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THE SCREENSHOT TOPIC RETURNS

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author=Marrend
To be honest, Mr_D, my first thought at looking at that map is "Gee, this game might benefit from having a zoomed-out city map rather than force players to walk all that distance to get places". Though, I am assuming there's more to that map than what you're showing, so...


Yeah... I guess you're kinda right about that. I just want to have a city map that looks good enough. In the worst case scenario, I'll put in the best of what I can and call it done. :(
author=Mr_Detective


1. Hold SHIFT when placing Grass tiles.
2. Put some lampposts and cars on your map.
3. Have some people walking around.
4. Maybe have some man-holes on the streets? (Don't just sporadically place them, I normally put them every 4-6 tiles)
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
Um... he said he was worried about the layout and wanted to fix it before starting on the doodads, so telling him to add doodads is sort of pointless?

Here, Mr_Detective, I made you a better layout. You were trying to add buildings to make it more interesting, but that doesn't work. A better way is to add more complex paths leading through it, instead of just stright lines arranged in perfect grids.



The area in the upper left is a sort of mini-park in the hospital's back yard, with a fountain and a couple benches - somewhere for patients to walk around.

The red rectangle in the police parking lot is a dumpster. Maybe add some pallets also; it's not a public lot, it's just a paved area with couple spots to park police cars next to a service entrance.

If you're feeling adventurous, maybe try to increase the elevation of the upper right building, or lower the elevation of the right side of the police station, so you can get some hills and small cliffs in the map.

I would actually personally make the upper left building into a parking garage, instead of just a generic building, if you can find tiles for that. It would make sense for a parking garage to have entrances both from the main road north of it and from the smaller road south of it that zigzags up from the hospital.
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
I think it'll make a solid base layout. A lot less rigid and boring. You do have a couple of easily fixable problems:

- The sidewalk to the southeast of the police station changes width as it crosses the driveway. It should be two tiles wide on both sides of the driveway.

- The grass has dirt around the edges. Hold down the shift key when placing grass, if the tiles adjacent to the grass are anything other than dirt.

- On the road on the right side of the map, make sure one of those square intersection zones lines up with the small road leading through the buildings.

- Those white lines I put in the paved areas were meant to represent parking spots. Go ahead and add the lines for parking spots, so you can put cars in some (but not all) of the parking spots.

Then I think you're ready to add doodads!
Mr Detective: One thing I've learned from mapping cities, sometimes the map will look okay at a 1/4 zoom, but in game you really lose that "city feeling" especially when everything is scaled so big and far apart. I would tighten everything up, cities are super close together and congested.

A lot of snes games do this well by tricking the player into perceiving the map as much larger than it is. Id like to see some screens in test play of this map, I bet it doesnt feel much like a city at all.

Also, yeah too many lines on the road and vary your building height 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
He had everything super tight before and it looked terrible and really boring. My suggestion was to add some paths and roads through the buildings to create some variety on the map. Do you think his old version was better? There was no space between the buildings, but removing the space requires aligning them all in a perfect grid.

Anyway, you might be overestimating how tight cities actually are. Not every part of an urban city looks like main street. I based that layout loosely on an actual hospital in the city I work in, except I tightened it way the hell up because the main hospital building I was looking at was as big as this entire map, and I added the police station in an area on the map where the real hospital has like 200 extra parking spots instead.

I will say that none of the sidewalks should be more than one tile wide.
Er, about the grass, there's a small thing I am not sure. The part that faces the road will look squarish if I hold down shift. But if I don't, the yellow edges around them will look out of place. Should I leave them alone, or add those grey and white lines?



author=Dookie
Mr Detective: One thing I've learned from mapping cities, sometimes the map will look okay at a 1/4 zoom, but in game you really lose that "city feeling" especially when everything is scaled so big and far apart. I would tighten everything up, cities are super close together and congested.



Yeah, I've seen other city maps, and as much as I tried to replicate them, I couldn't. This is better than any of the previous designs, though.
Here's the title screen for a new project I'm starting development on. It's a survival/suspense game inspired by Dark Souls and the film Winter's Bone.

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
Mr_D: The edge of the grass against the pavement is supposed to look squarish because it's adjacent to the pavement. It's fine. Hold down shift and get rid of all the dirt edges.
Some screens of a trpg I've been working on for the past few weeks.

Msg System:


Battle:

(Ignore the name "female-portrait-2" was too lazy to rename the picture so I renamed the chara instead lol)
Battle system is GTBS was some edits to the windows + a custom window (Placement window)

Portrait is gonna be remade so it wasn't colored ( Heads angle/perspective doesn't match the body). Chara sprites just started but I only have 1 character concept made so I just did the templates for now.
*Side Note, anyone a link to a good pixel shading tutorial?
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
Looks like so far so good. Slimes aren't centered on the tiles, and you should have a comma in that dialogue, but I assume you have bigger issues to worry about at this point like getting the systems working.

...wait holy shit I recognize those HP/MP bars. Is that an isometric tactical RPG in RPG Maker VX Ace? God damn son. Keep fighting the good fight, if so.

author=Quasi
*Side Note, anyone a link to a good pixel shading tutorial?

Here you go!
The sprites might be a tad too small for those tiles, hm
But nicest of HUDs!
unity
You're magical to me.
12540
author=Quasi
Some screens of a trpg I've been working on for the past few weeks.


This looks great so far! I'm also curious about what engine you're working with :D




Two screenshots of my Corpse Party inspired Horror Game "The Haunted World: Hell's Gate". And really...nothing is even close to being done yet. But all of those tiles were made by myself. I only have to credit myself for all of this...the only exception is the character base for the female character you can see. Just the core base, though. I hope I can start mapping real places soon~
Part of me really wants to make the rest of the Oneirophrenia maps like this, alas there aren't many tiles that have a total side-view perspective. Admittedly, they might not be too difficult to make.

Roden
who could forget dear ratboy
3857
author=Jurassic_Mark
Part of me really wants to make the rest of the Oneirophrenia maps like this, alas there aren't many tiles that have a total side-view perspective. Admittedly, they might not be too difficult to make.


It's an interesting way to go about making an RPG, that's for sure. I know- I've been designing a game like this for a while now, and constraining pretty much everything to a small rectangle in the top of the screen.

Proof:


The hardest thing about designing this way is having to parallax map pretty much everything besides foreground objects. Also, changing the way encounters are handled, due to not being able to use touch encounters and not wanting to use random battles.
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
Why can't you use touch encounters? Paper Mario did, and it's the only side-scrolling RPG I can think of.

Excellent craggy hobo mayor, by the way.

@Schwer, that checkerboard wallpaper isn't tiling correctly. Also that bathroom is the size of a living room and has no sink.