Topic: The Screenshot Topic (Read 106133 times)

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@Sleeping Wind: A boulevard is an area, usually grassy, between the street and sidewalk. They're usually about a meter in diameter or so. They're used to plant trees and to act as a buffer between sidewalk and street (this is opposed to a regular sidewalk that runs directly next to the street). I thought the lighter tiles with the cars parked on them formed a sidewalk with the cars parked right up next to them (as that's how people park here), but if they're not sidewalks then... well, I don't know my whole world is turned upside down.
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@Corfaistus. Yeah, personally I think this looks much better.
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I've improvements were made to the previous map!  :woop:


I just wanted to know if this map made you feel like exploring, you know going into the buildings and checking out stuff?
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Hima that looks AMAZING.  I was confused at first because most of the other shots are from RM so for the first 5 seconds I was just thinking "How the hell did he pull that off?" (granted I'm still thinking that since it looks awesome). Music is thumbs up too.


Anyway, here's the exterior of some apartments in the city I'm working on remaking now. Mixed the chipsets, and except for the animals, made the sprites.

Last Edit: April 27, 2009, 10:41:46 pm by Dulcinea
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Dulcinea, that looks nice, but I would do something to make the walls of the castle look more interesting, like add cracks and stuff. The archway above the staircase kind of bothers me though, and I think it's because of the ladder next to it. The ladder either looks like it isn't forward far enough, or the stairs beneath the archway are too far forward. They almost look like paper cutouts or something. Maybe add some shadow too? I don't know.

It's been a while. Made some new stuff finally.



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@SupremeWarrior: Yes, I very much want to explore all of those areas. Just don't cheap me out in the gunstore like they did in Fallout 2; the first time you find a gun store it is completely devoid of any guns (or ammunition)! While it makes perfect sense (because everyone else would have looted it first) it still kind of made me sad. At least, you know, give me a broke-assed old six shooter or something. The street chip is improved but needs to be slightly darker and also add some different terrain styles (broken tar et cetera) to add variation so the repeating isn't so obvious. I know you're making a zombie game, and I can only hope you're weighing heavily toward the "this shit is spooky and abandoned" angle rather than "hordes of zombie around every turn". I do so love exploring desolate wastelands, especially if there could be a zombie lurking around the corner.

@Dulcinea: I really like the chip and some of the interesting touches you've added (like the cloth door cover and the wooden supports sticking out of the wall) but the actual layout of the map doesn't make too much sense. I mean, how do you enter or exit the area? Keep the layout of actual medieval cities in mind and it'll help keep you on track. If it's just a test map, then nevermind. It's a good start, you might want to play up the bustling outdoor market feel with some stalls. Also, use .pngs for screenshots, not .jpgs. .pngs don't blend colours or pixels (like .jpgs do) and compress better than .gifs do. If you save things in paint, just save as-> .png.

@PepsiOtaku: It's been too long since you last posted screens. I really, really like the concept of that dungeon (it could be because I am trying something similar myself, although I had no luck with roots growing into the cavern!), it's really quite colourful and a nice leap away from "gray" or "brown" or "gray brown". One major improvement I'd suggest is to get a upper-layer diagonal or semi-circular edge for the edges of the cliffs, instead of them being squares all over the place. It's really pretty easy to do with shift+place and it makes caves look way more natural. I really do like the swampy pit idea, though. Is that a replacement for Mog, I see? I really like it! It fits in a bit better with the RTP-themed custom chars better than Mog did. Everything is looking aces.

edit: Here is what I mean (the bottom-right tiles have been replaced by what would be easy to do with an upper-layer tile). Feel free to use the tile if you have inclination whatsoever (I used red as a transparent colour, and I just left the tile where I made it in case you wanted it).



p.s. the mighty boooosh
Last Edit: April 28, 2009, 04:22:46 am by Kaempfer
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@Sleeping Wind: A boulevard is an area, usually grassy, between the street and sidewalk. They're usually about a meter in diameter or so. They're used to plant trees and to act as a buffer between sidewalk and street (this is opposed to a regular sidewalk that runs directly next to the street). I thought the lighter tiles with the cars parked on them formed a sidewalk with the cars parked right up next to them (as that's how people park here), but if they're not sidewalks then... well, I don't know my whole world is turned upside down.

Hmm, I would say that you are right. That one is taken from the actual chipset and I didn't edit them to look smaller (The actual chipset is meant for "normal" map size-wise (not for "small" bird eye view like mine)). So yeah they are probably for sidewalk.

I am still using them as a border though, since it looks better that way (although not so practical in real life). So yeah, just ignore it/ don't dwell on it too much. 

Thanks for the crit !

More images :



It's just a few more areas left...
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S4D the NEXT?

Good portrayal of the Port Area, SW!!!

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@Kaempfer: Yes I am going for the abandoned spooky feel in my maps, I mean that's what makes it fun and nice to look at after all.


This should be the final improvement then I can get working on my inner house chipsets.
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S4D the NEXT?

That's very... kind of you. Thanks.
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@PepsiOtaku: It's been too long since you last posted screens. I really, really like the concept of that dungeon (it could be because I am trying something similar myself, although I had no luck with roots growing into the cavern!), it's really quite colourful and a nice leap away from "gray" or "brown" or "gray brown". One major improvement I'd suggest is to get a upper-layer diagonal or semi-circular edge for the edges of the cliffs, instead of them being squares all over the place. It's really pretty easy to do with shift+place and it makes caves look way more natural. I really do like the swampy pit idea, though. Is that a replacement for Mog, I see? I really like it! It fits in a bit better with the RTP-themed custom chars better than Mog did. Everything is looking aces.

edit: Here is what I mean (the bottom-right tiles have been replaced by what would be easy to do with an upper-layer tile). Feel free to use the tile if you have inclination whatsoever (I used red as a transparent colour, and I just left the tile where I made it in case you wanted it).

p.s. the mighty boooosh

Yeah I know what you mean. I actually did that on another map, but I was just lazy this time around. It's been fixed though. The tree roots I think came from golden sun, and I recolored them originally to match a dark outer forest, and then I just added the roots to this current tile set as a matching inner/underground. Also, yes, Floo is the new Mog. He's pretty :cool:



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@SupremeWarrior: do you have a map with shit-load of cars (broken and working)? Though seeing that scene, I might see something like from Raccoon City's.

@SW: Yep, I think you deserve a thread or come up with your blog, or even a Twitter account exclusive to your current work.

EDIT: Dang! Well played, GW! No screenie to show, but I have something to share, guys!


The edit tileset I've used on the "military campin' on the wasteland" map.
Last Edit: April 28, 2009, 03:13:09 pm by Pipcaptor Hatsuya

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I have put cars in that screenshot it's just I can't get a ingame screenshot of the whole map. I could use some parts of that chipset, may I?
Last Edit: April 28, 2009, 03:30:57 pm by SupremeWarrior
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@SupremeWarrior: Sure! I dunno if they look clashin' or not. Well, it may fit for a town in a wasteland.

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I'm gonna compile it with other graphics and make it in to a military base!

EDIT: Thanks!
Last Edit: April 28, 2009, 03:35:39 pm by SupremeWarrior
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@SW: Yep, I think you deserve a thread or come up with your blog, or even a Twitter account exclusive to your current work.


Actually I was being rather sarcastic, but nvm...
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A small bit of work has been put into the Tree of the Wolves maps today. As you may have guessed, this is the fortress of the Wolf Tribe Military that was carved out of (what I'd assume) the world's biggest tree. Making its debut in 2007, it has seen at least two revisions since then. Map design has been fairly quick, painless, and easy since I started drawing out what I want the dungeons/towns to look like before running head first into the RPG Maker. Though now I have a small stack of papers of various locations...

First, the most recent WIP version...


And now for the "I never stood a chance in hell" 2007 version...


And a few ingame screenshots to top it all off...

Granted, there were three levels leading up from the ground (and a dungeon) in this version, and the newer one only has 2 out of 6 corridors completed when this post was made, but I figured I shouldn't fill up the post with more screenshots than I really should.
Last Edit: April 30, 2009, 03:22:59 am by Corfaisus
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The new inside screens look a little strange with dual level thing going on. Also, the corners of the tables meeting the corners of the drop ceiling messes the perspective up a little bit to me.
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@Corfaisus: Hold "shift" while filling with that dirt autotile for the roof to avoid those ugly borders appearing for no good reason. I do really like the new outside, though, especially the little wooden entranceway.
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