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The Screenshot Thread

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Mirku

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faustues1.png


Playing with Rm 2003 tiles and Peri's template, sorry for the bad quality, my screens never come out right after they're uploaded.
And that one staircase supposed to be a tile down.
 

Puffy

Member

@ Mirku: I like the room, it's comfortably cosy, lack of space used well. (And I think the staircase looks alright where it is, actually... Unless you mean the wide one, in which case, yeah.) I'd try and center the room onscreen, if possible, to limit the expanse of black voidness. Think the charset's head is either a pixel too low or one too short, but I can't tell too well. Does it work on-scale with the chairs?

Also, first map I've mapped in a while. I like working lengthwise, I think... It's not spicy, but I'm sort of feeling wary about making it overcrowded, too.

1dvillageinnby1.png
 
Axerax: Could be just me, but I find it really bright. I like the layout though, and it's much better than the regular menu. Tone down the colours a bit (mostly the orange) and I think it'd be easier on the eyes.

Puffy: It's good you're being cautious of having things overcrowed. The map you have still seems pretty empty for it's size. It seems too straight, mostly the path, and isn't very exciting. It's harder to give tips on a town map when you can't see the entire town, but it seems weird when you have two houses close together and the rest is empty. Space things out a bit more, maybe add some more foliage as well.
 
These are a few screens from my current project, which is making very slow progress and I am working on it in my free time...

shrine_of_wind.png

This is one of the 7 shrines, the shrine of wind/ice.

shrine_of_life.png

This is one of the 7 shrines, the shrine of life.

shrine_of_darkness.png

This is one of the 7 shrines, the shrine of darkness.

These and the others are introduced in the beginning cutscene and will eventually need to be visited throughout the story.
 
The shrine of life doesn't seem very life-like. Add some bushes and trees at least, it looks pretty dead right now which sort of contradicts what I think you're going for. Also, the water kind of goes into nowhere, make it flow somewhere.
 

Tindy

Sponsor

I'll buy that being a shrine, the water for the falls is self-replicating (where else is it coming from?), but that's some awfully square water. It does need something more to make it more shrine-like, as well as more like its namesake. The other two look great, but they're very empty.
 
The water in the shrine of life at the base of the waterfall is cutting into the cliff. You need to move those a tile down so they're in line with the bottom of the cliff.
 

mawk

Sponsor

the forced symmetry isn't looking too good. I think part of your problem is that there's far to much pointless open space -- make things more compact!
 
An issue I have with a lot of the maps I see you guys make is that they're too big and spaced out with little detail. Make things more compact and interesting.

@006-That however, is awesome.
 
Yeah, I think a decent rule of thumb is to think whether or not the map is effective at conveying what it is supposed to represent, rather than the actual supposed relative size in real life. Keeping it at the most size-efficient layout and making sure that it still allows non-cluttered movement routes should do the trick.

@Mirku:
I really like the tileset style in that one. Can't help but feel that the head of the sprite seems to be squashed, though. D: Kind of reminds me of a lego guy actually, hahah.

@006:
That's pretty sweet, love the style. The angles of the buildings kind of throw me off a bit though, as they don't seem to be 90 degrees angled relative to eachother like how building blocks usually are. Not really a big deal at all though, since it kind of gives it an unique perspective.
 
I have a little bias against the RMXP/VX style and how a lot of people use it; it seems like most people have the same GIANT SPACED OUT, and repetitive look they make their maps with. I don't really see a lot of personality or uniqueness in a lot of maps made with the graphics I see.
 
I think most RMXP/VX users themselves advice to stay away from the giant spaced out look as well; it's often fine with 2k3 styled graphics since they tend to have that sandy/textured look from the lower resolution, but there's not much to fall back on for XP/VX RTP. In the end, different styles simply call for different styles of use.
 

mawk

Sponsor

I've seen the graphics used to pretty good effect every now and then. when people keep in mind things like realistic proportions and efficient use of space (and don't misinterpret this to mean "fill up all the squares with rubbish") the end result is usually very nice. this isn't a problem with XP or VX's graphics at all; it's just people who don't know how to use them.

then again feld I'm not entirely sure what you're saying
 
Yeah exactly, it's not really a problem with the graphics themselves (however you can argue that the same set of people using the same set of graphics...well), but it's how they're used.

then again feld I'm not entirely sure what you're saying

And then I saw this and I was like 'oh damn'. Basically what I'm saying is that most of the screens I see look really boring because people don't know how to use the graphics and everything looks really spaced out and boring. And of course there is the issue of seeing the SAME graphics over and over.
 
I think realistic proportions are often things to watch out for though, since they often cause that spaced out look when translated into tileset to begin with (not all cases, of course).
 

mawk

Sponsor

okay that's what I thought you were saying!

phew

reives most of the time realistic proportions can actually translate pretty well into maps if you think about it. there aren't a lot of places I've been where I couldn't help but thing "well dang but is there some excess of empty space here." it's mostly a matter of scaling things down to the right level (and adjusting for the player's perspective.)

of course this applies mostly to indoor things. a lot of outdoor constructions in real life are designed to accommodate a good deal more people than most people add to their maps, and so it's good to use a little shrinkage where necessary.
 
Oh, what I meant was that it isn't something to base one's judgement on. I'm sure there are many instances where it is suitable, but there are also many instances where they are not. [E.g. a clean and tidy grass lawn looks great in the yard, but a map of clean XP RTP grass tile isn't very attractive. And many high classes houses have a load of empty spaces, but that's probably not going to be looking good with XP RTP either.] Hence, rather than thinking about what it should be in real life, seeing how it looks with the actual tileset on the map is much more effective; since that's what the player's going to be seeing, and you can't go wrong with that.

I definitely see where you are coming from though. Just wanted to throw out the concept out there in case anyone takes it too literally.
 
Although this is a "showoff your screens thread" and not a "talk about mapping thread", I'm jumping in on the convo.

rmvxhouseinnercr7.jpg

rmvxhouseoutertr9.jpg


This is a typical house (RMVX) for someone with little income in a game of mine, and although there is a huge emptyness, it can't be filled in with anything much to be different. I'm using a 12x6 tile design, as the smaller version is 4x2 (each 1 tile on outer map = 3 tiles for inner map).

Of course, neither of the houses can apply to any house of any type in real life (and not only because RMVX tiles are square).

I think that you have to think realistic proportions when mapping in RMXP/VX but at the same time modify it to look good. Regardless of how you try to map it, it will almost never come out looking too realistic. If you look at other popular RPG games it's generally the same thing too.
 
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