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> Critique Thread, Post resources here for critique.
-dah0rst-
post Feb 16 2012, 11:31 AM
Post #41


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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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kayden997
post Feb 16 2012, 12:15 PM
Post #42


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@-dah0rst-
Scripted by yourself? Man! I wish I could have that ability... Along with art, writing, and mapping tongue.gif
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.


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Sinchross
post Feb 16 2012, 12:40 PM
Post #43


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@-dah0rst->> WOW ohmy.gif

The effect only works with tiles or can be used with pictures? It's amazing!!!
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-dah0rst-
post Feb 16 2012, 02:43 PM
Post #44


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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 wink.gif

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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Zinx10
post Feb 16 2012, 03:28 PM
Post #45


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Looking pretty nice, -dah0rst-.

I was wondering what you all thought about my shop map:


I noticed I am fairly bad at interior mapping, so I would like as much critique as possible. Also, here is the tileset I am using:


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X-M-O
post Feb 16 2012, 03:31 PM
Post #46


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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.


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Saul95
post Feb 16 2012, 10:29 PM
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But wait, you could not leave the topic open and then open the screenshot on a pixel art and / or graphics? So it would be neater.


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-dah0rst-
post Feb 17 2012, 12:12 AM
Post #48


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@Zinx

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 wink.gif


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Vexus
post Feb 17 2012, 02:02 AM
Post #49


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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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Jens of Zanicuud
post Feb 17 2012, 02:33 AM
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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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Vexus
post Feb 17 2012, 02:55 AM
Post #51


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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.)


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Oceans Dream
post Feb 17 2012, 03:51 AM
Post #52


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@zinx:


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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Zinx10
post Feb 17 2012, 01:33 PM
Post #53


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@-dah0rst- and OceansDream
Is this better?


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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-dah0rst-
post Feb 17 2012, 02:14 PM
Post #54


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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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Zinx10
post Feb 17 2012, 04:22 PM
Post #55


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Is this any better?


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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.

The Hidden World
Game Thread
An Arcade-style game where you must go through various puzzles to see if you go home.

Here are all the things I Support (They Include Links!)




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Vexus
post Feb 19 2012, 03:31 AM
Post #56


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Your shop is very empty.

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 smile.gif

This post has been edited by Vexus: Feb 19 2012, 03:32 AM


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Sinchross
post Feb 20 2012, 12:48 PM
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I Agree with vexus and think that you do something like of his exemple the shop will be good. ^^'

A new photo of my vilage:



Mais uma


A video:



This post has been edited by Sinchross: Feb 20 2012, 12:53 PM
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Kaimi
post Feb 23 2012, 12:24 PM
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@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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X-M-O
post Feb 23 2012, 06:33 PM
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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.

Also note that for screenshots, see this topic.

Thanks! =]


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.


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AbsoluteIce
post Feb 25 2012, 08:29 AM
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What do you guys think about this logo
I made?
Attached File(s)
Attached File  Untitled_2.png ( 56.67K ) Number of downloads: 4
 


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