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Preview_00211.png
I think the correct grammar would be "Didn't you hear the bell? They are warning us to leave now!"
If Cytha is unaware of the reason, and if she automatically connects the ringing of the bell as being a warning of danger stirring, she could perhaps say "Didn't you hear the bell? That signals a warning! I'm unsure what's happening, but come with me, we have to leave urgently!"
I'm not saying my English is any good here, but it's another example.
If Cytha is unaware of the reason, and if she automatically connects the ringing of the bell as being a warning of danger stirring, she could perhaps say "Didn't you hear the bell? That signals a warning! I'm unsure what's happening, but come with me, we have to leave urgently!"
I'm not saying my English is any good here, but it's another example.
Map_0021.PNG
Even as an "exception" I don't think it's good mapping design from a gameplay perceptive.
Here's a good tutorial that helped me lots when I begun using RPG Maker, it's for VX but the same rules apply for Ace. (I personally still don't like this map feeling there are too many interiors in the end result, but this is still a good example following helpful tips).
http://www.rpgmakervx.net/index.php?showtopic=28381
Whether the tutorial helps you or not, I'm making a reference to it specifically to point out the third screenshot under "Laying out the foundation", this screenshot is a solid example on how to take your time mapping in a neat order while knowing in advance what will go where.
So if I were to apply this rule to mapping a forest, I'd plan out the ground tiles I'll be using, then the boarder of the forest (the trees) first. If I was going to mix some grass tiles for the trees to lay under I'd mix that in at that stage too. At the same time my mind would focus on knowing how many buildings I want in this map and where abouts I'd want them located.
Since you wanted a pound, pathways and a cliff too I'd consider making sure the foundation is built to allow houses placed very near the pathway.
I'd check the size isn't too small or too big, meaning the houses could fit fine on the map without being too distant or too close and that the player can explore it without there going to be huge chunks of empty space.
Then I'd add in the buildings/houses and lastly add the additional details such as fences, flowers, logs, barrels, billboards, etc.
Another tip, have a lot of patience. Take your time and relax when doing a map. Maps turn out better when our minds are focused and not in a rush. If the map needs to be scratched, don't let that bother you and you learn from the experience.
Oh, and good job on the pound in the above screenshot! You separated the cliff tile nicely there, a mistake most beginners seem to never notice.
Here's a good tutorial that helped me lots when I begun using RPG Maker, it's for VX but the same rules apply for Ace. (I personally still don't like this map feeling there are too many interiors in the end result, but this is still a good example following helpful tips).
http://www.rpgmakervx.net/index.php?showtopic=28381
Whether the tutorial helps you or not, I'm making a reference to it specifically to point out the third screenshot under "Laying out the foundation", this screenshot is a solid example on how to take your time mapping in a neat order while knowing in advance what will go where.
So if I were to apply this rule to mapping a forest, I'd plan out the ground tiles I'll be using, then the boarder of the forest (the trees) first. If I was going to mix some grass tiles for the trees to lay under I'd mix that in at that stage too. At the same time my mind would focus on knowing how many buildings I want in this map and where abouts I'd want them located.
Since you wanted a pound, pathways and a cliff too I'd consider making sure the foundation is built to allow houses placed very near the pathway.
I'd check the size isn't too small or too big, meaning the houses could fit fine on the map without being too distant or too close and that the player can explore it without there going to be huge chunks of empty space.
Then I'd add in the buildings/houses and lastly add the additional details such as fences, flowers, logs, barrels, billboards, etc.
Another tip, have a lot of patience. Take your time and relax when doing a map. Maps turn out better when our minds are focused and not in a rush. If the map needs to be scratched, don't let that bother you and you learn from the experience.
Oh, and good job on the pound in the above screenshot! You separated the cliff tile nicely there, a mistake most beginners seem to never notice.
Map_0021.PNG
In terms of the scattering problem I mentioned in your previous town map, you've resolved that here. Each point is clear and the pathway directs nicely from PointA to PointB, well done there! I'm glad you decide to think where you'd like each location to be, and you have a nice variety with the different shaped buildings and cliffs.
However, this map is still unnecessarily large. It's actually larger than your previous map even. It looks like it'd be a real pain trying to roam around it, I strongly recommend you reduce the map size a lot otherwise players probably won't enjoy roaming around this map.
For additional details, you can make use of the grassy tiles, the smaller tree tiles and the flower tiles. Perhaps some logs, billboards or the like would look good too.
However, this map is still unnecessarily large. It's actually larger than your previous map even. It looks like it'd be a real pain trying to roam around it, I strongly recommend you reduce the map size a lot otherwise players probably won't enjoy roaming around this map.
For additional details, you can make use of the grassy tiles, the smaller tree tiles and the flower tiles. Perhaps some logs, billboards or the like would look good too.
Adding Maps
post-apocalyptic Story
I see post apocalyptic as more of the background setting you're choosing to put your game in rather than the main aspect to get a story from.
If are trying to make a story from a setting then I can see why you're struggling as that seems almost a backwards approach. In good stories the setting is usually the surface the character go on (external conflict) while what's actually being explored at the depth and core of the story is some themes beneath that (the core, internal conflict and challenges the character has to face to win their goal).
You could try brainstorming ideas for a few characters, what they could want in a story and come into conflict over, with some values and see if any theme that interests you appears from there.
If are trying to make a story from a setting then I can see why you're struggling as that seems almost a backwards approach. In good stories the setting is usually the surface the character go on (external conflict) while what's actually being explored at the depth and core of the story is some themes beneath that (the core, internal conflict and challenges the character has to face to win their goal).
You could try brainstorming ideas for a few characters, what they could want in a story and come into conflict over, with some values and see if any theme that interests you appears from there.
OakwoodTemple.png
I actually have a different opinion here where I like the idea you implemented of having different colored flames, as to me I felt that added some sense of mystery and adventure to the map.
I'm sure it could still be improved upon, (if you want to, perhaps experiment with changing the structure of the building and making the detail on the grass below stand out more) though I do like the looks of this as it is.
I'm sure it could still be improved upon, (if you want to, perhaps experiment with changing the structure of the building and making the detail on the grass below stand out more) though I do like the looks of this as it is.
Star Stealing Prince Review
author=Solitayre
For those saying/thinking that this review shouldn't have been approved; on what grounds should I have denied it? Because I disagree with it? It isn't my place to decide whether someone is playing wrong, or what opinions they are allowed to have.
This review, to me, comes across as expressing genuine frustration at the difficulty of the game. The takeaway is "Hey guys, this game is really hard, it was so hard that I didn't enjoy playing it." That is a completely legitimate criticism to have, and a useful one for potential players to see, even if not everyone agrees.
Similarly, it's okay to dislike a review and not let it affect your perception of the game.
I agree it's fine to have the criticism they have, but HOW is this useful for ANY potential players? HOW can we agree or disagree with this review when we don't know the beginning?
I mean Ayanin never explained to me, or anyone here, WHY they found this game frustrating, WHY they had to do hours of level grinding, WHY they found enemies to overkill, and WHY it became "unplayable" as if we'd ALL have this exact same experience, and that's not the case at all.
From the looks of it, Ayanin should have said
"I'm the type of player that does Y when playing games (or this type of game) and the game gave me X, which I found frustrated and hated. If you're like me and like games where you go with Y this may be one to miss. When you do Y (and this we as the reader assume is a reasonable thing to be doing) so and so happens so I believe the game deserves 2/5".
THAT would've been valuable.
As it stands, I can't understand the Y, the cause. Therefore HOW can this help anyone? For all I know the Y could been he didn't plug in the toaster. I'd like to know if that's the case, as then it's not a good enough reason for a 2/5.
By the end of it I learn nothing on what the reviewer was doing so I can't tell, and without the root causes, no matter what they say the effects were I can't guess his own choices. This makes the review meaningless, vague, and possibly misleading.
It's like reading the 2nd half of a book and missing the first half to know why that's happening.
This was nothing like my experience, had I read this review before downloaded the game I may have taken it seriously. On that grounds I don't feel this is at all useful for any potential players.
From the looks of it, the developer can't take anything of use from this either.
I don't want to sound harsh or mean, but this is honestly how it looks to me.
Star Stealing Prince Review
All I can add is, during my play through I didn't find the game "hard" at all. From my memory I did have to do grinding later in the game. A few of the puzzles were a quite challenging, and I admit I did die a few times during some of the boss fights and ended up looking through the guide provided at the wiki, but I'm surprised you found this "hard" Ayanin.
Then again, it's been a long while since I last played this so if there truly is a luck element I missed knowing of, perhaps I got lucky?
I'm still surprised by the 2 star rating, I personally loved this. The story, gameplay, visuals. The whole game was stunning for my own personal experience so I'm shocked you had such a struggling, difficult and negative experience in comparison. (That is what you mean by "hard"?)
Then again, it's been a long while since I last played this so if there truly is a luck element I missed knowing of, perhaps I got lucky?
I'm still surprised by the 2 star rating, I personally loved this. The story, gameplay, visuals. The whole game was stunning for my own personal experience so I'm shocked you had such a struggling, difficult and negative experience in comparison. (That is what you mean by "hard"?)
Realm.png
From this screenshot, most of the ideas on this map are good, but mapping comes down to learning what the right tiles to mix/copy/paste are and what doesn't work. I end up with some ugly maps, some okay maps and some nice-looking maps too. You improve the more you practice.
The Screenshot Topic Returns
Thanks everyone for the advice on helping make this look nicer!
@Caz I guess if that map has been put together right, really by practicing all the different possible settings you could make with the RTP beforehand is the best way to learn which tiles copy/paste over well and which don't. Then all that's left is order. Start with Plan > Structure > Tiles > Details but keep the end imagination in the mind.
What I love about RPG Maker is how it's like a copy/paste paint program when it comes down to mapping, thanks!
@Caz I guess if that map has been put together right, really by practicing all the different possible settings you could make with the RTP beforehand is the best way to learn which tiles copy/paste over well and which don't. Then all that's left is order. Start with Plan > Structure > Tiles > Details but keep the end imagination in the mind.
What I love about RPG Maker is how it's like a copy/paste paint program when it comes down to mapping, thanks!