THE SCREENSHOT TOPIC RETURNS
Posts
@Aegix - Too much of the same colour.
The house, boxes and ground are all brown. Nothing really sticks out.
The ground, something is not quite right about the way it looks.
Maybe the picture is too zoomed out?
Tried to improve my desert look.

author=kory_toombs
@Aegix - Too much of the same colour.
The house, boxes and ground are all brown. Nothing really sticks out.
The ground, something is not quite right about the way it looks.
Maybe the picture is too zoomed out?
Yeah, it's zoomed out so I could show the whole thing.
Hmm....You're right about the overdone brown. I'll see what I can do about that.
BTW, your desert pic looks pretty damn awesome.
author=kory_toombs
@Aegix - Too much of the same colour.
The house, boxes and ground are all brown. Nothing really sticks out.
The ground, something is not quite right about the way it looks.
Maybe the picture is too zoomed out?
Tried to improve my desert look.
Looks good! I'm not sure about the blue areas, though. Is that supposed to be water?
I had a little difficulty trying to do water using parallax mapping. I have used a system of using two different shades of blue to try to give the feeling of depth. Since the game all has a similar feel or look to it I'm hoping that players will get used to the way I make things look in the game.
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
The way it's speckled across the sand looks very weird, though. The way the dark blue is speckled inside the light blue looks fine, but I think the border between sand and water needs to be less spastic.
^ what he said ^
And not over the top of the grass. Water tends to wear away at that which is beneath it, reducing it to stone/rock/clay. I'd recommend using a stony/rocky/clay ground tile underneath the water, and make the edges less random and spotted. You could probably use a cracked earth tile around the edges or in places where water would be during rainy season, too, to show that it's dried up and the earth has parched.
And not over the top of the grass. Water tends to wear away at that which is beneath it, reducing it to stone/rock/clay. I'd recommend using a stony/rocky/clay ground tile underneath the water, and make the edges less random and spotted. You could probably use a cracked earth tile around the edges or in places where water would be during rainy season, too, to show that it's dried up and the earth has parched.
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
The way the sand is speckled on top of the brick path looks fine, though. Sand totally just sits on top of brick like that. Water doesn't sit on top of sand like that though.

Just a screenshot of the laser puzzle I'm currently making. I want to change the crate in for a metallic crate. It looks kind of weird having the laser stop at a wooden crate; in real life that laser would just burn the crate up! But disregarding that, is there anything about the map that I should be worried about? Things like depth and that I'm still not sure about. I'm also not sure about the shape of the room, or the materials used.
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
Personally I would make the wall that's directly north of the red crystal, and the matching wall on the west side of the room, four tiles high. Since the ceiling is presumably meant to be about the same height all across the room.
Right now, the way you have it, the ceiling of the south half of the room is level with the floor of the north half of the room. In other words, the way you have the room right now, if you looked at it from the side, it would look like this:
That's not impossible or anything it's just weird and a little disorienting since the ceiling is invisible. Because we make the ceilings invisible when showing the interiors of buildings in RPG Maker, we usually make them flat, because more complex architecture only creates confusion.
This is a minor issue, I'm only bringing it up because you asked about depth and such.
Other than that it looks really good. I guess the columns to the left and right of that door sort of end in midair and should stick out a few pixels onto the ground, but that's your tileset's fault, so it's up to you whether you think it's worth fixing. (The door looks kind of like stone for some reason I can't place my finger on, maybe it's just me.)
Right now, the way you have it, the ceiling of the south half of the room is level with the floor of the north half of the room. In other words, the way you have the room right now, if you looked at it from the side, it would look like this:
____
| |
______| __|
| |
|________|
This is a minor issue, I'm only bringing it up because you asked about depth and such.
Other than that it looks really good. I guess the columns to the left and right of that door sort of end in midair and should stick out a few pixels onto the ground, but that's your tileset's fault, so it's up to you whether you think it's worth fixing. (The door looks kind of like stone for some reason I can't place my finger on, maybe it's just me.)
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Aegix_Drakan
With all this talk about towns...
Here's a mining town I just put together.
That little counter under the inn is your item shop.
...So far I like it, but I feel the top is a little empty... :S
Does the mining town continue on either the east or west sides? It would feel more realistic to me to include tents/shacks/huts for the workers; not as permanent living quarters, of course, but as a place to stay between shifts. I'd imagine this place isn't incredibly convenient to get to given that it's in the desert, which would discourage people from making a daily commute, so it's something to consider.
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
I think that wall tile has a specific section of the autotile that's meant for a left and right edge? I would use that edge tile for the four-tile-high walls you changed. Right now they are "connected" to the other walls next to them.
author=Xychosis
This is still WIP. I'm working on adding new things to the tileset. I'm still undecided regarding the pipes however.
I love the pipes. It gives the feeling of an old seedy hotel. Like Mother 3 meets Barton Fink.
Finally finished a mini game I was working on since last week:
The stage itself was just for testing, though the boss at the end is pretty much done design wise.
The stage itself was just for testing, though the boss at the end is pretty much done design wise.
Welp I started the RM adventure contest entry. There's a tree cut-off on the left that I know about. And I gotta fix some shadows still.


Looks as good as your RTP maps normally do! I especially like how you have the path split up like that.



A few shots from an upcoming commercial project I am working on with Fighter (Channel Changer, Last Legend), Lun (The Way), and Doppleganger (Whack a Food) all veterans of the old 2003-2006 GW saga.
author=Deckiller
Welp I started the RM adventure contest entry. There's a tree cut-off on the left that I know about. And I gotta fix some shadows still.
Nice work!

























