THE SCREENSHOT TOPIC RETURNS
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You could always map the backgrounds.
It certainly doesn't put me in mind of 80s or 90s games at that, either. They didn't have quite so many colours, nor were they that much of a clash between graphical styles.
The washing out affects two things - it makes the background look farther away from the foreground and adds a misty feel to it. Waterfalls = mist. Background = behind. The salt and pepper filter actually gives a picture pixels. That way it fits in with the actual graphics you use to map which have pixels in them since they're pixelated art.
That said, this is the last I'll say on you screens.
Screenshot time, mother (and/or father) fuckers~

WIP
It certainly doesn't put me in mind of 80s or 90s games at that, either. They didn't have quite so many colours, nor were they that much of a clash between graphical styles.
The washing out affects two things - it makes the background look farther away from the foreground and adds a misty feel to it. Waterfalls = mist. Background = behind. The salt and pepper filter actually gives a picture pixels. That way it fits in with the actual graphics you use to map which have pixels in them since they're pixelated art.
That said, this is the last I'll say on you screens.
Screenshot time, mother (and/or father) fuckers~

WIP
Hmmm, well, I'd want the background to look as good as possible. The point of the scene is the overlook, not the bridge. You only cross the bridge, but I wanna look at that overlook all day.
So I guess, if I don't want to reduce the screenshot, I've got to improve the chipset to measure up. Yay, I'm gonna need new tiles...
What is the object in the upper stream/lake? Also, speaking of the upper-right, those two top-right shadows don't work. Based on the left wall, the shadow is going to the south, so shadow should be on the south side not the north side (there should not be those north of the two furthest left trees). That, or move all shadows north instead of south.
So I guess, if I don't want to reduce the screenshot, I've got to improve the chipset to measure up. Yay, I'm gonna need new tiles...
What is the object in the upper stream/lake? Also, speaking of the upper-right, those two top-right shadows don't work. Based on the left wall, the shadow is going to the south, so shadow should be on the south side not the north side (there should not be those north of the two furthest left trees). That, or move all shadows north instead of south.
The event? It's a stand-in for a boat that I've yet to add. I put it there as a reminder so I don't forget - it's for a side-quest. XP
Ah yes, auto-shadows. I'll probably kill them with a script, but that's how they're set up automatically in the engine. They're actually all like that, really, but ignore them (I hate the damn things but forgot to add the script that kills them. xp )
Ah yes, auto-shadows. I'll probably kill them with a script, but that's how they're set up automatically in the engine. They're actually all like that, really, but ignore them (I hate the damn things but forgot to add the script that kills them. xp )

This will be the last map I show for this area. There is one map before this where you have to jump from island to island (it was used once earlier in the game, but thought I'd bring it back here), and I WAS thinking of having it for the bigger islands, but never did anything with it...also, I think this map turned out pretty alright. Dimensions are 50x50, for those curious.
That looks really interesting. It really hooks you in. I totally want to know what's going on and what will happen.
Is there any way to move around by keys? Just curious since it looks like the movement is by tile instead of pixels (and I find wasd and mouse a good combination for movement).
Is there any way to move around by keys? Just curious since it looks like the movement is by tile instead of pixels (and I find wasd and mouse a good combination for movement).
That blog makes me think of a typical tumblr blog. "I listen to weird music and write random stuff", lol. If that's what you were going for mission successful.
The computer stuff got a very 90ies feel.
The computer stuff got a very 90ies feel.
@Liberty: Thanks! You can move around with the directional keys if you prefer.
@SnowOwl: Ding ding! I was going more for Livejournal, but close enough! And yeah, the "Adolescent Citizens Network" is supposed to come off like a particular nightmarish version of the "fun kidz section" in the America Online welcome screens. Only with a giant creepy smiling face (who's name is Trevor) telling you when it's time to sign off. :D
@SnowOwl: Ding ding! I was going more for Livejournal, but close enough! And yeah, the "Adolescent Citizens Network" is supposed to come off like a particular nightmarish version of the "fun kidz section" in the America Online welcome screens. Only with a giant creepy smiling face (who's name is Trevor) telling you when it's time to sign off. :D
I think it's kind of funny that the internet is subconsciously molded in this sort of this plastic utopia. Even without the HATCH MY DRAGON gifs and the abundance of saturated colored we're still in this state of showering internet users with stock images and lots of promises though I think nowadays websites are essentially services all on their own (see RMN) so there's more purpose but still a lot of attempts at human connection. I never had AOL or anything like that but from what I've seen it was def kind of weird.
Like uh idk. I guess the best way to explain this better is to just imagine someone playing through Paper Mario with this dull stare throughout the entire game despite the happy visuals.
But interesting intro.
Like uh idk. I guess the best way to explain this better is to just imagine someone playing through Paper Mario with this dull stare throughout the entire game despite the happy visuals.
But interesting intro.
Can anyone give me some feedback on this map? It's supposed to be a village sandwiched between the foot of a mountain and a forest. I'm very eager to learn, so please tear it apart!


@Liberty: Ooh that's pretty.
@bugbar: Liberty has good examples of maps done right but these are the qualities that I generally associate with "good" maps.
1. Little to no unused space- Big empty spaces just make the game feel empty and make the player walk further for no reason. If your game feels empty simply add more stuff or push everything closer together if you don't want to add extra content.
2. Variety of things(3 tile rule to some extent)- Different plants, different tiles, different buildings. This make the scenery feel organic and unplanned.
3. Uniqueness- This is where you have to get creative. You want important areas to feel they weren't just added for the sake of adding stuff.
@bugbar: Liberty has good examples of maps done right but these are the qualities that I generally associate with "good" maps.
1. Little to no unused space- Big empty spaces just make the game feel empty and make the player walk further for no reason. If your game feels empty simply add more stuff or push everything closer together if you don't want to add extra content.
2. Variety of things(3 tile rule to some extent)- Different plants, different tiles, different buildings. This make the scenery feel organic and unplanned.
3. Uniqueness- This is where you have to get creative. You want important areas to feel they weren't just added for the sake of adding stuff.
author=LouisCyphre
Having them all be connected seriously pleases me. Will you have a specific way to make the dungeon get harder as you progress?
I can scale difficulty a few ways, if I want. Because every cell (room) is spawned from a parent cell, it naturally builds a tree structure. I can increase the difficulty of the monsters based on the length of each "branch" and combine it with other factors. Because this algorithm can also place locked doors and keys, I can also assign difficulty based on the key level of the area. What that difficulty value means, I haven't decided. It'll likely just scale up the monster level or pull from a different list of monsters (like skeletons can be encountered at difficulty level 64 but dragons can at level 255 or something).
@Liberty Thanks for that, I'll try that. Meanwhile, can I get some advice on this map? I am trying to figure out what to put around the shrine, beside flowers and plants. :P I could just cut the empty space and call it done, though. XD

You could add a small rock garden or Japanese garden (do a google for some pics). You could also add a storage shed of some type. It'd be nice to see less flat cliffage, too. Those flowers are really pretty, though.
Heck, in most anime that I've seen of shrine houses they're arranged in a n shape - opening at the bottom, empty yard in the middle and buildings forming the n shape. May e check out some more references?
Heck, in most anime that I've seen of shrine houses they're arranged in a n shape - opening at the bottom, empty yard in the middle and buildings forming the n shape. May e check out some more references?

I've been playing around with getting a decent water reflection on the go in 2k3. I think I've gotten it pretty well done. All I need to do now is add all the miscellaneous trinkets to this tile set and it should be finished up.
author=bugbar
Can anyone give me some feedback on this map? It's supposed to be a village sandwiched between the foot of a mountain and a forest. I'm very eager to learn, so please tear it apart!
Generally, when constructing a map (and judging one), I look at how I understand real world physical behavior to work, and then I think about fantasy world behavior.
For example, all graves would be in back of the church. It's unsightly to be reminded of death every time you come to a temple. If, however, it's a fantasy religion, you can make your own rules (the Death Cult of Ominuri might for instance have all graves front and center, but they'd have a skull rather than cross as holy symbol). Also, in general, a farm has fencing mainly if it has cattle and if it does, the fencing connects with the house rather than providing a way for things/people to slip through. In a temple that believes in spirits, fencing might also be appropriate if it has exorcism tags attached. What however, is the point of the fence near on side of the stream? Either both, because you don't allow swimming or do away with it.
Think about your world, think about what makes logical sense, and think about what you can alter to improve the character of the map. Generally, I'm not one to talk, but this is the guideline to follow if you want a town with personality.


























