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THE SCREENSHOT TOPIC RETURNS

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Yeah, right now I am testing all the tiles. I will make final color adjustments and animations once the pixel work is done. For now, I try how everything jives together.



I will create an auto tile for the foliage on the ground. they are the thing that looks most "griddy" right now.
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
@Itaju: That is utterly amazing. 0_o Are they your own tiles? Or edits?
author=0range00
^ that is a nice mountain area. But you're missing that pile of rocks! :-O Is this some FFV remake you're making?


The pile of rocks that had the Bonemail? That's in Drakenvale, this is a map from North Mountain heh. No, it's not a FFV remake, it's for my Touhou Fantasy game, which draws heavy inspiration from Final Fantasy (mixes various things from it with the Touhou series). Much like how Drakenvale/Valley of Dragons half the time doesn't look like a valley and instead a mountain at times, this kinda follows suit with this particular map. Trying to NOT have that happen throughout the entire area, so this might be the only map to not look like anything for a valley. ^^;

The events ( like the foaming water and rocks ) aren't done yet. And making water autotiles is bloody hard. ><

Just testing to see how my tileset by mapping different areas ( urban vs. natural )to see if anything clashes. Admittedly, the trees do have a high colour count for pixel work, but I'm happy with the result so far.
NeverSilent
Got any Dexreth amulets?
6299
Oh man... Every time I visit this thread I feel like such a loser for having zero art skills...
Those maps look very good, yuna. The only odd thing I see is that the waterfall seems to hit some land at its bottom. (Oh, and why are there some trees growing on the walls?)
The trees on the second pic should be a few pixels higher so that it doesn't look like they're growing on the walls. Otherwise, I like the style, especially the first pic. That's a nice town.
Tau
RMN sex symbol
3293
@itaju - Damn that looks good, no real complaints at all from me.

@yuna - That town looks great but that forest one just doesn't compare. First off those cliff sides are incredible straight edged and look very flat. Also your character is so talk he's towering above those trees with the weird stumps quite noticeably. Plus the shading or style of those trees just doesn't match up well with everything else you have on display.



Okay, this is probably going to be the last map from this dungeon. I just want everyone's opinion on if this looks more valley-like (since ya know, it's supposed to be a valley)? I feel like it works for a valley anyways...

On that note, I just realized this dungeon already has 16 maps, and I haven't even gotten to the second boss of the dungeon (of 4. The last two are fought at the very end of course). Not sure how many more maps I should have between the next screen (which is the second boss screen, where the player will fight the Marquis Malboro) and to the end of the dungeon. The player will have to backtrack out, and the Malboros will still be around even after the Marquis is defeated, and the status tiles will still be there as well. Hmm...

And yes, by the save point/music changer, there is a status/MP recovery spring, and the green sprout will give the party MP Regen: 50 turns (because there's no way to really heal MP in battle so may have to rely on this...not sure how to handle the MP problem because it will be a big problem in-battle. Outside, can still use MP recovery items so...)
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 will just say that you're way better at outdoor mapping than indoor mapping, Xenomic.

16 maps is enough for a large dungeon, though, usually. In fact, outdoors, where the individual maps can be quite large, you rarely need more than six or seven maps to create a solid 45 minute dungeon.

Though I am also remembering you have an absurdly low random encounter rate, low enough that if the maps are all this size, the player will only get in one battle every two maps. So I dunno. I can't name a single game where battles are anywhere near that infrequent, so it's hard to say what will work.
Aye, it's odd how that works. Well, I'm also good with caves apparently too. Though I can't say that about any of the towns I have...>_<;;

Aye, if the encounter rate was any higher than it is, then I wouldn't be putting nearly as many maps in a single dungeon as I do. Encounter rate of 80 goes a long way in making the encounters not be annoyingly common, I'll say that much.

EDIT - To put it into perspective, most dungeons in my game take like 10-30 minutes to complete. The longest, of course, being the 2-3 hour dungeon at the end of beta4, but that's meant to be like the endgame type dungeon midgame...or something like that. Even Hollowed Caverns isn't that long now, probably spanning 30 minutes (but if you include the dimensional rift as part of Hollowed Caverns, then it might be longer...not sure how long that area is yet either since neither are fully done...). So yeah, encounter rates aren't that big of an issue in my game. Even then, I have an item and armor that can halve encounter rate (making it 160) and an accessory that negates them (and a skill that negates them for 30 seconds). There's some issues with them though but still! ^^;;
My first post ever here :P



This is the sorta dream world in my game. I'm tentatively calling it the "crystal forest", though I feel that's an extremely lame name :P

What do you guys think? :)
@Itaju Great job on making this detailed yet not too busy - so the player character isn't lost in the environment. :) The golden trees were already mentioned, they contrast nicely with the rest of the tiles but they give a strong autumn atmosphere while the rest is pretty green. Good idea about making the different tree shapes possible, but I think those less spherical trees look weird - it seems that they're shaped that way to show obstacles underneath.

@0range00 The watercolor/watercolor pencil art style looks really nice, good luck with your project! :)

@legacyblade Are you using any textures/overlays? You have a nice, clean tileset and some kind of texture going on that makes it noisy and "lose it's edge" IMO. Also the top text (title?) blends with the background and the menu options lower down could also stand out a little more. Are they scaled dynamically in the game? If not, you should revise them - they're scaled down in such a way that made them lose detail and introduced jaggy edges.

--
The buildings might be bigger inside than outside but at least they have toilets!

I should actually decrease the number of colours on the trees. It does clash rather badly with everything else. And trees at the end of clifftops, a real bad habit of mine too. But because the game is a sci-fi, I probably won't have to worry about natural vegetation too much. XD



Working on outdoortiles right now. The pathway will be changed and made through parallaxes, since this looks really ugly. I mainly wanted to show the tree that I made which allows you to see your character even if you stand behind it.
I dunno about that tree, there would be branches and stuff blocking the sight, I don't think that looks very natural.


stuff going on at nighttime... unusual.
@Nebelsoft: The screen is a mite dark. Maybe lighten it up a bit?




More custom stuff from me. Everything you see are just mockups. I haven't even started the project in RPGMaker yet.
@yuna - well it's nighttime so, naturally it's very dark, I suppose - with no lights around and all : ) or did you think it was daytime? XD eep...

keep up the good work with your project ! : D
CashmereCat
Self-proclaimed Puzzle Snob
11638
@yuna Lol if you're using the Minecraft font. Not that it's a bad thing, it totally fits in with the theme of your world.

@NebelSoft That's a bit dark imo. I know a lot of people argue about lighting systems in RPG Maker, but generally, try to make them as subtle as possible. In the engine, it tends not to work so well for some reason, unless it's really subtle.