SCREENSHOT SURVIVAL 20XX
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SatedMade a large gate. Does it look okay? It doesn't open because this is literally the northern most part of the game-world. I didn't just want a mountain face to be there since this allows for a little bit of world-building.
The towers are on the players side of the gate. They're not attached to it, just in-case it looks that way to anyone.
Well, first of all I'd say it should be attached to the towers, since gates that large and heavy are usually hinged to more than open cliff faces for several reasons.
I also feel that it's a little weird looking when it's pressed right to the top of the screen like that? Maybe if you could see one or two tiles beyond it, nothing major, it might look a little more natural? This is hard to say, it's more of a "does it look right to you?" sort of deal in the end.
Maybe have a party member or a guard explain that tidbit about the gate too? Unless checking objects like that is part of the game in general, it's a little strange to have the Gate itself appear as though it's telling you something.

I honestly think it would look better if the towers were part of the gate, because it kinda comes off as a bridge because the sides don't look connected to anything since you can't see it built into the sides of the mountain pass.
I love the idea that it's simply there for world building purposes, I just hope people don't think they can move through it at some point, I know I'd want to!
I also feel that it's a little weird looking when it's pressed right to the top of the screen like that? Maybe if you could see one or two tiles beyond it, nothing major, it might look a little more natural? This is hard to say, it's more of a "does it look right to you?" sort of deal in the end.I also agree with this, but if adding space is a hassle then it's not a huge deal.
Awesome, that sounds great.
author=Sated
There will be people there when I get around to adding NPCs to the game: There will be camp of people who are being held up because they don't have the right papers; the house you can see is a guard house where you'll be able to talk to some guards; and there will of course be guards wandering around as well. But at the same time, you can search most objects in this game to get a bit of contextual information out of them, so I figure sticking a message box on the gate is in keeping with what I'm going to do elsewhere in the game.
I suppose I could make it so that the gates are attached to the towers. If I moved the gates down so that they were attached to the tower, they'd allow more of what's above the gate to be seen at the same time. I'll give it a shot and see how it looks. Thanks for the advice guys.
To make it more player-friendly (in terms of letting them know that you can't walk beyond this wall) you could have a guard say "After the severe case of (illness/war/etc.) going on, I must tell you that it is currently forbidden to leave." - or something like this. Hinting at a reason for why you can't pass through it. I like the idea behind it, though!
Tried making some wooden log walls. These walls are supposed to open up (by sinking downwards) when the player solves a puzzle. I'd show a gif if I knew how to make one.

(Yes, I know they're off center, that's intentional.)
Any ideas?

(Yes, I know they're off center, that's intentional.)
Any ideas?
@Gretgor - looks good. You might try getting Recordit. It's light-weight and very easy to record with (and it auto-uploads online, so cinch!)
Been a while since I came here haha
Please excuse how some trees are overlapping stuff. It's caused because of the map screenshot script and doesn't actually look like that in-game.
Please excuse how some trees are overlapping stuff. It's caused because of the map screenshot script and doesn't actually look like that in-game.
+1 for fences that are actually sqaure
+1 for angled roof pieces looking awesome
Where'd you get that water mill graphic? I was planning a similar scene.
+1 for angled roof pieces looking awesome
Where'd you get that water mill graphic? I was planning a similar scene.
@Ram-Thank you! I did aim to have the fences make sense so it's good to hear it's working out :) The mill is from the restaff march-june 2014 pack :3
@Sated-Thanks! I don't think I'll make them bigger, and in fact I think I will add one or two more little houses like that. I even thought of making the blue and yellow house small haha.
@Sated-Thanks! I don't think I'll make them bigger, and in fact I think I will add one or two more little houses like that. I even thought of making the blue and yellow house small haha.
Honestly? Too much clutter. Your eyes aren't really drawn anywhere so much as they are drawn everywhere. The various grass tiles are very busy, and adding in the flowers and clumps makes it even more-so.
Also, a lot of those trees are overlapping roofs/fences/each other in all the wrong ways. Unless you meant for them to appear to be growing on the roofs/fences/each other.
Also, a lot of those trees are overlapping roofs/fences/each other in all the wrong ways. Unless you meant for them to appear to be growing on the roofs/fences/each other.
Is it clear how to get in these houses?

I realized every building in my town has the entrance facing south.

I realized every building in my town has the entrance facing south.
I really liked Frogge's map, it looks pretty, like a place I'd love walking through if it was part of a real life village or something. On the other hand, it does have way too much going on, making it a tad confusing for a player.
Which raises the question: since we shouldn't make maps that are too empty, but we also shouldn't make maps that are too cluttered, how do we get the perfect balance?
Also, Ramshackin: Yes, I can clearly see how to enter those houses (the grassless paths towards their entrances). There's a problem though: I was actively looking for those entrances, since you told us to. There's an off chance that a player would simply assume those buildings have no entrance due to the lack of an explicit door. Maybe, if you added some "light" in the entrances, as though it was coming from the buildings' doors, that'd help. Or better yet, make a cutscene in which a character enters a house through one of those entrances once, and asks the player to follow him/her. That will teach the player that he/she can enter the buildings through those in a "show, don't tell" manner.
EDIT:
A lot of the gameplay in my current project consists in carrying colored orbs around to activate same colored switches. Realizing that distinguishing orbs by colors alone could make things unfriendly for the color blind, I decided to make the orbs different in shapes as well. The following screenshot shows the fours types of orb, as well as characters holding them.
IMAGE REMOVED BECAUSE I ACCIDENTALLY OVERWROTE IT
Are the shapes different enough from each other? Moreover, does this look okay?
I'd love to get some feedback from a color blind person, if by all means possible. (Non color blind people are also welcome to comment, obviously.)
Which raises the question: since we shouldn't make maps that are too empty, but we also shouldn't make maps that are too cluttered, how do we get the perfect balance?
Also, Ramshackin: Yes, I can clearly see how to enter those houses (the grassless paths towards their entrances). There's a problem though: I was actively looking for those entrances, since you told us to. There's an off chance that a player would simply assume those buildings have no entrance due to the lack of an explicit door. Maybe, if you added some "light" in the entrances, as though it was coming from the buildings' doors, that'd help. Or better yet, make a cutscene in which a character enters a house through one of those entrances once, and asks the player to follow him/her. That will teach the player that he/she can enter the buildings through those in a "show, don't tell" manner.
EDIT:
A lot of the gameplay in my current project consists in carrying colored orbs around to activate same colored switches. Realizing that distinguishing orbs by colors alone could make things unfriendly for the color blind, I decided to make the orbs different in shapes as well. The following screenshot shows the fours types of orb, as well as characters holding them.
IMAGE REMOVED BECAUSE I ACCIDENTALLY OVERWROTE IT
Are the shapes different enough from each other? Moreover, does this look okay?
I'd love to get some feedback from a color blind person, if by all means possible. (Non color blind people are also welcome to comment, obviously.)
I'd say they all look nice and varied! The yellow and green I might get mixed up, however, so try and define those shapes more and make them separate from each other.
K, thanks :)
Cool! Will be doing this with the color. And yeah, I think I'll make the yellow (which is going to become orange) one diamond shaped.
EDIT:

Is this better?
Also, I apologize for the confusion, since I overwrote the old SHAPES.png in my locker, so now both pictures are this one.
I think I should make the green one darker. Agreed?
EDIT:

Is this better?
Also, I apologize for the confusion, since I overwrote the old SHAPES.png in my locker, so now both pictures are this one.
I think I should make the green one darker. Agreed?






















