@Zinx I would say that you need to add some form of pathway, similar to Vexus' example above, adding in some extra bits and pieces adding darker sections of grass, I am hopeless in XP mapping XD I'm attempting a different style of mapping for a game created by Shaddowval and I, it's using Celianna's parallax tileset, which Shaddowval created a tileset for, I would quite like some feedback, it's a Professor's house, I'm not quite finished with it yet, but what do you guys think so far?
Proffesor's House
Very nice. I have checked twice on something to complain about or to improve, but you passed my inspection.
How about some feedback on this map?
a tavern/inn
This post has been edited by markchapman10: Nov 6 2012, 09:48 AM
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QUOTE (Jonnie19 @ Nov 6 2012, 05:18 PM)
@Zinx I would say that you need to add some form of pathway, similar to Vexus' example above, adding in some extra bits and pieces adding darker sections of grass, I am hopeless in XP mapping XD I'm attempting a different style of mapping for a game created by Shaddowval and I, it's using Celianna's parallax tileset, which Shaddowval created a tileset for, I would quite like some feedback, it's a Professor's house, I'm not quite finished with it yet, but what do you guys think so far?
Proffesor's House
@Jonnie19 I love your style Jonnie, especially how you use the events to go to different parts of the house.
@markchapman10 I suggest the same as Jonnie, try adding some more props, maybe some bookshelves.
I've been working on a one man CMS, and here's what it currently looks like.
Screenie
I'm open to suggestions, so if you think it could do with a little more (which I think it does) then please by all means say so.
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@Jonnie19 Very nice. Although the first thing I have to point out the bathroom being connected to the kitchen and the bedroom? Kind of odd, but I guess placement isn't really a big deal if you're using not RTP. Real criticism: The shower in the bathroom should be tucked up against the wall fully. It looks like it's been placed off the wall (lazy plumbers). Your kitchen seems bare? Are there any cabinet to include or something else to fill the floor? I would suggest a window, but the way it's facing it would just make less sense. The plant in the bedroom seems to cut off. Also you might want to move it since only half the shelving would be used. I’m quite confused about the overall house. I mean sure I guess the professor could have a classroom in his house. But truthfully, I’d make separate maps for the classroom and the house. Just makes more sense. Oh, and include more books. He's a professor.
@markchapman10 The presentation is good, but I think you should reduce the space used in the lobby area and the mess hall. Try adding something to the walls to add variety (windows, paintings seen in every house, etc.) A few carpet or floor mats could add variety to the floors in the lobby and sleeping quarters. The storage area is meh. I would shrink it or make it not visible (aka not show it. Cover with a door and say "door is locked")
@Legacy Truthfully, I haven't criticized scripting work. I just awe at it every time and wish that I could be you. Everyone can dream though.
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@Legacy I'm trying to find something wrong with your system...and I purely can't. It looks amazing. I also wish I could script...but I don't have the patience...
Couple of updates, I forgot to add on the Evented mapping layer, I'm trying to see whether I can achieve as close to Parallaxing using the Engine...which isn't easy AT ALL. @Kayden997
I had forgotten to add in a few sections, including the Evented mapping layer. His "classroom" is more like an office for him, in which he writes his assignments for his students.
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QUOTE (markchapman10 @ Nov 6 2012, 09:14 PM)
One man as in one person in the party!? If this is true are you releaseing this to the public? This would fit the SAS IV perfect.
Yeah, there's only one party member and once it's finished it will be available for public use.
QUOTE (kayden997 @ Nov 6 2012, 10:28 PM)
@Legacy Truthfully, I haven't criticized scripting work. I just awe at it every time and wish that I could be you. Everyone can dream though.
I'm flattered, I'm always here if you need to pick a scripter's brain, just PM me
QUOTE (Shaddowval @ Nov 6 2012, 11:15 PM)
@Legacy - That looks amazing, I looked at it and instantly thought of 3 game ideas that could work for it XD
I'd love to see it used in a game, once it's finished I'll make sure to post it here so you can use it. I just need to finish the other scenes hehe.
QUOTE (Jonnie19 @ Nov 6 2012, 11:19 PM)
@Legacy I'm trying to find something wrong with your system...and I purely can't. It looks amazing. I also wish I could script...but I don't have the patience...
Hehe thanks guys, you know how to motivate people! XD
Make sure you keep an eye out, I'll post more screenies as I develop the other scenes
EDIT:
I managed to script the Scene_Item before I went to bed. Here's the latest addition to the menu. Hope you enjoy it!
This post has been edited by Legacy: Nov 6 2012, 10:20 PM
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Jonnie19, I like the layout of the area, very nice amount of detail. The kitchen and bathroom look a bit lonely, though. The oven seems to be in an awkward spot. I'm thinking it could be moved to the other side of the fridge so it's tucked in between the fridge and counter, and then using the open space where the over once was for another shelf or cabinet.
As for the bathroom, the opposite side of where the facilities are seem a bit bare. In the nook, it may be a good place to include a bench. Also, you might consider adding a hamper of dirty clothes, if possible.
Houses don't have massive gaps between the rooms. They have walls between the rooms. Move the rooms so that they're adjacent to each-other, and then try to make them rectangular when you can, because those are some of the weirdest-shaped rooms I've ever seen, in a video game or otherwise.
Also, I'd just fill in the whole top part with that black autotile. You're not really using it right. Though I've seen more than one way of using it, I don't think I've ever seen this way.
I definitely appreciate that you actually made each room into a real room with a real purpose, instead of just a bunch of random rooms full of dressers and pots like some games. You should probably swap out the royal tapestry in his bedroom for a painting, though, haha.
----------------
Here's one of mine from Iniquity and Vindication:
Mess hall in the prison transport ship. Experimenting with wall textures. I swapped out the overused, pixel-arty-looking metal wall I was using for this grittier one I found by searching for "metal wall" on Google Image Search.
If you want to critique it, don't read the following until after you've looked it over, since it'll affect your first impression:
explanation
If the crates on the right side look weird, it's because they're stacked. You have to destroy two crates to make a path across the top of them to that chest. I felt like the puzzle was kind of visually confusing from this angle, but couldn't come up with a good way to rotate the map, so I put some stacked crates and a second raised mesh platform near the door to clue the player in. My question is: did that work? Or was it not enough, and should I redo the map with the puzzle rotated somehow?
This post has been edited by LockeZ: Nov 7 2012, 09:21 AM
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QUOTE (LockeZ @ Nov 7 2012, 05:15 PM)
Houses don't have massive gaps between the rooms. They have walls between the rooms. Move the rooms so that they're adjacent to each-other, and then try to make them rectangular when you can, because those are some of the weirdest-shaped rooms I've ever seen, in a video game or otherwise.
Also, I'd just fill in the whole top part with that black autotile. You're not really using it right. Though I've seen more than one way of using it, I don't think I've ever seen this way.
I definitely appreciate that you actually made each room into a real room with a real purpose, instead of just a bunch of random rooms full of dressers and pots like some games. You should probably swap out the royal tapestry in his bedroom for a painting, though, haha.
----------------
Here's one of mine from Iniquity and Vindication:
Mess hall in the prison transport ship. Experimenting with wall textures. I swapped out the overused, pixel-arty-looking metal wall I was using for this grittier one I found by searching for "metal wall" on Google Image Search.
If you want to critique it, don't read the following until after you've looked it over, since it'll affect your first impression:
explanation
If the crates on the right side look weird, it's because they're stacked. You have to destroy two crates to make a path across the top of them to that chest. I felt like the puzzle was kind of visually confusing from this angle, but couldn't come up with a good way to rotate the map, so I put some stacked crates and a second raised mesh platform near the door to clue the player in. My question is: did that work? Or was it not enough, and should I redo the map with the puzzle rotated somehow?
I like the map, everything seems to work well. The only thing that seems a little odd to me are the crates on the right side. But overall nicely done!
I've managed to get quite a bit done on the CMS today. Here's the latest screen of the skills menu, what do you guys think? I personally feel like something is missing.. but I can't place my finger on it.
EDIT:
I managed to finish up the Equip scene as well, I said I'd keep you guys updated. So here it is.
Lockez - I think there is a depth problem with the map or something, I dont know it dont seem natural for some reason?
Can you explain in more detail? What part seems weird and why? The crates, the mesh overhang, something else?
screenshot
More Detailed opinion 1. In the spoiler under the image it said not to read till after I look at the image close...... I did eventually look at the spoiler and I think you should rotate the image to better inform the player of the puzzle, without knowing what was in the spoiler I wouldn't have even thought about it. 2. Also your hot water heater is cut off.(didn't notice this till just now.)
This post has been edited by markchapman10: Nov 9 2012, 10:14 PM
Oh man, did you make those portraits yourself? If so: SUPER PRO.
The shading on the sprite isn't as good (or as... existant) as the shading on the portraits; if you used similar shading, the sprites could look as good as the portraits. Eyes on the sprites are BEYOND HUGE but whatever I'm okay with that. LOL that she's about 50% taller than her dad, I hope he made a really massive breakfast. Obviously you're gonna have to do the rest of the game's sprites at the same scale as her, this could end up a lot of work, hopefully you don't give up halfway
She looks kind of naked in the game over screen. Even though it's supposed to be minimalist, I think it'd help to add some borders around the edges of her dress.
This post has been edited by LockeZ: Nov 11 2012, 01:22 AM
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Hey thanks from your feedback, Hoshi is actually taller than her father. She is 9 feet tall at the start of the game and like Katamari, grows bigger the longer the game goes.
__________________________
Guy: Who's the big girl? Me: That's not girl! That's me!
@MBT - How big can you actually get, that sounds like an interesting game mechanic. Are those tiles completely custom as well, don't think I've seen them before? If so very nice work!
Those trees on the side were a bitch to make.
Edit - This always happens, it looks fine until I post it and find an error on the right.
This post has been edited by Tau: Nov 21 2012, 10:34 PM