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The Screenshot Thread

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Love: I think the one thing you need to work on is symmetrical mapping errors with the RTP. I would go over you maps and look over that.

screenie-1.png


The whole idea behind it is to not put clunky or bold object of the same size or color in the same row or column or create and sort of obvious lines. Remember, the RTP is naturally clunky, therefore in my opinion, it really does matter. Also remember palette Love. Use around 3-4 different colors to really convey a mood and feeling. Personally, I would get rid of all the pink flowers and replace a few with yellow. Also one more thing, your cliffs are pretty clunky. Add some more curves around them really accentuate the map. Also, bu doing so, you can make your map look busy and delete some non-needed plant life and scenery and still keep your map fresh. o:

No ID:
You can use some overall well-needed overworks on your maps. The night blue is too darkish and blue imo. You could add some more scenery and add some curves to your cliffs. Your interiors are too big. Remember, you can still convey the mood and scene you want with half the space you have. Also, that floor tile you have in the last screenie looks bad imo. I personally suggest looking up some tutorials on mapping.

Thijsku: I thought your first map was really good. Personally, I would get rid of the dirt autotile. Also, why are there torches in front of the windows?

The second one however, I think you have too much going on. The whole point is not to use every single tile to fill every single space. Its tacky and your maps get old really fast. Your first screenie showed that you can make a busy and good looking map without using every tile and filling every space. I think your second map could benefit from this. Remember palette. You can still convey a mood by only fewer tiles, and overall, the map would look a lot better.

One more thing. Make sure not to use a custom fog on every single map. It gets old and forgettable really fast.
 
EDIT: wow i totally missd tha bush in front of the tree

The Seige of Gravelstone, if ur wandering why the heros frozen well... he had to cast a ice spell on himself to evade the bot's heat vision !
TheSeigeofGravelstone.png
 
There's some symmetrical error in your map. Also, the grammar isn't so good. I think you spelled "Guard" wrong. And those robot sprites dosen't fit in with the RTP.
 
@Bacon:

I understand your points, though I see that some of the symmetrical points are a little picky. I understand that it makes the map look bad and all, so I made some changes.

Is this better?
Untitled.png

Also, your point about the cliffs, I don't really understand it well. I tried to be as variable as I can here, but it's a little difficult to increase variety because of the limited space and layers. Can you please clarify?
 
@ Love - I think Bacon was mostly talking about the overuse of objects in any given direction on the map but now that you removed the boulders theres not anything major to worry about anymore, it looks great! btw what event or animation do you use to give the birds that light glow effect???
 
new screenie featuring some of the custom sprites i've created for the game, but it feels like somethings still missing from the open grass areas, maybe i should add that bush autotile from the grassland map?
ForestofIllusion.png
 
Awesome. I love the look of the map, it's color, the way the tiles are used (I'll assume it isn't really meant to be navigable though). On the top-left corner, I never liked when two call corners meet together like that. The wall (the one with the plant on it, right under the crystal) should be straight rather than curved - it's personal preference though. And lastly, I see you've used some light effects, which certainly makes a nice effect on the floor. However, for this map specifically, I'd say it would be right to go overboard with sun rays emerging from the cave's ceiling or something (if such thing is possible). The main reason is that no matter how nice the cave looks, if I can't see obvious sun rays I don't get how plants ever grew there. Anyway, great work.
 
The map is a little too cluttered for my liking, though I suppose it's alright if not meant to be navigable. The crystals are also bothering me (they don't really fit in with the natural cave colors, and were they meant for walls in the first place?) and the hero's hair looks poorly shaded, but otherwise it's a nice map.
 
I'm not sure what the thing is behind the tree, but it looks unnatural
And I can see you're using an arrow to point to the teleport-event. But the arrows too small, and difficult to see.
Something bigger, and a different colour would be nice.

Other than that, your mapping is nice. :)
 

aten

Member

newdo.png


So I actually got complaints about Aerin's (the heroine) hair style :eek:: Well, me and Ocean started cooking up a new style and this is what came up.
 
i really like the sprites, i can see a few things you might of missed or just havent got around to, her ponytail accessory would look better with a dark outline on the top perhaps? the monster rabbit is missing 1 pixel on his ear and on Vaash's hand its real hard to see a thumb but other than that pretty cool. I like the simplicity of the shading tho, its different and different is good. btw wut game is this from?
 

aten

Member

Thanks, I noted the things you said, but it's all in constant motion, so you probably won't have time to notice those, but it's worth noting anyway. The game is actually here in the Project Discussion forum, it's called Legend of Vanadia. But if you want to be updated with the progress of it, I suggest you follow it here:

http://rpgmaker.net/games/1773/

That site allows for project hosting so its much easier to update on developments, (which you cant do on a forum thread without bumping it constantly).
 
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