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Sira

What should the new game title be?

  • Sira: When Angels Fall

    Votes: 1 9.1%
  • Sira: The angel`s cry

    Votes: 1 9.1%
  • Sira

    Votes: 8 72.7%
  • other(post a good suggestion in thread)

    Votes: 1 9.1%

  • Total voters
    11
Miek":3gzejyp9 said:
It's strange, though -- the shadows under the trees are totally opaque. When you import a tileset into the editor, make sure that you right-click the shadows underneath objects (in that little window that pops up to set transparencies) so that they're only semi-transparent.

When any part of the tileset is transparent *even 1 pixel* it will assume that whatever you want partially transparent will be partially transparent, and RMXP won't even ask what you want completely and partially transparent. This helps a great deal with more advanced tilesets that have lots of transparency gradients, not just two.
 
xgamexfreakx":lsb69ach said:
@Mustardy85
  I'm glad that at least a few people here actually try to help instead of being immature and repeating the same thing that everyone else has already said. And just a note on your map, In my opinion, i think that the ground is a little too cluttered. I mean, I know that it is in the middle of a forest, but you have a clearly defined path, so it should be at least a little clearer. Also, the tree autotile is really straight, it was the first thing that jumped out at me...Maybe add some different directions to it or something...But that's just my opinion, take it or leave it.

Tree Auto-tile looks too straight... Gotcha! Workin on it. "i think that the ground is a little too cluttered" Nah - I like the forest ground to look really busy and messy, makes it Forest Like.

Colonist540":lsb69ach said:
Mustardy85":lsb69ach said:
Maneo":lsb69ach said:
I didn´t mean these sprites, there will be custom sprites.

And I do like that forest.
Then please tell me how I can make these maps better.
Give me some hints on what I can improve.

Here's a screenshot of my forest in my project... I am not a very good mapper myself but if you try hard you can do something like what I made right here. You should set something like this as your goal when working in forest maps.
http://i246.photobucket.com/albums/gg88 ... nShot2.jpg[/img]

Other than that, your project needs work... Try not to worry too much about your project thread untill you've atleast changed some of your game's aspects or have completed to a certain degree where people will be able to play more than just 5 - 10 minutes of events you've made...

Keep it up :thumb:

EDIT :
Maneo":lsb69ach said:
Note, I started this in January -08.
Wait for the full game.
It will be better after a lot of work.
Give me a chance.

Update:
This game will be done in 2009-2010.

2009 - 2010?! Dude at that time, like RMZP or RMRX, will be out and everybody will be busy playing games on that... :tongue:
RMXP will be like RM2k at that time...
OMG COOL SCREENSHOT

Venetia: You're on thin ice. Stop being a jerk.
As I said before I AM NOT THE PERFECT MAPPER so please stop with the sarcasm...
 
Maneo":2vdcbizi said:

The Shades of your trees totally invade the ground tile... I'm guessing that those trees are actually Character sheets put into a non-movable event? If it is... Then maybe you should set the Sub-Transparent color as your shade's color.

EDIT : Oooooooooooooo boy.... I'm in trouble now...... Double post Sorry Sorry my bad...
 
Mustardy85":27s23ujt said:
The Shades of your trees totally invade the ground tile... I'm guessing that those trees are actually Character sheets put into a non-movable event? If it is... Then maybe you should set the Sub-Transparent color as your shade's color.

EDIT : Oooooooooooooo boy.... I'm in trouble now...... Double post Sorry Sorry my bad...

I explained this in my last post, should check it out ^^
 
seita":3sw8zis0 said:
Mustardy85":3sw8zis0 said:
The Shades of your trees totally invade the ground tile... I'm guessing that those trees are actually Character sheets put into a non-movable event? If it is... Then maybe you should set the Sub-Transparent color as your shade's color.

EDIT : Oooooooooooooo boy.... I'm in trouble now...... Double post Sorry Sorry my bad...

I explained this in my last post, should check it out ^^

So sorry, I didn't read your post there... Quickly scrolled down to what Maneo's update was...
 

Maneo

Sponsor

Miek: I will listen to feedback.
I have calmed down now, so let´s move on, shall we?


That is not my maps. It´s a team member`s maps.
Mapping is not my area, I´m taking care of other things, like game design, story and planning.
I only do maps for this game, to give my team something to start from/show how I
want it to look.
If my mapping skills improve in the future, I will make some maps, but now I´m letting others do that.

News! 17th April 08:
-Chains of Fate is making 4 custom sprites for this game, for the main characters.

He might make more sprites for me in the future.
(I moved this down so people could see it)

Update:
-I´m going to talk to a musician soon.
(Don´t apply, I already have one in mind).
 
Okay, my two cents...

OOOOKAY.Maps again, dude(Or whoever mapped that.) Think LOGICALLY.
Where are the doors? Why would those flowers be penciled in randomly? Dude, look at real architecture, seriously. Second map, Why the hell would there be flowers in the snow? There aren't random perfect squares of dirt/tall grass in snow fields, There's also too much open space.
 
The mapping, while most certainly having been improved from the original, still requires a bit of work. The big thing I find that its lacking is some kind of border. For instance, for almost every edge tile in your map, you would require a teleport event because it seems natural that there's a path there. My advice would be to outline the path that you want your player to follow first, and then outline the path with stuff like trees, water and other obstacles. These obstacles would extend to the outer-most tiles of your map, thus showing the player where you want him or her to go instead of making areas that look like they lead to other areas but do not. There's an excellent tutorial here, which goes forest areas step-by-step. Furthermore, for some rather excellent tutorials for other tilesets from the RTP, I found that this person's YouTube channel is all about that. From these tutorials combined, I swear I went from a horrendous mapper to, at the very least, a decent one.

Furthermore, I find that the storyline is a tad off. It doesn't necessarily seem cliche as much as it does unexplained, as though the entire plot is a deus ex machina. I know that you kinda want to keep it a secret to heighten suspense, but it would be more beneficial to you, if you wish for our help on this as a community, to fully reveal your plans for the story. This way, we can find flaws from the beginning and work them out before they've been hammered in too far. What I would suggest is either:

a) Don't make the plot so grandiose in scope, at least not at first. Start out by having a small problem occur within the kingdom, which Sareo is ordered to fix. From there it snowballs. If you choose this path, though, you must try to make Sareo have something going for him that naturally makes him stronger than your average knight.

or
b) Make the plot about the whole war a kind of background that Sareo eventually comes to in the end and instead focus on individual events. One thing I have recognized about every great game I've played is that each town/level/chapter/etc. is unique, memorable, and has its own sub-plot rather than just feeding the big picture.
 

Maneo

Sponsor

I´m gonna see if I can change the intro, and escalate it from slow to serious, with a single event that will make the story darker. I want to have the game start serious after the intro, because that´s when the angels have attacked, so that will stay.
Because, the story needs to be serious after the intro, to be kept intact.
I´m looking at your story idea though.


-I´ve rewritten that story, also. But I can´t post it. I´ll make a better story description later.

Triforce: please put my banner into your sig. *Wink, wink..
(You can resize it if it´s too big)
 
How the hell did you get Chains and LS involved with this? I don't know how you accomplished that, but you should feel lucky, those two have skills beyond most people here.

Anyway, yeah your mapping needs improvement, but you're getting there. You can see that by comparing the maps on the first and third page.
 
Bridgeman":2r5ohj4c said:
How the hell did you get Chains and LS involved with this? I don't know how you accomplished that, but you should feel lucky, those two have skills beyond most people here.

Anyway, yeah your mapping needs improvement, but you're getting there. You can see that by comparing the maps on the first and third page.

Chains an' LS? Never heard of their legends... Guess I'm still living in stone age... Update me plz.
 

Maneo

Sponsor

Ot:Chains of fate is the designer of Chrono Crisis, and Lightningstrike is a photoshop wizard.
I believe both are members on this site.
 
Maneo":m87xui51 said:
Chains of fate is the designer of Chrono Crisis, and Lightningstrike is a photoshop wizard.
I believe both are members on this site.

Yeah, that's right. Chains has been working on Chrono Crisis for years, check out Chrono-Crisis.com to see his stuff. And LS is awesome with PhotoShop.

Anyway, let's not go offtopic too far :)
 

Maneo

Sponsor

Update 26th April 08:
The game now has a private forum, on a team member`s site.
The team will now be able to communicate better.
 

Gray

Member

You've had a few months to work on this , and you havn't even prodcued anything like a demo. Getting real tired of waiting for a demo of gameplay , man.
 

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