THE SCREENSHOT TOPIC RETURNS

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I can't tell you how much I tried to make a decent looking building out of that tileset though, and it never working out. Just never felt like I could get anything good out of it myself but that's me. Maybe these other tilesets have me spoiled. :S

EDIT - So, looked at the map in-game (after resizing the map down and fixing all of the bloody events. Still have to place events on the map, but that'll be after I fix up the rest of the mansion. Btw, the map size now is 39x33. I chopped out all of the unneeded extra space and that's how much was left, with about one tile off to each side for the black area), and it looks fantastic. I still don't think it's that big myself but...in any case, since I have this map done (and probably will once again expand the hallways to 3 tiles instead of 2), this is something that I AM going to ask for advice on, since I could never get these to look right ever: Hallways. I need to figure out what to do with the hallways themselves (the rooms will have exits to them of course, but hallways!). For those curious, this...is what the original hallways looked like:


Left hallway:


Back hallway (left and right only goes for one screen before reaching this hallway):


Right hallway:


2nd floor West Wing:


2nd floor East Wing (not even updated apparently o_O):



Note, I'm not even GOING to try to justify these hallways. They're just...really big and really bad. My Pandaemonium hallways are just as bad (but that's for another day...maybe I could get someone here to really take a look at my maps or something? Would help me out a lot...). So yeah...any advice on how to do these hallways...better? In a way, I'm using this as my reference material, btw:



Obviously not down to the tee (since no garages for instance), but you get the general idea. x_x;;
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Why not just get a better tileset for your mansion if you feel like having two floors? Why not compromise with the engine and make a more squared-off room?



With experience, you could easily make something like this. This was my first screwing around with the tileset. Notice how it isn't gigantic but still gives more than enough room for all necessary events to take place?



And honestly, it's not necessarily the size that's the problem, it's how boring and novice it feels. You can make sprawling outdoor maps (this one is 65x90) if you make them right.

I know you haven't been around all that long and probably have gotten far less critique than is required to become disciplined enough to make something truly magnificent, but you've been around long enough to at least try.
(I've been around for at least 5-6 years. I'd say that's a pretty decent amount of time).

Sides, what's wrong with the current tileset? It's working as I'm seeing fit right now for the mansion. It just doesn't have everything I need for the hallways and stuff (or it does actually. It was mostly the lobby area that was the trouble center >_>;; ).

I...suppose I could do it that way. Blech...

And I know how to make outdoor maps anyways. I've already dealt with making a crapton of outdoor maps. Not everything is going to be super pretty in a game mind you. >_<


(repost for the next page)

Does it look good?
@Arandomgamemaker: I don't see anything wrong with it myself, if you're going for the simple look which I believe you are.


@Corfaisus:


So...I tried that, and I'm seeing literally no difference at all in what I tried. The second floor map is pretty much the same as the original first floor map. And no, I'm not about to remake the entire goddamn map again after fixing all of these events lord knows how many times today alone as it is after changing the map again. .=.
@Xenomic Wow, your map has improved considerably since the first time you did it. That is actually a fairly beautiful map, and it also actually looks bigger than the first one that you posted, which seemed a little flat. It really has a sense of 3D about it. I don't have any gripes.
In all honesty, it still feels the same to me regardless, but that's me. I don't see any size difference at all.

I suppose I could just make the teleport event on the stairs just move to the top/bottom floors...that'd be a cheap way of getting out of this mess. >_>
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
To me, the easiest way to make hallways look acceptable is generally to show the hallway and the rooms that the hallway leads to in the same map.
...So, kinda like omitting the doorway and having the doorway being like a one-tiled hallway kinda deal?? Or would something like the FFI method work (I don't even think that's a viable way of doing it but...)?
Also, where the railings meet the roof for the second floor? Get rid of the roof tiles and move the railings to the top of the walls.

Like so:


Full map \/
Hmm...so something like this??




That was the thing I wasn't sure about when I made the second floor map. It might have to do with these particular railings and me not using them right (but yeah, those roof tiles was a problem. It was one of those tricky situations for me). Though now, I'm not sure if I should combine the second floor map from the first floor map or to leave them as is and be separate. :S
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
Having both floors be one map like that is pretty sexy.

And yeah, if you combine a hallway with a room into one map, you can either omit the door and use a one-tile-wide hallway as the doorway, or you can do it like I do the door to the bathroom in this map.
Ahhh, I see what you mean. It all depends on which style works best for the game I suppose. Not a bad idea to keep in mind for rooms that the player wouldn't get to visit otherwise in houses and stuff, so that the houses aren't like in every other RPG game ever and are like one room houses.

...Oooooor I could do like a Instant Warp transition or something from the first/second floors? They're the same height and in the exact same placement as one another so...??? That's 3 options...what do you guys think therefore?

A) Keep separate?
B) Combine?
C) Instant Warp transition?
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Personally, I'd go for "no transition" with the "erase screen" and "fade in" with the "show screen".
Heh...hehehe...I'm just now realizing I'm not sure how to use the Hide/Show Screen options because I never used them...oh boy! I'd assume that'd be just putting the "Hide Screen" before the teleport event, and then "Show Screen" after the teleport event?? I think??? I'm not sure if that's the way to go though...hmmmm...
Use some shift mapping to fix where the carpet reaches the bottom wall and the stairs. It does look better though. ^.^)b


@corfaisus: That is some sweet ass mappage right there. UNF!
@corfaisus that's delicious
and @xenomic, I think it's a bit better. Take it as a rule of thumb:
If you can take a print screen at any point in the map, and it be an endless sea of floor tiles... Then you're doing something wrong.
It's stale and boring. So liven things up with details on the carpet, plants, different colored floors, visible ceilings, stuff like that. Just to break the plain.
Anyways I think it's a lot, lot better!
Also
Man
This whole situation is dragging on for so long hahaha
anyways it's getting pretty good so keep up
And I think a few shadow events would do good to separate the first floor from the second! Anyways, good work. :3 <3
What do you mean shadow events?? I'm not sure on how I'd be able to make the shadows from the second floor map to cover the first floor slightly. I WILL be making the map darker via Tint Screen as it is a vampire's mansion, and it's canon that there isn't much light in there so gotta make it darker (the library and basement will be the same, basement probably being a bit darker, but I don't want to make it TOO dark...want the player to still be able to see things properly and all that). Will probably be working on hallways and other rooms next (also, will probably make the second floor loop around completely. Might look better that way...)
Hey...hey guys? I'm having problems with hallways as expected.





So, this hasn't changed the size of the original hallway at all (still 60x50 right now). I'd imagine I can cut this down a lot more than this but...again, I have no idea how to handle the hallways at all. I'd LIKE to lead them off into rooms, though not sure if Locke's idea would work in this way (actually, I don't think it would sadly...). The way it's shown here is generally how most of my other hallway type areas go but...it just feels empty still. You might be wondering "Why aren't there more lights?". It's because it's a vampire mansion, so there's not that much light in there canonically. In fact, as stated in the previous post, the entire map will be a bit darker than usual with the Tint Screen function.


So...how to fix this? It's pretty drab and boring (though I can't imagine that much would be in the hallways. There'll be fairy maids here later once I get all of the rooms done (both as enemies and NPCs) so there's that to liven it up (and you can walk under those arches so that's no problem with getting around NPCs/enemies). :S


By the by, I figured that room there with the curtains could be like the art gallery or weapons room or something. NOT, however, sure on what the rest of the rooms could be. I'm still using this as my reference, but it's not exactly the best for a western mansion (yes, there's a western mansion in a Japanese area!).




It was the first thing that SEEMED like it'd work but...still want the place to be kinda explorable, but not too big. It's not big in the reference image above but...I don't know how to explain it? Maybe you guys know what I'm talking about? ^^;;

EDIT - Also to keep in mind, the mansion is basically a 1500 styled western mansion (I'd assume). Not sure if it is or not now, but there's definitely nothing modern in it like refrigerators or garages or cars. Gensokyo is basically 1800-era Japan, while the rest of the outside world (Gensokyo, you see, is an isolated region in Japan sealed away) is in current time. So...that's where some difficulties lie as well as trying to keep it as canon as possible. Obviously, the lobby isn't EXACTLY as the reference image from SWR/Soku, but liberties can/will be taken~

EDIT #2 - If anyone would like to brainstorm ideas and stuff with me, shoot me a message eh? I really REALLY can use some brainstorming badly, especially with some things that'll be coming up soon. x_x;;