Search the Community
Showing results for tags 'interior'.
Found 7 results
-
So basically my idea is an animal crossing type house customization system. Is there any good way to do it without loads and loads of variables? Any help is appreciated!
- 5 replies
-
- animal crossing
- interiors
- (and 7 more)
-
Do you design interiors from scratch or reuse your previous ones?
unknown2u2a posted a topic in Theory and Development
Hey! I'm working on an old fashioned RPG and since I believe in making everything unique and interesting, I design each house from scratch and try to keep it different and original. The thing is, that's the number one thing that frustrates me and makes me sometimes quit and then come back to making my game at another time. But since I realized there's only so much you can do to really keep it original, I thought about just copying my previous houses and maybe redesigning a bit... since it'll be the same eventually. I'm talking about like 20 cities with at least 7 houses including shops. I was wondering how do other people deal with making a game that has tons of maps and still keep going with it? (I'm not saying I don't enjoy making my game... but you have to admit map designing is frustrating when you try to keep it at a high level) -
I'm hoping this is in the right place. Basically, I'm trying to get into mapping design, right now being interior, I don't think it looks bad, but I'd like from second opinions, mostly the walls and door. And of course, any tips are good, since I'm a bloody newbie at this. Edit: Oh I took this photo before I remembered to remove that random part in the middle.
-
So I'm trying to map tent interiors in my project. The problem is, tents aren't like normal houses. I can't just map it like I would a normal house, as it wouldn't really feel like a 'tent'. But I'm really confused how to make a map look like the inside of a tent. Here's my attempts at the basic structure of how I think it could look like. Which one of these should I use, or can anyone help me with a better structure? A regular house, just with no walls... With an arched up wall to make it seem like the middle is higher than the sides... Arched up walls on both ends... Any other suggestions would be really helpful
- 4 replies
-
- rpg maker vx-ace
- mapping
-
(and 3 more)
Tagged with:
-
Hello RMVXA community. I have been so busy lately that I have not been able to contribute much as of late. Now that some of my work has died down, I have returned to some maps that I was working on before my break and hoping to get some feed back. These are my first attempts at parallax mapping. I am still trying to figure out a lot of things about shadows and lighting layers and such... so any feedback would be welcome. Without further ado: Town Square Inn/Restaurant (I was trying something new by showing exterior details instead of just a black background... it caused some scaling inaccuracies... thoughts?) Market Place Fishing Pond (this one is actually broken up into 6 different maps in game) Farmer's Mill Forrest Grounds (I realized after making it that it is HUGE... I will see if it gets laggy once the events are added... if so I will definitely scale down or break it up) Thanks in advance to anyone who took time to look at my work and give any feedback so I can keep improving =D ~ Dinhbat Oops forgot credits to these WONDERFUL people and their great talents: CREDITS:
-
Okay, so, I've recently delved into the huge realm of parallax mapping. It wasn't really a regular "mapshot and then shift/add stuff" thing, since I took inspiration from Galv's Pirate Rush and have been parallax mapping that way. I'm really still practicing, so here's a sample of Galv's maps because I don't have one... I'm using the battlebacks from Ace and XP to make my maps, then adding in trees and whatnot later. Exterior maps are awesome. The battlebacks are perfect for semirealisticity and natural effects, unlike the flatness of tiles. It's the interior maps that are giving me a headache... Galv's interior maps are either like the one spoilered or made with the XP inside battlebacks... But not I'm not too keen on either of these because they actually have subtly different perspectives from the exterior mapping, which totally drives my hypercritical mind nuts. So I'm wondering how I should do my interiors. Should I do them the "mapshot and edit" way? Somehow I feel that compared to my soft exterior maps, those would be too...harsh? For example, carpets wouldn't be visibly softened, rooms and such wouldn't be rounded, etc. It wouldn't exactly match the tone, but if there's no other way to do it, then maybe I'll have to do it that way (since it actually does fit the perspective, haha). What are your thoughts? How should soft-style interior maps be done? @_@
-
CSCA Vehicle Interiors v1.1 By: Casper Gaming (Casper667) Last Update: May 26th, 2012 Introduction This script will allow you to press a button and be transferred to the interior of a vehicle if you're currently riding that vehicle. Only Ship & Airship are supported. To return to the exterior of the vehicle, all you need to do is call a script. More info on how to do this in script itself. Features - Easy enter / exit of a special vehicle map. Updates Version 1.1 -Fixed bug of map bgm playing very briefly before and after vehicle transfer. -Fixed bug of CSCA Menu Theme conflicting with map bgm playing after off vehicle. Screenshots Not needed. How to Use Place in your materials section. Further setup required, instructions included in script. Demo 1.5MB download here: LINK Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK FAQ None yet. Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/



