SCREENSHOT SURVIVAL 20XX

Posts

author=grindalf
@Tuomo_L Jessie looks an awful lot like Injection fairy lilly.


Pure coincidence, I've never played in my life any other cards games than Magic the Gathering.


That name honestly sounded like it'd be in some adults only themed game.
Tau
RMN sex symbol
3293


I was going through some old stuff & found my attempt at a post apocalyptic game haha. I can't even remember what it was about but it was called Sanctuary.
author=slimeborgi
A step closer to finishing the beta monster recruitment processing!
In case player forget what name corresponds to a monster an image of the stored monster appears!


I love this so much.
author=Tau
https://rpgmaker.net/media/content/users/464/locker/Sanctuary.png
I was going through some old stuff & found my attempt at a post apocalyptic game haha. I can't even remember what it was about but it was called Sanctuary.
Well the map looks great :)
author=Cazic
Some screenshots of my cyberpunk RPG that has been in development since the dawn of mankind.



More here:



It looks a lot better in motion, but I'm too lazy right now to make gifs.

No idea why people aren't responding to this. Holy cow this game needs to be a thing. Have you played VA-11 HALL-A by any chance? I'm getting that kind of vibe (that's a complement, by the way).
Hear, Hear! Those cyberpunk maps be looking fly, Cazic. Not sure exactly what the bottom one is supposed to be (snow? space?) but the others are pretty neato~
author=Liberty
Hear, Hear! Those cyberpunk maps be looking fly, Cazic. Not sure exactly what the bottom one is supposed to be (snow? space?) but the others are pretty neato~


Thanks. The last one is rain, but it doesn't really translate all that well to a screenshot unfortunately. I'm using Kazesui's particle plugin for it, looks pretty nice in motion.

author=Necrile
Have you played VA-11 HALL-A by any chance?


I haven't, but I definitely see how you got that vibe from it, especially from the Videodome map. Thanks for the compliment.


Map #2 of 5 done~ It feels good doing forest maps again, they're honestly one of the easiest maps for me to do. I think I said that before too...anywho, no, there's no chests anywhere in this dungeon, so there's really nothing over to the left at all. I mean, I COULD make it be very straightforward, but eh! The very next screen is the first boss fight, so that screen is going to be super tiny anyways. Then the next screen is one more exploration map before final boss fight of the dungeon. Thinking of how big THAT screen should be though...hmmm.
@Cazic: Yeah I especially like seeing the 2k RTP chara style being integrated along with the vague asian neon signs and low res poster stuff. Just a nice clustered feel overall to the game.


Parallax background of grass and painted roads.
@slimeborgi:
I am naming my first slime borgi.

@Cazic:
So wonderful. I love those shots.

@Tau:
The master of mysterious, single screenshots...

@Xenomic:
What's the point of a dead end if you don't even get a potion out of it?

@Tuomo:
That grass has the same problem that pretty much every VX/MV parallax ground I've seen has: absolutely no depth. All the sprite and tile based stuff has black in it to give it shape and show detail, but the grass and dirt look like a perfectly flat, smooth plane. Look at those leaves that lay on the bottom of the tree truck to the left, there; real grass, in the wild, has ample length, long enough to obscure what rests atop it. I'm obviously not suggesting you change everything, and I think the overall balance between the grass and dirt is good, but all I can see when I look at this type of parallax mapping is a bunch of detailed objects sitting on a painted pane of glass.
author=Kaempfer
@slimeborgi:
I am naming my first slime borgi.

@Cazic:
So wonderful. I love those shots.

@Tau:
The master of mysterious, single screenshots...

@Xenomic:
What's the point of a dead end if you don't even get a potion out of it?

@Tuomo:
That grass has the same problem that pretty much every VX/MV parallax ground I've seen has: absolutely no depth. All the sprite and tile based stuff has black in it to give it shape and show detail, but the grass and dirt look like a perfectly flat, smooth plane. Look at those leaves that lay on the bottom of the tree truck to the left, there; real grass, in the wild, has ample length, long enough to obscure what rests atop it. I'm obviously not suggesting you change everything, and I think the overall balance between the grass and dirt is good, but all I can see when I look at this type of parallax mapping is a bunch of detailed objects sitting on a painted pane of glass.


Thanks, I tried to actually give it more textured look there's multiple layers to those grass and the dirt. I thought it looked kinda pretty. I'm not sure how to improve on it though.
author=Tuomo_L
author=Kaempfer
@Tuomo:
That grass has the same problem that pretty much every VX/MV parallax ground I've seen has: absolutely no depth. All the sprite and tile based stuff has black in it to give it shape and show detail, but the grass and dirt look like a perfectly flat, smooth plane. Look at those leaves that lay on the bottom of the tree truck to the left, there; real grass, in the wild, has ample length, long enough to obscure what rests atop it. I'm obviously not suggesting you change everything, and I think the overall balance between the grass and dirt is good, but all I can see when I look at this type of parallax mapping is a bunch of detailed objects sitting on a painted pane of glass.
Thanks, I tried to actually give it more textured look there's multiple layers to those grass and the dirt. I thought it looked kinda pretty. I'm not sure how to improve on it though.
The same point stands out to me, and I'm not sure how feasible it is to fix - the point is that the parallax background has no black in it and just looks a whole flatter than the tiles as a result.

Could you perhaps darken the lower layers, or even add some transparency to some of the layers and add a full black bottom layer?

(I'm not an artist and have no guarantee that the above won't look worse rather than better...)
@Tuomo:
I think the texture of the grass is good and there's obviously a lot of detail in it, it's just that lack of shading that makes it look flat. By shading I don't mean actual shades, I mean artificial shadow depth. Look at those lily pads; they have a line of black around the bottom (it's actually very dark green I think) to make them look like they are an inch deep on their Z axis, to make sure the eye knows they're floating above the water and not perfectly level with its surface.

I think as a potential fix you could do the following: take some of the blades of grass that you have and make them into a tile with a bit of dark grey shading. See those little tiny bushes/weeds/whatevers? They certainly pop out from the grass below. If you take some blades of grass and do the same thing with them and sprinkle them liberally around the grass sections (especially near the edges of the path) you can benefit from both the pretty parallax and the shading depth of tiles. The key is making the tiles on top look like they belong to the texture below, so they have to be subtle. A few leaves of grass (one or two or three) should be enough to add depth and the sense of a bit of wild, natural growth.
@Kaempfer: I mean, I GUESS I could put something there maybe. Honestly have no idea what I'd even put there at the current time though, definitely not something SUPER valuable of course. Hrm...


I said I'd get this dungeon today, and hot damn I did! So this is the final exploration map between the two boss areas, probably going to have a couple chests here or something. And that's that for the Hakurei Forest mini-dungeon! All that remains now is...well...The Void and Heart of Pandora. Any takers on trying to do a zone for The Void or Heart of Pandora? Anyone at all!? Please? ...No? T-T
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Looks nice and clean to me, Xeno.

I like when I knock out a map I'm proud of when I put it on the to do list
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Tau
I was going through some old stuff & found my attempt at a post apocalyptic game haha. I can't even remember what it was about but it was called Sanctuary.

OH AND HEY I WOULD LOVE TO SEE MORE OF THIS! :D
I am really loving your forest maps, @Xenomic .
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I've sort of fallen out of drafting stuff on paper because I tend to just stare at it and accomplish nothing, so I've just started throwing myself into the thick of it and work on the damn game. That's not to say I don't have at least a general idea of how I want things to look when they're all said and done, though.





Broken pots are passability limiters if you're new to my mapping style. With this the maps for the Caldinasus Arena are complete... now fight to the death for my amusement!

And to answer the most likely question: the Master is seated so far back because he lets his highest guard report on the combat for him. Only on rare occasion does he actually do the viewing himself. That's not to say that a particularly exciting battle doesn't gain his fancy, however, and he's been known to come down to say hello (in a manner of speaking) if you prove yourself a true spectacle. Accomplish this and you're essentially a shoo-in for Champion which nets you many benefits around the Arena.