THE SCREENSHOT TOPIC RETURNS
Posts
Really...? All of the isometric developers just spring up now?
author=megaman8x
working on N-Boathhouse
author=ellenor
I Havent showed anything for months.
So here I go!
This is from my current project. A small side project to take a rest from my other project Dragunbane.
This game is being developed in rpg maker vx ace.
Everything you see in the screenshot is made by me :)
the characters got 6 frames walk cycle + running so far ^^
Have been thinking to submit the project but I'm a very shy person XD
I'm curious as to I have never used any of the main makers since rm95, what isometric perspective are you using? does ace natively support isometric chip sets and characters similar to nrm2k or is that some kind of panorama and if so is that one picture or many pictures?
No rpg maker vx ace does not support it natively. Also it is not a chipset but a drawed map.So all the maps does not have the same isometric view.
But how it works, a friend of mine is currently helping me to script a new collision system to make it work properly like in saga frontier 2. At the moment it dosen't unfourtnetly.
author=LockeZ
@Mr_Detective: Police office looks okay but there should be papers everywhere. Looks papers and binders of papers totally covering all the desks, and one or more free-standing bulletin boards (or dry-erase boards) in the middle of the room covered in photos and clippings.
It's a pretty good layout. It's just lacking mayhem.
I didn't have a good place to put a bulletin board, so this is what I have. Not bad, huh? :D

Looks like you switched the floor tiles. While I'm not sure I like the new as well (I don't like the lack of depth to the floor), it's pretty good and does have more of a stone look.
Btw, what happens when characters die? I've not done it yet. How do they get revived?
Btw, what happens when characters die? I've not done it yet. How do they get revived?
I agree with SnowOwl. There is a lot better contrast with the top of the platforms compared to the walls.
author=bulmabriefs144
Btw, what happens when characters die? I've not done it yet. How do they get revived?
The side characters will revive after a short period of time (Kingdom Hearts Fashion). If your main character is defeated you will respawn at the last save point with some money penalty.
Sorry, I know I said I wouldn't post anymore for this area but...

I dunno, I like this map for some reason despite it being a deadend area. I don't think I've actually done a map like this (I've done some SIMILAR to this I think though...). Feels like more could be done to it somehow. Probably more landmasses attached to it on the sides somewhere...
Dimensions are 32x50. Screenshot is at 25% of normal size magnification. There will probably be chests here too, though I feel like beta5 is full of chests lately. Previous dungeon had 50 some chests (40 some of them monster-in-a-boxes), and now this dungeon is racking up chests too...hmmmm.

I dunno, I like this map for some reason despite it being a deadend area. I don't think I've actually done a map like this (I've done some SIMILAR to this I think though...). Feels like more could be done to it somehow. Probably more landmasses attached to it on the sides somewhere...
Dimensions are 32x50. Screenshot is at 25% of normal size magnification. There will probably be chests here too, though I feel like beta5 is full of chests lately. Previous dungeon had 50 some chests (40 some of them monster-in-a-boxes), and now this dungeon is racking up chests too...hmmmm.
Personally if you're going to have a dead end, there should be a reason to have one. Dead ends in RPGs piss me off if there's nothing there in the first place. In your earlier posts you said this was one of the final dungeons (Too lazy to look, you did say that right?). With that said, you should have a Monster-In-A-Box that contains a powerful weapon. (Think Shinryu from FFV but not as overpowered) Just my opinions though.
I didn't really say this was one of the final dungeons (the tileset I was going to save for the second to last final dungeon). I usually do put things at the end of deadend rooms like these (mostly treasure chests)...usually anyways. Or there's a locked door that you can't go through just yet because it'll be for later on.
I... got a big headache with this map. So, in this map, only the hospital and the police station are accessible. Their sizes are big so I have to move the signs down so the players can see. But this seems to make the buildings look kinda awkward. In game, the player could only clearly see the middle lower part of the police station and the hospital. I think I messed up on something. What should I do? :(


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 buildings themselves honestly look great. It's just the path between them that's awkward. The layout is realistic but boring. No courtyards, no use of height, no walls or barriers, no use of stairs or rails or anything else to create a path that draws the eye, just a grid of sidewalks with square buildings in between them.
Also, it seems strange to me that you have to walk to the hospital. It's not accessible from the road. Maybe switch the placement of it and the light tan building? But maybe not. It's not that far of a walk. I've seen hospitals with a longer walk than that from the parking garage to the front door.
It's a little odd that there are no parking spots for any of these buildings, but maybe there's a parking garage just off left edge of the map where the player can't see. That's not a big deal.
Here are some random ideas if you need layout inspiration.
Also, it seems strange to me that you have to walk to the hospital. It's not accessible from the road. Maybe switch the placement of it and the light tan building? But maybe not. It's not that far of a walk. I've seen hospitals with a longer walk than that from the parking garage to the front door.
It's a little odd that there are no parking spots for any of these buildings, but maybe there's a parking garage just off left edge of the map where the player can't see. That's not a big deal.
Here are some random ideas if you need layout inspiration.
Swap the hospital to curbside, and possibly even make a road directly leading into it (which is true of most hospitals). And make the high rise with the windows narrower (they're all very wide).
author=LockeZ
The buildings themselves honestly look great. It's just the path between them that's awkward. The layout is realistic but boring. No courtyards, no use of height, no walls or barriers, no use of stairs or rails or anything else to create a path that draws the eye, just a grid of sidewalks with square buildings in between them. Yeah, true. This is what I am struggling at. :(
Also, it seems strange to me that you have to walk to the hospital. It's not accessible from the road. Maybe switch the placement of it and the light tan building? But maybe not. It's not that far of a walk. I've seen hospitals with a longer walk than that from the parking garage to the front door.
It's a little odd that there are no parking spots for any of these buildings, but maybe there's a parking garage just off left edge of the map where the player can't see. That's not a big deal.
Well, the problem is, like I said, only the hospital and the police station are accessible. The other two are just there to make the map less boring. If I switch the hospital with the tan building, then the entire upper part, especially the upper left, will become completely useless and serves no purpose. This is also why I didn't put them both on the right side so they can be accessible from the road.
About the parking lot, I could just put events on the left saying that this path leads to the parking area, so there is no point in going there. But this would have to depend on how the map turns out in the end. :P
author=Vegeta's wife
And make the high rise with the windows narrower (they're all very wide).
Which one?
Hey don't call me that. We're divorced.
The one with the edges on both sides and the windows in the middle. You can create the look of being narrower by simply trimming those edges down (either by removing the middle blocks of the edges, or even having only the outside edges).
The one with the edges on both sides and the windows in the middle. You can create the look of being narrower by simply trimming those edges down (either by removing the middle blocks of the edges, or even having only the outside edges).
Hm... That didn't go very well, so I think I'll leave that building like it is now. I still don't know how to deal with this map yet, so I will wait for other feedback. :D
Meanwhile, I am making an artificial cave that is based on the one at 3:50.
http://www.youtube.com/watch?v=nqmXrFERVh8
I don't have any experience with these types of maps, so I don't know if that looked weird or not. Was there anything wrong with it? Like the cliffs? :P
Meanwhile, I am making an artificial cave that is based on the one at 3:50.
http://www.youtube.com/watch?v=nqmXrFERVh8

I don't have any experience with these types of maps, so I don't know if that looked weird or not. Was there anything wrong with it? Like the cliffs? :P
Generally, understanding the engineering rationale of art (or, why a bridge is usually centered rather than on the top or bottom of a ledge) is helpful. But I'll put it bluntly, if you have a bridge on the side of a slope, too much weight would make it slide off and tilt.
Even without being centered, a right angle bridge in midair is very, very dangerous, and needs a special joining platform (look closely at the picture below) to be stable. It'd be better to create mini ledges, than expect the public to believe right angle bridges work perfectly enough to have a screen covered with them.
Megaman has metal ledges, probably welded to the platform (I saw the video). This is different than a free-standing wooden bridge.

Even without being centered, a right angle bridge in midair is very, very dangerous, and needs a special joining platform (look closely at the picture below) to be stable. It'd be better to create mini ledges, than expect the public to believe right angle bridges work perfectly enough to have a screen covered with them.
Megaman has metal ledges, probably welded to the platform (I saw the video). This is different than a free-standing wooden bridge.





























