SCREENSHOT SURVIVAL 20XX
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one common problem with all those maps is:

also the walls at the top of the prison really don't work well. it looks nonsencial, and not identical to the rooms below. you should either extend the map size and make the rooms the same size, or get rid of the whole top part.
Also, those stairs should be the same height as the wall.

also the walls at the top of the prison really don't work well. it looks nonsencial, and not identical to the rooms below. you should either extend the map size and make the rooms the same size, or get rid of the whole top part.
Also, those stairs should be the same height as the wall.
i like that a lot better, but those stairs are still too long.


author=Milennin
Alright, so for the prison I made this new version:
The stairs are 2 tiles tall, but the wall next to them is 1 tile tall. Either edit the stairs so that their bottom is only half tile stairs, half tile ground or have 1 tile tall stairs.
Fixed up my rather bland desert maps. I was still lacking some pixel assets for the desert-themed stuff, so I did some more.

Palm trees is love.


Palm trees is love.

@Luchino
The silhoutte grasses in upper left corner and below the bridge under the tree aren't as convincing as they could be.
I'm no pixel artist, so I wish I knew how to best improve the overall scene (upper screenshot). But it somehow strikes me that the dirt path isn't as distinguishable from the ground texture due to the harsh pitch black outline used for both the ground tile and the path. With perhaps more grey tint for the ground texture outlines the path should stand out more.
For the bottom screenshot, you do need some sort of gradient for the road adjoiding other tiles, so at the moment it looks like work-in-progress. And also for the darker road tiles within the path. Otherwise both screens are well made overall.
The silhoutte grasses in upper left corner and below the bridge under the tree aren't as convincing as they could be.
I'm no pixel artist, so I wish I knew how to best improve the overall scene (upper screenshot). But it somehow strikes me that the dirt path isn't as distinguishable from the ground texture due to the harsh pitch black outline used for both the ground tile and the path. With perhaps more grey tint for the ground texture outlines the path should stand out more.
For the bottom screenshot, you do need some sort of gradient for the road adjoiding other tiles, so at the moment it looks like work-in-progress. And also for the darker road tiles within the path. Otherwise both screens are well made overall.
testing out custom tiles

the parallax behind the eye is a placeholder.
in case you haven't realized from that sentence above, you are in the retina.

the parallax behind the eye is a placeholder.
in case you haven't realized from that sentence above, you are in the retina.
I'm enjoying entirely rebuilding this game from the ground in MV, here's how it looked in 2010.

dear... god... why...?
And here it is now.


dear... god... why...?
And here it is now.

Alright, 3 more interiors from me, these are the last ones, I swear. A church, grocery store and an inn. (the bucket of water in the church is used to wake up people who fall asleep during church service)


@Luchino: Palm trees might be love but they need a bit more highlighting in the back leaves. They look pretty flat with just two colours when the other leaves actually have some depth to them. If they were under other leaves, fair enough, but they'd also catch the light, so they need those highlights too. Not as many, but some.
@Milennin: You might want to invest in some shift mapping. For one - to join the carpet at the top and bottom of the stairs with the carpet actually one the stairs. For two - to sell the illusion of carpetting going behind the walls.
Personally I'd move the table in the middle screen up one so that it doesn't have the legs hanging over the edge of the wall like it does. Also not sure why there are baskets in the middle of the floor. You could probably move the table to that area and make the wall on the right a bit longer so there's a two-tile doorway into the kitchen area. You could also move the jar over to the wall on the left side of the main room and have the cupboard overlap it. There's space implied to be behind the wall so it would work. Also not sure why in the last map the chair is in the middle of the room when it'd make more sense to be where the table is.
@Milennin: You might want to invest in some shift mapping. For one - to join the carpet at the top and bottom of the stairs with the carpet actually one the stairs. For two - to sell the illusion of carpetting going behind the walls.
Personally I'd move the table in the middle screen up one so that it doesn't have the legs hanging over the edge of the wall like it does. Also not sure why there are baskets in the middle of the floor. You could probably move the table to that area and make the wall on the right a bit longer so there's a two-tile doorway into the kitchen area. You could also move the jar over to the wall on the left side of the main room and have the cupboard overlap it. There's space implied to be behind the wall so it would work. Also not sure why in the last map the chair is in the middle of the room when it'd make more sense to be where the table is.
author=LibertyWith shift-mapping the carpet it removes the border on all sides and turns it into a bland, blue tile. I'd rather have it look like this than having no borders on the carpet at all (I guess).
@Milennin: You might want to invest in some shift mapping. For one - to join the carpet at the top and bottom of the stairs with the carpet actually one the stairs. For two - to sell the illusion of carpetting going behind the walls.
Personally I'd move the table in the middle screen up one so that it doesn't have the legs hanging over the edge of the wall like it does. Also not sure why there are baskets in the middle of the floor. You could probably move the table to that area and make the wall on the right a bit longer so there's a two-tile doorway into the kitchen area. You could also move the jar over to the wall on the left side of the main room and have the cupboard overlap it. There's space implied to be behind the wall so it would work. Also not sure why in the last map the chair is in the middle of the room when it'd make more sense to be where the table is.
I moved the table down like that, because otherwise it would obstruct the view of the one sitting at that table too much. I want the shopkeeper to have a good view over what happens in his/her store. The baskets are there because it's a store that sells stuff. Or should I place the baskets on tables?
Click next to the side you want the border to be. That's how shift-mapping works. That way you can make this:


Just shift map with the carpet in the green parts, then grab the normal floor tile and click on the red spots. Voila! And that's how you shift-map - by making the base tile and then clicking around the edges to create the particular tile you want.
Oh, it's a store? I didn't get that vibe. That makes a bit more sense. A table might be a good idea, though. Try it out and see what you like.


Just shift map with the carpet in the green parts, then grab the normal floor tile and click on the red spots. Voila! And that's how you shift-map - by making the base tile and then clicking around the edges to create the particular tile you want.
Oh, it's a store? I didn't get that vibe. That makes a bit more sense. A table might be a good idea, though. Try it out and see what you like.
























