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mrmilkman

Koko Island

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I started creating a large project, I'm a month in, but I realized it will take a long time to get it right. Thanks to the advice of other Rpg Makerers, I have decided to create a small project to wet my feet. I still see myself making things too complicated, but my goal is to keep things simple. Probably no parallaxing, the battle system will be simple, just a few scripts (Ha yeah right), and my main focus will be the story! Here are three maps from last night's work:

 

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(I just noticed some of the items on the tables are hanging off the edge, the screenshot script seems to be shortening all the tables)

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Tell me what you think! Criticism is welcomed. I will be adding more maps periodically.

-MrMilkman

Edited by mrmilkman
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Wow, I'm not sure why but I feel happiness from your maps. On the second screen though, the banana on palm trees look weird. Maybe edit the banana a little bit to the top. Also, the original rtp tree on the left side looks out of place with all the other trees (maybe its just me though).

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These are really nice! A few things though...

In the first one, why is there a bridge to a seemingly active volcano? If it erupted, wouldn't it destroy the bridge anyway?

For the second screenshot, I think the paved-ish area around the bottom looks kind of... awkward. Also, it took me a little while to realize what the elevation in the dock area was, but it would look quite nice if that angled plank leading up on top of it had some shadowing to exaggerate the angle.

The third one looks fantastic, except I feel that the tables don't really mesh very well with the rest of the map.

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Great suggestions! Maybe the bananas are out of place cause there's only two of them, I think I'll either take'em out or put more in. The RTP tree does look funny, the other plants have more detail. I'm sure I can find a replacement. The bridge will give access to the volcano, which should play some part in this story. Maybe visiting the volcano is necessary for spiritual ceremonies. I kinda like the active graphic than the dormant. The road is supposed to look like grass has taken over and it's been broken up, maybe I'll make a graphic with a few stones coming out of the grass. The added shadow looks perfect. One question, does anyone know how to create a usable elevated path with that tileset? I had to open the tiles up to all directions, then place objects to stop the player from walking off the elevated walkway. 

Edited by mrmilkman

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On the second map, the mushroom and flower above the middle house look like the bottoms overlap onto the top of the roof.  Don't know off hand how to fix that except move them up a square.

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I added some more maps, please ignore the items hanging off the tables, they don't look like that in game. On a related note, does anyone know of a good screenshot script?

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For Rico's shop, I'd shift-click map the carpeting since it looks a little busy right now. And pop in the shadowing at the stairs at the top ^-^ In Mikel's house, I'd also suggest shift-click mapping the black and red carpets (black in the corner, the red one where you come in) to make it look a little more...real (for example, the black one should technically "extend" behind the chimney area...)

In Suja's house...uh...there are really no walls on the inside at all. I don't know if this was intentional, but it's practically one big...er...box? Well, not exactly. But it's so un-walled. If that makes sense.

Otherwise, I like this a lot! ^-^ (I'm still working on that title screen, btw.)

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I didn't catch some of the carpet issues, so thanks! I'm not sure about Suja's house, it's supposed to be a small shack type of building. What'd you think of livewell pond?

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In your second screenshot I can see you're using the Grass (Dirt) tile - Have you considered using the Grass (Sand) tile? The map looks a bit distracting in its current state, you might also want to clean up the road on the south area of the map as it has corners from dirt tile around the edges.

 

Seventh and Eighth screenshots - The items on the counters... You might want to check the Counter option for the tileset, physics dictates those items would fall to the floor as they are right now.

 

Hamak comment - I'd hate to imagine the result of trying to sleep in the hamak in the ninth screenshot.

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Livewell pond...Livewell pond...*scanning*

Looks fine to me. The pond looks shockingly deep for such a small area, and there's that one random white-flowered tree in the bottom left corner, but all seems well. ^^

GL!

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Wow I agree that these maps have a cheery feeling!! I think it's because you have managed to create each interior and environment with just the right amount of clutter and space! This is some great mapping. All I'd say is to get a more consistent style in some of your tiles, however it is overall excellent and I can't see much that I'd change...

 

I like the touch of brickwork in the last map btw ;)

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For a nice and easy screenshot, I'd suggest trying out Hypersnap :) I use it for my tutorials.

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Very nice maps! Very creative use of the tileset. May I ask you where you've got all the plants from? Did you use parallax mapping? Nice maps.

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Wow dude, those maps look really good! I think I don't have anything else to say.

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