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> Game & Map Screenshots, Post your game screens here!!
Kav
post Aug 29 2008, 10:11 PM
Post #1


 
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Type: Undisclosed
Alignment: Chaotic Neutral




Post all screenshots of the games you're working on here.

Rules

Post screenshots of your game. You may reply to and comment on the screenshots of other posters. Do NOT quote screenshots when you're quoting someone's post. You can post screenshots of any type of game, not just RMVX games.

Comments and constructive criticism are allowed. Flame wars are not.

I'd start off with a screenshot of my own, but I don't currently have anything to show. I just wanted to get this thread started.

Edit: Try to keep banter to a minimum. Most the posts in this thread should contain at least one screenshot.


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JoRu
post Aug 31 2008, 09:28 AM
Post #2


The 15-year old Swedish Meatball
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Type: Designer
Alignment: Neutral Good




Here's a pic at a new village I've been working on. It's still unfinished in every way but I promise you that with the rain falling down and the music in the background I think you'll like it. I hope so at least. Anyway, here it is:



Edit: I forgot to tell you that I haven't inserted any NPCs or stuff yet if you wonder why it looks so empty.

This post has been edited by JoRu: Sep 1 2008, 01:56 PM


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Spoiler:

QUOTE (JoRu)
Life is a game!

Stay tuned for more information about Fairytale. To stay updated on all my project videos, visit my YouTube page!
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unclesatan
post Sep 1 2008, 07:23 PM
Post #3



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Type: Artist




Main Protagonist's house
» Click to show Spoiler - click again to hide... «


Walking around the first town, Wevale.
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Even though it's in the desert, it's always cold in Wevale, and the sandstorms don't make it much better.
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Walking around the western edge of the town.
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Near the crystal mines. The mine carts drop the crystal outside the mines, then it's dumped into the smithy's building.
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That's all I have for now, but I'm very proud of it smile.gif


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Badger
post Sep 1 2008, 07:40 PM
Post #4


Not a Mushroom, Or a Snake
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unclesatan
post Sep 1 2008, 07:42 PM
Post #5



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Type: Artist




I think that overall badger, it's too bright. You should probably change that.


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Badger
post Sep 1 2008, 07:59 PM
Post #6


Not a Mushroom, Or a Snake
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Well I had it brighter before, it supposed to be bright but not obscuring vision run into walls bright


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unclesatan
post Sep 1 2008, 10:11 PM
Post #7



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Type: Artist




Is it bright from light? You should try adding light effects to it then, to make it more realistic.


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Badger
post Sep 2 2008, 01:01 AM
Post #8


Not a Mushroom, Or a Snake
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The lights are coming from the suns, but so I don't know where to put the light effects
Anyway back on topic

A alleyway that goes down to the under city


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unclesatan
post Sep 2 2008, 04:04 AM
Post #9



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Type: Artist




That looks really nice, I love the top most character.

Great job smile.gif


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Badger
post Sep 2 2008, 04:21 AM
Post #10


Not a Mushroom, Or a Snake
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A underground area leading to a sewer.


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SeijiTataki
post Sep 2 2008, 05:33 PM
Post #11


Secret Asian Man
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Type: Spriter






Part of a map from a side project I'm working on. Keep in mind, this is using Vlad's Crissaegrim ABS, so much of the open space in the forest is designed to allow usage of pathing to fight your enemies.

I'm sort of stuck, at the moment, on that open space in between the canyons. Not sure how to populate it, and I might just be lazy and stick more cliffs in. >_>
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unclesatan
post Sep 2 2008, 06:29 PM
Post #12



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Type: Artist




Yeah, you should probably stick some more cliffs in.. maybe make a small maze? That would be kinda cool, and would give the player something more to do than walk straight to where you're supposed to go.. unless you want it to be like that?


Smithy of my town.

This post has been edited by unclesatan: Sep 2 2008, 06:34 PM


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Purejak678
post Sep 2 2008, 09:27 PM
Post #13



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Where is a link to get Macks tilesets and how do I make light effects? So it looks like lights coming from a fire?


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Click to show Spoiler - click again to hide...
Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.[/size]
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unclesatan
post Sep 2 2008, 09:31 PM
Post #14



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Type: Artist




Mack's tilesets are on the forum here, just check the resource section for Aerendyll's compilation.

As for the light effects, those are here.
http://www.rpgrevolution.com/forums/?showtopic=14108

You're going to need to do a bit of work to get them to work properly though.


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SeijiTataki
post Sep 3 2008, 07:24 AM
Post #15


Secret Asian Man
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Type: Spriter




I made some changes on that portion of the map; although I left it mostly open. It's supposed to be a clearing between the mounts - I just need to go through at this point and add a tiny bit of details to make it seem less empty.

In retrospect, a bit of a background in the approach for the design will help, since in a traditional RPG setting, open spaces might seem sort of weird. But, first, here's the current map progress so far;



The player starts in the top left area, exiting their house. There's a brief sequence, and then they're challenged to solve a very straight forward puzzle to exit south. Along the way, the player will go through the basics of using the game system, as well as get some starter equipment.

The player is then tasked to exit south into 'Grace Valley'. Here they're given a degree of freedom to explore; the NPCs here are pretty straight forward hack and slash, but the map is designed to teach them to take advantage of terrain in order to deal with the enemies.

The end goal of this project is to actually lift alot of the combat end of things out, and will be pushing toward puzzle solving and obstacles. I'm using the Crissaegrim system to create 'active' puzzles that revolve around using specific items to achieve different effects. (Example; in the start tutorial house area, you need to find an axe to clear some fallen trees).

I'm finding most of the trouble mapping to be designing it to be interesting, without being restrictive toward the player's ability to roam and think for themselves.

A larger link of that map here: Map (Caution: Large File)

If you look toward the very eastern part of the valley, which is not yet finished, there's a large clearing on the ground zone where I'm not sure if I should input a small puzzle area, another area for combat, or just decorate it with asthetics to represent cleared land near the city zone (reached by exiting north from the east side).

As for the southern part of the map, that's mostly dead space; the player will later be able to come back with a raft, and cross the river on the west side through a scripted event to move into a desert region. (The river is artificially produced with magic, so much of the area away from the town in this region is desert.)
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Moururi
post Sep 3 2008, 07:45 AM
Post #16


Ocean Stars Falling...
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Type: Designer
Alignment: Neutral Good




@SejiTataki: Add some more flowers and details. However the rest of the map looks good, i like the cliffs (however i've always thought that dark water looks bad).
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bakanekochansan
post Sep 3 2008, 02:15 PM
Post #17


Been playing Kirby recently xD
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Type: Designer
Alignment: Unaligned




I'll post some pics from my game too XD i don't know it's name yet though.. oh well^^
Farm from my game

Attached Image

And this is hotel
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Main character's house
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Little cafe and jewelry store
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Main character worried of his sister
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So, there they are


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My current project


go level up my brawler card :D

Click here to level up my card!

Spoiler:

Fuko Ibuki and Kotomi Ichinose are the best!
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Moururi
post Sep 3 2008, 02:59 PM
Post #18


Ocean Stars Falling...
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Type: Designer
Alignment: Neutral Good




QUOTE (bakanekochansan @ Sep 3 2008, 03:33 PM) *
Farm from my game

Attached Image


Add more plants, it's a bit bare.
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mudducky
post Sep 3 2008, 03:44 PM
Post #19


Lurking...
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Type: Undisclosed
Alignment: True Neutral




Two dark maps. Using KGC's day and night system, along with Kylock's light effects.




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Moururi
post Sep 3 2008, 04:17 PM
Post #20


Ocean Stars Falling...
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Type: Designer
Alignment: Neutral Good




QUOTE (mudducky @ Sep 3 2008, 05:02 PM) *
Two dark maps. Using KGC's day and night system, along with Kylock's light effects.




Bizzare...

One thing though, on the first map, you should move the waterfalls one tile up.
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