THE SCREENSHOT TOPIC RETURNS

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Well, I've been experimenting with a rock paper scissors minigame for the past two weeks now, and this is the result. The idea is that the wheels start spinning, they stop randomly at rock, paper, or scissors, and then the score is compared.

Originally, I wanted to add more functionality. So that if you win a roll, you still have to press a button and actually attack the enemy in order for it to count. And if you lost a roll, you could put up a shield to protect yourself from the enemy's attack.

However, because of Rm2k3's dumb way of handling button presses and not doing what I want to, I had to give up and stop here.

Right now it's nothing more then a luck-based thing, making it useless for anything other then a minigame.

If you press shift, the wheels start spinning. If you press enter, they stop and the score is compared. If you press shift, they start again, etc etc.

Also the graphics are Marvel Land rips. I've used them as placeholders since that game is what inspired this thing.

Craze
why would i heal when i could equip a morningstar
15170
xenomic if you're not a good mapper don't make huge fucking maps

also the early FFs had horrible dungeon direction. ff1-3 are nightmares, 4 is boring as hell, 5 is okay but still dull, 6 would have the best layouts but that's because it uses elevation to its great advantage (not only in terms of making the dungeons maze-like, but visually. because the maps are so compact, but full of stuff going on. unlike yours).

alsoalso, I am seriously not kidding about the entirety of Rudras fitting into your cave dungeon. It's a full-length SNES RPG and you could fit probably the first town and dungeon of each of the three storylines into a single one of your maps alone.

pretty sure I've posted this before, and I know it's not perfect or anything, but man. this is a 90x90 dungeon zoomed out to 1/4th scale (iirc)



this is the -entire dungeon-. It takes about an hour to complete, factoring in battles and the boss. so yeah your cave is too fucking big

EDIT: note how even though it is two simple concepts ("ruined town" and "swamp") combined, it's even more than that -- there are dead bodies in places, you have both swampy areas and hills that are safe to walk on, there are areas where crops were grown, there's a little graveyard, etc. there are tiny little stories everywhere, not 90-tile long strip of dirt with a few rocks.
@Xenomic: I must agree on the rest of the comments. I've seen your mapshots a view times and I was allways wondering if you were just posting really early screens of the map or that it was really that big and, sorry, boring. Besides not using the 3 tile rule your maps are so empty. You better edit these chipsets of you right away and every detail that doesn't fit but would be nice could be put in it by events using charsets with chipgraphics.

I personally love games with little maps but tons to do. Just look at those cheesy flash excape games. You have only one room to worry about, but it keeps you playing for an half hour before you finally got out of it by solving all the puzzles.

Craze's map really does look interesting in this aspect. It isn't that big, but by reading his description it's filled with little detail, something I can appreciate.

@Itaju: You've made this in a really nice chipset/map, I love how you implement the waterfalls into it =).

@JustRob: I actually like this little game. Looks well designed =) (like the scrolling symbols etc).

@Craze: Nice dungeon as said. Btw, could you tell me what happened to this in a far past?



Anyway, now for some own progress: I've starting compiling some rips to Rmxp tilesets and actually made a map with one of them. I'm still not sure about the overcluttering of non-walkable paths, but that is how CT did it when they used this chip =p.

Well, I'm glad you like it. Those scrolling symbols were an absolute nightmare...

Your Chrono Trigger map looks good, but I think the colors got a bit messed up (I don't think there was that much purple). If it's intentional, then it's actually a pretty nice edit.
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
Really hard to tell where the walkable area is that's covered by the catwalk. If the edges didn't line up with the edges of the catwalk, it would be easier to distinguish where it was. However, I guess it doesn't matter if it's just that one small area, since the treasure chest makes it clear that some part of that area is walkable.

You did an excellent job making a map out of the tileset, I thought it was an arris dome map for a minute. Are you working on a CT fan game?



Ok, so I tried to remake a map of mine as a test. It's...ok. But it feels too damn small. Really, I hate having super small spaces like this. >_>

(In-game screenshot, btw)
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
Nope, it's not too small, that is a perfect size. Good job, vast improvement.

(Edges of the lava are obviously the wrong color but you knew that)
But...that's hardly enough room for anything D:
author=Xenomic
But...that's hardly enough room for anything D:


Like what? What do you need so much space for?
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
It's enough room for the player, the bat and the lava. You don't have anything else there so what else would you possibly need to make room for?
(Yeah, I realized that the lava tile is using another floor tile which I didn't realize until then).

This is just an example of an off-room though. This kinda of size wouldn't fit for many other rooms at all (it's using default size btw, 20x15). Sure, THIS room doesn't need anything else, but...just...argh! @_@
slash
APATHY IS FOR COWARDS
4158
A bigger room will just make players expect more content, and when the content isn't there they will be disappointed. A room should be big enough to suit its purpose and nothing more.

The only time I could see adding an large room with no content would be for pacing reasons - for example, some games will have you cross a really long bridge right before a boss, because the player knows the boss is on the other side and having to run for a few extra seconds with no interruptions/battles/chests builds suspense and excitement for the fight. This is used sparingly for effect, of course.
Maps DO NOT need to be ginormous to be great. I have a few large maps of my own, however I heavily fill in a lot of the empty space with grass/moss, flowers, rocks, pillars, ya know, whatever is needed. Xeno, the small map you have right there is much better than you think it is (though the edge around the lava needs to match the rest of the ground.), and saying 20x15 is too small, is ludicrous.

Check out the last screenie I posted like two pages back..that was on a 19x22 scale, so yeah, maps don't need to be overly large to be good.
Thanks for liking it. Anyways, about the comments:

- Yes it is this purple, it's a 1 on 1 rip of the game grahpics. However, since that was layered with a fog it could be that that's what makes the purple stand out so much in this mapshot and not in the game.
- LockeZ, I must be honest with you and tell you that that was an obvious design mistake from my side. I based this on a map I did some years ago for testing reasons and it was one of the things that bugged me. In CT they did a good job by totally saperating the catwalk and ground parts.
- I'm not making a CT game, but when I first started out with this game (11 years ago XD) there weren't many nice modern tiles to work with. That's why I chose the futuristic theme. A lot has changed and these tilesets will be used as base for the game but I'm planning to edit them with additional objects and paletswaps to give them more of a personal feel.

If you are interested: CT factory, sewers and blackbird will be used. Trees/grass will come from an other game (in the past I used tales of phantasia). Some graphics (but not to much) will be FF6. I will also put some theo chips in the mix. However since they use a diffrent shading method I need to work on them more to make them suitable (offcourse this is something that hasn't got a high priority, but I allready edited some metro chipsets in the past to match the type of shading I was going for).

Just let me add some old screens to this topic for nostalgic reason =p:

Edit and mix up of CT grahpics with some modern metro tilesets (which I had to redo some shading for) the charsets were all custom work btw):



An variety on that one to get a more old ruin atmosphere:



Pretty generic use of CT rip for an old factory:



Mix of rips from CT, tales of phanstasia and FF6 stairs, combined with custom latern and bridge tiles:



author=JustRob
Well, I'm glad you like it. Those scrolling symbols were an absolute nightmare...

Your Chrono Trigger map looks good, but I think the colors got a bit messed up (I don't think there was that much purple). If it's intentional, then it's actually a pretty nice edit.


Do you always lose to scissors? It's not clear from the video.

That doesn't even seem to be 19x22 though (unless not-2K/2K3 appears larger than 2k/2k3??). O_o
@Trujin:

Wow that last screen is incredible pretty. I can't wait to see it ingame with NPCs and stuff. I love it so much when cities have big portions of water in them, especially canals.
author=Xenomic
That doesn't even seem to be 19x22 though (unless not-2K/2K3 appears larger than 2k/2k3??). O_o
It might not appear that way, but it is that size; I actually had to resize it slightly (it was even smaller) as S32 pointed out it wasn't symmetrical, but yeah that's basically what I can do with small maps. :) (Not sure about the difference in sizes between 2k3-ace, though I think the resolution is larger so it makes it seem bigger in Ace.)

@Trujin: Wow, those lights..me gusta, hehe, neat sprite with his hands in his pockets~ :3
author=bulmabriefs144
author=JustRob
Well, I'm glad you like it. Those scrolling symbols were an absolute nightmare...

Your Chrono Trigger map looks good, but I think the colors got a bit messed up (I don't think there was that much purple). If it's intentional, then it's actually a pretty nice edit.
Do you always lose to scissors? It's not clear from the video.



No, it's completely random, which is why unfortunately there are going to be times when you lose to scissors a few times in a row, without it being intentional. It picks a random number from 1 to 3, and then moves the pictures in position according to what the result was.
author=Itaju
@Trujin:

Wow that last screen is incredible pretty. I can't wait to see it ingame with NPCs and stuff. I love it so much when cities have big portions of water in them, especially canals.


Unfortunantly this is a 5 year old screenshot, so that does say something about the way I make progress XD. However, since I'm kind of "basing" the whole city on Venice it should have lots of water when it's finally done.