INDRA'S PROFILE
Hallo, I make games.
I'm a mapper/writer and try to escape all other aspects of dev as much as I can.
My pastimes include consuming unhealthy amounts of manga, yaoi pr0n and begging people to work with me so I don't have to event or do gameplay.
Also expect HOARDS of typos from me. And rants. Much typoed rants.
I'm a mapper/writer and try to escape all other aspects of dev as much as I can.
My pastimes include consuming unhealthy amounts of manga, yaoi pr0n and begging people to work with me so I don't have to event or do gameplay.
Also expect HOARDS of typos from me. And rants. Much typoed rants.

In Search of Immortality
The Alchemy Guild sends an expedition to retrieve the Elixir of Immortality from the sage Tarneu's tomb.

The Alchemy Guild sends an expedition to retrieve the Elixir of Immortality from the sage Tarneu's tomb.
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Mapping in 5 easy steps
DONE. Damn you imageshack D<
Take Down Forum RPG Minigame - Chocobo Racing
Fuck how did one play this again? I totally forgot...
I may fuck this up since the brain is not workign so well in the morning but...
Choose the Charge Special Skill, and use all stamina in speed. (Izzat right?)
I may fuck this up since the brain is not workign so well in the morning but...
Choose the Charge Special Skill, and use all stamina in speed. (Izzat right?)
Guide to simple tileset edits [Rearranging, clumping and recoloring]
It's fine Rabie, it'll be MORE THAN WORTH IT in the long road.
You've no idea how fuckign ncie it is to have semi-custom tiles for your areas. It's da fucking best >I (fuck you, stiff rtp tiles)
You've no idea how fuckign ncie it is to have semi-custom tiles for your areas. It's da fucking best >I (fuck you, stiff rtp tiles)
Take Down Forum RPG Minigame - Chocobo Racing
Take Down Forum RPG Minigame - Chocobo Racing
RPG Maker VXAce Nugget Crash Course Results (4/4)
Mapping in 5 easy steps
Hah, I totally, absolutly, failed to see your edit till now. Sorry for the lack of response OTL
The map is actually pretty good. It's better to leave it basic rather than go overboard with the "AARRRGGG MOAR DECORS!" unless you know what you're doing.
The only thing I could say about it is to trim the empty spaces on the borders (outside the house-center area) UNLESS there is something in them (npcs, items, whatever).
The map is actually pretty good. It's better to leave it basic rather than go overboard with the "AARRRGGG MOAR DECORS!" unless you know what you're doing.
The only thing I could say about it is to trim the empty spaces on the borders (outside the house-center area) UNLESS there is something in them (npcs, items, whatever).
Mapping in 5 easy steps
@Chaos17: Depending on the conetents, really. If you don't feel confident in the mapping of outer towns (they're hard-ish) I'd keep them as small as you can make them. A trick to this is simply making the "entrance" of towns and fencing off what would be residential areas or anything you don't need, putting the shops and Inn by the entrance of the town and roping off the rest (put a guard saying you can't go in, your own character saying he/her has no business there, etc).
As for actual size, if you use 2 high tile walls (smaller walls cause smaller maps) I'd say, for small towns, stick to as SMALL AS IT FITS YOUR NEEDS. For towns you need no speical events in (such as only Inn and shops) try to see if you can fit a 30*30 map. If you have to go bigger, remember you don't need to fill absolutely everything: you can use certain terrains to suck up space, such as forest/trees, cliffs, river/fountains, patches of farms, fenced areas for animals, etc.
The largest map I've ever done was 60*100, and it took absolutely forever (with cliffs and river and all the jazz). Usually my maps for cities are around 50*50 and above, but smaller towns should take much less. If you have to make big cities, it's also a good idea to split them in different maps. THat way you can skip a lot of "filling" by focusing only on the parts you want.
If I'm not making any sense tell me and I'll try to post some examples XD
As for actual size, if you use 2 high tile walls (smaller walls cause smaller maps) I'd say, for small towns, stick to as SMALL AS IT FITS YOUR NEEDS. For towns you need no speical events in (such as only Inn and shops) try to see if you can fit a 30*30 map. If you have to go bigger, remember you don't need to fill absolutely everything: you can use certain terrains to suck up space, such as forest/trees, cliffs, river/fountains, patches of farms, fenced areas for animals, etc.
The largest map I've ever done was 60*100, and it took absolutely forever (with cliffs and river and all the jazz). Usually my maps for cities are around 50*50 and above, but smaller towns should take much less. If you have to make big cities, it's also a good idea to split them in different maps. THat way you can skip a lot of "filling" by focusing only on the parts you want.
If I'm not making any sense tell me and I'll try to post some examples XD
Lighting by Lotus Games
Personally I don't like or use this sort of fancy lightshow, since it tends to distract me from the actual map navigation and taking in the details by confusing me with shadow overlays and such. The only real use of light effects I ever use is to LIGHT dark areas, and little else :I (also there's the fact that, orz, too much damn work for a single map, and a game has a tone of those).
As a tutorial for those who are interested in using the method, thought, it's not bad.
As a tutorial for those who are interested in using the method, thought, it's not bad.
Mapping in 5 easy steps
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