Art - CC needed The Screenshot Topic (Read 106137 times)

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It's a desert, it MUST be empty.
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But that is a desert town so its not supposed to be empty.
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It's pretty good nightblade, but yes it does need some contrast. The main issue with the map is that the road feels really out of place to me. It doesn't help that the map is just 3 different shades of yellow/brown. A good way to fix this is to make the houses a completely different color (like a gray). The best example of this that I can tell you about is the town of Dao in Illusion of Gaia.


Ugh this is the only screenshot I could find unfortunately. And the message box in this game sucks and covers 1/2 the screen. There are youtube videos of the place too if you need a better idea. Xenogears did a similar color scheme with Aveh as well. Hopefully you see what I'm getting at, though. I'm not going to tell you to remake the whole thing, because it's still good and doesn't warrant a full remake.

ps the map isn't necessarily empty, folks. I would keep the houses closer together, but ADDING detail to this isn't necessary. A bit of greenery could help, but nothing too drastic.
Last Edit: January 20, 2009, 05:01:29 am by Neophyte
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This is the edited truck by Arcan and the sprites I am going to be using. The one with the green suit is called Seff and he is the main character.
This is one of the video
I am going to be adding.
Last Edit: January 20, 2009, 06:24:22 pm by Bandito
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It's pretty good nightblade, but yes it does need some contrast. The main issue with the map is that the road feels really out of place to me. It doesn't help that the map is just 3 different shades of yellow/brown. A good way to fix this is to make the houses a completely different color (like a gray). The best example of this that I can tell you about is the town of Dao in Illusion of Gaia.

Ugh this is the only screenshot I could find unfortunately. And the message box in this game sucks and covers 1/2 the screen. There are youtube videos of the place too if you need a better idea. Xenogears did a similar color scheme with Aveh as well. Hopefully you see what I'm getting at, though. I'm not going to tell you to remake the whole thing, because it's still good and doesn't warrant a full remake.


Hmm, good idea neophyte, I'll edit the colors of the houses (easily via photoshop) to see if I can get a better balance.


Quote
ps the map isn't necessarily empty, folks. I would keep the houses closer together, but ADDING detail to this isn't necessary. A bit of greenery could help, but nothing too drastic.

That's exactly what I did, actually.
Last Edit: January 20, 2009, 08:01:23 am by NightBlade
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Well to take rl experiences here seeing as I've lived in Egypt and have visited Jordan numerous times, it was fairly common amongst Bedouin tribes to build their camps in square fashion, being that it would be like a wall of "houses" with a big open space in the middle, generally with a big fire place in the middle.

Actual cities there looked like cities you find anywhere, just, you know, more sand and less grass.  Whether you wanna apply that to a game or not is your choice, though!
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Nightblade - There's nothing wrong with the spaciness of the map.  It's not like it's a giant ass dungeon or anything, there should be more room in a town.  Everyone's always so set on cluttering everything up.
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Here's my screenshot for today

It shows the current progress of the residential district in Orenna Capital. Sadly due to the huge size of the castle, the residential district was smaller than planned but hey!


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I?m not really sure about the tint, is it supposed to be night? I would recommend a more blueish tint than just lowering the lightness.
Other than that, I like the graphics.
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Desert Town Image Blah.

I'll be honest, I don't like towns with many open spaces. Towns do not tend to have open spaces outside of park areas etc. so it just looks a little wierd to me. But I hate having large, open spaces on any of my maps, so take that with a pinch of salt.
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The houses are too large, King Tetiro (the roofs specifically). They completely cover the road and it's impossible to see where to go or if there are any doors you can walk into. It isn't necessary to make things that large, the roofs cover more than half the screenshot and offer nothing in terms of direction or anything that is remotely interesting.

Your graphics are pretty though, I checked out your topic. Hopefully you can fix things up a bit, at least make the road visible.
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Nightblade - There's nothing wrong with the spaciness of the map.  It's not like it's a giant ass dungeon or anything, there should be more room in a town.  Everyone's always so set on cluttering everything up.

Bear in mind that this is supposed to be a densely crowded marketplace. "Too open" is something I'd like to avoid.
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The houses are too large, King Tetiro (the roofs specifically). They completely cover the road and it's impossible to see where to go or if there are any doors you can walk into. It isn't necessary to make things that large, the roofs cover more than half the screenshot and offer nothing in terms of direction or anything that is remotely interesting.

Your graphics are pretty though, I checked out your topic. Hopefully you can fix things up a bit, at least make the road visible.
They're not too large. They're in proportion. That's what makes the game's style work.  And to be honest, there's nothing of any interest on the path anyway. And for the doors, nothing of interest. And of course it's meant to be crowded. It's a city. Not a village or a town. A city!


23/09/08 - I began writing Tetiro's adventures 3 years ago. How the years fly.
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They're in proportion, okay. That doesn't mean you need to sacrifice visibility and navigation over it, though. I like to know where I'm going, even if there is nothing interesting on the path. All you have to do is move the bottom houses down a little bit so the whole path is visible. It's almost like a rule of thumb, you don't want to obscure the players path for no reason! There are lots of games that have cities just like yours, so it's not like you can't have a balance.
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Just some random office.
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What is up with those chars man?
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Hey that's cool. Show us more of this thin-character-ery!
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What is up with those chars man?
they look better than 99% of any other character used in rpg maker.
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What is up with those chars man?
Found some resources at gw resources page and I really like em and decided to use them and edit them. Plus I wanted to use it cause I am kind of tired of using rtp edit...
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They're in proportion, okay. That doesn't mean you need to sacrifice visibility and navigation over it, though. I like to know where I'm going, even if there is nothing interesting on the path. All you have to do is move the bottom houses down a little bit so the whole path is visible. It's almost like a rule of thumb, you don't want to obscure the players path for no reason! There are lots of games that have cities just like yours, so it's not like you can't have a balance.

you know, I don't think it'll be too big of a problem. The roads go in a straight line, so your brain can fill in the gaps.
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