
it's not ridiculous, 2k/vx/ace were all designed to make games like dragon quest. even the formulas are the same (although they're amplified 8x in vx/ace). you can like it or not, i don't care, but it's perfectly sensible given japan's lust for the dq
author=CrazeMagiit's not ridiculous, 2k/vx/ace were all designed to make games like dragon quest. even the formulas are the same (although they're amplified 8x in vx/ace). you can like it or not, i don't care, but it's perfectly sensible given japan's lust for the dq
Ignoring the ridiculous lego block aesthetic of the VX/A RTP
What do the DQ algorithms have to do with the hideous square RTP? Lol
The RTP is good looking, it's just the mappers' ability to use it that causes it to look bad. ;p
Granted, it is quite blocky but you can work around that if you know what you're doing.
Granted, it is quite blocky but you can work around that if you know what you're doing.
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
It uses DQ style algorithms, it uses DQ style battle setups, and it uses DQ style graphics. I mean obviously you can change any of these things though. Don't use anything in the engine unless it happens to already be exactly what you want.
Ambrosia at the supermarket.

Here's most of the store (except for the upper area of the backroom). Based loosely on my adventures at Walmart, only I designed it so the shelves aren't deliberately obstructive.

Bottom center left has self-checkout and ATMs, bottom center right is toilets, lower center is checkout counters, which, true to life in such a store, are usually understaffed. From the left to right, the shelves by column are:
Healing items (first two), wild mushrooms (double shelf), medicine, mushrooms (continued) and bread and cheese (molding the bread and cheese, that isn't against FDA regulation at all...), fish and seafood, produce (2 columns), processed food, and seeds and wine.
Remember. Shop Smart. Shop S-Mart.

Here's most of the store (except for the upper area of the backroom). Based loosely on my adventures at Walmart, only I designed it so the shelves aren't deliberately obstructive.

Bottom center left has self-checkout and ATMs, bottom center right is toilets, lower center is checkout counters, which, true to life in such a store, are usually understaffed. From the left to right, the shelves by column are:
Healing items (first two), wild mushrooms (double shelf), medicine, mushrooms (continued) and bread and cheese (molding the bread and cheese, that isn't against FDA regulation at all...), fish and seafood, produce (2 columns), processed food, and seeds and wine.
Remember. Shop Smart. Shop S-Mart.




























