SCREENSHOT SURVIVAL 20XX
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I couldn't see those two characters for the life of me. Then I realized my phone brightness was down, so I turned it up and it is still hard to pick them out.
Yeah, I don't know how dark I actually want this. To have bright lights and a bright panorama, we have to actually color the tileset and characters, which is pretty tedious to keep altering.
When this is actually in motion, they're pretty easy to pick out, and I love the contrast between the moon and the tiles, but I suspect it's still too dark. It looks worse than it is in screenshots, though.
When this is actually in motion, they're pretty easy to pick out, and I love the contrast between the moon and the tiles, but I suspect it's still too dark. It looks worse than it is in screenshots, though.
They and the environment are clear enough. I'm pretty sure it isn't a problem in motion
@BadLuck I feel like the bust portrait is taking up too much space in the screen. Like, the scene is barely visible as a whole, but that's just my opinion.
Anyway, here's something I have been working on and I'd really appreacite some feedback. I'm working on my first RPG Maker game. It's a basic RPG game, with a simple plot, two playable characters and all. I'm not going into details since this isn't the place, but here are the pictures for the first and only town and its building's interiors: Pictures.
Anyway, here's something I have been working on and I'd really appreacite some feedback. I'm working on my first RPG Maker game. It's a basic RPG game, with a simple plot, two playable characters and all. I'm not going into details since this isn't the place, but here are the pictures for the first and only town and its building's interiors: Pictures.
author=BadLuck
REBIRTH OF REFMAP. I like.
Speaking of which, here's some good old fashioned REFMAP for Rise of the Third Power along with a portrait for one of our adorable little thiefy protagonists. The expressions are all done, just not colored. I was worried the image wouldn't do well resized so small, but I think it actually came out great.
Portrait is looking great.
I wonder, though, is the indentation in the text box completely intentional? It seems like you're making room for a Face-set, which is great, but in situations where the portrait is "above" the box, it seems a bit off/strange.
author=Luiishu535^this, in much better words then I was gonna say
Gotta get sweet room for them belly shots.
e: Also, agreed with BlindMind
That's definitely why it's indented. The textbox itself is also temporary. I prefer the indentation so you can see more of the portrait (which is tough to make out in that dark setting), but I actually like the simple dark box for text as well. Maybe I ought to remove the indentation.
edit:
Does the indentation look less "off" in the light?
BEFORE

AFTER

edit:
Does the indentation look less "off" in the light?
BEFORE

AFTER

Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
The indentation itself is fine, but if you want to show off the portrait, then I wouldn't hide it behind the textbox. Either move the portrait's z position above the textbox, indent the textbox itself, or remove the textbox entirely.
No clue how 2k3 works, so hopefully one of those options is possible.
No clue how 2k3 works, so hopefully one of those options is possible.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=BadLuck
Good idea, Nova. How's that look?
Way. Way. WAY better. Now all the dead space is gone, and the portrait is in full view. Good job!
Might want to do something about the wall height for the various levels, it's all wrong right now and throws of the perspective.
Hmm. Well, that tileset is going to be replaced anyway. What do you see as wrong about the height, though?
author=ESBY
Might want to do something about the wall height for the various levels, it's all wrong right now and throws of the perspective.
Oh, I see it.
They go up a ladder 2 tiles to an elevated area, where there is another wall 2 tiles high.
The original wall should therefore be 4 tiles high before it reaches the ceiling.
author=kentonaThis. The upper floor is the same height as the ceiling tiles directly next to it, so the ceiling ends up being three and six tiles high at the same time. For it to be a consistent height, you'd need to look at doing something like this.
Oh, I see it.
They go up a ladder 2 tiles to an elevated area, where there is another wall 2 tiles high.
The original wall should therefore be 4 tiles high before it reaches the ceiling

Ah, I see what you mean. This is meant to be like an attic crawlspace where the ladder leads into the ceiling.
It may be that there's not a good way to show this with these tiles, though. Or if there is, I haven't thought of it.

It may be that there's not a good way to show this with these tiles, though. Or if there is, I haven't thought of it.























