HOW GOOD MUST A PROJECT BE TO BE APPROVED IN THIS SITE? :)
Posts
Pages:
1
Hello! I have to admit, I'm pretty new here and I've been working on my first game for almost a month now. It's completed and everytime I submit it it gets denied because of this reason: "The mapping is below the supported quality of the site or something like that." What does that mean? My theory is that the maps are not good made or that the tilesets are misused? What am I missing here? Link to my screenshots: http://rpgmaker.net/games/8489/
Thanks for helping me out and please be nice :)
Thanks for helping me out and please be nice :)
There is a basic level of quality that RMN looks for in mapping to get a game accepted. We can help you get there, though! :D
Unfortunately, I can't see your game page, as it's private to you until it gets accepted. You'll need to upload your screenshots to your locker (or another image-hosting place) and post them here for us to see them ^_^
Unfortunately, I can't see your game page, as it's private to you until it gets accepted. You'll need to upload your screenshots to your locker (or another image-hosting place) and post them here for us to see them ^_^
author=Steelwing
This one's not bad. Though, is it meant to be in a dreamscape or something? Otherwise, you might want to show the cliff around the empty spaces.
author=Steelwing
There are a lot of misused tiles here. They don't seem to have a rhyme or reason to how they were placed ^^;;
author=Steelwing
These two look good, although the snow roof in the second one looks a little wonky. There should be tiles to make it all connect properly.
author=Steelwing

It's a little different for a title, but nothing wrong with it.
I think you're close. Just polish up your maps a little. ^_^
You could find your answer if you poke around the games on the site a bit and compare them to your own a little. You're still learning, though, so don't get too down on yourself, but we do have a standard we ask that every game accepted to the site meets (it's fairly low - you're not too far below it, really - you're design aspect when it comes to mapping in general seems to be fairly decent, you just seem to be misusing tiles and lacking some minor sensibilities).
For example, your first map is missing anything resembling cliff edges and cliff walls, so it looks like the land is paper thin and just hanging in the air. You'll want to make sure there's a 'support' for that land, to connect it to the earth below. Also, the flat green against the sky looks like someone just took a knife and cut out a piece of the world. There's cliff edge tiles provided in the RTP chipset you're using, so that it looks more like a cliff that ends naturally instead.
Here's an example: http://i.imgur.com/CAlmgNh.jpg?1
The second map has a lot of issues that are easily fixed, but show a lack of understanding of how to use the tiles in question. The wall tiles have no ceilings on them, and the door is supposed to be blocking up/down, not left/right (sadly, there's very few left/right doors, and the ones that do exist are hard to find). The water also has not tiles correctly (the ones with lines are supposed to be used only next to walls, not in the middle of the water), leaving lines on the surface. It's a bit of a jumbled mess. You'll also want to keep walls the same height unless there's steps down. Rule of thumb is 'if you go down stairs, add another tile to the wall height at the bottom of them for each step (or two... some people like the idea of very shallow staircases) you go down'.
Here's an example of how to use those tiles correctly: http://i.imgur.com/XLLCt3l.jpg?1
Your fourth image has some missing roof tiles. They should be on the upper tile part of the chipset, also, the pieces of the front of the roof (where wall meets roof), you can use the cornered parts from the bottom parts in the missing / and \ parts. Like so: http://i.imgur.com/XuAfXFu.jpg?1
For example, your first map is missing anything resembling cliff edges and cliff walls, so it looks like the land is paper thin and just hanging in the air. You'll want to make sure there's a 'support' for that land, to connect it to the earth below. Also, the flat green against the sky looks like someone just took a knife and cut out a piece of the world. There's cliff edge tiles provided in the RTP chipset you're using, so that it looks more like a cliff that ends naturally instead.
Here's an example: http://i.imgur.com/CAlmgNh.jpg?1
The second map has a lot of issues that are easily fixed, but show a lack of understanding of how to use the tiles in question. The wall tiles have no ceilings on them, and the door is supposed to be blocking up/down, not left/right (sadly, there's very few left/right doors, and the ones that do exist are hard to find). The water also has not tiles correctly (the ones with lines are supposed to be used only next to walls, not in the middle of the water), leaving lines on the surface. It's a bit of a jumbled mess. You'll also want to keep walls the same height unless there's steps down. Rule of thumb is 'if you go down stairs, add another tile to the wall height at the bottom of them for each step (or two... some people like the idea of very shallow staircases) you go down'.
Here's an example of how to use those tiles correctly: http://i.imgur.com/XLLCt3l.jpg?1
Your fourth image has some missing roof tiles. They should be on the upper tile part of the chipset, also, the pieces of the front of the roof (where wall meets roof), you can use the cornered parts from the bottom parts in the missing / and \ parts. Like so: http://i.imgur.com/XuAfXFu.jpg?1
Nice sprites! Did you do them?
If you're still unsure, though, just try uploading (with a couple screenies). If it isn't acceptable on RMN, there'll be an explanation for it.
If you're still unsure, though, just try uploading (with a couple screenies). If it isn't acceptable on RMN, there'll be an explanation for it.
I have been watching this topic, and you are definitely making some improvements! I'm very glad to see you implementing the great advice people are giving you in this topic.
Map making is one of the most difficult things of using an RPG Maker. To me, crafting a world that is interactive and visually appealing is a challenge to perfect, no matter how nice the tile-set graphics are. I still find myself going back and tweaking my maps over time because there's something I don't like about them, or a little tiny square shadow is off in some degree and I have to fix it. There's all the little details you get invested in that keep you in a constant cycle of evolving your own maps.
Once you start getting the craftsmanship down, there's the design aspect to keep in mind: things like, "trees tend to grow near water" and "flowers tend to have other flowers of the same time nearby because they spread their seed in an area". In towns, I'll usually develop around a theme, and sometimes this even goes beyond mapping: sometimes I reflect that in the townspeople all wearing a similar piece of apparel (such as a bandana to represent the fact that they are all hunters).
It may seem daunting to go through all your maps again, but I guarantee you it's well worth the effort. People will remember you putting these images in their head as you tell your story. Stay determined!
Map making is one of the most difficult things of using an RPG Maker. To me, crafting a world that is interactive and visually appealing is a challenge to perfect, no matter how nice the tile-set graphics are. I still find myself going back and tweaking my maps over time because there's something I don't like about them, or a little tiny square shadow is off in some degree and I have to fix it. There's all the little details you get invested in that keep you in a constant cycle of evolving your own maps.
Once you start getting the craftsmanship down, there's the design aspect to keep in mind: things like, "trees tend to grow near water" and "flowers tend to have other flowers of the same time nearby because they spread their seed in an area". In towns, I'll usually develop around a theme, and sometimes this even goes beyond mapping: sometimes I reflect that in the townspeople all wearing a similar piece of apparel (such as a bandana to represent the fact that they are all hunters).
It may seem daunting to go through all your maps again, but I guarantee you it's well worth the effort. People will remember you putting these images in their head as you tell your story. Stay determined!
Okay, so I have gone through basically all maps, some needed more assistance than others. I have now submitted the game again and I have not heard from the mods in over two days, are they tired of my submissions or what? :)
author=Steelwing
Okay, so I have gone through basically all maps, some needed more assistance than others. I have now submitted the game again and I have not heard from the mods in over two days, are they tired of my submissions or what? :)
Try PMing Liberty about it (she's the one in charge of submission of games).
I think your screenshots definitely look a lot better at any rate. Your game ought to be approved :)
author=Liberty
You could find your answer if you poke around the games on the site a bit and compare them to your own a little. You're still learning, though, so don't get too down on yourself, but we do have a standard we ask that every game accepted to the site meets (it's fairly low - you're not too far below it, really - you're design aspect when it comes to mapping in general seems to be fairly decent, you just seem to be misusing tiles and lacking some minor sensibilities).
For example, your first map is missing anything resembling cliff edges and cliff walls, so it looks like the land is paper thin and just hanging in the air. You'll want to make sure there's a 'support' for that land, to connect it to the earth below. Also, the flat green against the sky looks like someone just took a knife and cut out a piece of the world. There's cliff edge tiles provided in the RTP chipset you're using, so that it looks more like a cliff that ends naturally instead.
Here's an example: http://i.imgur.com/CAlmgNh.jpg?1
The second map has a lot of issues that are easily fixed, but show a lack of understanding of how to use the tiles in question. The wall tiles have no ceilings on them, and the door is supposed to be blocking up/down, not left/right (sadly, there's very few left/right doors, and the ones that do exist are hard to find). The water also has not tiles correctly (the ones with lines are supposed to be used only next to walls, not in the middle of the water), leaving lines on the surface. It's a bit of a jumbled mess. You'll also want to keep walls the same height unless there's steps down. Rule of thumb is 'if you go down stairs, add another tile to the wall height at the bottom of them for each step (or two... some people like the idea of very shallow staircases) you go down'.
Here's an example of how to use those tiles correctly: http://i.imgur.com/XLLCt3l.jpg?1
Your fourth image has some missing roof tiles. They should be on the upper tile part of the chipset, also, the pieces of the front of the roof (where wall meets roof), you can use the cornered parts from the bottom parts in the missing / and \ parts. Like so: http://i.imgur.com/XuAfXFu.jpg?1
Hello Liberty! What do you think now?
When I said PM, I meant use the Mailbox at the top of this website (next to Notices). You know, Private Message (PM)?
author=eplipswich
When I said PM, I meant use the Mailbox at the top of this website (next to Notices). You know, Private Message (PM)?
Oops, my mistake XD Haven't had my coffee yet. Lol
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 blue map still needs some serious work. I don't know what's going on with that door, it hurts my brain. Try moving the whole doorway up one tile, so it's actually, you know, in the wall. And then get rid of the metal gate that doesn't fit inside it correctly. The doodads on the ground are just... unattractive and pointless. You know those black square things are supposed to be the top of a ladder descending down to the next floor, right? It seems like you're either using them as something else, or you have ladders in really weird places. And, at least as far as I can tell from this screenshot, the dragon statues are just sort of randomly placed in the middle of the room with no pattern; it would obviously look better if they were placed symmetrically around a doorway or hallway or path of some sort.
In the snow map, the front part of the roof of that house is like an M.C. Escher painting. It starts at the front wall, extends north for two tiles worth of roof area, and then ends at... the same front wall?
There's a minor problem with the cliffs in that mountain map, but it's not really worth caring about compared to the other problems.
In the snow map, the front part of the roof of that house is like an M.C. Escher painting. It starts at the front wall, extends north for two tiles worth of roof area, and then ends at... the same front wall?
There's a minor problem with the cliffs in that mountain map, but it's not really worth caring about compared to the other problems.
Pages:
1

























