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> Screenshot Critique, Please read first post
MISTER BIG T
post Dec 14 2012, 04:51 AM
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QUOTE (Shaddowval @ Dec 12 2012, 10:15 PM) *
@Mr Big T - Your map is pretty, solid, but also kind of bland. I realize it is a prison, but why is every cell pretty much identical? I know there are a limited number of tiles you can use, but it just feels....boring? I'm not even really sure how to describe it. I think it could use a touch more flavor to it.


Some cells have bones, some have different objects and there's even the confined solitary spot where Mom is. In fact, if you look at them, each cell is actually different in its contents. I don't know how much more flavor I can add. If you have suggestions, I'd love to hear them but I'm kinda fresh out. unsure.gif


QUOTE
I made some adjustments to my map, to make it blend better. I still need to add lights to it, as I forgot those, but I can do that with events too. I don't know what you meant about stools on the left side or light bulbs on the bed though, Mr Big T, so I can't comment on that, these are pre-made tiles from enterbrain and they are actually all part of the same set.


They can be made by whoever but that doesn't change anything that the consistency gets ruined that some of them have lights and some don't. If it's a laboratory, that's fitting I suppose but people use it as if it'd be part of someone's home and I doubt anyone would want to waste energy to have lit objects like that. However in laboratory and such uses, extra lightning may come useful and so the lightning on the desks can be justified. Though I still don't understand what's the principle of having the lights under your sofas, like do you plug in batteries or plug them in AC adapter or how? Stuff like that is more of a show if you're a filthy rich pig, rather than actual use. (It's totally all for show) Even if this is far away future, even then you have to have some source for the light and the energy to produce it. ph34r.gif

QUOTE
The reason the room on the right looks different is because it's a lab, and the interior of the walls is covered in a special material. That, of course, is all explained in game. The white shelves do look very bright, but once things start to become unlocked and they are covered with trophies and rewards, they will look a lot better. There is a reason there is so much emptiness in this room, starting out.


You still should tone down the whiteness of the shelves it's just eyecatchingly white. Tone down the contrast at least if not the brightness because it's just far too white. Or use a light gray instead, which is more asthetically pleasing to the eye but still carries the same effect you're after.


The square walls still look really weird. I just can't for life of me see it looking good. Also you could decrease the size of the room by the bottom row and it'd still be really big. You really need to do something about that carpet, it not only looks weird the placement of it makes absolutely no sense. (Why is it under the bed like that? Shouldn't it be on the hallway or something?)



I've totally redone Mary's room. Here is the pre elimary flats. Feedback is extremely welcome!


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supercow
post Dec 14 2012, 01:50 PM
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@MISTER BIG T
-Visiting your parents at the jail-
1. looks solid , few things:
- the floor tile might need some mix, or like broken/crak tile
- the jailer window doesnt need to be that high , its for looking at guest/watching the prisoner right?
2. the colour seems kindda strange, im not used to it but maybe its good for someone else

-Mary's room-
i prefer furniture in the corner of room not middle
how about adding carpet ,window , little things thats appropriate for the person living in the room

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MISTER BIG T
post Dec 15 2012, 12:53 AM
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QUOTE
-Mary's room-
i prefer furniture in the corner of room not middle
how about adding carpet ,window , little things thats appropriate for the person living in the room


I really like that stuff Supercow but I don't know what the license for it is, so I am not sure I could literally use that. (If it's free to use, I so totally want that) I was going to add few posters and such though, so I'll have do something very much like that.



This post has been edited by MISTER BIG T: Dec 15 2012, 01:34 AM


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supercow
post Dec 15 2012, 11:26 AM
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@MISTER BIG T
which stuff?
poster = got it from google , forgot where
carpet = i crop it from your wall and just change colour/tweak a little
window/ventilation = xp tileset

i guess you can only use the carpet but its not really good xD , because im lazy laugh.gif

-new marys room-
hey thats an improvement thumbsup.gif
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MISTER BIG T
post Dec 16 2012, 01:37 AM
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Yeah, I think I'll put a poster (I'll probably make one based on another character of mine and leave easter eggs like that) and I'll try and find good carpets. There's way too few carpets me thinks. teehee.gif


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OrigamiRose
post Dec 22 2012, 07:46 AM
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@MISTER BIG T

I like that room. The size of it is perfect. The problem with designing rooms is that some make them to big, wich add alot of empty spaces that leads to over-detailed rooms to fill out the empty spaces. A little bit picky, but I think the book at the shelf down to the right lacks of shading. Maybe add a little daker shade to it?

Working around with Cross Basic Menu XP by Crosslight.



Im not sure about the Window-back opacity for the menu. Also not happy with the icons or the text yet. Anthing I should change for it?

Also credits goes to Dragoncookie for the awesome art wub.gif


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Jonnie19
post Dec 22 2012, 09:48 AM
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@OrigamiRose I'd personally make the Cursor ever so slightly darker. As I can barely see it tongue.gif (with contrast/brightness FULL).


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Shaddow
post Dec 22 2012, 10:47 AM
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@OrigamiRose - I agree with Jonnie, the colors are nice, but the cursor is hard to see. It is a nice set up though, very mellow.

Also good choice in artists, Dragoncookie is one of the best, makes your game very cutsie.


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OrigamiRose
post Dec 22 2012, 01:48 PM
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Better?


I also changed the icons and the mouse arrow.


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Shaddow
post Dec 22 2012, 02:09 PM
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The darker cursor looks perfect to me, but honestly I liked your own Icons betters. Mixing your custom work with the RTP looks strange. You are better off using all your own stuff.


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Jonnie19
post Dec 22 2012, 02:32 PM
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It just doesn't look right with the mix of Icons! I didn't think there was anything wrong with the icons! I thought they looked really good...but that's just me XD


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OrigamiRose
post Dec 23 2012, 02:35 AM
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After a secound look, I agree with you guys.

Changing back to the old ones!


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Jonnie19
post Dec 23 2012, 01:14 PM
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@OragamiRose: Are you using a cursor on top of the select rectangle? I personally ain't a fan of that...If you have a cursor you don't really need a selected rectangle cause you can see which you are selecting if that makes sense tongue.gif

This is the Choice Decision Window that we're using for our Psychological Thriller Lullaby
Each selection will show you the response in the top window.


Feedback?


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OrigamiRose
post Dec 27 2012, 03:17 AM
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@Jonnie19: Yes Im using the curser. I understand what you are saying. I will take a look on that:).
For your screen, are you going to use that colourfull cursor? It stands out to much together with the windowskin you use. Maybe something darker?

Here's a new screen from me. Haven't mapped for 1 year or something.

Image


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MISTER BIG T
post Dec 28 2012, 09:29 AM
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Have you instead of making the selection become lighter instead of darker, as in highlighting the selection? That may be your ticket to making it good.



Showcasing Mary's new sprite walking on the intro credits, so I'm immersing credits with gameplay.



Showing walking.

This post has been edited by MISTER BIG T: Dec 28 2012, 09:42 AM


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markchapman10
post Dec 28 2012, 02:12 PM
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QUOTE (OrigamiRose @ Dec 22 2012, 07:46 AM) *
@MISTER BIG T

I like that room. The size of it is perfect. The problem with designing rooms is that some make them to big, wich add alot of empty spaces that leads to over-detailed rooms to fill out the empty spaces. A little bit picky, but I think the book at the shelf down to the right lacks of shading. Maybe add a little daker shade to it?

Working around with Cross Basic Menu XP by Crosslight.



Im not sure about the Window-back opacity for the menu. Also not happy with the icons or the text yet. Anthing I should change for it?

Also credits goes to Dragoncookie for the awesome art wub.gif

I love this.
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Shaddow
post Dec 28 2012, 03:17 PM
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@OrigamiRose - That windowskin/cursor is just a place holder until I design something more appropriate. As far as your map goes it looks nice, like a forest. It's very standard and RTP, but when it's done that well, there really isn't anything wrong with it. If I could say anything, it would be that everyone always limits waterfalls to two spaces, they can be bigger, even in the real world, so don't hesitate to make them bigger, or larger or multi layered. Don't lock yourself into what you are used to seeing.

@Mr Big T - Love the sprite, she's adorable. I like the walking on credits thing, the one problem I see, and it may just be the shot. I can't really read your credits well.


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highlander4
post Dec 30 2012, 06:43 AM
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QUOTE (MISTER BIG T @ Dec 12 2012, 05:30 PM) *


Nice dungeon it really has that dungeon feel plus it's dim and it adds to the feel.

Here's a map I made... It's a Tavern please tell me if the map is okay and if the lighting feels a little bit over the top.

I don't know why I haven't thought of using fogs, I searched and searched for a light script that suits my needs and I haven't really found one... my maps would have been better if I discovered using fogs.



This post has been edited by highlander4: Dec 30 2012, 07:29 AM


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markchapman10
post Dec 30 2012, 08:56 AM
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With light scripts I would search for a shadow script, I think the light at the tables dont look right. It looks like some of the characters are lit up. Sorta makes the characters look odd.
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Rukiri
post Dec 30 2012, 05:52 PM
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QUOTE (MISTER BIG T @ Dec 28 2012, 10:29 AM) *
Have you instead of making the selection become lighter instead of darker, as in highlighting the selection? That may be your ticket to making it good.



Showcasing Mary's new sprite walking on the intro credits, so I'm immersing credits with gameplay.



Showing walking.

It appears as if she's twisting her body when she moves, movement should be fluid and I know flipping does save time as I've done it but add that extra frame or 2 so that it's smooth between transitions.

@highlander4: There is a few lighting errors but overall very nice!


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