INFINITE'S PROFILE

Old School RPG Maker.
Ascending Dreams
Legend of Zelda style RPG Maker VX Ace Game!

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Screenshot Survival 20XX

Screenshot Survival 20XX

author=Craze
INFINITE THAT IS REALLY SUPER CUTE

esby https://en.wikipedia.org/wiki/Epiphyte not really cliffs but w/e
author=JosephSeraph
bizarremonkey, your art keeps getting better. keep up! :>
ESBY i wanna play dat ;-; looks good
and infinite im not sure whats that but it is cute

Thanks guys. Jo it's the world map on the menu screen, the clouds cover unexplored areas.

ad10.png

lol yeah sorry! I wonder if I should take them down...

ld7.png


author=luiishu535
Are each square an entire map, if so, are you using the default 17x13 size? This looks really interesting, since there aren't many RM games that have gone for this kind of style. I'm pretty interested in making an RPG that takes place in Zelda-styled world, but I'm not sure if those two go hand in hand.
Good luck!

Yeah each square/rectangle is its own map. I organized it using chess board coordinates.


Using Quasi's pixel movement allows event's collision boxes to be stretched out, so one event covers each side of the map for transfers.



Jester's slide effect script handles the "slide effect"
(ignore the lighting bug, that's been fixed, I'm just sharing this to show you the slide)
author=Davenport
Great map design.
THANKS!

Screenshot Survival 20XX

Screenshot Survival 20XX

Thanks! Take the plant. I have enough for everyone!

Screenshot Survival 20XX

Working on a trade system for unique items. Enemies leave their dead bodies behind as pickups, but right now they're just sold for gold, I'm trying make more use of that function.

Screenshot Survival 20XX

I agree with the menu thing. The smooth gradients in the menu kind of clashes with the low color-pixel-style. Everything else looks amazing.

[RMVX] Change Direction of Screen Shake

Well, I found this topic here http://forums.rpgmakerweb.com/index.php?/topic/32365-better-screen-shake-control/

That may make it easier for you. I didn't test it or anything though.

What I find odd is the use of "delta" to shake the screen.. What is that? I'm guessing it's a reference to the display or something, but it's only used in Game_Screen 3 times, all in that same method. It's also not in the help file, and google didn't turn up anything but the link I shared.

Screenshot Survival 20XX

author=LockeZ
I really like the idea of the one on the left - it adds a lot of depth to the scene. But it would only really look good if the fog's transparency changed gradually along the height of each tree. That's a lot more work than I suspect you'd prefer to do.

Ideally the fog's density should also change gradually on the cliffs and ramps and all the other places where it currently changes suddenly. But it's most noticable on the trees because they're in the foreground rather than the background. Using the method on the right wouldn't solve the problem but wouldn't make it stand out so much. (I suspect the problem will be most noticable when the player is standing on the stairs.)


Agree with this completely.