CORFAISUS'S PROFILE
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
"Winning" internet arguments via dismissive hyperbolic falsehoods and selective ignorance.
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
Unallocated Skill Points
"Take this beautiful moment and make a joke out of it. If you can't, you're a slave to it."
"The imperfections show the face."
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Screenshot Survival 20XX
Nah, the walls are mostly covered by the awning on the second floor. I was debating on retracting the awning one tile so that I could make the second floor look like the first, but I sort of started to like the perspective (how it becomes more visible the further the view is from the awning).
New Developer Mapping Help Thread
author=Liberty
Pro tip: Your first map is always going to be bad.
Oh God yes. Dude, when I first started off in 2002, I made a dragon game called "Dragon Quest" where you play as the blue flying Rm2k RTP dragon and you saved the world. What did the world look like? Well, it's long since been deleted, but here's a pretty accurate representation of what it did.

click for music
This was about my skill level up through 2006, because I was never told how to "git gud". I started experimenting and this was what I came up with circa 2007.
"Slow rise. ~ba buh ba bum~ Take it easaaay."♫♪
But after that I really put my nose to the grindstone and set out on improving. I experimented with mixing chipsets together, slight adjustments to certain tiles and the passability options and now I've got stuff like this. Even now I'm learning and improving. The steps are slow, but put time and effort into it and you'll get there.
New Developer Mapping Help Thread
Well, if it's tile usage, then there's only a few things I could recommend.
Number 1: I'm not certain what the tile around the room is supposed to be, but it almost seems like it should be a wall tile? I don't know. One thing I know for a fact is that there is an autotile specifically for the walls of the cave so that they're not 1x1 tiles like you have along the northern edge. The shadow tool is used much too frequently in this map, I'd say.
EDIT: Also, the tile used for the floor of this room should be for the raised platform near the stairs and that tile exchanged for the floor. That way you'll have a border around the raised part.
Numero dos: Basic, yes, but there's absolutely nothing "wrong" with it aside from the roof tile being used as a ceiling tile. There should be tiles with clear borders around them on all sides; these are the ceiling tiles.
Ah-three *crunch*: This is by far your best map. The desk near the lamp perhaps should be against the wall, but the only thing that absolutely should be fixed is the wall by the door. You used two tiles for the height of the room, so that should be the height of the wall at the door. I can tell what you were going for with using the top of the cabinet as a threshold, but it's simply incorrect.
Number 1: I'm not certain what the tile around the room is supposed to be, but it almost seems like it should be a wall tile? I don't know. One thing I know for a fact is that there is an autotile specifically for the walls of the cave so that they're not 1x1 tiles like you have along the northern edge. The shadow tool is used much too frequently in this map, I'd say.
EDIT: Also, the tile used for the floor of this room should be for the raised platform near the stairs and that tile exchanged for the floor. That way you'll have a border around the raised part.
Numero dos: Basic, yes, but there's absolutely nothing "wrong" with it aside from the roof tile being used as a ceiling tile. There should be tiles with clear borders around them on all sides; these are the ceiling tiles.
Ah-three *crunch*: This is by far your best map. The desk near the lamp perhaps should be against the wall, but the only thing that absolutely should be fixed is the wall by the door. You used two tiles for the height of the room, so that should be the height of the wall at the door. I can tell what you were going for with using the top of the cabinet as a threshold, but it's simply incorrect.
New Developer Mapping Help Thread
I don't see the problem with your maps. Obviously we all have room for improvement, but only the first one is truly "bad", and that's only because there should be variation to a naturally occurring cave.
Can you provide what exactly the denial message said?
Can you provide what exactly the denial message said?
What are your favorite and least favorite parts of gam mak?
I think if we were all honest with ourselves, that would be the answer we'd give. I'm known for my mapping, but would I rather be doing that or writing the story in the background? If I don't have a map, I can't implement the story because there aren't yet events and settings with which to showcase the story.
It's taken me years to come up with what I want out of this one section alone and I still haven't made the maps, nor have I any scraps or drafts upon which to improve and solidify a final design. What?
If I just mak for the sak of mak, then obviously I could crank out a gam in a week or two... buuuuut when it's something I want to get just. right., that's when it takes forever.
It's taken me years to come up with what I want out of this one section alone and I still haven't made the maps, nor have I any scraps or drafts upon which to improve and solidify a final design. What?
If I just mak for the sak of mak, then obviously I could crank out a gam in a week or two... buuuuut when it's something I want to get just. right., that's when it takes forever.
What are your favorite and least favorite parts of gam mak?
My favorite part is letting ideas slowly seep into my mind from the ether and deciding what's worth putting into my story. My least favorite part is making that story a reality because I'm not good at staying awake.
Screenshot Survival 20XX
At first I was like "I really like the reflections in the tiling", but then I realized that they aren't proper reflections because you can see the tops of the reflected objects (such as the box and chair). Also the stand of the medical bag thing (I have no experience with such a thing so I don't know what they're called) should have its reflection moved up so that all four "feet" line up instead of just the front two lining up with the back two.

Understanding the cutscene nature of this place, I decided to scrap a labor-intensive idea and just made a representation of a courtyard with a grave in the middle. I got lazy, but at the same time, because I know what this place will ultimately be, I feel like I'm saving my effort for something important instead of polishing something that doesn't need to be polished.
Obviously I had to make a compromise with where the roof on the bottom of the screen would be in order for the player to see where they're going. Also, I may go back and add some small details, but this is largely complete.

Understanding the cutscene nature of this place, I decided to scrap a labor-intensive idea and just made a representation of a courtyard with a grave in the middle. I got lazy, but at the same time, because I know what this place will ultimately be, I feel like I'm saving my effort for something important instead of polishing something that doesn't need to be polished.
Obviously I had to make a compromise with where the roof on the bottom of the screen would be in order for the player to see where they're going. Also, I may go back and add some small details, but this is largely complete.
Whatchu Workin' On? Tell us!
I'm not sure if this qualifies as a "what are you thinking about" or "whatchu workin' on", but I've been brainstorming ideas (really just whatever pops into my head while on the shitter) for this section of my game I've been drawing out working on for years to make sure it's just right and I think I've finally got it. Once I chip away at this, it should be pretty easy sailing as I've also got a good chunk of the ideas out of the way for the rest of the game as well.

Deciding "this is where all the emotion happens" is a surefire way to stunt a game's development.

Deciding "this is where all the emotion happens" is a surefire way to stunt a game's development.
What was the worst/funniest/most memorable moment you've had while someone else was playing your game?
What are you thinking about right now?
I dunno, man... I've tried sleeping while being surrounded by the booming of thunder and the unevenness is something I'm not keen on reliving. I know right when I get nice and comfy, BOOM, and I jump. And I'm not talking that rumbling thunder, I mean the loud, popping kind. Makes me want to wrap my pillow around my head.
I've never gone to a legit concert (I don't include the weak performance at this anime convention I went to), though I have gone to see an orchestra perform at least twice in my life. I was most certainly there for the music, not the crowd.
I've never gone to a legit concert (I don't include the weak performance at this anime convention I went to), though I have gone to see an orchestra perform at least twice in my life. I was most certainly there for the music, not the crowd.













