Woah, looks amazing- but i guess does aren't tiles?
Also something (I hope) amazing for you: My bump mapping so far. This calculates light based on a hight map, resolving in much more scene fitting light, also textures look more realistic if you use the right height map:
Just a little screenshot.
And don't you dare nagging about the mapping- it's for test reasons only.
Also, some screenshots/ maps from my recent project, Swamplands:
Swamplands
And yes, I'm using RTP (and I like it)- all scripts/ effects scripted by myself.
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@-dah0rst- Scripted by yourself? Man! I wish I could have that ability... Along with art, writing, and mapping Oh well.
Your swamp map looks questionable, like the grass part being in the water. It doesn't seem to blend in well. The reflections are awesome! I do wonder how you do them?
The ancient tome... Cave... What ever you call it looks really great. The fog running through the air is perfect.
I've tried stuff with bump map and lighting; although it does bring out texture it still doesn't fit. Can't quite put my finger on it... Maybe it's the shading that's missing.
Which effect do exactly mean? Maybe I'll post a tutorial on reflections and so on if i find time. Currently i have to learn a lot for my studies
Also I maybe upload a script suite soon, with bump lighting, mirror effects, fog, real time shadows. Let's see...
Here is the mirror script, if you want to test it: (This is WIP code, i know it's not optimized for all the hackers and serious coders out there)
You should know that I use the Parallex for my water, so the mirror images will be displayed above the parallex but below all tiles. I use a modified Tileset:
TileA1
Code
CODE
class Spriteset_Map
alias initialize2 initialize alias update2 update alias dispose2 dispose
def initialize initialize2 create_reflection end
def update update2 update_reflection end
def dispose dispose2 dispose_reflection end
def create_reflection @mirror_sprites = [] for i in $game_map.events.keys.sort if $game_map.events[i].priority_type>0 sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @mirror_sprites.push(sprite) end end for vehicle in $game_map.vehicles sprite = Sprite_Character.new(@viewport1, vehicle) @mirror_sprites.push(sprite) end sprite=Sprite_Character.new(@viewport1, $game_player) @mirror_sprites.push(sprite) end
def update_reflection for sprite in @mirror_sprites sprite.update sprite.z=-99 sprite.wave_amp=1 sprite.bush_depth=100 sprite.opacity=190 sprite.bush_opacity=100 sprite.mirror=true sprite.angle=180 wave_length=4 end end
def dispose_reflection for sprite in @mirror_sprites sprite.dispose end end
end
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You want Next Gen graphic algorithms in RPG VX? Ask the horst :P
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You guys really need to start crediting these resources. No one will know who to credit when they are used. =\
If you're confused about the purpose of this topic, then you should re-read the topic's rules:
QUOTE (kaz @ Jan 15 2012, 08:53 AM)
Post here to get feedback on your work.
Please note: Resources that you do not wish to allow anyone else to use (resources you made for yourself or a game), should be placed in your game's topic (in GUC, Long Demos, or Completed Games). If you are looking for feedback for a resource that you do not wish to share, but you do not have a game topic for, then you should specify that the resource is not for public use.
If the resource you post belongs to your game, but you are making it available for others to use, then you may place that resource here and receive feedback for it - however it is expected that game resources (that belong to a game you are involved in making) be displayed in that game's topic.
I have one big problem with this map- if someone comes into the shop, the first thing he sees is a big fat wall. In normal cases, when you come into a shop, the counter is right in front of you or at the left side, and the first thing you should see are the goods. Also make the room smaller if you don't have something to fill it. Sometimes small rooms are more atmospheric and realistic than gigantic halls. But keep on, you're on the right way
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I'm doing some custom icons for my game and would like to hear some criticism.
These are edits of normal icons with photoshop and paint:
Water Ring. Heavy axe. Iron Sword. War Axe. Long Bow. Rusty Axe. Rusty Short Sword.
The last one is the least I like but I couldn't think of other ways to do the lightning ring.
In my game most weapons have 3 variation levels (Ex. short sword, sword, long sword) and I'm doing their icon depending on their actual names since I'm using a cbs that shows the icon as weapon while attacking.
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Uhm... they're all really good except the last.
I suggest you use a ring with a yellow gem (a topaz?) embedded, much like the water ring... You could add some sparkiling effect with Photoshop, in order to recall thunders&lightnings too, but definitely a ring with a small lightning on isn't that good.
Jens
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Yea... last one will probably be changed I'll see what I can do (I thought about using a yellow gem with low opacity and showing the thunder underneath it.)
Try using a door from here or something. The one you have really stands out and doesn't fit the style.
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Also, Ocean, where did you get that chipset? The wall and carpet patterns are identical. If I can, I will try to keep the art away from pre-made games.
This post has been edited by Zinx_therpgmaker: Feb 17 2012, 01:35 PM
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Phelxyre: Time Unbound (Current Project)
Game Thread A game where you start in the future, but you go to the past, to make things right, hopefully.
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Here are all the things I Support (They Include Links!)
Don't make the room that big. This shopkeeper seems lost in this huge environment. Use more black areas, and imagine how the store would be layouted if it was a real store.
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You want Next Gen graphic algorithms in RPG VX? Ask the horst :P
Seeing your tileset, you provide tables in the shop but nothing on them. While there could be houses with diagonal walls, being blocky it doesn't make it look good so I suggest you to make the room squarish.
Here's an example of a shop of mine:
It's simple, has enough space for moving and the possibility of having npcs in the room and has details here and there so that the room doesn't seem empty.
I suggest you to do something similar to this:
I made it really quick but still basing the idea around the stuff available in your tileset (Which is very limited mind you). It still has empty spaces but looks better this way and you can experiment into adding more stuff to make it look better like more columns, npcs in the shop, pictures on the walls, etc.
If you got some character sprite of side torches it would make it look better too but that is up to you.
Hope these tips can provide you with some help
This post has been edited by Vexus: Feb 19 2012, 03:32 AM
@Zinx_therpgmaker: first: you should make the interior more square or rectangular in shape as now it looks unnaturally; second: depending on what the shopkeeper has to offer, decor the interior accordingly, e.g.: weapon seller would have wide selection of swords, spears, bows, rods, and such; armour dealer would have wide selection of shields, chesplates, boots, helms, and such.
And some screenshots (link to my DeviantArt account; notes at images' descriptions) from my game:
A Lively Fellow
A Beach Witch
A Minigame
Currently, I'm struggling with battle system the most, but it's not for this type of a thread.
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I've noticed that even after posting the rules up a second time, people seem to be ignoring the purpose of this thread. This is not a screenshot thread. Please read the first post of this topic as there have been a couple changes.
Note that disregarding the rules of this topic will result in a warn, so please do not continue to post without first knowing the rules.
For your convenience, I'm quoting the first post of this topic here:
QUOTE (kaz @ Jan 15 2012, 08:53 AM)
Post here to get feedback on your work.
Please note: Resources that you do not wish to allow anyone else to use (resources you made for yourself or a game), should be placed in your game's topic (in Project Showcase, Project Demos, or Completed Games).
If the resource you post belongs to your game, but you are making it available for others to use, then you may place that resource here and receive feedback for it - however it is expected that game resources (that belong to a game you are involved in making) be displayed in that game's topic. (See this topic for screenshots.