THE SCREENSHOT TOPIC RETURNS
Posts
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
Sooz, I'm also not a fan of the way you're doing the wall on the left side. It's a weird perspective. But if these are just test maps to try out the tilesets, then obviously that doesn't matter.
Itaju, I think it's weird that you can see the top edge of the south wall but not the rest of the south wall. It made me confused as to what I was looking at. I can understand why you wouldn't want the south wall to cover up the bottom part of your maps all the time, but this solution is sort of bizarre looking. I like the effect for things like states you can walk behind and ceiling rafters you can walk under, but I think it's awkward to do with the south wall. I don't really have a solution to suggest though.
Itaju, I think it's weird that you can see the top edge of the south wall but not the rest of the south wall. It made me confused as to what I was looking at. I can understand why you wouldn't want the south wall to cover up the bottom part of your maps all the time, but this solution is sort of bizarre looking. I like the effect for things like states you can walk behind and ceiling rafters you can walk under, but I think it's awkward to do with the south wall. I don't really have a solution to suggest though.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LockeZ
Sooz, I'm also not a fan of the way you're doing the wall on the left side. It's a weird perspective. But if these are just test maps to try out the tilesets, then obviously that doesn't matter.
What is weird about it? This is my first time working with this style of layout, so I definitely want to hear any way I can improve the visuals. Is it the fact that there isn't a visible corner connecting the side wall to the rear? Or is it more that it seems too tall? (Or both?)
@Sooz: You have shadows that indicate conflicting light sources(ex. the stairs and the bench). In real life there is almost always more than one light source but for 2D games you generally want to stick with one to make things simple. I recommend sticking with a top-down light source and extending the shadow on the stairs a lot more.
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, for one, the walls are all infinitely high. They extend off the top of the map. This being an indoor map, that's pretty weird. This doesn't really give the impression of a side wall; there's no real indication that you can't just walk behind it, for example. It might not be technically wrong, but it's not the way games usually convey a side wall to the player. If it weren't a different color than the back wall, it would be very difficult to tell what's going on. You made good use of color to try to solve that issue, but assuming you're not planning on using a side-scrolling perspective through the entire game, there's a simpler solution here that doesn't look as awkward and weird-perspectivey. What I would do is perhaps something more like this:

The black area around the map stops the subway wall from being five stories tall, but more importantly, it helps give definition to the room. The player can visualize the shape of the area better because some of the edges of it are visible, if that makes sense. It makes your area seem a little more 3D.

The black area around the map stops the subway wall from being five stories tall, but more importantly, it helps give definition to the room. The player can visualize the shape of the area better because some of the edges of it are visible, if that makes sense. It makes your area seem a little more 3D.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Ohhhhh! I see now! I thought something seemed "off" about it, that explains it all. Thanks so much!
ETA: Wow sorry didn't see that other reply at first!
...I think I only did that in the body world. Which is weird, because I usually don't make that mistake anymore. Thanks for catching that!
ETA: Wow sorry didn't see that other reply at first!
author=arcan
@Sooz: You have shadows that indicate conflicting light sources(ex. the stairs and the bench). In real life there is almost always more than one light source but for 2D games you generally want to stick with one to make things simple. I recommend sticking with a top-down light source and extending the shadow on the stairs a lot more.
...I think I only did that in the body world. Which is weird, because I usually don't make that mistake anymore. Thanks for catching that!
*sigh* I see the opinions here are as elitist as normal.
@Sooz: I don't really see much problem with your map, as you are going with a type of yume nikki style. The wall perspective can be a bit confusing, but at the same time, if you don't really care about the depth of the location, and are just are going for surrealism, I think your map works fine.
@Sooz: I don't really see much problem with your map, as you are going with a type of yume nikki style. The wall perspective can be a bit confusing, but at the same time, if you don't really care about the depth of the location, and are just are going for surrealism, I think your map works fine.
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
Elitist?
I'm just tryin' to help people who are asking for help. Everyone can use some help sometimes.
I'm just tryin' to help people who are asking for help. Everyone can use some help sometimes.
author=LockeZ
Elitist?
I'm just tryin' to help people who are asking for help. Everyone can use some help sometimes.
Forgive me for that. I did not mean to insult you Locke, just one to many drinks. XD
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, heh. It's cool. I like to see old faces (get it?) around here. Get drunk and log on more often! Help us make games, maybe!
author=facesforce
*sigh* I see the opinions here are as elitist as normal.
Can't tell if joking or not...
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
In the last screenshot, several trees on the south edge of the pond have had their tops cut off.
In the first screenshot, the dense trees get cut vertically down the center of a tree in a couple spots. This is the tileset's fault, but could be fixable with simple edits if you made a slightly second version of the tree autotile that merged in the corners. Wouldn't require drawing anything new, just editing the tile to have the other half of those trees. Up to you how much you care about fixing VX tileset problems - I can't blame anyone who thinks it's a lost cause. As it is, it's still better than the basic RTP dense trees.
I don't think you can solve the height problems in the third screenshot without redrawing half your tileset. The mini-cliffs aren't meant to go up to the edges of trees, unfortunately. At least not at the north end of the map. I dunno. It's weird.
You did do a good job of making the puzzles; I can kinda see how they would probably work based just on the screnshots and it looks fun.
In the first screenshot, the dense trees get cut vertically down the center of a tree in a couple spots. This is the tileset's fault, but could be fixable with simple edits if you made a slightly second version of the tree autotile that merged in the corners. Wouldn't require drawing anything new, just editing the tile to have the other half of those trees. Up to you how much you care about fixing VX tileset problems - I can't blame anyone who thinks it's a lost cause. As it is, it's still better than the basic RTP dense trees.
I don't think you can solve the height problems in the third screenshot without redrawing half your tileset. The mini-cliffs aren't meant to go up to the edges of trees, unfortunately. At least not at the north end of the map. I dunno. It's weird.
You did do a good job of making the puzzles; I can kinda see how they would probably work based just on the screnshots and it looks fun.
Nice catches, LockeZ. Looks like I'm going to be doing a bit of tileset editing, and rethinking the depth of my cliffs.
Thanks for your help :)
Thanks for your help :)
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 looks like you mostly just designed the maps to be functional for the puzzles, and they certainly serve that purpose.
Those RTP treetops are so ugly (not your fault I guess), especially the upper corners...
I just wanted to say that.
I just wanted to say that.
I actually noticed that when I put them down. I'll try putting those black parts as transparent. Maybe they were originally meant to be transparent, I just didn't choose black as a transparent colour :I
Guess what I am working on! :P



I am sorry for the double post.
My computer is being a total bitch lately so I cannot edit the first message.
Anyhow, This VS the first screen shots?
Sorry, now that my damn PC is acting up, I cannot see the tag buttons :(
My computer is being a total bitch lately so I cannot edit the first message.
Anyhow, This VS the first screen shots?





Sorry, now that my damn PC is acting up, I cannot see the tag buttons :(
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=NOACCEPTANCE772
Oh, man, that window texture is dreadful. It'd be a ton more legible if you made the red unpatterned.
(Also bright green on bright red is not the best plan ever, visually.)























