Alzeryon 0 Posted June 7, 2014 (edited) Forewarning: I've only been using RMVXA for a few days and I've never done any type of mapping or graphic work before. I'm sure in many ways there's room for improvement. That said, critique away. I'm here to learn, right? Also as a note, I'm open to different tilesets and scripts if you have suggestions. Currently all of this is RTP only, minus some images for the lighting effects. If you dislike scrolling through decent sized images on forums like me then here's a gallery link: http://imgur.com/a/qp1ON#0 Thanks in advance for any thoughts, advice, and criticism First building exterior I made. ] First building interior not using a sample map. Store complex north of inn Sorry for the wide photo. Apparently I forgot how to crop Double sorry for taking a screenshot with all the event boxes in there I know there's lots of empty space; I'm thinking of condensing the map if I can't think of something worthwhile to fill in some space. Second cave Part of a cliff/mountain map I'm currently tinkering with. Updated Images Edited June 8, 2014 by alzeryon Share this post Link to post Share on other sites
Tsarmina 2,612 Posted June 7, 2014 I'd say you've gathered a lot of knowledge in these past couple of days. Animated water events, tiles, lighting effects....not bad at all! As simple as they are now, there's not much wrong with them, per se, but they could use some sprucing up, as most maps can. ^-^ I would definitely crowd up the store complex. On your first map, that crowd of plants on the right side make the grid effect look very obvious--probably more obvious then you could make it. (To solve that without parallaxing, there's this great thing called tile clumping that you may want to check out.) For the last one, there should be a shadow to the right of that waterfall. Share this post Link to post Share on other sites
+ LadyMinerva 998 Posted June 7, 2014 They really do look cute, even using default RTP tilesets! I'm sure you will do something about the empty spaces (like adding tables and chairs or so) so I won't say much about that. Your "Store Complex north of Inn" where you use the tiles below the fencing looks a little funny to me. It's probably me but since these tiles have a border on each of them and it kind of clashes with the connective fences in a way. As for the port, you can add a couple of things on the board walks like boats and such to add a more feeling of a port. Very much it I have to say, these maps are off to a great start! Share this post Link to post Share on other sites
Alzeryon 0 Posted June 7, 2014 (edited) On your first map, that crowd of plants on the right side make the grid effect look very obvious--probably more obvious then you could make it. (To solve that without parallaxing, there's this great thing called tile clumping that you may want to check out.) Amusingly enough learning recoloring/clumping is my project this weekend! I imagine once I figure that out I'll be going through and adjusting some of the details within the maps. It's not like it'll take long after the tile edits. Never been very handy with image editors though, so learning is taking a bit They really do look cute, even using default RTP tilesets! Your "Store Complex north of Inn" where you use the tiles below the fencing looks a little funny to me. It's probably me but since these tiles have a border on each of them and it kind of clashes with the connective fences in a way. Hah! Thanks And I see what you mean, especially when the horizontal fencing since it sets on the border of the floor tile. I can probably change the floor tiles to something without a border, although I can't remember if RTP has a color that meshes well right there. If not, then I'll just wait until I figure out recoloring and fix it up Thanks for the feedback, both of you! I'm happy with my progress after less than a week (in both manipulating graphic effects and elsewhere), but there's always room for improvement. Edited June 7, 2014 by alzeryon Share this post Link to post Share on other sites
Tsarmina 2,612 Posted June 7, 2014 Actually, people have premade clumps too if you don't want to make your own. Liberty has some of the best I think, but I have some of my own too (check out my Lab if you like! shameless thread promotion haha) 1 Share this post Link to post Share on other sites
Alzeryon 0 Posted June 7, 2014 (edited) Thanks for pointing me towards those resources! I took a quick peek at your Lab and Liberty's stuff. As of now I'ma learn how to do some of it myself, but there's lots of great resources from both of you Speaking of learning myself, here's an early attempt at recolor/clumping: I also have a related question. If it best belongs elsewhere please let me know! (I imagine there is. I'm probably just blind.) In the meantime I'll put spoiler tags around it: In the following image I've tinkered with darkening some of the tiles in the cave. The tile my character is facing towards, however, has a border that clashes. Not having any experience with photo editors I'm unsure how to easily change the color of that tile so that the border is the same color and looks natural alongside the other edited tiles. Anyone have advice / a tutorial resource handy for that? Edit: Changed the first picture to something more new. Edited June 8, 2014 by alzeryon Share this post Link to post Share on other sites
Tsarmina 2,612 Posted June 8, 2014 Oh, excellent! The first screenshot is already looking much better. It's amazing what this can do. Your lighting effects are getting even better! (Though, I would consider parallaxing the shadows, too!) Share this post Link to post Share on other sites
Alzeryon 0 Posted June 8, 2014 Thanks Tsarmina! I'll have to look into parallaxing shadows, although I must admit I have no idea where to begin. Maybe I'll see if I can find a tutorial later. The light in the small village was fairly simple, but it was done through Yami's Overlay Script Share this post Link to post Share on other sites
Tsarmina 2,612 Posted June 8, 2014 All you have to do is remove the default shadows that VXA adds. And then, like using Yami's Overlay Script, just parallax (or I guess overlay would work) softened shadows. It really makes it look more realistic. Share this post Link to post Share on other sites