THE SCREENSHOT TOPIC RETURNS
Posts
The shadows being different colors on the player/monster looks a little weird...I think the monster looks better though, it blends better I mean. I also don't get the dunes, they stick out in strange angles. Other than that, it's very beautiful.
Wind-eroded cliffs are bent around in funny shapes like that; they stick out at strange angles but it's perfectly normal.
Next day EDIT:


I posted the second image to the Dev hub as well, but I really need some opinions on these before I finish decorating them. Do the elevations/shadows look okay? Does anything just look... weird? It's a strange dungeon soooooo any advice is welcome.
(Like before, the fire elementals are chest placeholders.)
Next day EDIT:


I posted the second image to the Dev hub as well, but I really need some opinions on these before I finish decorating them. Do the elevations/shadows look okay? Does anything just look... weird? It's a strange dungeon soooooo any advice is welcome.
(Like before, the fire elementals are chest placeholders.)
The shadows all make sense to me from this pic (Grass below Trees below Temple), and I would think it looks alright from the player's POV as well.
If I was gonna nitpick I'd say that spiral hallway in the center looks a tad bare and you could probably throw in one of those floor-cracks for good measure, but otherwise it all looks really good.
If I was gonna nitpick I'd say that spiral hallway in the center looks a tad bare and you could probably throw in one of those floor-cracks for good measure, but otherwise it all looks really good.
Well, yeah, I haven't put much in the halls yet since I didn't yet know if I was going to have to adjust them or not.

Moooore maaaaps. Slowly picking away at this same dungeon. It's rather dreadfully boring I must add. I was going to add a third bridge for the third floor, but it wouldn't have fit with the room it was going to connect to, so I didn't. Got bottom floor (floor 0), something between floors 1 and 2, the second floor (which is where the player starts at in this room, and the third floor (which the player can only access properly in a later room, but I do plan on having rooms where the player can go to the third floor, but it leads to nowhere in particular). I haven't added anything else yet to the bottom floor as I was busy trying to make the room itself look at least half decent. I think I got the whole "First floor to third floor walls" down a bit, though it's still tricky to deal with methinks...I still also haven't put in the "walking under bridge" mechanic yet, which I'll need to get around to eventually (I already have a duplicate of this tileset in my game...I just have to actually set it up and then figure out how the hell to actually DO it right...
Coming up with different ideas per room is kinda rough too, I must admit. I'm not entirely sure what I want to do with the remaining rooms. I want the dungeon in itself to be as long as my last beta4 dungeon (that one had 20 rooms total, which is probably the most rooms I ever had in any dungeon in the game), if not slightly longer (though not TOO long for the first trip, as it's just a maze in itself. Currently working on doing the correct pathway to the final room before doing deadend rooms and rooms that loop around). The second part of the dungeon I'll have to think about later, but I think that one I want to be as long as the beta4 end dungeon. @_@;;
Also forgot to add that there's no random encounters in the first trip through. There's a % chance of running into other enemies on the overworld who are there for the sole reason of getting to the end as well, but depending on the variable and conditions, the player will either get to (or forced to) fight one of them, two of them, or all three of them...or none at all as they'll either be too busy fighting one another or all knocked out. Second trip through for the other half of the dungeon will have random encounters though, that much I already decided on. Haven't actually coded any of this in either though as priority is getting the stupid dungeon map done >_<
(Also, I tried using Zoom to make all the layers blend together, but it doesn't work in 2K9 I think...)
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
Suggestion: Two rooms of this kind of dungeon is more than enough.
Suggestion: Fill in some of the useless area around the outside with impassable black background
Suggestion: If it's boring, add more stuff. Why is the player in there? Surely it's not just a random empty cave, right? Because then you wouldn't be in there.
Suggestion: No seriously. Stuff. Things. Describe the plot and events in and around this area and I'll help you brainstorm ideas.
Suggestion: Fill in some of the useless area around the outside with impassable black background
Suggestion: If it's boring, add more stuff. Why is the player in there? Surely it's not just a random empty cave, right? Because then you wouldn't be in there.
Suggestion: No seriously. Stuff. Things. Describe the plot and events in and around this area and I'll help you brainstorm ideas.
Basically, here's the lowdown. The player is meant to come here to get one of five Magic Stones (which is not explained immediately, but is explained later in the story, that being to get to the big bad's lair), which is tucked away in the sole room on the third floor. The main gimmick of this dungeon is being a maze dungeon, and there's a few areas that are either meant to loop around to other areas, spit the player out at the start of the dungeon (there's only a couple like that), or just be deadends, while one path leads to the correct path. Along the way, as mentioned in the previous post, there are 3 other people (2 of whom are allies, the third is from a 3rd group who is also an enemy of the player) that will constantly get in the way of the player or not, depending on the variable and situation for each map. Once the player manages to get to the third floor, that's where there will be a boss fight and then afterwards, the player is brought into a dimensional rift due to the reaction of the magic stone.
The dungeon's correct path is going to be done in an ascending figure 8, starting in the main area, then going to the right first and looping around to the main area on the second floor, from where the player will need to loop from the left to the third floor.
So yeah, I already HAVE the reasons for the player to be there, just mapping the darn thing is kinda boring lol...and this is just the FIRST trip through (there is a room that has a door solution puzzle, which is meant to get to the SECOND area which houses a key item to progress through another dungeon. Think FFIII for this one with the Swamp or passing by the statues). Second area is more straightforward and less of a maze, but also has random encounters unlike the first main trip, which the only random encounters are on the overworld with the three other people.
(I never think to put in the black background simply because NONE of my maps use it, except one which is one giant map that I never got around to cutting down into separate maps...this would also mean I'd have to go back into OLDER maps to do this with them too, and not every tileset has a black background either x_x;;).
Does that help any? x_x;;
The dungeon's correct path is going to be done in an ascending figure 8, starting in the main area, then going to the right first and looping around to the main area on the second floor, from where the player will need to loop from the left to the third floor.
So yeah, I already HAVE the reasons for the player to be there, just mapping the darn thing is kinda boring lol...and this is just the FIRST trip through (there is a room that has a door solution puzzle, which is meant to get to the SECOND area which houses a key item to progress through another dungeon. Think FFIII for this one with the Swamp or passing by the statues). Second area is more straightforward and less of a maze, but also has random encounters unlike the first main trip, which the only random encounters are on the overworld with the three other people.
(I never think to put in the black background simply because NONE of my maps use it, except one which is one giant map that I never got around to cutting down into separate maps...this would also mean I'd have to go back into OLDER maps to do this with them too, and not every tileset has a black background either x_x;;).
Does that help any? x_x;;
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
OK. Why is the magic stone here? Maybe this is either a secret base of the villain - in which case you could make it full of defensive fortifications, ritual sites, stockpiles of both traditional and magical weapons. Maybe he chose the site as a secret base because it was an abandoned underground fortress with walls built into the caves.
Or maybe instead of the villain's base, the magic stone is here because it's the site of convergence of magical leylines or whatever-the-dump. So you could have brightly colored glowing sections, pools of mystical liquids, glowing swirling spires of energy. Other magical artifacts and ritual sites that are remnants of the attempts of other people in the past to harness the energy in this site. A temple built by elves around the source of the energy.
If there's a dimensional distortion on the third floor, maybe there are other ones. Maybe sections of the cave have been sucked into the void and now there is just a vortex of darkness where they used to be.
Maybe the key item you have hidden behind a puzzle-locked door is important to the identity of this place. Is it a ring or magical object, which would have been stored or manufactured by a specific type of people? What would those people have put in place to guard it? What type of facility and equipment would they have needed to build it or energize it? You could scatter those kinds of things around the cave or even build part of the cave into a research lab - or a magical prison. Is it a machine of some type, and you could fill the cave with engines and pulleys and machine-driven gates as if it were the workhouse of a group of engineers? Is it a weapon or shield, and perhaps the cave was once a secret hideout used by blacksmiths who were persecuted by an ancient power? The remains of both their survival camp and their craft would still be present.
Maybe some of those ideas will be useful in spicing up the area. No one wants to walk through a totally featureless boring cave.
Or maybe instead of the villain's base, the magic stone is here because it's the site of convergence of magical leylines or whatever-the-dump. So you could have brightly colored glowing sections, pools of mystical liquids, glowing swirling spires of energy. Other magical artifacts and ritual sites that are remnants of the attempts of other people in the past to harness the energy in this site. A temple built by elves around the source of the energy.
If there's a dimensional distortion on the third floor, maybe there are other ones. Maybe sections of the cave have been sucked into the void and now there is just a vortex of darkness where they used to be.
Maybe the key item you have hidden behind a puzzle-locked door is important to the identity of this place. Is it a ring or magical object, which would have been stored or manufactured by a specific type of people? What would those people have put in place to guard it? What type of facility and equipment would they have needed to build it or energize it? You could scatter those kinds of things around the cave or even build part of the cave into a research lab - or a magical prison. Is it a machine of some type, and you could fill the cave with engines and pulleys and machine-driven gates as if it were the workhouse of a group of engineers? Is it a weapon or shield, and perhaps the cave was once a secret hideout used by blacksmiths who were persecuted by an ancient power? The remains of both their survival camp and their craft would still be present.
Maybe some of those ideas will be useful in spicing up the area. No one wants to walk through a totally featureless boring cave.
Aye, several areas aren't exactly thoroughly thought out yet since I'm just getting the basis of the maps done. I'd have to explain areas a bit more thoroughly and whatnot, since this is set in an in-game universe. But that'll be either in PM or someplace else, don't want to derail this topic with that. ^^;
(Also, looked at that link Kentona, and don't understand anything on how to use that. Otherwise, I'd use that place for brainstorming myself x_x;;)
EDIT - However, I will snag that idea of parts of the area being sucked into the void, since the Void is supposed to be a prominent topic and whatnot in the game. Not a bad idea on that bit at all...
(Also, looked at that link Kentona, and don't understand anything on how to use that. Otherwise, I'd use that place for brainstorming myself x_x;;)
EDIT - However, I will snag that idea of parts of the area being sucked into the void, since the Void is supposed to be a prominent topic and whatnot in the game. Not a bad idea on that bit at all...
author=kentona
http://rpgmaker.net/portal/development/:<
I had no idea this existed. I apparently tunnel vision either Forums or Games exclusively
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
Well, it's new. It's an alternative to the screenshot topic, for people whose screenshots are attached to specific games and who don't like the forums for whatever reason. I think I will prefer the screenshot topic in the long run for a variety of reasons, but the new dev portal is working well so far.

Mockup. I finally found a formula where I don't need to map a thing, just have to focus on battles & cutscenes. It's this one! =_= Too lame, you think?
Purple spots are telepos, green are treasures (but you have to use spectacles to see them and they're pretty expensive -- kind of like Chest Keys) and red is, of course, yourself. ;~;
I'd give the player a white outline. Red sticks out but not enough imo.
The rest looks quite nice! Is the icon graphic from a Tales game? It looks like it but I'm not positive.
The rest looks quite nice! Is the icon graphic from a Tales game? It looks like it but I'm not positive.
WIP Devlog 3 for my game named Breakout Hero. Since the last video you saw...I have improved the collision, added animations to the grass, flowers, paddle, hero, and stars, finally I added a cool protective light emitting from the player's wand as well as particles to each brick upon being destroyed. I also added a lives counter, a score counter, a point system similar to an action rpg / platform game, and finally a game over screen.
author=JosephSeraphI've always liked the idea, but maybe the squares are too small? Unless the whole screen's gonna be full of them.Mockup. I finally found a formula where I don't need to map a thing, just have to focus on battles & cutscenes. It's this one! =_= Too lame, you think?
Purple spots are telepos, green are treasures (but you have to use spectacles to see them and they're pretty expensive -- kind of like Chest Keys) and red is, of course, yourself. ;~;

Word puzzles IN SPACE

I still have to center the light a bit better, but it's looking good so far. One more scene for this dungeon, then onto the final town and stuff :D
Thanks for the protip @LockeZ, I aready changed to white, it does look way better! =D
@Pokemaniac I actually want to use the sides of the screen to make HUDs of some sort but I didn't think of the mechanics yet... >_>; Besides yeah, gynormous dungeons with low encounter rate! =D Also that puzzle looks SO AWESOME, now it's even in space. Q_Q
Seriously I wanna play that D:D:D:
And damn you guys like @SorceressKyrsty, @MrChearlie, @Calunio, everybody in this contest. e_e
How can you actually come with cool story ideas and stuff in such a short timespan? ;A;
I mean I don't actually know the stories but it's clear that they're at bearable / allowing for cool gameplay and COOL GRAPHICS
EDIT: And the icon is from Star Ocean (SNES) wich imo has way cooler icons than any tales of. (Icons, story, gameplay, music, characters, settings, etc. >____>;)
@Pokemaniac I actually want to use the sides of the screen to make HUDs of some sort but I didn't think of the mechanics yet... >_>; Besides yeah, gynormous dungeons with low encounter rate! =D Also that puzzle looks SO AWESOME, now it's even in space. Q_Q
Seriously I wanna play that D:D:D:
And damn you guys like @SorceressKyrsty, @MrChearlie, @Calunio, everybody in this contest. e_e
How can you actually come with cool story ideas and stuff in such a short timespan? ;A;
I mean I don't actually know the stories but it's clear that they're at bearable / allowing for cool gameplay and COOL GRAPHICS
EDIT: And the icon is from Star Ocean (SNES) wich imo has way cooler icons than any tales of. (Icons, story, gameplay, music, characters, settings, etc. >____>;)

























