THE SCREENSHOT TOPIC RETURNS
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That's a good way to go about filling empty space on maps with elevation variances - add more elevations (as long as they make sense). It also helps to break up large walls if you include an elevation change for roughly every three blocks of height. My only suggestion might be to try to break up some of the straight edges with more outcroppings or crevices. particularly in the top right cliff, and the left edge of the middle walkable level.
I'm uncertain about it here since I don't know if it looks weird or not. I wonder if I shouldn't put actual walls there instead of just having the floor tiles back there...Hmmm...I'll fix that up with those areas though.
EDIT - Now I think I have the design layout I want for this dungeon. Ascending figure 8. Yeeessss....
EDIT #2 - New one...something feels like it's missing though.

I tried experimenting with this part of the dungeon with multiple bridges (they're on the same level though. Dunno how well I pulled the vertical one off, and later on I plan on having bridges on multiple levels (bridge on second floor, then a bridge on third floor). This got really confusing really quickly x_x;
Aside from the missing articles (rocks and the like), what is missing here?? I tried to NOT make it super huge, but eh...I needed the space for players to travel and explore in this room, so it got to this size. And again, it is part of a maze-dungeon (no random encounters mind you)...
Of note, this is a continuation from the other map, to the right.
EDIT - Now I think I have the design layout I want for this dungeon. Ascending figure 8. Yeeessss....
EDIT #2 - New one...something feels like it's missing though.

I tried experimenting with this part of the dungeon with multiple bridges (they're on the same level though. Dunno how well I pulled the vertical one off, and later on I plan on having bridges on multiple levels (bridge on second floor, then a bridge on third floor). This got really confusing really quickly x_x;
Aside from the missing articles (rocks and the like), what is missing here?? I tried to NOT make it super huge, but eh...I needed the space for players to travel and explore in this room, so it got to this size. And again, it is part of a maze-dungeon (no random encounters mind you)...
Of note, this is a continuation from the other map, to the right.
@Xenomic, towards the bottom the elevation is a bit off on the narrow passage on the upper level going south offscreen. (Minor.)
The mapping still looks a bit empty. One way to fix that easily is to just try to recreate the same exact layout on a map about 30-40% smaller. Honestly you're over-estimating the space your players need. If you want them to travel and explore, just condense things a bit. Hallways a little bit narrower. Exploration can be done via branching paths, etc, not just open space.
Oh and when you take a screenshot of the map it looks better if you select the "zoom" tool first (so upper- and lower-layers have the same opacity/brightness).
Keep it up. It's not a bad start. These are of course just a few suggestions. :)
The mapping still looks a bit empty. One way to fix that easily is to just try to recreate the same exact layout on a map about 30-40% smaller. Honestly you're over-estimating the space your players need. If you want them to travel and explore, just condense things a bit. Hallways a little bit narrower. Exploration can be done via branching paths, etc, not just open space.
Oh and when you take a screenshot of the map it looks better if you select the "zoom" tool first (so upper- and lower-layers have the same opacity/brightness).
Keep it up. It's not a bad start. These are of course just a few suggestions. :)
Oh, zoom tool will do that? The more you know...I've always struggled to find a good way to take screenshots for these things. Will keep that in mind.
Again, part of it is me not being sure on how much space I need to the maps too. When I made this, I had the size as big as it was (mostly for the left entrance since I copy/paste old entrances to new maps so I know where I left on on old maps. That way they stay consistent) so that I could set up where the exit would be and work backwards from there. I COULD fix it up afterwards probably, but I never remind myself to do so. Hmm...I know this map is about 50x50 I THINK. Or something like that...
Though not sure which elevation portion you're talking of.
Again, part of it is me not being sure on how much space I need to the maps too. When I made this, I had the size as big as it was (mostly for the left entrance since I copy/paste old entrances to new maps so I know where I left on on old maps. That way they stay consistent) so that I could set up where the exit would be and work backwards from there. I COULD fix it up afterwards probably, but I never remind myself to do so. Hmm...I know this map is about 50x50 I THINK. Or something like that...
Though not sure which elevation portion you're talking of.
Enhanced:
If you are trying to create some sort of overpass, from an up-down direction it's a bit difficult.

If you are trying to create some sort of overpass, from an up-down direction it's a bit difficult.
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
author=dragonheartman
I'm trying to go back to a simpler message system to give my project a more consistent UI. Thoughts?
old
new
I like the old one a lot better. If you're gonna make the UI more consistent, seriously consider changing all the things that look like the second one to look like the first one, instead of vice-versa. Because it's really sexy, and the second one is just kind of meh.
author=dragonheartman
Enhanced:
If you are trying to create some sort of overpass, from an up-down direction it's a bit difficult.
Ah, that spot. Yeah, I was going for an overpass there, which isn't going to be easy with that tileset at all. That was one of my experiments on that map to see if it could be done.
author=LockeZI can see how the new one might look a bit plain. The old (current) one just feels too futuristic for me. Maybe I could merge the two? I'm not sure. (The old one was inspired by some French futuristic 2k game I saw screenshots of back in 2003ish. I wish I could remember what it was called...)
I like the old one a lot better. If you're gonna make the UI more consistent, seriously consider changing all the things that look like the second one to look like the first one, instead of vice-versa. Because it's really sexy, and the second one is just kind of meh.
EDIT: And to change all the UI elements to the old one... that would be a nightmare unfortunately. :)
@Dragonheartman: I personally like the new one a lot better, it looks a lot cleaner and if you look at the pixel work...it is a lot cleaner than the original. You also get to see more of the character portrait and this would be better in general but also if the portraits animate. My only suggestions with the new one would be to add an arrow below the message box like in the old one (I think they look cool) also either change the window rock like texture to something more interesting or make it more subtle because as it is right now it looks to boring and dirty (the texture)
I agree with Lotus re: the message box. The original one was very obviously designed during LOL EVENTING IZ DA BOMB RUDRAS 4 LEIF (seriously... that's art of a Rudras character...). Sigh, the GamingW days, how I do not miss you in the least.

I've been thinking about increasing the dark tint, but I'm not sure whether or not that's a good idea- it might make everything a bit too indistinct for my liking.
@SK: Overlays are a compromise, use them but if you abuse them it affects play-ability. I think the opacity right now looks fine, I'd just refine the circles a bit more, particles in light are much smaller and abundant. Right now it looks more like an underwater scene with the overlay alone. I'm really digging that character portrait.
I made a short devlog video for a (so far) simple game I'm working on called Breakout Hero...enjoy =]
I made a short devlog video for a (so far) simple game I'm working on called Breakout Hero...enjoy =]
Lmfao SnowOwl =D Maybe I should put a protective bubble around her huh? She is carrying a magic wand after all!
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 is so really really really not what I expected you to do with that screenshot, Lotus. Sort of hilarious.
Haha Lockez, I tricked you! Actually I said on a post here before that I wasn't going to make a platform game with my mock image until I can produce more detailed pixel art. But it's just a w.i.p...I'll make it more interesting in terms of aesthetics and game play with each progressive video I do =]

Took me the whole evening to get this Puzzle done. But I am pretty satisfied with the difficulty. (Being not too hard and not too easy)

Craze makes cool things. I just type numbers that make stuff happen.
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 little towns look nice, I don't recognize the tiles but they go perfectly with that world map chipset. The landscape looks good too. That pagoda doesn't fit though. Try reducing the contrast on it? It looks like a picture in front of the map, instead of a part of the map.
Oh, points of interest are all like that. They're brighter and on the walkable path.
when did you get good...?
Also ditch the lighting effect. You(r game) looks better without it.
author=SorceressKyrstyI've been thinking about increasing the dark tint, but I'm not sure whether or not that's a good idea- it might make everything a bit too indistinct for my liking.
when did you get good...?
Also ditch the lighting effect. You(r game) looks better without it.






















