CLOVEJAR'S PROFILE

Art weeb turned rpgmaker horror weeb. Now an Ib weeb. XD

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author=Frogge
It's not the golden trims at all. Those actually look nice. I meant the edges of the room. Also infection, really? People actually make weird shaped carpets? That's interesting.


I can attest to this, I used to live in an old victorian house with lots of weird-shaped rooms haha.

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author=InfectionFiles
Carpets can actually be weird shapes, depending on cuts and trim/wall placement. This is coming from a carpenter so it can happen(and it's not an easy thing do to in my experience)
But I do agree! I think Frogge means more of it as a rug, even though it is a carpet tile but I like the idea more of wood floor paneling with a more straight cut carpet piece.
Also! It's not common to have carpet in a dining area anyways. It probably does happen a lot with fancier homes but it usually isn't wise to have drinks like red wine and cake in area with carpet flooring :P

I do like the way you did the stairs too, looks great!


Yeah, I agree that the gold trims make it look like a rug rather than a carpet. And while carpet can be cut to fit around walls, rugs aren't usually. (You rpgmaker peeps are so observant lol!)

Thankyou about the stairs! This isn't a dining area though, it's a general party/reception area, so I think cake is permissible.

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author=Frogge
I like the stairs a lot. However, you really have to watch out for the carpet usage. In real life, carpets do not bend. They are either squares or rectangles(or circles but you would need a custom tileset for that, otherwise it would make no sense if you made it out of autotiles). What I recommend you do is have the carpet from the entrance go straight and have the sides be made of wood.


Yeah I see what you mean =P I should have gotten rid of the gold trimmings. This is why I need to hang around the rpgmaker forums more often lol.

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author=Frogge
Heads up, if you do not need them you can get rid of the status and gold windows by going to Scene_Menu and putting a # infront of create_gold_window and create_status_window. And if you do want to keep them I heavily recommend you at least reduce the size of the status window(Feel free to PM me if you need help :) )
I REALLY appreciate that I removed unwanted menu options though. I've seen quite a few developers who don't even bother googling how to do that and just leave useless options in there.


Hey thanks, but I do like the status window which is why I kept it =) That said I didn't actually know you could get rid of the gold window in vx ace lol, I never even checked, I guess because I think it's kind of charming in its own way. Thanks for making me aware though.

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author=Liberty
Honestly, if you don't use the RTP - which has set out known uses - properly, you're going to get people questioning your ability to use graphics of any type. If it was your own graphics that would be different, but if I let this through the queue you'll get a lot of people complaining and constantly pointing out the issues and calling you out for bad tile usage. I'd also get called into question about my work when it comes to checking the queue because we have standards and part of those standards is being able to show that you can map coherently with the graphics at your disposal.

Just because you choose to map badly doesn't make it not mapping badly, after all. It's the same as if someone deliberately spelt everything wrong in their description - it would still be an issue and I would be forced to tell them to fix it up. Sorry, but if you choose to map wrongly with tiles that have known proper usage, then I have to judge you by the standard of those uses just as I judge all other images that come through.

If someone who is a true newbie when it comes to mapping made those mistakes I would do the same as I have done - give them tips on how to fix it and wait until it is fixed before allowing the game on the site.


Right, working on it - thanks for all your input. Even though I might not have agreed with everything, I still appreciate it.

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author=Liberty
Just because you use something wrong deliberately doesn't make it not-wrong. People are definitely going to point that out as a mistake over and over because the RTP does have conventions for their usage. If you want to make the room look cuter and smaller, there are edits out there that include 1-tile high wardrobes and the like, just for one-tile high houses. I highly recommend looking for some of them. (I did some myself a while back, if you want to check those out: http://rpgmaker.net/resources/95/ )

Honestly, while creative license is great and all, certain things you just can't get away with because it will make you look like you have no idea what you're doing and people will criticise you for it.


I think I'll go with the one-tile wardrobe, thanks a bunch for sending that, especially since you didn't have to.

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author=Liberty
The thing is, everyone knows the RTP so they know that that isn't really a wall. They will see the tile and think "This person has a lot of issues with their mapping because lol they're using floors as walls"


Lol yeah I suppose that's true... I'll go change it.

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author=Liberty
The wall tile you're using is actually a half-wall (usually used to show cut away - it'd work if it were used under the floor tiles at the bottom of this map, but not as a wall tile. You'll want something that is at least two tiles high, since the wardrobe is that tall - if it were in a one-tile-high room it'd be sticking through the ceiling. XD )

Again can I claim a bit of creative license here? I'm aware two-tile wardrobe in a one-tile room doesn't make total sense... The wall did start off 2 tiles tall but I found that stripping off a tile made the whole room look smaller and cuter... I'll still change it if you think it looks too noob though, just be aware that I did all these things on purpose!

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author=Liberty
What you're using as a wall tile is really a ground tile. You might want to find a wall tile to use instead. Those stairs look great, though. Good job~


I know the walls are supposed to be sand, I went out of my way to change passability for them because I thought they looked the best... Because I was working with RTP I tried to get creative... Is it really necessary to change it? =(

Thanks about the stairs. Although there are mistakes in the banister that I've fixed since taking this screenie lol.

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author=Liberty
Just a heads-up - the tile you're using for the wall of that house is actually a roof tile. Also, you might want to use the cliff tiles with those stairs so that they actually go up to something.


I know, but I like the look of the roof tiles as wall tiles better... If the passability works fine, is it really necessary to change this? Or does it truly look too noob without meaning too?

The plateau with the stairs do actually act as a cliff with directional impassibility, it's just that I hated the RTP grass cliff so I used modified grass tiles. There's a shadow on the right hand side to create the illusion of height.
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